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  • The fact that you think playing with any kind of slowdown is some ridiculous try-hard only strat shows what your MMR is. What's next will you tell us how you 4k regularly running Wraiths perks only?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700712#Comment_2700712

    From a killer's perspective I can understand the frustration.

    However, from a survivor perspective (and game design perspective), it's probably one of the most well designed perks in the game. The most fun in the game for survivors is looping. This perk gives survivors another option in chases and makes the chase even more interactive for survivors. It makes chases a lot more fun for survivors because they now have an opportunity to outplay killers. I would be honestly amazed if the developers removed or changed Dead Hard, just because of how much it adds to the survivor side.

    "being fun" should not equal good reason to stay in game. Old ruin and old undying was super fun for killers, it got nerfed due to too many people running it/its too strong. Dead Hard is the same

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2712424#Comment_2712424

    I'd say SB can extend chases much longer when used correctly. It can save you from even being injured and you can most likely make it to a safe area before the killer can get a hit. DH requires you to be injured and it's pretty easy to mess up. Even good survivors can mess it up. I believe it's fine.

    I agree with all of your points but I think Dead Hard is significantly easier to manage and worry about without any actual changes to your playstyle. As another user said 99% of SB users will use it at the front so there's no sunken cost of "well crap, I already chased this survivor for 15 seconds and they just dead harded for distance to a pallet do I just eat the 15 seconds as a loss or continue to chase?"

  • Make it required injured and a protection hit(Per Useage). It fits Davids theme and now actually has a requirement/thing to manage outside of just get injured

  • A question, why do you think 12 hook states need to be distributed evenly? Can you imagine if we proposed this idea for gens? No gen can be completed unless there is an equal distribution of progress across all gens! Tunneling 5 gens 0 -> 100% as fast as possible isn't fair!

  • I don't think the game was great as is if the only way you could have fun was to vs meming/bad/lower skill players than yourself.

  • What would be the point of this change? The only thing this could possible alter is bully squads/swfs working together to have a ds in reserve.

    "crouch by the gen while I repair so the killer thinks you repaired it and lost ds and then when he downs you BAM ds!!"

    The only possible argument I can see otherwise is a survivor sitting crouched for over 60 seconds and not healing/totem interaction/gen interaction which why would you want to encourage that survivor to remain doing nothing to keep DS safe?

  • Not a fan of the RNG spawns. It's too swingy in either direction IMO. Get 2+ scourge hooks in a good area? Tons of regression for the killer, a hook in each corner on red forest? Good luck getting value out of it. I would much prefer both cases get toned down and have a happy medium(something in the vein of just let killers control what hooks they scourge and give it a token system with a 5+ second animation to scourge a hook)

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2711874#Comment_2711874

    Every exhaustion perk gives distance. DH isn't a problem.

    Every other exhaustion perk requires a particular tile, or a limited resource. "being injured" is not a serious requirement as the only way to not have a survivor be injured is to one shot down them on their first hit and then have them die on the first hook.

  • "Oh he turned left at a jungle gym instead of right, entire game is worthless to judge. If he had just turned left it would have been an easy 4k!!!"

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702822#Comment_2702822

    If you're takin 60-80 seconds to down that first guy, that is not the games fault. If you see your first guy running towards a good main building or an area with multiple strong pallets, there is nothing stopping you to like.. find some one else...

    Also try to identify a 3 gen and maintain it, if you play it correctly you put survivors into a very difficult situation.

    I don't think you understand my point. So you invested X seconds and the survivor gets to a strong loop so you turn around and leave and then the survivor calls out the direction you are heading in and then that survivor over there starts pre-holding w....what are you going to do now? At least 2 gens have been completely un-contested making progress while you have done all this too.


    There's a reason so many people hate high skill DBD and this is the reason why. Again if we pretend we have survivors who completely ignore the terror radius or something and don't pay attention or are not 100% focused on gen efficiency then sure, it's not a big deal but the fact that the game -can- be played in this matter is absolutely ridiculous.


