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BastardKing

BastardKing

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  • @JanelliBee17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453970#Comment_2453970

    Im rank 18 and win just fine against survivors and often get 4ks or at least three when I play seriously. Also, by imbalance you mean the killers have favor/ advantage right? Because even with SWF I have been tracking our matches for a few different reasons. But I we were able to play 13 matched today. My BF is rank 2 survivor, I am rank 6, a little less good, and the friends are rank 4 and rank 7. So we are a decent bunch together. Due to tunneling mostly, we won 4 and lost 9... wheres the balance? And 3 of those games were pure tunneling/ camping. Seems decently balance without the unnecessary actions.

    How many times, when they were being camped, did the three of you finish 3 gens instead of continuously trying to save them? I almost never lose to campers unless the team gets stupid. Tunnelers are even easier if I am the one being tunneled, because I can loop for 2-3 gens easily. That is the balance. At the highest level play, people like me can make it so that it can take 80+ seconds to down us. If they camp me after it took 80 seconds to get me down, that is 120 more seconds. In 200 seconds, 3.5 minutes, 3 survivors can win the game. 1 or more of you still has room to improve, or you don't punish it, you complain about it.

    Also, OP, if you want to complain that 'targeting a specific player' includes camping or tunneling, then killers would be able to report flash light players for targeting them, since they are a specific player. It's part of the gameplay.

    Anyway, a huge part of the problem is being call things Camping that aren't Camping and Tunneling that aren't tunneling. If a killer sees you near the hooked person, they have 2+ people not working on gens. They are not only not obligated, but they should rarely, if playing smart, allow a free unhook. Better to chase you around a hook, not leave, and increase the chances of a trade. If you are around the killer to see them 'camping', and they see you, it's not camping. If you come back after 30-40 seconds and they have just never left and are staring into Claudette's Baby Browns, then that is camping, and just do the gens.

    'Tunneling' is another huge misnomer. You want players out of the game as killer. 1v3 is a massive dynamic shift. Tunneling would be if you literally refused, all game, to acknowledge any other player and hunted down one person relentlessly. If they get unhooked in your face, or in a bad spot, and you hook them a second time, that is not tunneling. Also remember that some killers will tunnel you if you are toxic, and rightly so. A good example of something people call tunneling, that isn't; in my last game, I was Demodoggie with 8 stacks of STBFL. This Laurie got unhooked while I was real close. I downed her rescuer. She stayed nearby, because she had a flashlight, and thought she was invincible because she had DS. I downed her. Picked her up. She DSed me and ran.

    ...Except I am a Demogorgon with 8 stacks of STBFL, there is a person who got left slugged because you were being stupid, and I now have 2 people off gens, maybe a third. I downed her a second time and hooked her, and after she got unhooked, killed her off ASAP to preserve my 8 stacks. This is not tunneling. This is someone making a bad decision based on perks they knew I had, staying close to me, and me eliminating a threat and crippling a team. But that didn't stop them from crying Tunneler.

    Another mistake survivors make; it is sorta tunneling to go after the weaker player, but it is the Killer's job to kill survivors. If Claudette is using Ninjustsu, Meg Sprint Bursts away every time, and Feng takes 60 seconds to down, but you are the Dwight who gets caught in 15 seconds or throws down every pallet, the killer should be targeting you. Is it tunneling? Kinda. You are going for the easier kill. It can get upsetting with the recent matchmaking, since you can be a green paired with reds against a red killer. But the killer HAS to go for the weaker people if the other 2-3 are strong.

  • @Saviorace said:

    https://forum.deadbydaylight.com/en/discussion/275642/remove-keys

    If you're complaining about keys you were going to lose that match anyways. Keys aren't the problem, killers crutching perks and holding themselves back is.

    lol. Tell me you are a survivor main without telling me you are a survivor main. "If the uncounterable ability made you lose, you couldn't have possibly won." That is only true if the entire game has nothing but uncounterable features. *Hangs a lampshade*

    Anyway, the achievements thing, while somewhat true, is an excuse. They were able to change Killer Adept to make it harder without much effort. (For those who don't know, it used to require a 4k, not Merciless.) They are changing the Stranger Things ones with only 3 months notice. (Out of necessity, but still) It has been, what? 9 Months since moris were changed? And they were saying they were working on it before that? They have had more than enough time to change achievements. That is not the issue. They said they were going to make Moris better too, but that ain't happened. There are plenty of nerfs that could have brought Keys down to near Mori level nerfs without affecting achievements. They just don't.

  • @Rey_512 said:

    Yeah, it’s unnecessarily thicc.

    New Corn is Jane Thicc.

    But yeah, the corn shouldn't be that good for losing the killer, it should only be good for not being found in the first place. If it is that oppressive in sight blocking, the entire map becomes a loop for people with vision problems.

  • @jajay119 said:

    It already feels impossible to escape a chase unless the killer decides to give up and you get lucky round some loops half the time. No thanks..

    Some players are great at evading the killer. I've sat and watched them on spectate in awe but they shouldn't be treated as the norm

    You're not supposed to be able to escape a chase unless the killer gives up. But I agree, the speed boost isn't needed for chases. The problem is the map is too damn big. I was on Mother's Dwelling, and I had two gens that were ~40 seconds apart, one way. If I was at one gen, and got to the other, skilled survivors working in pairs could finish either gen before I could possibly cross the map to check. That is where the speed really becomes an issue. Out of chase mobility is a real definer for some killers.

