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Bennett_They1Them

Bennett_They1Them

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  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822707#Comment_2822707

    What's complicated about it? You build up speed, go super fast, stab stab stab, profit.

    I just meant the way the speed picks up.

    I don't know, maybe my brain is just malfunctioning. There's a chance I was just being dense.


    after rereading, I've come to the conclusion I was just being dense.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822725#Comment_2822725

    I dont know why they arent high risk. From my understanding they are suppose to be a survivors version of a hex perk but there is zero risk for them.

    right, so, make them high risk by making them one use.

  • @Smuk said:

    Becomes a global medkit.

    Once it depletes its power the bones break.

    Is that too much of a nerf? Then add relit option with smaller increase of blessing it.

    Is it strong as AoE heal? Yes.

    Does it provide infinity healing which stops hit and run playstyle (wraith, legion) ? No.

    Will BHVR acknowledge this? Most likely not.

    edit: By meaning global medkit, it would have charges to 4-5 full heals

    I'd just balance it by making it so you have to break a totem before you can use it. (this would be paired with an inner strength buff)

    alternatively, it only stays up for a 60/75/90 seconds with a cooldown of 120s between uses.

  • @FlameLickVA said:

    A casual go to murder horror game that toxic people take way too seriously.

    like fr

    It can get yikes sometimes

    true.

    I've said it before, and I'll say it again: DBD is shared storytelling. Not an E-sport.

  • @FilthyLegionMain said:

    We can all agree that the power is somewhat dull and is too simple, right? I have a way we can keep it fairly easy to follow along with but give it a super high skill ceiling. I only had this idea come to me thanks to the fact that Ghostie and Legion are getting changes. So you know how Blight can bump into walls, instantly speed up and your turning is severely limited? Why not have the opposite of that? Introducing the new name for Legion's power

    Killer Power: Calculated Ferocity

    Your methods may be considered chaotic to others but the inner machinations of your mind have other plans. Plans that will require quick thinking and clever maneuvering.

    The power will slowly charge up over a period of 24 seconds once used fully but will be instantly filled at the start of a trial. When pressing the secondary button, slowly build up speed whilst having your turning fairly reduced the more you pick up in terms of velocity. You will keep your normal movement animation until you reach 135% killer movement speed. While in this Ferocious state, you can bring a survivor into the dying state by hitting them while they are in the deep wound state. Hitting a survivor will set your speed back to 125% killer movement speed. Hitting an injured survivor will bring them into the deep wound state, giving them the time to run away. When damaging a survivor in deep wound in this state, you will lose killer instinct. For the duration that Calculated Ferocity is active, you must not hit any surface that you can collide with or else you will be brought out of the Ferocious state to be fatigued for 3 seconds. This will be followed by a reduction of your power meter by 33%. Should you come into contact with a pallet or window while in the Ferocious state, vault over it with ease. During the vault, you can reposition yourself midway through in order to adjust your exit trajectory. Should you collide with a breakable wall at a high enough velocity, bash through it using your shoulder and set your movement speed back to 125% killer movement speed. Over the course of 8 seconds, increase your movement speed from 120% to 200%. This sprint will last for 32 seconds when used at its maximum capacity. You can end this sprint at any time at the cost of facing a fatigue lasting 2.5 seconds.

    that feels a bit overcomplicated.


    maybe just make it so legion's got some sort of teleport through lockers?

    or some sort of disguise ability?

    I had a discussion on the topic at one point:

    @ShadowNurseZFX said:

    Ok so you read the title and I am going to assume you have high expectations. so lets get into this!

    NEW: Passive power.

    I have wanted to say this for so long but I have been planning on how to balance this out and here it is finally.

    their passive power will be basically adding 1 legion to the map every 2-3 minutes. so Frank, Susie, Joey and Julie. (the legion) will slowly form and within 8-12 minutes of the round the whole crew will be there. now, what will they do? now my idea is to make them have a terror radius so that the survivor is always on edge (can rework iridescent button if this removes its purpose) however, this terror radius will NOT trigger star struck. it will only trigger star struck in your terror radius. and if you get too close to them they will hit you. however, they will not chase you. they will walk around the map. and if you run into them then bad luck.

