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Carth

Carth

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Carth
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  • A killer main who wants to have survivor's actions to have priority no matter what? Suuurrreee.....OP what does that even mean? If the killers 'hit' gets to the server first, the server waits until the survivor action gets to the server even if it's seconds later and then rollback the hit? That would be a garbage experience. What's next, insta flashlights should be back? Or pallet vacuum? Or infinites? Or grab saves being instant and not after pickup animation?

  • Because the game is a constant arms race/power creep.

    Start of DBD(low amount of second chance perks) -> exhaustion perks and stronger perks added to the pool -> killers complain M1 killers are too weak and chases take too long, powers are too weak and do nothing to counter the new perks added -> new killers come out that can absolutely deal with second chance perks -> survivors complain about the killer powers taking away any interaction. There's a very good reason why we haven't gotten a standard M1 killer with some garbage meme power. Trickster was their attempt to have a killer who has an 'interesting power' that isn't too oppressive and most people consider him an abject failure and since his changes he is now in the oppressive 1v1 category.

    Additionally the game is not 4 1v1s that happen in sequential order. As much as some people want to pretend it is, it isn't. At this point in time just plain old M1 killers are extremely weak, the only way they can deal with the above problems is by having extreme mobility on a low cooldown, and in that regard there's only so many times we can re-release 'killer who runs in a straight line very fast with limited curve/flick' or 'runs really fast but cant attack until coming out of that mode'. There is no such thing as a good 1v4 killer in this game. There are absolutely zero killers(outside of trap based killers and nemesis AI zombies) who can pressure multiple survivors at once, sure you can rapidly target swap but that it is all you can do insofar as 'pressuring multiple survivors at once'. You cannot chase two survivors at the same time unless they are running side by side which is a fault in their playing.

    All of the above rambling to basically say short of nerfing many things on both survivor and killer side it is too late to go back to killers who have no chase power and are just the standard loopable + mind games at loops. Games go too fast and perks are too powerful(assuming 4 good survivors and a good killer all running meta perks).

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2392475#Comment_2392475

    That's a serverside issue, which every other online game doesn't seem to have, but magically this one does. See the difference?

    I'm sorry to be the one to inform you but this is a problem in every single online game that you play. Other games might hide it better but there is no way to avoid this problem in online games. See overwatch's 'favor the shooter' videos.

  • @Sypherpathic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2392461#Comment_2392461

    You can solve for it in a way. You have to find a way to make it make sense for all players involved. Like in an online shooter, right? It's a little Hawking-ish, but you shoot at me and I move and you haven't seen me move yet and I haven't seen you shoot yet.

    From your perspective, you shot dead on. From my perspective, I moved out of the way then you shot. Who was right? To your point, one has to be picked. Honestly, I don't know the solution but I DO know that there are tons of games out there with more players and faster reaction requirements that don't have these sync complaints. So there IS a solution to make the game FEEL right even if the math isn't right or perfect. We have to wait for Behaviour to MAYBE find that happy medium or, like some games, to just keep oscillating back and forth and pissing everyone off. Hopefully, they find a solution. Maybe hire someone from a Battlefield dev team or Fortnight or Apex Legends or something where this kind of hit validation is critical so they can find out how to make it work and keep their paying players happy.

    Other games might have faster tick rates(how often data is transmitted to the server) or smarter algorithms to hide the truth of what really went on, but at the end of the day there will always be divergent client versions of events and when two of them clash on an action the server has to choose which one will become reality.

  • That means your input is getting to the server slower than the killers. The server can only know what it knows about(what the clients send it). If you throw down a pallet (you begin sending that data to the server) and the killer lunges at you, if the killers lunge gets to the server first you are going to be hit. Even if you threw the pallet 10 seconds ago, if it takes 10 seconds for the message to travel from your computer -> across networks -> to the DBD server, you will still get hit.

  • I don't understand why people talk about 'fairness' in this context. Both clients versions of events are valid, the server literally has to pick one though. Do you favor whoevers input got there first? Do you favor the defensive action? The offensive one? There is no fairness here, just an arbitrary decision that MUST be made. Short of taking away the asynchronous nature of online games this is an impossible solution to solve for.


    This is why you see wacky things like the hit occurring but not really. Imagine if it was the other way around, the survivor drops a pallet on their screen, they get hit, then the pallet magically pops itself back upright. That is also a potential solution to the problem, I'm not saying which one is correct because the answer of which is correct depends entirely on what you think should be prioritized.

  • Hex: Third seal, Knockout, Deerstalker, your choice

  • @Zokenay said:

    I dont really see an issue with it, since youre meant to use perks to get reliable regression.

    This is an awful mechanic, the base should be decent/good and the perks nerfed to compensate.