    Also are you really proposing you can down a survivor as Trapper in the first chase in a sub 50 second time?


  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702739#Comment_2702739

    Those kind of games can be really difficult but about 99.99% of games there are multiple opportunities that show themselves that allow you to turn the game around in your favor if its not already, gens going by REALLY fast is usually the killers fault. Some times I record my games and when ever I go up against a pretty solid team that I get destroyed by I make LOADS of mistakes, and they become very apparent when re-watching the game

    Every lost should be taken as a learning experience, I myself have 4.5k hours and when ever I lose I don't blame the game, I think about what I could of done better and move on to the next.

    Let me ask you a question, how long do you think it takes a Non S tier M1 killer to find + hit + hit + carry to hook vs good players at the start of the game? When every resource is available on the first chase. If you guessed 60-80 seconds then hooray! You figured out that that's what usually happens and against good survivors the other 3 have been on gens from the start of the game which means you have 1 hook and survivors are 3/5 gens done or about to be done. Maybe you have pop or scourge hooks and managed to every so slightly save one but survivors are still over 50% of the way done and you as a killer are 8% of the way done.


    Now if we pretend every game is required by DBD law to have at least one urban evading/chest rummaging/totem breaking/challenge completing/memeing player then yeah sure, it's not a big deal but against good teams you are just coded to lose if you don't play Blight/Spirit/Nurse and that is terrible design.

  • "I miss being able to tee-hee open the hatch in a swf and escape in the killers face! We are so EPIC XDXDD!" Let me guess, you also thought ebony moris were overpowered?

  • This would butcher almost all of the killer roster as 90% of killers are completely reactionary. By that I mean if you are playing any killer who isn't Blight, Spirit, Nurse right now if they get to a vault point you can still go for a hit and depending on latency still damage them. If the survivor was validated such that any press of spacebar granted them invuln as long as they made it 500-1000 ms prior to the killer pressing M1 then MANY killer hits at such points would get validated. You might say that's great! But maps would need to be completely rebalanced for this (we are still in the midst of map rebalance part 1). There would be way way too many vault points and way too many close together if they basically sided with the survivor client version of events all the time and rolled back killer hits.


    This COULD work if every killer had some way to punish/prevent a survivor from going into vault locations but as of now only blight/spirit/nurse can plan ahead and react in time. Anyone else just has to dutifully chase the survivor and rely on the +15% movespeed(and maybe mind games, but mind gameable loops are few and far between).

  • @IlliterateGenocide said:

    "do bones"... "Wait why are you doing bones stop that"

    If snuffing destroyed then 100% agree. However, it does not.

  • "

    1. This is not about competing period, it's about competing against the highest level of opponents with the highest level of stacked loadouts. Please don't take or make this out to mean in your pub matches you can't compete with any of the other killers - in average pub matches even the weakest killers can compete, and even dominate if piloted by players of this caliber.
    2. Survivors also only have very limited options if they want to compete at this level. In fact, survivors are much more limited once we take into consideration that they need to be 4 players that practice together frequently as a team and coordinate their builds and plays. That's a much more difficult premise to fulfil than the killer equivalent of simply picking the best stuff.
    3. This tournament only shows what the top-end balance of everyone using the best stuff is like, it does not show whether everything else would be "garbage" in this environment. Maybe kill rates would not go through the roof if survivors started using flashlights or saboboxes instead of BNPs and med-kits; maybe kill rates would not plummet if people started using Huntress, Twins, Oni, Pyramid, etc. - in other tournaments other killers are able to compete perfectly well, with some of the strongest add-ons that are banned in those tournaments it would not be impossible to see them still be able to compete in this tournament as well, and of course, even if they wouldn't average 2 or more kills, there's still a lot of room between "able to compete" and "garbage", especially if we include hook stages. I wouldn't say Oni's and Pinhead's 6 stages here were garbage, for instance; 12 stages are obviously the maximum achievable, so 6 stages would be the equivalent of a 2k if we were to look at balance from that perspective. Not saying 1k 6 stages is necessarily actually a balanced result, but really not garbage either.