    Frenzy

    No changes needed, I think this is perfect as it is. apart from 1 detail. which is to make the deep wounds timer a bit lower. but in compensation nerf the respective add-ons to make them less add-on reliant.

    REWORKED Iridescent Button:

    I Think this should have the ability to down survivors in your power but if you do so your power is disabled for 90 seconds. it will take 6-8 hits to down them as well.

    Please let me know your thoughts. I would love feedback. I spent ages trying to balance the downing in power thing but I'm not sure if it would work out.

    @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617297#Comment_2617297

    or, what if anyone who hid in a locker came out of the locker looking like legion to fellow survivors?

    additionally, the real legion would be able to teleport between lockers.


  • @DoritoHead said:

    I'd say it's more of an experience

    I agree, really.

    I'd say DBD is much closer to D&D than an esport.

  • @gendoss said:

    I don't get it. Everybody and their mother thinks NOED at least needs a change of some sort but it hasn't been touched in a very very long time? Why? Why is it that the forums gets complaints about it basically every day but the devs pretty much haven't even spoke of it?

    inb4 I get a ton of "but dead hard" replies.

    (shrug)

    It's a new player perk.

    using it shows that you're new or really in need of a kill (for archives or whatever).


    I'm not really bothered by it, but I don't use it as killer unless I'm doing a cruel endgame build.

    edit: also, I'm pretty sure it was meant to counter adrenaline and not dead hard.

  • yep.

    big issue.

    it's also annoying when the game kicks you out as killer but gives you bp and a ban.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822655#Comment_2822655

    I agree, but how do you keep the sweats from queuing up in the casual mode, for easier games.

    I mean, you don't. If they want to queue for an easy game, they can do that.

    Maybe SWF can't queue for casual? I don't know, but that would certainly lessen the impact if someone wanted to troll a bunch of players just trying to have a good time without having to really sweat. Maybe certain perks could be disallowed in casual? (ruin, coh, ds, noed, etc)


    However, on that note, I do think that DBD's pretty high learning curve could be lessened by having a "New player Queue" that you can only access for your first 100-ish games of DBD and only pairs you with new players (since MMR doesn't really do that well).

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822655#Comment_2822655

    They don't want to do this, because it would fracture their player base even more; they said so on multiple streams and occasions.

    But I think that you are right and that it could work if you just give a big enougn incentive to play comp Q. Like now with the grade system a lot of people will want to get that juicy 2 million BP at the 13th, thats already something. And you could throw in some shards, like something really minor like 3 shards every game, because some people would want to farm shards. And lastly, some cosmetics would also go a long way to get people interested. If the rift only leveled with comp Q and there were a few more colors of the normal costumes in it, yeah, I could see a lot more people playing it, but STILL getting the option to chillax with the casual Q if they feel like it.

    what? I was just thinking of having two queues with different names and mindsets.

    no special incentives, just a different outlook.

    in comp, nothing would be "toxic" (unless it was cheating), and in casual slugging/camping/BMing/T-bagging (I guess, the point is, generally playing in an intentionally irritating way) would be frowned upon.

  • @Pulsar said:

    Simple idea.

    We nuke all meta perks. We then evaluate base-game mechanics that need to be updated and re-balanced. We stop trying to fix issues with game design by band-aid fixing them with perks.

    This will make everyone happier. Why?

    Firstly, because if we nuke all the meta perks, this will promote more perk variety. Nobody likes to see Pain Resonance, Corrupt, PGTW, DMS ect every game. Nobody likes to see DH, DS, BT and CoH every game. These are examples, not the only things being nerfed.