  • @Drekathar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2300228#Comment_2300228

    I agree. A lot of survivors if not most DC out of spite for the killer so I assume knowing that the killer is going to benefit from their DC is going to deter them a bit maybe.

    Honestly, given how toxic the community is, particularly with that type of survivor, giving nice things to everyone else would be the biggest DC penalty we could give.

  • I actually think Objective needs to earn more. 80 seconds on a gen to earn 1250bp? I get that for 16 seconds on a totem or 30 seconds in a chase.

  • @DetailedDetriment said:

    There are currently 179 perks in the game. 95 of those perks are for survivor, while 84 of them are for killer. Now you have to take these numbers and multiply them by 3 because of tiers, getting you 285 survivor perks and 252 killer perks, totaling out to 537 perks.

    Of 95/84 perks, only 4 show up on your bloodweb at a time, and even then you can only purchase two at a time. This means that you have to go through 570/504 levels of the bloodweb to unlock every perk in the game and get them to T3.

    Putting that into BP perspective, you have to take the number of levels and multiply it by 50,000 (bloodweb price at level 50). You will be left with 28.5 million points for survivor and 25.2 million points for killer. Both of these numbers can be lowered slightly because not every web is 50K bp, so let's say you end up having to spend roughly 27 million bloodpoints to get every perk on ONE survivor or 24 million points to get every perk on ONE killer. Throw prestiging on top of that and you get about 30 million bp for survivor and 27 million bp for killer.

    An average player will most likely have three characters. Typically 2 survivors and 1 killer. They won't prestige, so they end up having to spend 54 million bp on survivor and 24 million bp on killer for every perk.

    Let's say you don't have BBQ or WGLF, so you average 20K points per match. You will have to play 50 matches to get 1 million bp. A match usually lasts around 15 minutes. After multiplying 15 by 50 and dividing by 60 (minutes in an hour), you get 12.5. 12.5 is the amount of hours you will spend to get 1 million bp. 12.5 hours times 27 million bp is 337.5 hours (surv); times 24 million bp is 300 hours (killer).

    If you go off that, it takes a little less than 2 weeks to get a killer from level 1 to level 50 with all perks, and it takes over 2 weeks to get a survivor from level 1 to level 50 with all perks. That average player will now be spending over a month to get 3 characters from level 1 to level 50 with all perks.

    Let's say you're someone that has all the time in the world and wants to get every perk on every character. Not including prestiging, you will end up spending 729 million bp/9,112.5 hours on survivor and 576 million bp/7,200 hours on killer. You will literally be spending 380 days on survivor and 300 days on killer. That's nearly two years getting every character to P3 with all perks, and with new chapters releasing every few months, the numbers just get higher.

    My calculator needs a break now, so I just have one request for BHVR. REMOVE PERK TIERS.

    Also, someone, please check this math. Even with a calculator, I'm almost certain that something here is wrong.

    I agree with your point, but it is a bit off somewhere. I have a little over 2k hours, and I have all killers except Nemesis P3, and all killers except the last four with all perks, and a full survivor perked out. (Stupid, Sexy David)


    That being said, rather than tiers, one of the best ideas I saw; make it so Prestiging a character unlocks that rank of their perks on all other characters. My P3 Nurse now gives all my new killers Nurse's Calling/Thana/Stridor, and my P1 Nemesis gives Rank 1 Pursuit/Hysteria/Eruption to all my killers.

  • I have always said that DCing survivors should boost the emblems of everyone in the game if they were not in a SWF, depending on how many hooks they had had.

    Killer should get the equivalent of 3 hooks, some Chaser/Hunting, and 6 hits of Malicious, including BBQ stacks, emblems, and BP. (It gives Brutality right now, which is stupid, because you are losing sacrifice, which you cannot get back)

    Survivors should get the equivalent of 1 unhook and one heals if they had 3 or 2 hooks remaining (Not on death hook), they should be considered to have survived one minute longer per DC survivor hook and their Emblems should be reflected as if they got an extra gen done. (Including BP to go with unhooks, heals, and gens)

    Additionally, for challenges involving killing survivors in any way (Including killing all four in the basement, etc), a DC should auto count for killer. I am slightly more hesitant to count as unhooks for survivor, because that is more exploitable.

    Additionally, if they leave within 3 minutes of the game starting, all items, add ons, and offerings should be refunded to everyone else.

  • By comparison, M1's who DO have One Hit Downs:

    Hillbilly

    The Shape

    The Pig

    Ghostface

    Oni

    Only two of these characters are considered strong.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2300087#Comment_2300087

    Then why doesn't every M1 killer have a permanent instant down power?

    Wraith: Can traverse the map undetected at rapid speeds. His ability allows frequent free hits, and demands people heal or they are one shot downable at any point.

    Doctor: Built in game slow down, anti-loop, and detection means that, unlike Bubba, you cannot hide from him, and even if you do, he is better at ending loops than Bubba is, because he does not care about pallets OR vaults. In fact, downed pallets help him.

    Freddy Krueger: Massive map mobility and the ability to stop vaults.

    Clown: Is Weak #########, and arguably the second worst killer in the game.

    Legion: Effectively has a one shot down, because most people will not heal against them. Increased speed. When you spend all of your time injured, you are technically always one shot down.