    "

    @zarr Why is this argument made(re point 1) that the survivors are brand new players and the killer they vs is a pro? I agree with your point but this argument that one side is brand new and the other side pro can be argued without proving a point either way(de-pip squad vs pub killers).

    I would also argue that tournament results do not dictate an ideal state of the game or where we want to go balance wise. Sure the games followed the 2E2K path that the devs desire but watching some gameplay I saw tons of proxy camping + tunneling going on. Yeah the end result maybe was 8 hook states but most players(survivors in particular) scream bloody murder if killers play in this style. So should we only look at post game stats in a vacuum and make the claim that the game is balanced because there were 2 escapes/2 kills and 8 hook states? Even if the killer camped/tunneled and just traded to get most of those states? I'm not trying to take one side or the other here but point out that just analyzing the result independent of the path taken to get that result can give misleading results or support results that most of the players do not like. I do not like using 'hook states' as 1 hook + camping can equal 3 hook states. We should not be disingenuous and call out the delta between a 'hook' and a 'hook state'. Re point 2 and 3 I agree.


    Also thank you for the in depth write up and responses, it's been nice to read the responses and see peoples feedback based on your data.

  • Detectives Hunch + map & bead exist.


    Any survivor who makes the claim that without swf you cant find totems is a liar.

  • The argument that as long as killer players have at least one option that can compete is terrible. While it may be true it is terrible to say 'yeah 90% of x is garbage, but at least 1 x can do well therefore all x's are fine as it as on you to select the 10% of good x's. Otherwise you can't complain, x is fine.".

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2679141#Comment_2679141

    Blight/Spirit/Nurse don't "counter" distance gaining perks because they still have to travel a further distance to get you and most of each survivor's goal is to waste as much of the killer's time as possible so the others can repair/heal/unhook. Also if you can travel more distance faster you're more likely to get to the next pallet or window. Only Nurse counters that, which was already mentioned earlier.

    Yes, stealth killers annoy me when I'm running perks that need a TR to activate like Stake Out or Pebble. But that's like two perks and hardly a build lol.

    Aren't there plenty of people complaining that anti looping killers force shift + W gameplay?

    It's weird to complain about a killer almost completely negating my favorite aspect of playing survivor? Ok then. Isn't 99% of this forum complaining? Lol

    I can always stop complaining and run DS/DH/BT or a gen rushing build if that makes you happy 🤷‍♀️

    My points is if we apply the logic of 'killer power should not outright counter mechani/perks dealing with x' we would need to heavily nerf most of the killer cast.

  • But you can make this argument about any killer power??


    Why does nurse/blight/spirit shut down any distance generating perks/playstyle?

    Why do stealth killers remove terror radius?

    Why do trapper killers negate loops?


    Also healing has never been stronger than it currently is right now. CoH + some of the perks you listed allows you to belt out ridiculously fast heals, in mid-chase even. Complaining that healing is too hard countered because of one unpopular killer is weird.

  • BT only bothers me in EGC. When a SWF with brains + 1-2 BTs will almost guarantee a 4 man escape. I'm talking about a good 7-8ish hook game where you down a survivor just as last gen is finished. You basically have no winning options as killer vs an intelligent swf.

  • as far as I am aware exhaustion does not reset when you get downed, ONLY on hook. It will still count down naturally but you won't go from like 60 seconds -> 0 instantly like getting hooked.

  • No to buffs based on proximity. You know how everyone hates CoH applying to multiple floors in certain areas? This would be the exact same scenario. Same with the PTB anti-camp test done in the past. The auras showing I think would be totally fine though.

  • That would be pretty terrible to have to sacrifice 25% of your loadout for a perk that might not even fire off and then also layer in another requirement on top of it. That said is it a super annoying perk especially in SWF? 100% yes. I don't think throwing the perk into the trash is fair/good though. I do understand that NOED is a perk that does have both an EGC requirement and a totem requirement so I can see lines being drawn there in comparison but I would argue the perks are different enough that they don't need to be the same.