    Secondly, this will allow the Devs to look at the base-game issues. No Survivors enjoys being tunneled or camped. We might understand that it's necessary, but it's not enjoyable for anyone involved. No Killer enjoys seeing gens fly and structures chain together so perfectly, the best advise anyone can give is, "Yeah, just don't chase there." By destroying the perks that mask these issues, we can finally make a game where there is a punishment for camping/tunneling because there's not a need to do so. Likewise, we can do something about gen speeds and problematic loops/maps.

    Lastly, because of power creep. Every single meta perk (on both sides) is kind of bonkers busted OP. I'm talking absurdly good. No perk is ever going to beat out Dead Hard. No perk is gonna beat out CoH or DS. The issue is that any perk that actually challenges the pre-established meta is FAR FAR FAR too strong, see Circle of Healing.

    tl;dr destroy the meta, fix game-design flaws that weren't apparent in 2016, more perk variety, more viable perks, people have more enjoyable time

    Sure.

    I think the key-hole balancing solution would be:

    1. Nerf CoH to have a limited number of heals or a limited number of placements (Maybe before you can bless you have to break a dull totem?)
    2. DH - make it not give I-frames. maybe increase the distance gained to compensate.
    3. BT - maybe make it deactivate if it's a protection hit?
    4. DS - again, make it deactivate if you take a protection hit. Maybe have it deactivate if it's the EGC?

    I'm not sure how I'd change the killer meta perks, since I don't actually really know what they are.

  • @INoLuv said:

    In this game, the survivors can do their best to escape (as they should) and are not called "toxic" for it, but if the killer tunnels, camps and slugs for a 4k or 3k, or if the killer ever plays to get kills, he is considered a "sweaty" axhole who "just plays for wins" and toxic for being "unfun" and "boring" for the survivors; if the killer just get 2k or 1k or no kills, he will get mocked in the endgame chat with people bragging about how superior they are while calling the killer a "loser" and saying a bunch of things to make him feel bad. In the endgame chat, why be the most angry and extremely offensive person to the person playing killer? As if you NEVER had an escape before.

    The killer should not camp in any way possible, should not bring "unfun" perks for the survivors, the killer should simply play killer "just to enjoy the chase" and "not caring for kills", sort of shaming the killer for playing optimally or the way he want; again, camping at 5 gens is not "toxic", tunneling to guarantee the kill is not "toxic", slugging for the 4k is not "toxic" and the killer is not the worst human being on the world in real life just because he played in a way in a online videogame. And no, camping does NOT need nerf, all of the other killer strategies are already dead with the new meta and camping only works depending on the situation and determined by how experienced the survivors are. Even then, the killer should play how he wants without being shamed for it, be him a basement bubba or a killer that simply uses noed to feel more safe.

    The survivors can play the way they want to escape or whatever, the same can be applied to the killer, is simple as that. People already shame killers on youtube a lot, like making compilations thrasing on the performance of killers while bragging indirectly. But it seems that the behavior is encouraged.

    I personally defend the killer on the endgame chat when i play survivor (i mostly play survivor), i don´t see how the mob mentality against a side of the game with the least mains is considered appropriate.

    I really think DBD needs a casual Q and a competitive Q.

    no extra coding needed, really. they'd still be the same game.

    the only difference in either Q would be player expectations.

    in comp, you'd expect everyone to bring their A-game.

    whereas in casual, people wouldn't need to sweat as much.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820030#Comment_2820030

    Facecamping is intense for killers side, it's always a exciting to fight against three survivors who try to unhook!

    O.k, well, I find it boring, at least.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820052#Comment_2820052

    You could always just....camp and tunnel and not care what the other side thinks? It's supposed to be a game about murdering people in the name of a dark god, it's not exactly the nicest setting.

    I don't care what they think, but I know it's very likely unfun for them and I don't enjoy it.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817869#Comment_2817869

    It’s also just as legit to stand there and stare at someone for five gens though. It’s not particularly interactive or interesting but it’s not the great moral dilemma people make it out to be.

