Avatar

Blueberry

Blueberry

About

Username
Blueberry
Joined
Visits
0
Last Active
—

Comments

  • @FrostySeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992751#Comment_1992751

    "A good survivor team will clean him up." Have you seen a competitive Blight game? Blight's literally an S-tier killer, especially when you bring strong perks and his really good addons. I've mained him since release and I've gone up against 4 mans who definitely knew what they were doing and I still got a 4k against most of them.

    No he's not S. "Competitive" for dbd is a joke. The game isn't balanced enough for a competitive mode in dbd, hince why they add a ton of their own rules in an attempt to fix those problems. Anecdotal examples don't mean anything. On average against equally good survivors he will lose.

  • I really think the lobby background was a missed opportunity for a very unique map. I was fine with this however in exchange for our continued map reworks.

    But we didn't get either...

    Quite a let down and lowers a lot of the hype for the new chapter. I think the maps are a big part of the draw that brings new or returning players in.

    I really hope they get them done before the chapters official release. Otherwise this and the last chapter are looking like some of the weakest releases in terms of quality we've seen in a very long time, if ever.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1992743#Comment_1992743

    I mean, if you want to kill the game, you can balance it from the top down, if you like. Balancing Killers on the strongest SWFs would just result in the game being miserable for 99% of Survivors.

    And if we balance for the Top Survivor players, we also need to balance for the Top Killer Players - so that Killers also have a miserable experience.

    Sound great.

    Balancing from the top down is literally how almost every other game balances for a reason. It works. Your explanation is literally saying the game would be terrible when bad players lose because they played bad.

    I also never said balance for SWF, I said for good vs good matches. If we were to balance for SWF I'd want changes to solo queue to compensate.

    "And if we balance for the Top Survivor players, we also need to balance for the Top Killer Players - so that Killers also have a miserable experience."

    Survivor already has the tools for handling top killer players so this point doesn't make any sense as that's how the game literally already is in its current state. IE the entire reason the killer community is always complaining (we're balancing for one and not the other). We are already balanced for the top killer players.

  • Nurse and Spirit. Possibly Freddy.

    There's a plethora of A tier killers that are strong against average teams you'll queue up against, but would still get cleaned against good survivors.

  • @NoOneKnowsNova said:

    What happened to Blight? Is he not considered strong anymore?

    Blight is strong against average survivors that make mistakes. A good survivor team will clean him up.

  • You're missing the point.

    For survivors it's less because they are playing badly.

    For killer it's literally the limit of their capabilities.


    One is limited by skill (IE in your control) one is limited by game balance (IE out of your control). This is also an example of why you balance from the top down, not middle down like the devs do.

  • @Aven_Fallen said:

    What is a strong Killer for you? For over 2 years the Killers which came into this game were at least decent.

    Ghostface, Demo, Oni (very strong), Deathslinger, Pyramid Head (very strong), Blight (very strong) were more than decent. Even Plague is not terribly weak. Twins might be an exception.

    If you are looking for a Killer with the strength of Nurse, this will never happen. And should never have happened in the first place.

    Strong against players who play bad and make mistakes isn't strong. Strong is being able to make plays that are unreliant on survivor mistakes and you have a decent chance of winning when it's a good killer vs 4 good survivors. Very few killers meet that criteria.

    Most killers can be played perfectly with zero mistakes and still lose against equally good survivors.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/232146/bhvrs-balance-team

    they make the PTB to show what they want to make and then make adjustments based on feedback, which I'm sure they will given the ample amount of backlash they got from not doing that for the last 2 updates

    Except when was the last time a weak killer came out of the PTB actually strong after that feedback? Almost never is the answer.

  • -Fatigue 1 second less

    -Basic m1 doesn't reduce power bar

    -While inflicted with Deep Wounds the survivors are Deafened

    Not only makes them better but it also adds a higher skill ceiling and more depth to his play style.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1986901#Comment_1986901

    Rng is bad too. I had 5 t and l walls one match with no jungle gyms

    Oh I agree, I'm not a fan of how wild the rng can be in either direction.

  • Unplayable is quite an exaggeration. I've been playing it plenty and doing fine.

    Yeah it needs improvements, but it's not that bad. You have deadzones as survivor but it's also a large map for killer, IE lots of time wasted just traversing the map.

  • It should be a roll for the realm and then another roll for the map in that realm. Doing it by just all maps together seems like bad design.