    Plague: As above, except if you heal, she gets ranged AoE attacks.

    Demogorgon: Massive map mobility, detection, and increased looping abilities due to much longer attack range

    Pyramidhead: Can negate powerful perks, doesn't need to waste time hooking, and can attack THROUGH WALLS.

    Blight: Highest mobility in the game. Once mastered, one of the easiest killers to get hits on, just below Nurse. Even chain hits are not difficult.

    Twins: Can be in two places at once, including guarding hooks from across the map. Ability to chain downs. Extremely large map presence.

    Nemesis: Increased detection/map presence due to zombies. Ability to hit over objects.


    So, in summary, here are the abilities the M1 Killers have that Bubba does not instead of a One Hit Down:

    Massive Map Mobility: 5

    Increased Speed In Chase: 4

    Ability to get 'free' or ranged hits: 5

    Ability to get Anti-Loop Hits: 11 (That is all of them)

    Slow Down: 2

    Increased Map Awareness: 7


    None of these things does Bubba have. You can consider his ability to break pallets faster (Shared with 3 of the above) to be Anti-loop, but it really isn't.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2298205#Comment_2298205

    Quick question which is worse og freddy or trickster? I know they both get there own tiers but its kinda funny to me.

    I would honestly say Trickster. Freddy at least had info, and he could tunnel like a MF since BT could not activate, and he was 115%. Trickster is 110%, cannot get across a map, makes his appearance obvious with his singing, even outside his terror radius, has just as low lethality with a long delay to it, and unlike Freddy, literally gets NOTHING out of his power if he doesn't get a kill. At least Freddy got minor regression due to failed skill checks or people needing to wake up. Trickster gets nothing at all.

    I had a Huntress Lullaby + Overcharge + Slowed While Sleeping Build on Freddy. They would lose 16% of gen progress every time they woke up, and regaining it took 15 years. You can't make a build that effective on Trickster.

  • Trickster is the counterpart to Nea; one is a killer pretending to be a survivor, and the other is a survivor pretending to be a killer.

  • Spawn the killer more in the center of the map too, consistently. With Lethal Pursuer, I have had games where they spawned together, I walked across a large map, and it was past 75% done before I even got there. Almost 20% of their objective done before I could possibly have had an interaction. Without Lethal Pursuer, if I checked any gens along the way, it would have been done.

  • @Yords said:

    The problem with this is that moonwalking exists. The killer could just do that and then start a chase with a huge headstart.

    Also a 15% increase in movement speed is only really good in a chase, not for map mobility.

    I disagree with the second part. I feel pained in map mobility just from the 5% loss when playing Huntress or Deathslinger.

  • @Putti said:

    Dont be mistaken.

    I am a killer main and i love nemesis since old resident evil games.

    When i say, nemesis and zombies dont need any buffs at all, it means they are perfect as they are right now.

    If they ever added a 3rd zombie, it would be an ultra rare add on worth.

    But nemesis is fine without.

    However, they should tune up the zombie AI and stop them from getting stuck

    The zombies should be quicker with their attacks, IMO. I have literally seen, and practiced, on zombies, and you can be right next to them when they lunge and run out of range. It should be more of a hit scan if you get to close, rather than a slow caress on your shoulder.

  • @Ravio_Li said:

    https://forum.deadbydaylight.com/en/discussion/260108/dear-devs-please-turn-of-the-particle-animations-etc-for-a-few-days

    Make it an option to toggle anyways, because I am almost certain that causes a lot of problems for me.

    Agreed. I want a damn anti-epileptic option. The sparking particle effects should have been able to be disabled a long time ago.

  • Repairing something should be more difficult than destroying it. Kicked gens should regress at 100% single survivor repair speed, and require five seconds of work to stop regression after they get off. Ruin just makes it so the regression starts automatically and happens at 200% normal speed. That way, kicking a gen actually matters, and it isn't done at a much faster rate by survivors.

  • I think his cooldowns need to be adjusted. His power isn't as strong as PH, but he has PH level cooldowns and no add ons for it.

  • I would say he and trapper are competitors for second weakest killer in the game, just ahead of Trickster.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2299182#Comment_2299182

    I have to hold down M1 for 80 seconds to complete 1 generator. It takes 5 to power the exit gates. The cannibal has to press 1 button and can down multiple survivors in mere seconds. If other killers have to progress their power to make it stronger during the match then why doesn't cannibal? The plague for example has to collect infected water fountains for her vomit to damage survivors. Cannibal starts the trial with an instant down power with no other conditions.

    YOU don't have to hold M1 for 80 seconds. FOUR of you have to hold M1 for 80 seconds. A commonly forgotten thing.

  • @KateMain86 said:

    Just had ANOTHER match where someone playing the cannibal was basically given a free win because they were able to press a single button on their controller. This is why I will NEVER and I mean NEVER go for end game saves ever again when playing against this killer. I had the door open, 2 survivors on their 2nd hook. I step out of the exit gate to try to see if I could possibly make a save. One of them ran out of time and just as I was about to go for the other the cannibal shows up. I am literally only a few feet outside of the opened exit gate and just as I turned around to try to run out they made it to the exit gate as I did (because terror radiuses in this game will never make sense to me) and simply pressed ONE BUTTON that requires absolutely no other conditions to grant an instant down and down me right at the very end of the exit gate. I get picked up, thrown on the hook and just to be toxic the killer decides to hit me on the hook. When things like this happen in DBD I cannot tell you how much I just don't want to play the game. Killers that have this much power in a match that require no other conditions but to press a single button simply make the game completely unenjoyable to play. Until this killer's power is nerfed into something fair I will not be making anymore save attempts with this killer on the map. As much as I want to, and I always try to, I simply find making those save attempts against a killer with this much power is not worth the effort. This killer is rewarded with far too much for doing very little.