    It’s not the end of the world, the problem isn’t camping it’s all the butt hurt take this ######### to seriously bad gamers who tantrum about it that are the problem.

    When I get face camped at first hook I just switch off for a bit it’s no big deal. I say first hook and not 5 gens because if you aren’t popping 2-3 gens in the first chase then your team is already dropping the ball.

    Oh, yeah, no, ditto.

    Facecamping's just boring for both sides, so I don't do it

    that's all I was trying to say.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819756#Comment_2819756

    He isn't a bad killer honestly. People give clown a lot of crap but his anti-loop is very solid, especially in the hands of a seasoned player. It's not Pyramid Head level where you are decimating survivors through walls and never kick pallets, but it's more than enough to basically never be looped.

    I do brutal / bamboozle clown and I never get looped, only fed pallets.

    I second this.

    I have a lot of fun with clown, but I also do think he could use a slight buff.

    nothing major, just a few addon tweaks or making some sort of built in slowdown. (like having intoxication give incapacitated for 20-30 seconds or something.)

  • @Adaez said:

    I looked at every killer in the game,and all of them have viable counterplay except The Artist.

    Trapper - Disarm his traps,m1 killer that can be looped and juked.

    Wraith - Stealth m1 killer that can be looped and juked.

    Hillbilly - Can be looped and juked,obstacles and breaking line of sight are very strong againts him.

    Nurse - Pallets dont do much but she can be juked,breaking line of sight helps a lot,even a well timed pallet drop can stun her.

    Myers - Stealth m1 killer that can be looped and juked.

    Hag - Hit and run killer that can be looped and juked.

    Doctor - M1 killer that can be looped and juked.

    Huntress - Ranged killer that can be looped and juked,tall obstacles and breaking line of sight are very strong againts her.

    Bubba - Can be looped and juked,windows are very strong againts him.

    Freddy - M1 killer that can be looped and juked.

    Pig- Stealth m1 killer that can be looped and juked.

    Clown - M1 killer that can be looped and juked.

    Spirit - M1 killer that can be looped and juked.

    Legion - Hit and run killer that can be looped and juked.

    Plague - Ranged killer that can be looped and juked.

    Ghostface - Stealth killer that can be looped and juked.

    Demogorgon - M1 killer that can be looped and juked.

    Oni - Can be looped and juked.

    Deathslinger - Ranged killer that can be looped and juked.

    Pyramid Head - Can be looped and juked.

    Blight - Can be looped and juked,obstacles are very strong againts him.

    Twins - Can be looped and juked.

    Trickster - Can be looped and juked,talle obstacles and breaking line of sight is very strong againts him.

    Nemesis - Can be looped and juked.

    Pinhead - Can be looped and juked.

    The Artist - Cant be looped or juked in a chase because of her zoning,holding W or avoid chase is the only thing that works but I dont think that's viable counterplay.

    my advice is to pretend she's 3 slower slingers who take longer to aim and reload and act accordingly.

  • @leviivel said:

    How strong do you think the doctor is?

    If Nurse is SSS and Myers is D, Doc's in C+/B.

    I'd say he's best described as an information killer (like artist and legion). his power's best purpose is to slightly stall a gen/gain information.

  • @razberrypizza said:

    Title, I just find the hate being directed towards his addons quite unreasonable, barring alc ring, and so I thought itd be nice to see the other side of the argument.

    Alchemist's ring.

    just make it put you up to 4 charges.

  • @RyanTheNCR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818413#Comment_2818413

    Because you can see the killer when you fail, giving you time to hide. I got this idea from someone. This is originally called Compensate.

    • The location of the killer is displayed for 3/5/7 seconds when a Survivor is shocked while repairing a generator. The Survivor has to be in the same map as the killer in order for this Talent to work.

    This perk is an idea from Identity 5, as he said.

    O.K, I can see the use for that.

