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  • Funny thing is you're more likely to get ######### over by the environment than to actually land a pounce like that. Whatever they did a while ago they made victors box just huge so there's no sliding off of things.

  • @oliviaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2715410#Comment_2715410

    this is genuinely one of the most ludicrous comments i have seen yet please

    almost every survivor perk can be countered by killers, the few that don't are only based on if the killer can wait out 60 seconds for DS, 8 seconds for soul guard + UB, etc.. if anything, survivor items don't have specific things that counter them besides franklins

    Hmm yes wait the 60 seconds for ds while the other 3 survivors work on gens. Then I go chase someone else then they unbreakable with ds. Guess I should have countered it? Better yet any player with half a brain will soul breakable within 8 seconds of a pallet so its still uncounterable unless you instant pickup which in most cases you use it when the killer slugs at the right time.

  • Have you heard of tall loops? Yeah thats trickster glaring weakness. You try to loop him at a short loop with junk piles that are as tall as your waist then you're asking to get shredded.

  • Thing is this is still very exploitable since comraderie is a perk so that's an extra 34 seconds. if a survivor manages to get within 16 meters. So someone can run in get in chase but it doesnt matter cause the hook timer is paused for 34 seconds then they can just easily run away so the killer gets punished even more for camping.


    The solution to camping killers is to actually incentivize them to go out and find someone else. And by making the hook timer take longer isn't how it's gonna work. Because as soon as the killer walks away the persons going to get saved 5 seconds later then get healed immediately while the killer is still walking to another gen. Then it will be back to hook sim since its better to get the killer than to chase someone that could possibly be on death hook.

  • @OnryosTapeRentals said:

    Never understoof all of the "nerf DH" threads on the forums.

    Sprint Burst is a much better exhaustion perk that let's you gain SIGNIFICANTLY more distance than DH ever could. Not to mention Dead Hard as a survivor is still wildly inconsistent. I think hit validation in general is just bad and needs looked at.

    Thing is... the difference is dead hard is on command. You still have to keep running and not doing an objective to 99 a sprint burst just to use it in chase. Unless you get a killer with mind breaker so thats just basically better since it's a free 99.

  • Make it so you have either a 1.5 second hindered effect or you cant fast vault or drop pallets for 1.5 seconds as the animation implies you're lunging yourself forwards and almost tripping so you shouldn't be able to recover instantly.

  • @Typedragonfly0 said:

    I see a lot of posts saying dead hard is OP but there’s not too much to back it up except ramblings of frustrated players, so let’s try to look at the situation from a logical standpoint. In my experience, DH is used in about 60%-70% of the survivors I go up against (I am not guessing, I actually did a sample size). With 8 exhaustion perks, this should be much much less. Hence why DH should be put on the level of other exhaustion perks to encourage perk diversity.

    Another interesting point is Coup de Grace. This is essentially the killer dead hard, it increases the lunge range to get a hit where you normally would not be able to get a hit, where dead hard gives you a quick lunge to bait a killer into missing a hit they normally would be able to make; however, unlike the survivor dead hard, this is limited to a 5 time usage. I’m sure we could all agree that if this was a cool down perk, it would become almost as used as ruin undying in the meta. Killer to survivor balance, even if you wanted to argue that the killer should be on equal standing with the survivors, I’d still argue for the DH nerf due to Coup de Grace being so limited.

    Without much to back it up? Sir are you aware that a dead hard for distance is the definition of uncounterable against most of the killer roster. DH for its intended purpose is ######### because it's a gimmick but for distance it effectively acts as a 3rd health state.

  • @cluxdx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712182#Comment_2712182

    You see no problem whatsoever in the fact that people can dump an entire Ranger Medkit w/ charge add-ons into themselves over the course of a game, and then because they have a few charges left (but nowhere near enough to heal themselves fully) they can just press a button and be fine? Okay then.

    And BNP? Really? BNP by itself removes roughly 13s from a solo gen. With a full Commodious it's over 21 seconds, even more if you add Scraps or Wire Spool. One BNP is easily enough to swing an entire game if used at the right time. Have you ever faced a squad running 4? I've seen a few, and you stand no chance of pulling it back even if you have Ruin, Undying, No Way Out and NOED.