    The cannibal's power needs to be changed. The instant down effect it has needs to go. Replace it with the broken status effect or something. ANYTHING but an instant down. There are just too many situations where this killer is overly rewarded for very little effort. I never have fun playing against the cannibal. Seeing this killer in a match immediately makes me want to give up and not even try. I don't want to have these kind of experiences in DBD. I want to have fun and playing against this killer is not fun for me at all.

    *Holds Shift W Against Any M1 Killer* "I agree with you sister."

    *Gives a thumbs up while holding M1 at a gen* "Definitely a too little skill required to win."

  • image.png

    What the game says I earned

    image.png

    What I actually earned

  • I do man. I do. But the mayonnaise sandals always return.

  • I kinda like Tru's opinion on the matter;

    As a survivor, if you pip, it is about whether you played well or not.

    Surviving, however, is dependent on if your team played well or not.


    Had a game yesterday where there was 1 gen left, 3 people, one guy was on the hook, and I led the killer on a ~45-60 second chase. Dude on the hook died. What did I see when I went down and got hooked? Claudette found the hatch, and was just sitting on it. Refused to save, refused to work on a gen. Could have had a 3 man escape. But one survivor decided that she wanted hatch, even if we all died.

    I struggled as long as I could, the killer found her and hatch, and she died. That match had a 100% kill rate, 0% escape. It should have had a 75% escape. One player decided screw the team if I can survive, and the other decided the same for her. That is why kill rates/escape rates don't quite have the value you would think.

  • Think I got my loadout:

    Alert: I can hear people talking and moving from a dead sleep, through walls and decent distances.

    Autodidact: While the quote doesn't apply to me, the actual definition does. (Someone who can self teach a great deal quickly with no formal training)

    Inner Strength: A strong understanding of one's self is core to knowing what direction you want to go. And one of the few things that keeps me mentally stable is clear, concise, unquestioned direction and introspection.

    Leader: I am good at logistically understanding where we need to go and what we need to do.

  • The Oaks? No, I haven't been getting them. The Autohaven maps have been the worst for me. No clue why.

  • Had a set for a chapter idea I was working on:

    Killer:

    Subjugate:

    *"Heros arise when cowards face their fears. Make examples of them."*

    When a survivor takes a protection hit, your successful hit cooldown is decreased by 30/35/40%.


    The Hill They Die On:

    *"They hold onto everything they have with their lives. We will take both."*

    Kicked generators regress 200/300/400% faster. When the last generator you kicked is worked on, gain 10% movement speed for 12 seconds. The second part has a 60/50/40 second cooldown. 


    Tactical Reclaimation:

    *"Taking the land was only half the battle."

    Once per match prior to the exit gates being powered, you may kick a completed generator, reducing it to 80/60/40% progression.




    Survivor Perk:

    Defiance:

    *"We must look this entity in the face and tell it we are not afraid."*

    Gain Endurance for 6/8/10 seconds after finishing a gen within a killer's terror radius.


    Final Stand:

    *"The winner is decided by who can get back on their feet."*

    While you are downed, downed survivors within 12/18/24m of you are highlighted white and see you highlighted in white. Once per match, you may recover off the ground and recover allies within 12/18/24m by 25%. (Using with Unbreakable uses both perk's once per game recovery)


    Trust:

    "*Trust is hard to earn, but saving a life is a good way to do it.*"

    After being unhooked, gain a token. Heal 10/12.5/15% faster for each token.

  • It should really go back to just being four kills.

  • @Phasmamain said:

    Tbh most the challenges specific to one killer aren’t very difficult. The only one I had issue with was the 20m hatchet hit

    Dude, I had a great story with this one I will always remember. I caught a baby Dweet out, and he tried to crouch to hide, but I made it clear I saw him. So we started playing Duck Gallery. Then the other survivors saw and joined in. Whenever someone got downed, they would crawl off to the side, one would heal, and we kept playing. Was great.

  • I would like to also suggest solo BP on generators being buffed. 1250 for an objective that takes 80 seconds and is how you win? You get 1k from totems, and can do all five in the time it takes to do one gen solo. (Minus time to find them)

  • This is actually a good idea for a different reason; when my friends and I first started playing DbD, we treated it like an actual horror game with an actual killer after us; we urban immersioned the crap out of every game. Games against us could easily take 45 minutes while we stealthed around. We weren't holding the game hostage, we legit just thought we were supposed to hide from the killer. (We couldn't loop, of course, being new to the game) There needs to be something to happen in game where things start to get bad if enough progress isn't made by certain points. Originally, I would have thought of this just for immersion gamers, but lately, there is another issue; I have legit seen games with 1 generator left, where I am looping the killer, but because ONE survivor died, the other two won't touch a gen, because they are hiding near hatch. Even if I loop the killer for 3 minutes, there is no progress, because they just walk between lockers. I hate to say it, but nothing makes me more spiteful towards my fellow survivors than hatch campers who give up at one gen because we lost a single person. (Except DCers, cause ######### them.)