  • @Bartlaus said:

    My most played killers are Wraith, Myers, Doctor, Old Freddy and prenerf Nurse. Except nurse, Id consider them to be not that great at high mmr. Sometimes I believe Im the only one in my country who is playing them at high mmr. I really love to play the underdogs <3 Same to Twins, Artist and Deathslinger. But I never see them, if I play survivor :( What about u?

    I'm a big fan of B/C tier killers.

    I really enjoy Clown, Demo, Pig (killers like that).

    I'll really only ever play twins (without slugging or camping) when I feel like I need a win, then I'll usually completely stomp and go back to playing "weaker" killers.

  • @Tr1nity said:

    https://www.youtube.com/watch?v=zRs58D34OLY

    Using a real string quartet as well :)

    Y'know, I've been planning to do a cover of that one. Great song.

  • @brokedownpalace said:

    Haven't touched killer much lately but decided to buy Artist tonight. I fell in love. Any tips? Best perks, add ons for her?

    Thanks

    hands are great (the addon), and all the stealth ones rock.

    pentimento/plaything/(ruin/devour) is an absolutely evil combo.


    make sure not to spam birds, since they give away your position.

    I recommend using 3 birds on the furthest 3 gens right as the match starts.

  • @RyanTheNCR said:

    You compensate your mind and sight to see what you're feared of, when making a mistake.

    When you've failed a skill check on a generator and explodes, the killer's aura will be revealed to you for 4/5/6 seconds.

    Shell Shocker has a cooldown for 50/40/30 seconds when activated.

    "There is no difference between winning and losing, and this is how I decide."

    eh?

    I think it'd be balanced, if a bit weak.

    my main question would be "why run this?".

  • @Sluzzy said:

    I commend the devs for fixing this and it is something that will really making the game more fair. Survivor that abused changing their resolutions to stretch everything so they can basically wallhack the killer at all tiles was never intended and this gave an unfair advantage. You always knew the survivors that abused this because you never could catch them at tiles no matter what. There was a clear difference between a native survivor and a stretched survivor.  

    Now the stretched will be brought down to everyone else, and they’ll be fewer teams and survivors that peep over walls and extend chases way longer than should have.

    Killrates are going to dramatically increase.

    They’ll be fewer tournament-like stretched teams in the fog that seem unstoppable. Killers will be winning even more than they were and I think this will give the devs the data they need to see that it is too hard to use what is on the maps (for the majority of survivors). Killers can down too quickly most of the time. Will we return to earlier map designs where we have 2 pallets at every jungle gym tile? The killer meta was already too strong even with this advantage. I think something will definitely need to be done with nerfing the killer meta and buffing maps again now that the stretched users won’t have an advantage to overcome it.


    Hey Sluzzy.

    for the record, a lot of your past posts were sarcasm, right?

    I mean, tons of people have gone on record saying you're fantastic at DBD, so a lot of your past posts that looked like bait don't make that much sense.

  • @[Deleted User] said:

    Twins, they are incredibly frustrating to play on the few times that i have played them.

    That I can agree with, for sure.

    Sometimes it feels like I'm shooting myself in the foot by refusing to play in a scummy fashion.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818312#Comment_2818312

    at this point the only redeeming quality of twins is that you can bm people as a 2ft tall gremlin they are boring because they feel bad to play and their strongest playstyle is also boring

    O.K, in need of QoL? yes.

    Boring because you're "forced to slug"? agree to disagree on that one.

    Personally, I never slug or camp with twins (even if that is the strategy their current clunky mess encourages.)


    Sorry if my previous message came across as caustic, btw.

  • Twins? Excuse me? If you're finding twins boring, you must be exclusively camping.

  • @pseudechis said:

    Hit up a few games this afternoon and for a while now I've been seeing a trend to games as killer.

    Survivor play is bold these days, the meta favours 1v1 chase extension and everybody runs basically the same thing. Throw in a COH to force comitment to chases and you can dead hard your way around the map.

    Now there is nothing inherently wrong with this, sadly its not my preferred game but its what the game is lately.