  • OP let's play a little thought experiment out. Let's assume we magically implement this idea, when a survivor is unhooked they literally phase out of existence for the killer and cannot be interacted with by the killer in any way until another survivor is hooked. What 'massive buffs' would balance this out? You have a super abstract statement that has no plan or details of implementation outside of a vague hand-wavey 'big buffs comin!'. Additionally I want to point out that many survivors feel killers are already WAY too oppressive in many cases(blight, nurse spirit for mobility killers, Pyramid Head, Deathslinger, Pin Head, Nemsis, Artist for 'unfun'). How would you buff them or bring other killers up so its not even more exaggerated where a chase lasts all of 2 seconds to balance out survivors getting a guaranteed 12 hook states spread out evenly?

  • @GoodBoyKaru said:

    Honestly this feels like the product of years of anti-loop killers biting back. When they first started releasing the anti-loop no mobility killers, survivors complained and were told to just adapt. Then when more were released, survivors complained and were told to just adapt, again.

    So they finally adapted and everyone can see how boring it is to play this way, but it's the most effective style of playing so a lot of people will do it, especially because a lot of powers right now seem to follow the philosophy that looping = bad and is then counterbalanced by an inability to actually pressure generators without stacking slowdown on top of slowdown.

    It's incredibly frustrating but I can't say I'm shocked. Survivors just finally adapted.

    This is an extremely disingenuousargument. Other than CoH existing, holding w has never been buffed in years of DBD. In fact it arguably has been nerfed with the removal of infinites/pseudo infinite loops. The argument that 'hehe survivors had an IWIN button for years but by their own grace never used it due to killer design but now that PH and deathslinger exist survivors are DONE holding back' is an extremely flimsy argument.

  • @[Deleted User] said:

    it's not auto

    hmm an auto script/macro that would be really easy to write

    OR

    a kiiller player is hitting m1 nonstop for x seconds without stopping once the entire game and also not moving at all either

  • @KerJuice said:

    Better question- how do you go against very good Nemesis’?? I can drop a pallet late, early, fake drop it- and he still tentacle whips me nearly every time. How do you dodge that thing on a good Nemesis, while looping a pallet? I try ducking, going left, going right- nothing works. Are good Nemesis’ aiming for the middle or something? If so, then that means TS will always make contact with your hitbox, right? I don’t get it.

    1. If he is trying to always whip you can try faking a drop and he will swing assuming you will be animation locked and (depending on tile and nemi location) can hug the loop and get out of the way
    2. You can choose to infect yourself via a zombie early to deny infection gain(hitting an uninfected survivor advances his tiers significantly more than hitting an already infected one)
    3. Nemesis has a .33 second window where he can drag his whip, the animation does not show this and this could be what you're getting hit with, the player can shift a little bit left or right and depending on terrain in between you and him he can still get a hit in this state.

    Lastly, if you are having significant trouble with his whip and regularly fail just hold W nonstop and don't try to loop him, you will still buy a significant chunk of time if he is only whipping you(2/3 whips depending on things). You can still buy 20+ seconds doing this at the very least.


    Killers are awful at the start of the game and is time goes on they get stronger. Nemesis is designed such that he emphasizes this even more. His early game is weaker than most killers(A power that does nothing and gives away 8 free speed boosts/hits). Now, if late game rolls around and he has T3 he is significantly stronger in chases and loops.

  • Hook Immunity? Are you referring to Endurance/Borrowed time effect? Sadly it's just one of the things you as a killer need to count in your head too, implementing something like what you're asking for would have a TON of really obnoxious/annoying side effects that probably wouldn't be worth it. The good news is with DS dead at least the most you're probably counting to is 13 instead of 60.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640575#Comment_2640575

    The problem your describing could easily be fixed with a number tweak. Just show the killers aura for at minimum 3 or 4 seconds. That time isn't enough to tell your other teammates where the killer is going. All the buff would be doing is telling you who the killer is at the beginning of the match for a really short time. that's it. And i think your greatly exaggerating the benefits of dark sense. All dark sense does is show thr killer aura to you for 5 seconds after doing a generator. Which again isn't enough time to determine what the killer is doing and communicate it. Dark Sense is not a strong perk in the slightest and if it was you would see more people use it.