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984195#Comment_1984195

    I'll have to respectfully disagree with you there, because I genuinely don't believe the game is stacked against killer for the average player. In my experience, the game is only truly stacked against you when you get bad map RNG (which goes both ways, as Survivors can get bad map RNG as well), you make a misplay somewhere or do something pretty major to lose you the match, or you just get paired with people who are better then you. (Which, again, can happen on both sides.) Sure, you can get a squad that is great at the game and uses all second chance perks. But I mean... just look at more seasoned and experienced players who have gone against those teams in their matches, and still came out with a decent kill ratio because they made better plays.

    My point is, yes, Survivor is the power role at the top percent of the game. However, the amount of power that Survivors have is based on their own abilities to play well, and communicate. And that's just not there in most matches, and the amount of teams that are insanely good and practically unbeatable are rare, and few and far between. Not every SWF you go against is a a toxic sweat squad who want to bully the killer into a DC. People just remembers those games more then the ones where the entire SWF was following you around in a conga line as they worshipped you for memes and let you get a 4k.

    And your example was a pretty bad one. Keys weren't free wins. If you 4k at 5-3 gens, they weren't getting out, especially if you slugged the last guy for the 4k. You can also run perks like Franklins to mitigate them entirely, unless the team is super coordinated. (Which, once again, is a rarity, and can also buy you time.) If keys were in effect, then it's because the Survivors did their objectives. Hatch doesn't spawn at 5 gens. This also isn't even mentioning the fact that the extact scenario you mentioned is one that can happen quite a bit for Survivors. When a killer gets a down when all gens are done, and no one has BT (Because not everyone runs super metabuilds 24/7.) or maybe even DS (Or, it's a killer that can defend their Camp well) that Survivor most likely isn't going to escape. And honestly? Just like losing that fourth Survivor to a key or hatch escape when you decimate as Killer, because that was the only reason they even had a chance of escape when you decimated them, I personally don't mind the last guy who got hooked dying to the Killer, especially if it's me. And especially if the Killer had struggled all game. Nothing feels worse then a 0k. And, without that, then just like with playing Survivor where the Hatch becomes your only possible escape, it becomes the only possible way a Killer can get a kill. And personally, I don't think we should judge or be negative about that. Just means we should get better when you're the killer that has to camp for the 1k, or you and your group need to play better next time if it came down to hatch escape.

    Idk, I just really don't think either are that bad. I don't think we should promote the idea that a win for killer is only if they get a 4k, or a win for Survivor is only if they get a 4man escape. Imho something as low as a 2k or 2man escape should be considered a win. Feels like the community doesn't agree with that though imho.

    "I'll have to respectfully disagree with you there, because I genuinely don't believe the game is stacked against killer for the average player."

    No one is talking about for the average player. The average player is bad. I'm talking about against "good" survivors.

    "In my experience, the game is only truly stacked against you when you get bad map RNG (which goes both ways, as Survivors can get bad map RNG as well)"

    More often than not it is in the survivors favor. Most maps are in the survivors favor as well.

    "But I mean... just look at more seasoned and experienced players who have gone against those teams in their matches, and still came out with a decent kill ratio because they made better plays."

    I don't think you watched them. Against good survivors the good killers are getting trashed unless they're on Nurse and sometimes Spirit. The other killers played literally just face camp 2 people to death and hope for a 3rd from NOED....

    "My point is, yes, Survivor is the power role at the top percent of the game. However, the amount of power that Survivors have is based on their own abilities to play well, and communicate. And that's just not there in most matches, and the amount of teams that are insanely good and practically unbeatable are rare, and few and far between."

    You are missing my point entirely. Whether those teams are common or extremely rare is irrelevant for the point I am making here. The point is not if the game is balanced against bad players. The point is if the game is balanced when it's good vs good players, which it's not. IF the game is balanced has nothing to do with the occurrence rate. We are strictly talking about balance as a topic, not as an average.

    "Not every SWF you go against is a a toxic sweat squad who want to bully the killer into a DC."

    No one is saying they are.

    "And your example was a pretty bad one. Keys weren't free wins. If you 4k at 5-3 gens, they weren't getting out, especially if you slugged the last guy for the 4k. You can also run perks like Franklins to mitigate them entirely, unless the team is super coordinated. (Which, once again, is a rarity, and can also buy you time.)"

    Franklins is a trash/meme perk, it is not countering keys.

    "If keys were in effect, then it's because the Survivors did their objectives. Hatch doesn't spawn at 5 gens."