  • @danielmaster87 said:

    The disconnect bonus isn't enough. When it comes to challenges, pipping, adepts, etc: we deserve the sacrifice points. It's not fair that the killer gets robbed of their pip or of their adept or whatever by a survivor pressing "leave match".

    And this is not to lead into a fairness conversation on the part of the survivors. For example they'd justify DC's working the way they do now (not giving the killer any sacrifice points) by saying "Well, survivors get the downside of 1 less teammate which is unfair, so killers should lose something too." This excuse makes no sense because you're comparing in-game happenings to the points system which is outside of the gameplay. Giving the killer points for a sacrifice is not going to benefit them gameplay-wise, only in regards to their points.

    Toxic survivors will use a DC as an ego protector, like "You technically didn't kill me, because I DC'd." And that's fine; they can have that. But it adds to their toxicity if they know that they denied you points by pressing a button, in a game where many people including myself consider pipping or 2-pipping a win condition. And if they can deny you something like an adept challenge, more power to them and less to you, because DCing has the power to do that for some reason.

    So what I'm suggesting is for a survivor DC to count as 3 hooks on that survivor, unless they've been hooked already in which case the scoring system simply makes up the difference until it equals 3 hooks. I'm not asking for killers to get a free Pop or a free Dying Light or Furtive Chase stack, which we would have gotten had the survivor not DC'd. I'm just asking not to have my out-of-match score ruined because the other players left the match out of spite.

    Caveat: I would like it to count as a BBQ stack. It doesn't have to TRIGGER BBQ, but I want my BBQ stack.

  • Actually, a lot of this isn't true;

    Nurse and Hag remove the killer's power with flashlights.

    You can actually dodge it, because it only has enough power to burn you if you are standing still in the open. Otherwise, you can almost always move out of range. Outplaying a flashlight user can be beneficial.

    It doesn't work when you are carrying because you are not uncloaked while carrying.

    Plague removes all healing perks, Huntress can remove exhaustion perks, Franklin's Demise, Heavy Rattle, and one of the Chains removes items (Which are survivor powers, basically).

  • @konchok said:

    I want to see a wider variety of perks that are viable. I feel that BHVR has done a good job making every killer viable (Trickster is still new and once they have more data on him if he needs to be made better I'm confident that BHVR will do that)

    However, when it comes to perks, the opposite is true. There are many perks for survivor and killer that are not used at all. They either offer no value or are worse than not running the perk.

    This is personal opinion as to what some of the worst perks in the game are: Beast of Prey , Monstrous Shrine, Furtive Chase, Predator, Cruel Limits, Boil Over, No One Left Behind, No Mither, This is not happening, Baby Sitter

    If BHVR were to release stats showing in what percentage of games certain perks are used in or maybe even show the 10 least used perks as survivor and killer I believe it would become clear which perks need to be prioritized for changes in mid-chapter patches.

    You know, it's weird, they aren't considered good perks, but I have been running into Babysitter and Boil Over a strange amount lately. Are they in a challenge?

  • I think the biggest part of the problem is that survivors have a VERY viable strategy against campers that is not used enough. It's called Genrushing. The problem is, the survivor on the hook doesn't enjoy their game, so they let go and die, but that let's the killer do it to someone else. If a killer camps me, I want the others to finish four gens and have the fifth almost done by the time I die. It isn't complicated, you require no unlocked perks to do it, and it punishes the killer heavily. Everything survivors seem to want in this.

  • They stopped doing Moonlight offerings because they didn't want to make different lighting for each map, but I heard they are doing something with lighting soon, so maybe they could return and we could have this?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197355#Comment_2197355

    How do you balance killer in general without balancing killers first, though? Feels like a bit of a guessing game at that point. Maps are always going to add variability to killer performance, and a bit of variability is honestly fine. There just shouldn't be gaps like what we have between Blight and Spirit versus Trickster and Clown.

    It's like having a bar you need to straighten, and a bunch of gears that go on it. You need to get the bar straight first, then get the gears attached to the bar in the right position. If you get the gears where they are supposed to go, attach the bar, then try to straighten the bar, all the gears go out of position again, and you have to reset the gears.

  • The reasoning they gave for pools being nerfed makes NO sense for pallets. There was no reason at all to nerf his number of pallets.

  • @dezzmont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028472#Comment_2028472

    The game has some charm for both sides, even if it isn't interactive traditionally.

    Midwich is like Hardonfield but NOBODY is having fun, not the survivors nor killer. It says something about you if you think that is better or worse, though I don't know what.

    And yeah, BHVR really should do emergency disables and hotfixes. They won't though, because disabling content puts you on a fairly strict clock to fix it. That is part of why they SHOULD do it, and do that to content more often (ex: Emergency disabling of OoO while they were fixing it, emergency disabling keys while they don't have a fix to go along with moris), because it would encourage good development habits to have a real 'cost' to being slow on fixes instead of doing more 'interesting' content, but they won't.

    I like the quote "Midwich is Haddonfield, but NO ONE is having fun."

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197233#Comment_2197233

    I mostly agree, but for different reasons. I think the devs should be regularly buffing weak killers and nerfing strong ones in order to minimize the gap between the strongest and weakest killer. This is great from a balance perspective because rather than having some killers overperforming while others are a struggle to use, all killers should perform similarly. The devs can therefore just focus on buffing or nerfing the killer role in general.