    I think that would be fair then! If the intent of the change is just to reveal who the killer is I would think a better idea might be to have some kind of emblem/name somewhere that doesn't go away as 3 seconds is a very short time and unobservant/new survivors might miss the small window at the start. As to your other argument I agree, but the idea of 1/16 of the survivor pool countering 1/4 of the killer pool AND providing anything on top of that is just salt in the wound of 'why does 6% of the survivor team loadout hard counter 25% of the killer loadout'.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640507#Comment_2640507

    But the effect during the match isn't that good other wise you would see more people using it but you don't do you? What important information are you getting at the start of the match? Your only Knowing who the killer is which on certain killers you can already know who they are if your lucky. And your going to find out eventually so there no harm in knowing it sooner.

    1/16 should not counter 1/4. Lethal pursuer would become a garbage tier perk with this change. If you don't think being able to call out 'hey, he's heading towards main building! Oh wait he pivoted he's coming to killer shack, if you're on that gen bail' is huge, I think you're being disingenuous. Survivors are strongest at the start of the game and 'hold w' is extremely complained about. This perk would be a HUGE buff to the hold w meta. E.G. Just call out in what direction the killer is heading and any survivors in that direction start holding w pre-emptively. If we pretend there's no such thing as SWF sure, the perk wouldn't be a problem at all but with coms this is ridiculous. The fact that it would hard counter lethal pursuer AND provide anything bonus on top is overkill. We already have crab walking to avoid spine chill now killers have to crab walk at the start if we pretend this perk exists to attempt to counter it? It's a ridiculously strong perk and the info it provides would be huge in high rank games, only the most heavily complained about killers would have a chance against this due to their extreme mobility. A 115% speed killer where the survivors on first chase have a huge warning adds 30+ seconds at the start easily.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2639985#Comment_2639985

    I understand that and I do consider swf when thinking about perk buffs but I don't swf would be too effect by it. If your in a swf all the others will already know who the killer is already what does it matter of they know sooner

    It's a literal free counter to Lethal Pursuer that has the addition of being useful during the match? In my SWF I would always have one person bring it to call out who the killer is and call out the initial direction he is going so the team can easily rotate/hide. A perk that can be equipped by up to 4 people, has bonus effects during the match, and can be used to reveal very important info at the start is ridiculous.

  • This is called power creep and it's usually very bad. There are two approaches to balancing when new features/rules are added to games usually. You nerf the top strategies/make them weaker so that they lose strength and if they are very very strong baseline you can add new stuff in that doesn't 'break' the game. The opposite side is you add new things that might be too weak compared to the current meta/add in things that are considerably stronger. The problem with the former path is that it can be very boring/not feel fun to see your favorite strategy get nerfed. The problem with two is that while its fun it is far more volatile/introduces really dumb things. Boon totems fall for sure in the latter one. Can you imagine if we had hex totems that were on boon totem level? "While this hex stands even walking causes scratch marks", "While this hex stands survivor healing is reduced by 100%", etc. Would it be fun? Sure, but it's also extremely extremely strong/broken.

  • You're assuming a best case scenario of hook spawns, a best case scenario of finding a survivor, a best case scenario of the survivor you find being bad, and a best case scenario of survivors not splitting up at the start of the game.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627586#Comment_2627586

    Hell at this point might as well make

    THE TUNNELS

    • Basegame feature
    • Ominous, black, misty doorways appear on the walls/terrain of the Trials
    • Entering The Tunnels transports you into a catacomb with Exits that lead to other entrances to The Tunnels around The Trial
    • The Killer is Undetectable while inside The Tunnels and their Aura cannot be read through any means. (because it'd be weird to see the Killer's Aura in a seemingly "supernatural" place just underneath the Trial floor)
    • The Killer is alerted whenever a Survivor enters The Tunnels
    • Survivors can Barricade Entrances to The Tunnels
    • Killers can perform a Break Action on Barricaded Entrances
    • (Like 4 Total or something, nicely spaced out in the Trials, 1 always spawns in The Basement that cannot be barricaded)

    And start cutting down on hyper-antiloop

    You're basically asking to add a second floor to every single map with this suggestion. Sure you can only reach it via a 'tunnel' but at the end of the day this is making every map RPD.