    Not even that, bnp is 25% of a gen if you hit all the skillchecks and then the like 10-15 seconds saved from the commodius. So in total that's 20 seconds from the bnp + 10-15 so a solo gen with a commodius and bnp is nearly 40 seconds.

  • Funny cause people who usually "meme" only flashlight blind at pallets. I don't get how that in any way shape or form that's entertaining to them but whatever floats their boat.

  • Because imagine if a killer chases you and hits your bt then he goes to chase someone else. You mend then run back into them and now they can't pick you up cause its a guaranteed ds.

  • @lagosta said:

    Well, using a perk that only worked 40% of the time bc the validation only accounted for the killer side was fair?

    Well... thats the gimmick of the perk. Imagine if DH was only used for dodging hits. Imagine how ######### that would be compared to a dh for distance which effectively acts as a third health state.

  • @gendoss said:

    No way in hell is Haddonfield anywhere near the best map for survivors. Everybody complains about it but there isn't anything on it that's very good at all. There are a few good things about it like a couple good pallets but almost every map has those.

    Heights are generally bad for survivors because of the fall stun and it's a very vertical map. Maybe back in the day it was better when balanced landing was OP but without that it's really not good. Badham is better in basically every way. It's bigger, has more safe pallets, has better buildings, and an amazing main building.

    You do realize the myers house is an infinite against 110 killers and still takes years to catchup as a 115 right? Like im talking dropping down from the back balcony window, running up the stairs then window again. That is enough time for chase to drop, not to mention house of pain, long ass fences, horrid map size, and there is strong pallets because of the size of most loops and you can see right over them unless its a hedge loop so no i dont think its overrated when it just makes every part of survivor stronger.

  • Revert their nerf to the stun time after downing someone with victor, give you the option to switch immediately after downing someone, make some of their addons to actually be useful. And update the "shriek radius" addons to be less confusing. Cause whats the point of increasing the shriek radius while controlling victor, that just lets you hear him from farther.

  • Tbh nah. You get 1 second chance and if you miss it that's (most of the time) on you.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710092#Comment_2710092

    Yea, sorry, I don't think having the best map mobility and the 2nd or 3rd best chase power is the "most balanced". That's not even considering his stupidly oversized hitbox, ridiculously strong add ons, very short power cooldown, and he even gets 115% base movement. Yes, it's too much. Throw on the full slowdown build and even a below average player will get easy 4ks.

    If you lose to a full slowdown "below average" player then you're team did something wrong. Cause below average blights don't know how to use his power well at tiles. Blight literally has good anti loop, not uncounterable unless its something like hug tech, prevents you from just holding W to win, and has good map pressure. You actually have to play well to win against him and it comes down to old billy where the better player usually wins.

    Or I can put it like this to where, someone took the time to get really good at a viable killer and actually does well most of their games but people still cry for nerfs while the game is still in survivors favor.

  • @[Deleted User] said:

    I'm gonna throw this in here again for people who keep living with the delusion that MnK & controller Blight are comparable.

    https://us.v-cdn.net/6030815/uploads/23Q3X36HAX1B/blight-diff.png

    https://www.youtube.com/watch?v=zhaBFiXDQfg&t=46s

    I'm not going to comment on Blight's balance. Nerf Alchemist Ring and speed add-ons if you really want, IDRC.

    E: As for Artist, she needs a rework. Any nerf will break her and make her feel awful to play (like Twins).

    Well obviously, you can't compare consoles YAW system to where its a set turn rate compared to DPI where its how fast you move your mouse.

  • @mynameisBlade said:

    Learn to play against them. Artist is nothing special and Blight well.... He has a few things that need to be ironed out in terms of his movement flicking.

    Flicks are fine, the problem is addons.

  • @PriestessPoppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709154#Comment_2709154

    Very committed and long time Bligh main here, and I have to say, as much as I love doing it, Blight flicking is not fair for a couple reasonable. First of all, it makes most of the tiles unplayable for survivors, especially when running Blighted Crow.