    This gameplay has lead to seriously bold survivors though, its game after game of I turn around to walk away from the hook, I get 3 steps and boom someone is already unhooking.

    What hapens then 1 or even 2 go down and they go on (or back on) a hook. I go check the nearest gen and what do I see a guy running toward a hook just off to my left, again its probably still in my terror radius.

    So round and round we go, game after game and at the end of almost every one of them there is a salty sore loser screaming camper at me and wishing various dieases and death upon me and my loved ones.

    I don't see an epidemic of camping as people like to bemoan, in fact its quite the opposite, I see excessively bold and foolish survivor play reinforced by a rather reptitive 1v1 chase extending meta.

    Whom all like to blame camping and tunneling as some kind of panacea for their own poor decision making, foolishness, overconfidence or just plain stupidity.

    yep.

    my view on it is "it's not camping if the whole swf is running straight at the hook".

    I also think facecamping is morally ok for a couple of seconds to secure a second hook state if the team leaves someone until the last second before hitting stage 2.

  • @Mazoobi said:

    I have one:

    -----------------------------------------

    Boon: Raging Hope

    A boon that holds uncontrollable energy. It sparkles with wrath.

    Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem.

    Soft chimes ring out within a radius of 24 meters.

    When the totem is fully snuffed out, blue light will explode from the totem, stunning the killer for 3 seconds.

    All survivors that were within boon range will see the killer's aura for 3/4/5 seconds.

    ------------------------------------------

    I think it'd be cool to have a boon that would trigger upon being snuffed. This could create scenarios where the killer would have to be cautious when attempting to snuff a boon during a chase. This is essentially an odd "boon protector" that still allows the totem to be snuffed. This perk may still not do much if the killer isn't on a chase so it does have some fair elements.

    I feel like that would be obnoxious if it was allowed to be paired with other boons without boons getting nerfed.

    I'd say it would be less annoying if it was only activated when you broke a totem. Breaking the fake boon would trigger the effects, and finish breaking the totem.

  • @Elcopollo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2814711#Comment_2814711

    Survivors are already merely reskins of one another mechanic-wise. They don't have any unique powers or abilities and their "unique" perks become available to everyone as soon as you level them up to 40. Removing uniqueness of even their voices kinda defeats the purpose of having different survivors even more. They shouldn't have the same volumes, they are people, not robots. People react to pain differently.

    well, yes and no.

    I do agree with you, but can you really deny that playing as jeff isn't great for your stealth?

  • @skylerbound said:

    I've been looking to improve my gameplay and I can't seem to find anyone that regularly plays trickster. I have seen youtube vids of Otz and Tru but I was looking for someone consistently playing him. Is there one or more twitch/youtube streamers?

    I recommend playing some slinger, getting used to aiming, and then playing trickster. (The aiming will carry over.)

  • @Aurelle said:

    Since Scourge Hooks and Boons are still kind of a new mechanic, what do you think about them?

    Personally I like Scourge Hook perks as they reward the killer for hooking survivors. Boons are ok as far as how they work, but some of the effects could be adjusted to be more balanced (COH).

    for mechanics added along side each other, they aren't even close in terms of strength.

    CoH needs some more nerfs, but the others aren't too bad.

  • @Voodoo_Thirsty said:

    Remember when each DLC got their own maps along with it? Well, those days are long gone and the norm has become mapless DLC's by 2022.

    I'm tired of playing on the same map DLC after DLC and with no new map reworks coming any time soon, when are we going to go back to the old days of DBD?

    we're getting a second map later in the year, I believe.

    also, we just got eyrie of crows.

  • @_kostas_pap_207 said:

    From when survivors can carry 2 items? From which update

    Ex the new tape and a flashlight

    That can't home 2 regular items

    Only 1 red(from killer powers, archives) and 1 regular

    From which update did that happened

    that's Sadako's power.

  • Both B and C.

    On one hand, iron will could use a bit of a nerf; on the other, Jeff's breathing.