  • @yougotexposed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628948#Comment_2628948

    Exactly. People(both sides) like to paint the worst case scenario on the book just so it seems like either side needs a sledgehammer nerf.

    Aka all the vids and outrage about 4 survivors spam healing on a single totem with the best medkits and healing perks. It just doesn’t work in a real setting. Or some streamer posting a vid pulling off insane hex builds that destroy swf.

    I’m starting to think no one really wants balance, they just want either side to be garbage so it’s a steamroll.

    It shouldn't even be an option in the first place. Balanced games have caps on 'worst case scenario' things for a reason.

    Just like how keys and 3 man escapes was a 'worst case scenario'

    Just like how getting morid after first hook was a 'worst case scenario'

    they're terrible and auto-win/troll(hehe we heal faster than u can m1) buttons should not exist at all no matter how rare or difficult they are to achieve.

  • why are the buff values so high? Why do buffs above 50% even exist? At that point it fundamentally breaks the original system. E.G. A 16 second heal getting turned into a 4 second heal because 2 perks have a silly almost 150% buff. I could understand if you brought an entire loadout dedicated to healing but you don't even need that because 1 perk provides an insane 100% buff.

  • You can't really. Snuff multiple times, avoid known totem spots, kill boon perk users, or ignore them, those are your options.

  • Chain hunt literally just got nerfed heavily. Undying was nerfed. Solo Survivors do not like any kind of 1v4 pressure the killer can generate that forces them to do things outside of an active chase. If it can be ignored like Freddys sleep mechanic it is ok but anything actively disruptive gets nerfed. Until BHVR either commits to active disruptions and is ok with solo survivors getting screwed by bad teammates this will eternally be a problem for them. Where they can't make good 1v4 abilities so the only option they have is to introduce strong anti-loopers or introduce garbage D tier killers who get countered in the 1v1 AND the 1v4.

  • It's hands down the best exhaustion perk in the game and fundamentally changes the way killers M1 survivors in chase.

  • Survivors have ridiculous strength at the start of the game where they basically have 4 seconds of 'actions' to every killers 1 second. However, after people start dropping and dying that curve drastically swings into the killers favor. Playing efficient/smart is not a bad thing and should not be scoffed at but I would love iif the curve could be normalized some so that survivors aren't as strong early and killers aren't as strong when it's a 1-3 man left.

  • You can't. Imagine thinking of the game like a bunch of math equations, Charlotte is unique in the fact that she pays a price of x seconds to go and pick up a survivor that victor downed and then she goes into the normal route of going to hook. In other words if we want to label some variabless we could say it takes a normal killer Y seconds to down and hook a survivor where the time is (chase time + pickup animation time + carry to hook time + hook animation time). Charlotte is almost the same but her Y has an extra variable, walk to where Victor downed the survivor and pick up. This can be as little as 4-5 seconds if you down them riight on top of charlotte but otherwise it could be as bad as an extra 15 seconds if you down them cross map on a large map. Maybe more if you don't take an efficient path. She gets nothing base-line to compensate for this so when you play against good survivors if you choose to not leverage her strongish camping abilities you will probably get stomped.

  • the problem is it's a case by case basis.

    Game A: All survivors get hats off on the first box they go to, you got extremely low returns from the iri addon and now you have no traps

    Game B: Survivors get hats off but had to go to multiple boxes, got pretty good return from the adddon

    Game C: One or more survivors die to the hat. Got extreme value.