    Secondly, it put PC players "richer" (I don't mean rich people, just players who can afford to spend a lottle bit more than others) people at an advantage, let me explain: The first thing I mentioned is pretty easy, controllers can't do that, so if you're a console player you can't do that. The second reason is that in order to Blight flick (as far as I know) you need some specific features on your mouse, such as a sensitivity clutch and of course, only more expensive mice have that (since you also need a decent mouse software too). I'm currently using a Basilisk v2 with a button that higher my DPI only when and while it's pressed from 600 to 1200. I know that you could apply the same logic to PC components, that the better your computer is, the more frames you have, the better you can perform, but let's just not extend this privileges more :).

    You do realize... you can just dodge the flicks right? Current flicks aren't like z flicks where you can pull a more than 90 degree turn to the left if you already committed flicking right. I started playing blight a month or two after Ascension coined the name J flick (so mid December of last year or early January) when they were around, and I can definitely say that dodging current flicks is 100% viable. And they patched out the effect of DPI increasing your flick along with heli blight. The only influence DPI has is how fast you flick to 90 degrees then it initiates the turn cap and the DPI doesn't have an influence anymore. The only reason consoles can't turn that well anymore is because of the heli blight patch, not dpi.

  • @Rogue11 said:

    Blight hopefully. He's been broken for over a year now. I don't think we can say how strong Artist is yet. It's only been a few weeks.

    Really? Base blight (not including addons) is by far the most balanced killer in this game since the billy rework.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706451#Comment_2706451

    You mean like when people are asked to use small game instead of a game changing perk like DS just because the killer might have noed?

    You dont even have to use small game. You can just keep track of totems and it effectively does the same job.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706413#Comment_2706413

    Still better than complaining about flashlight saves when you have something that literally counters them 100%

    Ah yes then sacrifice 1 perk that could be game changing for a mediocre one since they got dead dawg main building.


  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706323#Comment_2706323

    Lightborn exists. You cant get blinded with Lightborn.

    You dont know if the survivors are using stretched resolution, you only see the killer POV.

    Flashlight macros are annoying, but they do not win you matches.

    Ah yes light born.... the perk that becomes useless after the first flashlight save attempt unless you get low iq survivors.

  • Doesn't matter if comp is regulated by the devs, it's meant to be the most balanced dbd can get which is why there's perk restrictions for both killer and survivor and yet CoH isn't allowed because it was deemed too unbalanced. Also, idk what that image is supposed to represent it shows the square meters inside of the actual length of the map. But anyway, since you want to use that map as an example you could put a boon in the middle of the tree, and it will hit at least 3-4 tiles outside of it. which with this games tile generation they're close together.

  • @BreadTube said:

    It isn't OP it has multiple downsides I'd like to list:

    • Takes 16-24s to bless the totem
    • If you're interrupted all progress is lost
    • It has a limited range
    • The killer gets a very loud indicator you blessed a totem
    • It takes the killer 1s to snuff a totem
    • You CANNOT protect them
    • You can't use it if all the totems have been cleansed or the only totems available are being used for boons you don't like/need
    • You still have to heal yourself once you're done, but it can be risky due to the loud indicator, so if a killer is good with totem locations they can figure out where you are.

    It already comes with way too many downsides it doesn't need even more to make it useless.

    So, if it has too many downsides then why it isn't allowed in comp? if a perk really has that many downsides, you think it would be balanced enough for competitive. Oh? Yeah, no CoH is way too good. You say you can snuff it in 1 second which is true but assuming you can either see it or be in its range to hear it is a different story. A 48 meter diameter is nothing to scoff at, 2 heals already gives you value for it, most maps are either small or large so it either covers 1/4th of the map or in one specific section to where the killer would be at a serious disadvantage to go and snuff it, and going out of your way to snuff the totem mid chase just gives the survivor distance so it's really only worth it if you're walking by it to get to a gen or after a down.

  • Ngl those are the type of people to tell you to "pressure" gens as a no mobility killer.