    I do really think the survivors should all have the same breathing volume. Playing ace basically gives you an extra perk, but playing feng (for example) basically gives the killer stridor.

  • @anarchy753 said:

    Because if we had a "final girl" for every chapter; a. we'd basically have all women because horror loves final girls, and b. they'd all be pretty much the same character. I'm pretty sure the reason they stayed away from it since Laurie is because all the final girls last til the end, fight back, and are the killer's obsession. They want more unique characters than a full cast of the same trope.

    this.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2814039#Comment_2814039

    That's the difficulty. The scales have no benchmark or definition, so squabbling over them is pointless. Unless we know what a 'C-tier' is supposed to be, 'A-tier' is meaningless.

    https://forum.deadbydaylight.com/en/discussion/comment/2813945#Comment_2813945

    I went to a school with a percentual system, instead of a lettering system that apparently randomly skips one.

    But if that is the case, I suspect it's the 'F = fail' thing, right? Which'd make a D passable, and a C adequate.

    How would it not matter if they're fun or not? I could just sweat it out on Blight/Nurse all the time, sure, but I'll still want to play Pig, or either PH. Fun concepts will also make money. Their perks will make money. And mastering a kit will make a difference. The best Hillbilly will do better than the worst Blight, in disregard of how strong either pick is.

    Some people play for fun, some people are skilled. Not everyone is looking to play only S-tier killers.

    That's honestly my opinion on the matter, I legitimately enjoy just playing the game to have fun and trying to win without sweating super hard.

    (if this message is illegible, it's because my cat just woke me up at an ungodly hour for my timezone.)

  • @Ryan489x said:

    It is not and should never be. I understand playing to win but both killers and survivors don't need to play like they're going to be killed for real or be shamed by the entity if they don't get a 4K

    true.

  • @Adjatha said:

    Yeah, you're right. It does need a full overhaul.

    Best way I can think is to put charges on the perk just like a Med kit. Re-blessing a different totem still draws from the same charges pool, since it's on the perk, not on the totem. Any time a survivor is healed within the perk, it drains charges. When they self-cares, it removes charges at twice the speed. When all charges are gone, the totem turns off and your perk is disabled.

    I'd say a reasonable number of charges would be 8. That gives your team 4 Self-Cares.

    I appreciate this good idea.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2814039#Comment_2814039

    I know most people used to say A was viable, B was good but needs some tweaks, C was just underpowered, D borderline terrible, and F was useless.

    that rings a bell, for sure.

  • @[Deleted User] said:

    You can definitely win with every killer on the roster right now. Are some harder/weaker than others? Of course. But to say someone can't win with C tier and lower killers indicates a player problem, not a killer power problem.

    More to the point, I think fun needs to be the consideration first and foremost with killers and not every killer needs to be designed with a 5% edge case in mind. Many problems people have with lower tier killers are matchmaking problems at the end of the day. I'd rather have a killer that is fun for both sides but a bit on the weaker side than another Pinhead or Twins.

    I mean, I think both are fun. They just have qol issues.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/310938/why-is-killers-being-weak-suddenly-okay

    In a scoring system from A to F, C is an above average grade. 'Every killer should be A tier' doesn't seem right, since that'd mean killers would need to lean towards being overpowered, as opposed to a middle of the road point.

    wait, I thought A was "powerful", B was "solid" S was "OP" and D was "underpowered".

    I also thought that most of the balancing issues were on the survivor side of things.

  • @NinthPixel said:

    I like the idea of the perk and want to make the best use out of it. If you reply to tell me to play killer properly, then I will throw my clown sized shoe at you. It could be flawed but the build I am running is

    Agitation, Dark Devotion, Furtive Chase, Nemesis

    Agitation to get the obsession on the hook ASAP to be able to work with DD's clock.

    Furtive Chase to keep an obsession in play and be able to keep DD's victim fresh.

    Nemesis to pair with FC in order to make surprising the new obsession a bit easier and to be able to put DD in play during chase by allowing myself to eat a pallet.