    PART of their objective. Not their objective as a whole. Does a killer getting 1k mean a free second kill because he did part of his objective? No, he's expected to earn each kill. The hatch is rewarding you when you lost. Lost a little, lost a lot, irrelevant, you lost.

    "This also isn't even mentioning the fact that the extact scenario you mentioned is one that can happen quite a bit for Survivors. When a killer gets a down when all gens are done, and no one has BT (Because not everyone runs super metabuilds 24/7.) or maybe even DS (Or, it's a killer that can defend their Camp well) that Survivor most likely isn't going to escape"

    Dude common, seriously? Whens the last game you played without seeing at least 2 BT's and 2 DS's minimum? Weeks for me, at least. Not to mention you don't even need them. Conga line body block for the unhook and gate run. Decently plausible against most killers. Note that I am not defending this type of play, I'd like something changed with this as well. Just pointing out that your statement is highly disingenuous to the reality in that situation.

    "Nothing feels worse then a 0k."

    I don't care about a killer getting a 0k. A kill gained from standing their face camping isn't earned. He earned the hook, not the kill.

    "Idk, I just really don't think either are that bad. I don't think we should promote the idea that a win for killer is only if they get a 4k, or a win for Survivor is only if they get a 4man escape."

    Who are we talking about promoting that? I wouldn't agree with either of those.

    "Imho something as low as a 2k or 2man escape should be considered a win. Feels like the community doesn't agree with that though imho."

    I don't think kills should be the judgement of winning in the first place. There are way too many factors skewing that number to be good for measuring balance.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982731#Comment_1982731

    The exhaustion perk bit is honestly trivial - it's was a single rare (iirc) add-on, so it already wasn't present in most matches. Clown (old and new) is also one of the best killers for countering exhaustion perks in the first place once they're in bottle range, so of all of the killers to lose an add-on like this he can very easily afford to. Meanwhile he's gotten a bunch of useful new add-ons (e.g. Cigar Box) and he kept his old best add-ons (Bleach, Redhead's Pinky Finger). I think his add-ons are better top to bottom than they used to be.

    I wouldn't call the antidotes situational either. It just requires more creativity than tonics alone. You can throw one to one side of a loop to make survivors think you're coming from there, then enter the other side of the loop for a free hit. You can run VHS Porn and try the same maneuver and guarantee either a free hit or a lengthy slow that will likely also turn into a free hit (at least for the first chase). You can put an antidote in front of a tonic to slow down the survivor while getting a speed boost yourself. You can use the antidote just to traverse the map, which comes in handy, especially when running Clown's own perk PGTW. I'm not 100% sure about this, but I'd also expect Clown's lunge to bit a bit longer while affected by an antidote, just like Wraith's and Spirits are when they're moving at higher-than-normal speeds when leaving their power. If so you could use this over the tonic if you see a survivor beelining for a pallet or safe window you intend to swing through, for example.

    "The exhaustion perk bit is honestly trivial - it's was a single rare (iirc) add-on, so it already wasn't present in most patches."

    That's just flat out wrong. It was a yellow addon and able to played in every single match. It's effect on the match was not trivial either whatsoever. Every single survivor runs an exhaustion perk on every match.

    "Clown (old and new) is also one of the best killers for countering exhaustion perks in the first place once they're in bottle range."

    Also not true.

    "Meanwhile he's gotten a bunch of decent useful new add-ons (e.g. Cigar Box) and he kept his old best add-ons (Bleach, Redhead's Pinky Finger). I think his add-ons are better top to bottom than they used to be."

    His addons were overall better before.

    "I wouldn't call the antidotes situational either. It just requires more creativity than tonics alone."

    More creativity to achieve something that in 99% of cases could've been achieved by just throwing a second slow down bottle.

    "You can throw one to one side of a loop to make survivors think you're coming from there, then enter the other side of the loop for a free hit"

    This is normal Clown play 101. This isn't a highly innovative idea, it's what every Clown does. It's also not a free hit whatsoever. Are we playing against rank 20's here?

    "You can run VHS Porn and try the same maneuver and guarantee either a free hit or a lengthy slow that will likely also turn into a free hit (at least for the first chase)."

    You overuse the phrase "free hit" a lot. Those are not free hits unless the survivors are bad. We don't care about scenarios against bad players.

    "You can put an antidote in front of a tonic to slow down the survivor while getting a speed boost yourself."