  • @Myla said:

    Why are people pretending as if MMR suddenly made the 4 meta perk of the apocalypse suddenly appeared out of nowhere? This has existed for years what the hell?

    Its more, every game has become that rather than it being around for years. Without mmr I saw FAR more perk diversity than what is with meta today.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704367#Comment_2704367

    That's not actual evidence, just anecdotes. Again, my anecdotal experience is that I (as a low-latency player) basically never get blinded despite looking away in time.

    I'm not saying that blinds definitely aren't survivor client-sided, I would just like to see actual experiments/evidence because I do not know that. I've always assumed they are handled by the server and never seen anything that suggests otherwise, but they definitely should be handled by the server if they aren't.

    I wouldn't say its anecdotal when its been shown on the survivors and killers side that they turn 180 and still get blinded. At that point there's no point in putting any research into it when its happening on both sides.

  • I complain about mmr because they call is "skill-based match making" when in this game there is little amounts of skill when you can have perks do everything for you. Dont like these killers? Well, here's a boon making their power 3x as useless and you get a healing speed buff vs every other killer making it an easy escape. And since mmr is just based off kills and escapes (spent a year and a half for this btw) and not even some other factor like how long you were in chase for as survivor before going down, how quickly you ended the chase as killer, etc.

  • @ObscurityDragon said:

    You know you gain more bloodpoints by using all these offering you never use?

    Try that, it may help ya

    Yeah but that only helps on certain killers. Plus they don't go past the 8k limit since they're applied while tallying up what you got.

  • @zarr said:

    Is there actual evidence that blinds are not already handled on the server?

    Just because there are instances in which you get blinded despite looking away in time doesn't mean it's the survivor's perspective that counts - if your latency is higher than that of the survivor it's still possible that the server saw the successful blind before you looked away.

    I have a low latency (20-40ms) and I can't remember a single time in which I got blinded well after having looked away.

    If you want to test this, you need a survivor using means to induce a high latency into their connection and blinding the killer, with the killer looking away within the last milliseconds of the blinding window (the exact timing depends on both players' latencies - if the survivor has 300ms and the killer 50ms, the killer should look away within the last 250ms before the blind goes through on their end).

    If you can consistently demonstrate that high-ping survivors get successful blinds despite the killer looking away in time on their own screen, then we have something to suggest blinds are actually survivor client-sided. I have not seen anything that suggests this, personally.

    Literally every 95% of the time i get flashlight saved I am already looking the opposite direction when the blindness ends. Also not to mention you hear the flashlight burn way before the right timing, but they still get it.

  • @luvcraft said:

    BHVR: "New Ring chapter!"

    PTB addicts: "ah, cool, a new killer to try out in PTB next week..."

    BHVR: "...coming in March!"

    PTB addicts: 😭

    I mean its no surprise. Why would they release a chapter not even a month and a half after the previous one?

  • I mean survivor queues were doomed the moment they released mmr despite literally 95% of their community saying its a bad idea. Then they add boons which made killer even less fun because 8 second heal = balanced. "BuT IT tAkes 2 SEconds tO snUFF thE bOON" yeah assuming killer can hear the boon from its entire radius, heads up you can't anymore since the ptb for Mikaela.

  • Idk but I like it. It actually makes the killer look like they're stalking the survivors from afar.

  • I more ask the reason why people on steam that are on twitch that dont take off ttv in their name when not live.

  • This is only because survivors are de-synced a little bit more than killers from the server by a slight amount, this is why it looks like you get hit 10 feet away from a window and on the killer's side a lunge just doesn't hit through the window despite the survivor being in the middle of the vault animation. So, by that a nurse can be there on their screen but on yours they're still in the blink animation.

  • @Aurelle said:

    Killers do the same thing, so...

    Yeah but survivors getting nerfed are FAR less frequent.

  • Here comes the comment of "actually its aim dressing" when they basically both do the same thing but one cucks you over because its so poorly made.

  • Do gens? idk sounds like a skill issue + mald.