    I'm not sure what you're talking about with Wraith; he's been consistently and gradually buffed over time, and almost always without corresponding nerfs. There are two legit nerfs in his entire history and one was part of a big net buff:

    https://deadbydaylight.fandom.com/wiki/Philip_Ojomo#Change_Log

    Unrelated, but even if they balance the killers, a problem does occur in that killer in general cannot be addressed easily because each killer attacks in a different way. Wraith, Ghostface, Twins, and Oni, for example, are at their strongest when the survivors don't heal, so you need to heal whenever possible. Healing against Leatherface, Plague, or Legion is almost always a waste of time. Changing generators impacts low mobility killers way more than high mobility killers. Changing maps massively impacts trap based killers, both for good and bad, but is largely ignored by teleporting killers, like Freddy, Demo, and Nurse. I almost think they need to balance killer in general first, then do the individual killers, so they can be made to match the new standards while maintaining their strengths.

  • @Sluzzy said:

    I've seen these enough and they need serious nerfing. Either that or survivors need major buffs. I got out of a match against a Blight and I've never felt so cheated in games of all my life. First of all, I spawned with a Nea and we almost finished a gen but the Blight was given a "free" beacon that it was almost done so he shows up without any warning whatsoever. After a short tussle with the Nea she goes down away from the gen. Because of crutchy ruin, it lost almost half of our progress. In the meantime, the Blight uses his free aura read to chase another person off a gen and left her on the floor when he got the signal I almost had the first gen completed again so what does he do? With one on a hook, the other on the floor, he sprints across the map to get me off the "first" gen that should have been done a long time ago. I go down and hooked and both gens lost all progress. Because of perks two gens were lost. How is that even remotely fair?

    By the way, the cycle continued and everyone is dead with 5 gens still up. A look at his perks shows BBQ, Ruin, Undying, Tinkerer.

    I am sorry killers, if you win with this combo you didn't win because of skill whatsoever. No matter how good the survivors are and how hard they try to do the objective, you are using 4 crutch perks for a free win. You are carried because of perks. Every rank 1 blight is winning with this combo non-stop and the devs need to stop sleeping and look at this combo and how much killers are winning with it. It has to be astronomical.

    BBQ and Tinkerer needs to be a one-time use perk like survivor perks. These perks are way too game changing to be used all the time. Put it on a 120 second cooldown. Something to make them fair.

    Lol. "Just pressure the gens". *Gens get pressured* "REEEEEEEEEEEEEEEEEEEEEEEEEEE".

    They are not OP. It just actually gives the killer a way to deal with gen speed in a viable way. Remember, YOU get a free beacon when ANY killer is coming except a Ghostface, Myers, Pig, or Wraith. Killers have to spend perks to get awareness of you. Learn to have situational awareness. Learn to dodge a Blight. He isn't the typical M1 Killer in how you loop him. You have to switch between two different styles. But it is not a crutch perk. It is a perk that rewards a killer for playing well. Remember, none of those four perks actually did something like correct a mistake (Deadhard) or give him a second chance after a bad play (Borrowed Time, Unbreakable, Deliverance, Soul Guard) or have no counter play (God pallets). Everything still required Blight to make the right judgement calls and perform the right actions.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2196897#Comment_2196897

    Bruh all I said was that I struggled to get a 4k. I always try to go for them and if I don't, then no biggie. This makes me seem like one of those "entitled killer mains" when I am not, and I am not obsessed with 4ks. Is it wrong to always try and kill as many survivors as you can?

    And yeah people cry about certain killers being weak, why wouldn't they? Why would people play a weak killer like Trapper if they are always struggling to secure any kills?

    They are projecting their entitlement onto you. Anyone with reading comprehension can see that you didn't say you shouldn't struggle. Problem is, some people expect it to be easy.

    As for Wraith, he is fine. Loops should not be 100% safe. You should have to actually play correctly at them. You should not always be able to reach the next loop before a killer catches you. That is how 4 gens get done in a single chase.

    The closest thing to having a problem with him that I see is that he seemed to be balanced around NEEDING an add on. Previously, Wraith without Windstorm was as worthless as Trapper without a sack. Now, he doesn't need Windstorm, so other combinations have become viable. That is what people aren't prepared for.

  • @sonyasiren said:

    i downloaded dbd exactly 6 days ago and have been playing it a lot. i first started as a survivor and didn’t do so well. i’m rank 12 now and one thing i’ve noticed is that the win rate as a survivor is like 10-15%. i definitely don’t think i’m bad at the game, i almost always get max escape/bold points, do 1-3 gens, unhook 2 + survivors, but somehow rarely escape. today i tried killer for the first time to try and prove my theory i played as the huntress.  and won 4 games in a row, clearly i’m on to something.

    or am i just REALLY good at killer and bad at survivor?

    there are a couple killers who i find over powered from the ones i’ve versed so far: 

    1. nurse: the girl comes flying at u from half way across the map

    2. spirit: too confusing i have no idea how the hell  

    3. vomit girl: when there’s 3 more gens she just throws up on them and camps them 

    1. the cannibale: i feel like pallets are useless against him and he’s too op at chases
    2. the doctor:  versing him to me feels like an entirety different game

    some killers that are easier for me are:

    1. invisible guy 
    2. the shape
    3. the trapper

    please dbd pros give me tips i prefer playing survivor so much more

    i’m a claudette and have spine chill, light weight, resilience, and self care

    shes level 49, and i’m levelling up bill overbeck to get his teachable perks cause i like some of his perks. what else should i do? i also don’t want to spend money on this game

    EDIT: THANK U! i’m reading through the replies and i have definitely decided to play longer before finalizing my opinion. also i’m gonna keep experimenting with new play styles and perks. feel free to keep leaving comments and tips they’re actually very helpful

    I don't know what other people said to you OP, but here are my six bits of advice as survivor. Even red ranked/experienced survivors struggle with this, and honestly, it shows. These aren't instant skills, but you should be asking yourself if you have them;

    1. Always be doing something. This doesn't have to be gens, but it usually should be. You should be doing totems, opening chests, being chased, unhooking, healing, or doing gens. NEVER just sit around crouching or urban evasioning unless the killer is visibly coming your way and hasn't seen you. Not across the map. Not 'hear the terror radius'. You can tell they are coming. I will legit do a gen when a killer is being looped 16m away, and if that killer doesn't get off the person they are chasing, a gen will be done in their face. If they do come towards me:
    2. Always have a plan. This one takes the longest to learn, because you need to learn all the map tiles, but you should always know where you are going to be going if the killer comes from X direction. You need to know which direction is safety. Which leads me to point three;
    3. Know which generators are priorities. You want to avoid three gens and give the killer the longest and safest (for survivors) patrol. This is easiest when you are working early game. The gen in the center is often the best gen to get done, unless the center building is very inconvenient and safe, such as Asylum. It almost always prevents three genning. You also want to get gens that are out in the open done as soon as possible, as well as gens where all the pallets nearby have been used. These areas are called Deadzones, and since you need to know where you are going to get safety, generators in deadzones cannot ever really be safe except through stealth. Finally, you want to get single person gens done as soon as possible, as they take the longest and have the least flexibility, while also being very viable to do during the early game. Pay attention, and learn by the killer which strategy is most important. Facing Doctor or Plague? Avoiding 3 gens is the most important thing. Facing a Leatherface? Avoid deadzone gens at all costs. Keep gens with vaults for the end. These strategies are heavily reliant on the skill of your team, because;
    4. This is a team game, not a solo game. Even if you are not playing with friends, you are playing as a team. Sometimes, you need to make a sacrifice. I am not saying you should make bad decisions, but sometimes committing to a gen, even if it means going down, is better than saving your own life. A single hook is 12% of the killer's goal. A gen is 20% of yours. Your first hook is definitely worth preventing someone's last hook.
    5. Learn the value of Shift W. Some survivors, and this happens at red ranks too, just run to the next loop. This wastes MASSIVE potential. As a survivor, your exhaustion perks, pallet stuns, or even regular pallet breaks give you a lot of time. A regular pallet break is 2.6 seconds. At 4 m/s, that is 10.4m of distance you get. Since a standard M1 killer catches up at .6m/s, that is 17 seconds before the killer can catch up to you. Do not just run to the next loop. Run as far as you can before the killer starts to catch up. This prevents you from creating deadzones that would be made if you just run to the next loop instead.
    6. Play both sides, including all killers. Today, I had a moment where I would have gone down against a Blight. Except I know he couldn't rush if something was really close to him, and he can only swing while rushing. I literally pinned him in, and he had to go into cooldown instead of getting a hit, letting me extend the chase for a good 10 seconds. I still went down, but you never know how important 10 seconds can be to your team.


  • @Avalihn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2189169#Comment_2189169

    Honestly I think this is why I stopped playing as much. As someone who suffers from migraines, especially photosensitivity, some of these maps hurt

    Just had to quit a game as survivor. I couldn't go inside anywhere on Lerys.

  • Honestly, being stuck in the dying state with the killer not knowing where you are blows. Bleeding out is the worst way to go. Takes forever.

  • @Ellubear said:

    Hopefully this finds its way to developers.

    I'm deeply a fan of this game. I love the lore, I love the play, I love the cross platform capabilities. However, as an epileptic, there are certain features I wish were different. You have enabled various accommodations for those who experience color blindness, and I strongly recommend investing into an epileptic safe mode as many other games have. Common issues I experience include the sparking effect of generators when they are flushed against a surface with the reflective flashing, fire flicker, and the contrast animation with trickster reloading out of lockers. Surprisingly enough, flashlight animation is not necessarily as bad as you would think as being flashlighted/flishlighting produces a relatively stable singular light source, but there should be an epilepsy safe protocol reducing the contrast (a blinded effect with lower color contrast). I'm sure there are more situations, and I'm sure others who suffer from epilepsy as well may have additional feedback, but as a passionate player and gamer, I have to say, its really a day ruiner to have to close my eyes and blind walk away from certain situations as to not potentially trigger a seizure. As I've experienced with other games, there are many ways to enable safe game play for those with photic sensitivities without handicapping us/ or providing advantages, and I genuinely hope for my sake and others who are very much dedicated to the game and its constant improvements that you look into options that might help us.

    I post about this at least once a month for years now. Haddonfield is a headache because of the police cars, and Lerys is completely unplayable.

    Not to be discouraging. I am glad others are bringing the issue up.