    Due to the RNG nature of hats I don't think you can apply a blanket statement like 'this helped pigs early game' as each game maybe it will or maybe it won't and its such a massive change in her playstyle(hats throughout the match vs 0/1 hats)

  • @aperoni said:

    But apparently it was fine when we were getting hit straight through it.

    EDIT: And if you really want to fix all of the broken perks within the game, how about NOED or Rancor? But no, because that benefits you.

    Once a survivor uses Dead Hard all you have to do is just get real close to them. I play my fair share of killer (while admittedly I enjoy survivor more) and once I learn someone has Dead Hard, they just looks like an idiot using it again. I don't fall for any of the mindgames and just either wait 'till I see them use it or get real close to them before hitting.

    People act like killers can't just completely remove someone from a game if they wanted to. Especially Bubba, and there's nothing they can do about it. If you're getting facecamped by Bubba you're dead. So why can't survivors have a dash?

    I will happily say delete Noed/Rancor if it means we get to also delete dead hard

  • He's a trash killer who has a single annoying meme build but otherwise is nurse but instead of damaging with a blink you maybe slow the person down for a second. Can you imagine if trapper traps just slowed? Or PH Judgment gave you hindered? His design is awful and clearly 'survivor fun' was one of his top goals.

  • @ukenicky said:

    Typically I don't have a problem with NOED. Lately however, I see it paired a lot with the strategy of face camping the first survivor you down until they, well die. Then you go and try to catch someone else.

    If the survivors rushed out gens like they were supposed to then they will not have had the time to find and cleanse all dull totems much less keep track of where they all are. After the final gen gets completed the killer can use NOED to insta down whoever they find after the first person who was camped dies. Then they just camp again with NOED.

    Used in this fashion I think it's unfair. It's allowing killers to always gain MMR from 2 kills, sometimes more if survivors aren't efficient or make mistakes. Survivors have to gen rush and not do totems to make the most of the camped persons time and NOED punishes them for gen rushing/not doing the totems I don't see how that's fair.

    Otherwise though like I said I have no real problem with NOED tbqh

    If a killer with NOED downs someone with all gens powered they have 3 options usually.


    1) hook & camp

    2) defend totem

    3) patrol gates


    Depending on where they downed the survivor and RNG of totems all 3 can potentially be in one spot in a worst case scenario. However in the norm usually these things are spread out. If a survivor gets hooked and the killer camps(this is the norm) then the remaining two survivors can split up and hunt the totem while he face camps the survivor. Once you find the totem and destroy it you hook dive with BT and then body block with the second survivor + unhookee with BT to easily escape. This is contingent on a few things though 1) at least 2+ survivors are alive. 2) RNG didnt screw you. 3) at least one alive survivor has BT. However if you meet these 3 conditions then NOED should never ever be a problem.

  • @6yXJI0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596784#Comment_2596784

    As a killer with high ping, you still can do 10m hits on survivor screen, lmao

    I hope you realize that even if you have better ping than the survivor you still lose to the validator right?


    E.G

    Let's pretend a chase starts at 0 ms(milliseconds).

    Survivor is at pallet with 250 ping, throws pallet at 100 ms in

    killer swings at 350 ms in (a mere 1/10 of a second past the survivor pressing spacebar in reality). Killer has ping of 25.


    Killers swing registers at 375 ms, survivor throw registers at 350. You just got validated.

  • @6yXJI0 said:

    How dare devs to fix unfair pallet hits and exhaustion on the ground?!

    If my screen says I got away then I should get away. If your screen says you got a hit that's wrong.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596485#Comment_2596485

    + now nobody complains about Survivors using DH for distance anymore. Which is still the stronger use of the Perk and is as possible as before.

    All I get from that is that Survivors are allowed to have non-functional Perks. And making a Perk, which was bugged for years, actually doing what it should do is a "buff" or "destroys Killer" or whatever.

    I agree that dead hard should work as described. 100%. That said, the perk stands head and shoulders above other exhaustion perks now except for a full swf with sprint burst on coms. It needs to be brought in line or killers need a pseudo dead hard. E.G. Cou de grace has a ~60ish second cooldown and no tokens anymore.

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