  • @Phasmamain said:

    Nah I like to play all matches out. Best way to improve is to fight good players

    Yeah but when literally swf is just a power role there really isnt much to improve.

  • "Pinhead was overperforming" and "Wraith might be a wee bit too overpowered"

  • I mean yeah idk if they increased it further but it does feel like they increased the hitboxes with pallet validation. One time i even saw myself get sucked back into a pallet just to get stunned.

  • @Mileena_Kahn said:

    Nowadays killers just never leave their first hook, it’s like why even play killer if you’re not gonna chase anyone else and just babysit your hook? Not even that, instead of chasing the unhooker they chase the unhooked. Had a nurse tunnel me all game and it cost her a 4 escape. Why do killers play like this? When they play like this I have no sympathy for being a jerk to them at the gates

    I mean the role is called killer so they're living up to the name. Also mmr has just destroyed so many people's drive to actually try since everyone knows you take your first chase and 2-3 gens complete unless its that 1 in 10 chance where it doesn't. And people who say "just leave chase" are being ignorant by ignoring the fact that the survivor you were just chasing would also work on a gen then you would have to go chase a different healthy person. Like right now with map tile generation and how huge maps are healing isnt that much of a priority unless you have CoH where you just heal in 8 seconds with someone near you.

  • Ok unironically I wouldn't play him rn until they fix all maps horrid collision. Right now you can BARELY turn into most walls and you still bump, You can only really slide on cars and haddonfield benches. Don't even get me started on the ######### you shouldn't collide with but still do since BHVR' map and environment design. Like my drive for billy has been shattered from ######### collision and moments like these https://www.youtube.com/watch?v=k7zZIe0tJhI .

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2695776#Comment_2695776

    Hillbilly is still good. The main thing which sucks about him is the FoV and the Animations. Because he feels very janky because of it. Also his Add Ons are more on the bad side, which is not even the worst, since he does not really need Add Ons to begin with. But doing Bloodwebs on him feels like a waste (almost as much as doing Survivor Bloodwebs, lel).

    Overheat is barely noticeable. You have to fail A LOT to actually Overheat and at this point, it is deserved.

    Hmm yes curve and get stuck on invisible collision... guess its my fault i bumped into a pebble on the ground so im punished for it.

  • Yes, didn't you know Z-walls is the best loop in the game?!??!

  • Damn didn't know doing your objective efficiently was being a dick when you're NOT SUPPOSED TO BE NICE TO SURVIVORS as the killer role.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690674#Comment_2690674

    Yea but they pay the price of immediately being in a chase instead of not being found and rushing gens is that what you would rather have? I get that it might be annoying but to get a snowman and body block a door is wasting a ton of time that could've been used on gens snowmen don't move fast and you're doing nothing hoping the killer comes to see you trolling at the shack door blocking it instead of helping your team and you're probably getting yelled at by the guy looping the killer who you just blocked shack for also

    Its still extending the chase by a large amount with 2 other survivors on gens. Then if the killer chases 1 they can just go back to working on cowshed gen assuming it wasnt already completed.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690639#Comment_2690639

    It absolutely is crying for nothing this helpless woe is me mentality, I'm rank 1 with over 10,000 hours in this game , does that mean I'm the best no absolutely not and I don't claim to be at all or even close but I know for a fact the survivors know how to play that I'm facing, what you're saying isn't going to fly against a good killer unless they're playing the twins or GF and even then they cost themselves a ton of distance because if you try to hop in right in front of them you can take damage while entering so how much distance is sacrificed just to troll and be in a worse situation immediately afterwards? A good survivor can tell you that they would be way better off just continuing to a safe zone and looping than giving themselves up and trying to come back from it

    You didn't understand what i said at all did you? Lemme give a different scenario, lets use cowshed with a pallet close to the window. The survivor could vault a window outside but then a survivor in a snowman could body block the door facing outward so if you hit them then they get propelled towards the pallet and make it because of the hit cooldown. If you decide to vault the window the first survivor can just keep looping there until entity block then use the pallet and get to another tile. There the snowman just became a breakable wall.

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