  • List of add ons:

    Common:

    Loose Halberd Head

    A loosely fixed halberd head. Failure to maintain equipment nearly cost the Outrider his life.

    You cannot enter Sweeping Stance. Striking Stance Lunges give 100% more Deviousness.


    Old Claw:

    A broken claw from an old warbeast.

    Increases duration of Ride Out by 4 seconds.


    Worn Saddle:

    An old, worn out saddle.

    Reduces the cooldown of the Ride Out by 5 seconds.


    Burned Thatch:

    The burned, ashen thatch from a peasants home. Ash was all that remained.

    Generators regress 50% faster while in your terror radius.



    Uncommon:

    Broken Tooth:

    The broken tooth of his first war beast. Cracked as it bit on a heavily armored foe.

    Increase duration of Ride Out by 8 seconds.


    Comfortable Saddle:

    A better saddle made of softer leathers.

    Reduces the cooldown of the Ride Out by 7.5 seconds.


    Weapon Gloves:

    A comfortable set of gloves that allows quicker handling of the halberd.

    Reduce stance change's time by .2 seconds.


    Meat on a stick:

    A slab of juicy meat tied to a string. Dangled by a long stick.

    Increase speed while transformed by 5%.


    Broken Skull:

    The trampled skull of a fleeing 'warrior'. His cowardice was another part of your victory.

    Generators regress 75% faster while in your terror radius.



    Rare:

    Animal Tooth Necklace:

    A collection of teeth from each warbeast The Outrider rode through his campaigns.

    Increase the duration of Ride Out by 12 seconds


    Long Distance Saddle:

    A saddle designed for extremely long trips. Properly used, the Outrider could cover incredible distances.

    Reduces cooldown of the Ride Out by 10 seconds.


    Beastmaster's Lash:

    A whip designed to enrage a beast, spurring it on faster.

    Increase speed while transformed by 10%.


    Chieftain's Severed Head:

    The severed head of a dead chieftain. Used to tell the story of a great battle.

    When coming out of Ride out, perform a Sweeping Stance M1 attack instead.


    Tattered Flag:

    The ripped flag of a large town full of refuges who all tried to rally against the Outrider. The flag served as a the only marker for their graves.

    Generators regress 100% faster while in your terror radius.



    Very Rare:

    Bloody Meat:

    A large slab of bleeding meat. It still smells fresh and feels warm.

    The Ride Out timer does not tick down while a standing on the blood trail of an injured survivor.


    Tiger's Eye:

    A cheap gemstone, carved to resemble a beast's eye. Inspires focus and hunger.

    For 5 seconds after transforming, reveal all injured survivor's auras.


    Plundered Wealth:

    A chest full of the Outrider's shares of treasure. It fills the Outrider with greed, and a desire to take more.

    When a survivor is hooked, all survivors within 24m of a chest scream.


    Perfectly Balanced Halberd:

    A better weapon, taken over the dead body of it's forgotten owner.

    While in sweeping stance, your M1 is a full rotation, striking everything within distance around you.



    Ultra Rare:

    Tactician's Book:

    A collection of tactical advice from an ancient general. It inspires the Outrider to be deceptive.

    The Outrider enters a neutral stance's animation, and no longer gives visual cues to their stance or stance changes.



    Iridescent Barding:

    This glass-like chainmail fits tightly over the skin of the Outrider's first warbeast. It fills the Outrider with a primal fury.

    Every time the Outrider jumps over a pallet while transformed, the Ride Out timer is reduced by 5 seconds and the pallet breaks. Anytime you jump a pallet while transformed, all generators within your terror radius that are not being worked on begin regressing.

  • Unfortunately, it probably won't be changed, because changing licensed items is REAL tricky.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102236#Comment_2102236

    No. I'm doing something called giving my opinion in a feedback forum. Yes, there are a lot of things in this game that I feel need to change. Again, that is my OPINION. This forum is here for feedback from both survivors and killers. If I want to give my feedback I will. I don't have the power to change anything in the game. I can only tell others how I feel about it based on my experience. I actually don't want to stop playing it. That is the point in case you haven't realized that yet. I've played the game for nearly 1200 hours. I've bought a lot of cosmetics. I like to buy new survivors I find interesting and customize them. I play with friends when I can. I want to keep doing all of that but I also want my experience in the game to be as fun as it possibly can be. Instant downs I think are probably my most disagreed thing about the game I talk about here besides camping and tunneling. Other than that I don't think there is much else wrong with the game.

    I get that you are giving your opinion. I am not begrudging you on that, even though I disagree with it. I am begrudging you on the dramatics of saying everything makes you want to stop playing. Like, damn. If there are that many things that make you want to stop playing, just do it.

    The second thing is stop saying it is a miserable experience for SURVIVORS and that NO ONE enjoys it. It is YOUR opinion, not everyone's. Personally, I like stealth killers because they actually make me nervous. I don't like Huntress because I don't feel threatened by her, even with iri heads. She announces she is coming, and unless they are a top tier huntress, I can usually dodge their hatchets. I have never thrown a fit because a huntress had iri heads. It makes her easier to loop. Normally, I have to make her miss five hatchets.

  • Let's carry this man to behavior upon a throne.

    You could even make it tiered instead;

    Prestige 1 on David; all David perks on all survivors at rank 1.

    Prestige 2 on David; all David perks on all survivors at rank 2.

    Prestige 3 on David; all David perks on all survivors at max rank.

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