    No, because the only way that's happening is a near max distance throw. IE the survivor is literally just holding W across the map. That is almost never happening at a loop in the way you're foreseeing.

    "You can use the antidote just to traverse the map, which comes in handy, especially when running Clown's own perk PGTW."

    Have you actually watched the videos breaking down the distance/time gained with the antidote walking in a straight line vs not using it? I know it may feel like more to you, but the distance gained is actually laughably minuscule. It's more of a placebo effect than it is worth wasting a bottle.

    "I'm not 100% sure about this, but I'd also expect Clown's lunge to bit a bit longer while affected by an antidote, just like Wraith's and Spirits are when they're moving at higher-than-normal speeds when leaving their power."

    No, his lunge is not further.

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984087#Comment_1984087

    Lobby Issues??? What???

    I don't think anything can really change people dodging because they see certain characters, or because a few buds are playing together unless they made it so you can't check profiles till after match. Same goes for dodging players who are all the same platform.

    Plus... you can see what's coming in pre-game unless there's a last second switch... Flashlights mean that they're either going to be annoying or play like fools. Medkits mean they probably just want to heal, and you can use the window item technique against them. Toolboxes mean they're probably going to try to push gens hard in the beginning or they're going for a sabo daily, and you can still use the window item tech versus them.

    Idk, I think there's plenty of games where the key has been fine when brought. Survivors can make a lot of mistakes and killers can make amazing plays to negate keys even being an issue until something like a hatch stand-off. (And at that point, I feel like we shouldn't be unhappy with 3k with a Hatch Escape. If hatch wasn't there, they'd be taken with eveyone else. End of story.)

    Those techs are pretty irrelevant. You can know the timings regardless.

    "I don't think anything can really change people dodging because they see certain characters, or because a few buds are playing together unless they made it so you can't check profiles till after match. Same goes for dodging players who are all the same platform."

    They don't dodge things because it's an advantage. They dodge things because it's an advantage on top of a game already stacked against them. That is fixable with proper balancing.

    "Idk, I think there's plenty of games where the key has been fine when brought. Survivors can make a lot of mistakes and killers can make amazing plays to negate keys even being an issue until something like a hatch stand-off. (And at that point, I feel like we shouldn't be unhappy with 3k with a Hatch Escape. If hatch wasn't there, they'd be taken with eveyone else. End of story.)"

    Let me paint this from another direction.

    You're on survivor and y'all utterly destroy this killer. He got zero hooks, you finished the last gen, and the gates are open. As each of you runs out the exit the entity blocks the exit for the last guy. The killer gets to kill you for free just "because" as a pity reward. This shouldn't bother you right? I mean 3 of you already escaped right? What difference is it giving him one kill if the other 3 already escaped since you know you basically won.

    Sounds stupid right? I agree.

    That's what current hatch is.

  • After watching it I know absolutely nothing new.

    Translation anyone?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984087#Comment_1984087

    Keys are also the only problem in this list. The rest can be done with preparation or not being scary about SWF:

    Same platform + Profiles-->SWF, most of the time it is whatever, does not even mean that they are good.

    Flashlights-->Either face walls or equip Lightborn

    Maps-->If you run Hex-Perks, adjust your build. Someone who brings NOED against a Survivor-Team with a Map (especially when there is a challenge for Totems in the Archives) cannot be helped.

    Keys are the only real problem and those are being nerfed at some point.

    The real factor here isn't which specific item they are bringing. That point is that we're taking an already unbalanced game and making it more imbalanced. Whether that's 1% or 40% harder the point remains the same.

    The main factor is not which item but simply whether or not the team is good. IE the dodging is avoiding even a fraction of a percent advantage being given to an already potentially advantaged match.

    In other words, regardless of how big or small the advantage was people probably wouldn't care if they felt that the game was already decently balanced.

    I'm not advocating for or against lobby dodging, I'm simply pointing out that until the game is better balanced the dodging is understandable and I can see why they would. I'd rather fix the problem making them want to dodge than removing their ability to dodge as removing that option hasn't fixed the problem.

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984073#Comment_1984073

    Franklins is a good counter to many of these "issues", especially to one of the most hated items by the community, keys. Also they are being reworked already.

    No, it's not. Franklin's is a trash perk for meme'ing. You wouldn't actually bring Franklin's if your main concern was winning.

    Also, the only thing we know of being reworked out of those lobby issues is keys. That's it.