    Any better or different builds around Dark Devotion? The killer I primarily use is Clown, but I am okay seeing other killers in order to keep creatively thinking rather than settling on an "the only right" build.

    Dark Devotion, Nemesis, Trail of Torment, Hysteria.

    All actions chain together.

  • @HaunterofShadows said:

    I'm waiting for the nft yay or nay before I buy anything

    I forgot about that side of that.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2812471#Comment_2812471

    Why not? We have lots and lots of slashers. That niche seems to have plenty of room.

    I think the person meant distribution of killers. Like, Demo's the only remotely lovecraftian killer, but we've got at least 5 "Mask + knife" slashers and 4 ghosts.


    Also, I just realized my prediction about a future killer being water themed was right. well*, half right.


    *laugh track

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813698#Comment_2813698

    And like I said if the game was balanced sure but between most killers missing bare basic needs just to hold their own, chases and looping being counter productive to progression thanks to maps, way too many forgiving perks for survivors and the overall rng I just can't see her being worth the money.

    Hey, I can respect that choice.

    I hope she's buffed enough for you to be able to enjoy her someday. :)

  • @TWiXT said:

    Honestly I feel that this is the most problematic issue with the PTB.

    This is exactly why they need to Incentivize players to give the PTB a try. My suggestions:

    1. Award everyone who participates in the PTB 1 mil BP on top of what they already had 1 week prior to playing it so that they can actually level the new killer/survivor up enough to have some fun with their perks/add-ons (honestly this should be a no brainer).
    2. Reward players for playing the PTB with an additional 100k BP in their Live accounts per every 10 matches they play, and DC'ing one time results in resetting this potential BP gain as if they had played 0 matches. Any BP gained this way that goes over the 1 mil Cap is still rewarded.
    3. Add a Feedback Survey prompt After the first 10 matches and another after the first 50 to get direct feedback on how players are liking/hating the new killer/perks/mechanics etc. Opting out is an option.
    4. Reward any player who has played 50 matches with the new killer 1k iri shards, and 500 auric cells to their live accounts. Repeat this reward for every additional 50 matches.
    5. Upon leaving the game, provide 1 more quick survey that links directly to the PTB feedback where-in the players can express their overall feelings. Once this survey is completed, it posts the players comments under the title: PTB Player Feedback # and Player name, in the PTB feedback forum. Opting out is an option.
    6. As a Further "Thank you for testing this beta content" from the devs, if you have played the PTB for at least 5 hours of time, you get a unique charm for hooks or survivors, or cosmetic for the upcoming killer and survivor, that relates to the new content and won't be available for anyone else for purchase 1 year after the official release, so you can show off that you were a tester of the new content.
    7. (probably not possible, but...) Enable the PTB for console players.
    8. All rewards offered are given whether you play against rando's or in custom "friends only" games. However, every game must last for at least 10 minutes (the avg game length) and have earned blood points for every character if playing in a Friends only game before it counts towards your reward. Yes... you can still cheeze this, but honestly that would be much more boring than simply playing the game.

    Do any of you think this would incentivize players to try the PTB? gimme your honest opinions.

    that may be a bit too generous, but I agree with the sentiment.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2813683#Comment_2813683

    You answered your own question.

    She isnt strong and if the game was balanced properly I could see it being fun but in its current state no she is not worth it.

    It's another case of a killer getting some play for a month or so then they will just get sidelined thanks to a lack of viability at higher ranks.

    And for a game that is know for nerfing killers more than buffing them it's a joke to ask for 7.99 or so for another useless character slot

    That's fair.

    I hope she gets some buffs if she ends up not being strong enough to use competitively.


    I expect I'll have fun with her, but, then again, I legitimately enjoy playing Twins and Clown, so....

  • @CyberDragoon656 said:

    Absolutely not.

    It's not worth the money.

    may I ask why?

    I think she's scary and fun, if not super strong.

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