  • Rather than looking at this and saying why it should be hidden, I look at this as to why would so many people dodge because of this?

    In other words, you're trying to fix dodging rather than looking at why these make them want to dodge in the first place. Tackle the disease itself, not the symptoms of the disease. Dodging is the symptom.

  • I enjoy those types of conversations. The devs would learn a lot from watching the discussion and maybe involving them with the games development.

  • I was assuming nothing today and the PTB release tomorrow.

  • Is this bait or are you serious?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1983267#Comment_1983267

    Therein lies the issue.

    Even if Survivors are bad and have short, 30 second chases, they will likely still win if the Killer doesn't tunnel someone out.

    If each Survivor gives a short 30 second chase, that's about 360 total seconds spent chasing, which is very generous, most Survivors can loop for longer than that. Doing 5 gens take 400 seconds, roughly, without travel time.

    That means there is a 40 second difference between the chase time and gen time. That's one slightly longer chase, or one mistake, away from the Killer losing the game.

    You can literally be awful at chases and still win simply because gens are ridiculous.

    ^ This sums it pretty well. It's actually being extremely generous at that.

    This is before taking into account all the chase extending exhaustion/second chance perks. The time to pick up, carry, and hook (which is 25% of a gen mind you every single time). Then there's travel time, where many maps can cost you half an entire gen just crossing the map.

    Even assuming the killer makes zero mistakes the objective times are ridiculously stacked against them.

    The survivors could literally be complete garbage, throw every pallet instantly, and still go down in sub 20 seconds, while actually winning the game because their team is efficient and know how to sit on a gen holding m1 without wasting time. This is winning based on not wasting time and holding m1, not making any skilled plays.

  • I think the ideal changes and the most realistic changes are two different things.

    The ideal changes aren't going to happen since they've already invested into this direction and they generally want a very simple change.

    That said, working with what we have now:

    Antidote doesn't effect survivors

    Antidote activates 1 second faster

    Return the exhaustion addon

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1983037#Comment_1983037

    Killers even moreso. So accustomed to OP killers like Spirit, Freddy, or Huntress that these seem normal. Even excessive perks like Ruin and Undying seem normal to killers. Or a perk like BBQ.

    Not even remotely.

    There's no point in this conversation because we fundamentally don't agree on basic points. I find all all those statements you just made completely out of touch with the game. We can agree to disagree.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982770#Comment_1982770

    Good clown’s will never let the survivors get the speed boost and using one tonic is enough slow for the hit assuming your bottle placement is good

    Exhaustion addons are not the fix to exhaustion we need. There are other ways to counter it too with blood echo and mindbreaker

    The problem with that is that most the anti-exhaustion perks suck such as the ones you mentioned.

    Exhaustion perks are so good that they are literally ran x4 every single game. So it is exactly the best time to be running those anti-exhaustion perks and they are still not ran. There's a reason for this.

  • Survivor queues are like 15-20min for me which is quite long. Not to mention once I finally get in it's a literal rainbow of ranks from no joke 1-19. I'm getting put in groups with people that have <50 hours in the game with me at thousands. Like what is this mess.

    Killer queue is just a couple minutes to instant.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982770#Comment_1982770

    Agree. I'm surprised nobody talks about this.

    IMO exhaustion should have some sort of debuff. Maybe when you're exhausted your repair speed decreases 20 % and runs 5% slower.

    They've become so accustomed to things that are way too strong that it seems normal to them.

    Less people agree with it because you only really see how busted it can be with good players and most players on average are pretty bad. It's a similar situation with people being able to see how unbalanced the game is.

  • You don't even have to be SWF. Just a group of 4 very good solo survivors still have the advantage by quite a significant margin.

    Solo queue's extra difficulty isn't because you're not on comms, it's because your chance of getting good teammates is low.

    IE yes comms are a huge extra advantage, but the biggest advantage of SWF is that you have a guaranteed group of good teammates.

  • Please buff Dance with Me. It's a fun perk that could use a little love.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982770#Comment_1982770

    Exhaustion perks and the change to Solvent Jug have been a non issue for me since the introduction of The Antidote.

    If i’m Invigorated, and they’re Intoxicated, their exhaustion perk really doesn’t help them avoid being hit, even the “mighty” Dead Hard.

    That's an idealistic scenario that isn't playing out like that in most cases.

    It also doesn't negate my point about Exhaustion perks in general.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982731#Comment_1982731

    Exhaustion bottles needed to be removed.

    When he can use his speed bottles on most loops calling them situational is a lie

    I disagree. We need more killers with Exhaustion addons, not less. Exhaustion perks in their current state are essentially a free 3rd health state every 40 seconds...that is insane. Stack that with zero negative, zero cost, zero requirement, very little skill needed for them. There is literally no reason you wouldn't run an Exhaustion perk right now unless you simply did not care about winning and wanted to meme...that is bad design.

    Most loops you would get the same if not more benefit just using a second slow down bottle. Not to mention extra risk for that gamble since the survivor could also get it.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1982699#Comment_1982699

    I’d bump him up honestly his chase is very strong now

    Gained a highly situational speed up and faster reload. Lost removing all Exhaustion perks from the game. Debatable.

  • Still bad. I wouldn't even move him up a tier from where he was at before, that's how small the change was.

  • I think their intention with implementing it into the rift was a sort of "PTB" test for the feature. I have a feeling it's relating to their early game collapse feature for adding extra survivor objectives. They were probably looking to see what the feedback on it was.

  • @bluedusef said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981631#Comment_1981631

    i guess so but wouldnt every match then have survivors using calm spirit or some kind of immersed perk?

    https://forum.deadbydaylight.com/en/discussion/comment/1981756#Comment_1981756

    what did they say exactly? i dont think i was paying any attention to that so i missed it.

    They haven't said anything about it being cancelled yet, we just haven't heard anything about it in ages.

  • This can be a little misleading of a poll. I go for kills, but the game shouldn’t be balanced around kills. IE were lumping this as a single topic when it’s actually two. Balancing around hooks would be a lot more balanced and encourage healthier game play regardless of what my personal goal is.

  • A lot of people sware by it but honestly I think it’s way overrated. You’re giving up two perks for this and once the survivors realize you have Enduring they’re just gonna slightly pre drop pallets to prevent more uses of it. You’ll end up getting way more time and hooks through simply gen slow down perks instead. Brutal is also way overrated since you mentioned it as well. You’re saving literally milliseconds. It’s a feel good perk rather than an extremely effective perk in my opinion.

  • Ruin is pretty trash. It was only held up by Undying before. It’s just too unreliable for an effect that isn’t that overbearing.

  • Well early game is an issue, I think most everyone agrees with that. Not sure what happened to the early game collapse type mechanic that the devs said was coming...over a year ago now? Just spitballing here but it feels like a millennia ago and I think they dropped it by this point. Something does need to be done about the early game. Ideally a secondary objective as that would not only slow the early game down but also do it in a more fun way for the survivors.

  • Actually killer sided I’d say Azerovs as it’s smaller, easy choke point and essentially all about the 3 gen which isn’t unreasonable to pull off. Potentially Sanctum as well. That’s about it. There are some others that come close but they end up with too many other factors that can push it one way or another like what killer you’re running/perks/survivors. The aforementioned maps are typically good killer maps regardless of most factors. I actually don’t find the indoor maps as bad as most people do, I just think a lot of people play them poorly.

  • While I disagree with some things they have to say, in general the game would be in a much better place overall if they listened to them. At the bare minimum the devs should watch their conversation they had, a lot of good things were said.

  • @Lynxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977323#Comment_1977323

    At least that would be a matchmaking system that works.

    Yeah I'm not saying I wouldn't personally like that. I don't like getting put in a lobby of rainbow colors either.

    Just simply that they would never do it.

  • They wouldn't do that because there would be mad lobby dodges thus increasing queue times even more.

  • I'm hoping for a time rewind type of ability. I worry that's getting too hopeful though and it's gonna be similar to Legions release where we expected something really unique and it was actually really simple.

  • No. The best killer perks are just the least bad for the most part bar a couple exceptions.

    NOED's just unhealthy design in my opinion. It's not OP though.

  • Very nifty I agree.

    However Scream or Crazy tells us nothing.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976073#Comment_1976073

    Don't worry I'll do which is better with Ruin or Pop next.

    Oh I like that one better for sure.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976056#Comment_1976056

    Bamboozle doesn't have a perk that can compete with it's an anti-window abilities. But Enduring and Brutal can compete enough in their anti pallet abilities. Which is why I did these two. Because I can't do which killer is best with Bamboozle and Cruel Limits or Fire Up since those two are bad.

    I get your point but I guess I view that comparison as deciding which garbage is the better garbage. IE don't run either.

1 … 111 112 113 114 115 … 255