  • Without seeing the code/being given a better description we can only guess but I imagine zombie data was being redundantly sent across all players clients. Just to make things simple imagine you and a killer, you are both playing dbd and there is a dedicated server, both clients and the server need to keep track of where the survivor player is, and where the killer player is in order to make decisions about actions that happen in game. This means network traffic between the survivor <-> server <-> killer happens pretty regularly. If we throw in more things(like zombies) to keep track of that is more work that must be done by the machines and could potentially lead to bottlenecks/issues based on the machines hardware and other processes running.

    Now if we consider the easiest approach to zombies we would have all 5 players be talking about where the zombies are located and what they are doing. The thing is...zombies only move at 1 M/S, there might be an argument that having all 5 players need to know about that data in a 'normal' sense is a lot of redundant data going around and perhaps it could be cut back and nobody would know if any 'blips' occur due to zombies moving so slow and nothing wacky happening. That's just a guess though. Or as someone else above said, if whatever data they were sending across the network now uses less bytes you also reduce workload

  • OP I don't think you are understanding it correctly. The change doesn't mean you are invincible from the moment you begin the pallet animation.


  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2384916#Comment_2384916

    It's identical in function to the current iteration of the perk. Instead of gaining 1/2/3 tokens that each give 1%, it's 1 token that gives 1/2/3%.

    Edit: And your maths makes no sense.

    Ah you're absolutely correct, it is functionally the same, my mistake and I think the math makes total sense. 3 survivors other than myself get hooked, I have 3 * 3 tokens or 9 tokens, if I then get hooked next every single survivor has 9 tokens available. If we all get on one gen and hit a great skill check at roughly the same time that is going to be 1% * 4 for the current natural +1% bonus of hitting a great skill check. Thanks to all of us having 9 tokens we all also get a bonus 9% progress or in other words 10% per survivor for a total of 40% bonus progress on a gen. If this repeats again where we all have been hooked a second time and are on death hook we can do it again.

  • @Elena said:

    I'm a Twins main and I think they're fairly strong, I get a lot of 4k's with them.

    However, I remember when they released and so many people were calling them sh*t or "the weakest killer in the game". Nowadays, it seems those complaints have died down and their power, to me, remains questionable.

    I wanted to ask for opinions regarding their strength, whether it be in terms of map control, pressure, slugging/camping, anything.

    What are your opinions on them?

    Entirely dependent on the survivors you play against. Against people who don't heal and stay injured and split up as much as possible? Really strong. Against survivors who heal as quickly as possible and stay in pairs to always insta kick victor? pretty lackluster.


  • @AhoyWolf said:

    Every other Perk that gives you Tokens does it by 1 Token at all tiers, and then the secondary value changes.

    Fast Track does the exact opposite, it gives you 1/2/3 Tokens and the secondary value never changes, I really don't like this system to be honest.

    What if instead of giving you 3 Tokens, the secondary value changed instead.

    Fast Track

    Whenever another Survivor is hooked, Fast Track gains a Token.

    You consume all Tokens after a Great Skill Check on a Generator.

    Each Token consumed grants a 1/2/3% bonus progression for Great Skill Checks when repairing Generators.

    This is way too strong OP. 9% free gen progress for 3 hooks? If the killer doesn't tunnel and hooks each survivor once and every survivor is running this perk that's 9 * 4 = 36% free gen progress. Add in the natural 1% for hitting a great and you have almost half of a gen. This would literally become the best perk in the game and encourage tunneling massively. If the killer hooks each survivor a second time in a row then 36* 2 = 72% progress on a gen. That is ridiculous for a single perk. Throw in a bnp on everyone and if the killer doesn't tunnel people out as fast as possible you basically throw away 2 gens for free. I can't even imagine how obnoxious this would be in a swf with 4 bnps, all running this perk, and 2-3 gens left.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382670#Comment_2382670

    Nah, there was definitely a big increase in tunnelling. And before killers if they killed someone after being unhooked, they’d respect the DS, now they almost never do. The game feels much nastier than it did before.

    According to Devs escape rates remained unchanged pre-nerf and nerf. Usage of DS dropped from 27% to 16%. Escapes remained at 49%

  • I prefer running pop, ruin is great but it's so much RNG. Add in the fact that while undying does protect it, there's absolutely 0 guarantee that survivors won't instantly run into both of your hexs and cleanse them early. If hex totems were hidden better on all maps my opinion would be different, but we've all seen the trash totem spawns and it's awful to lose 50% of your perk loadout at the start of the game. While pop is not as effective in terms of global regression, I prefer the same level of regression being in my control as a killer vs having everything stripped away and be forced to rely on the abysmal 1/4 regression speed base for kicking a gen.

    I think ruin undying is ok on killers with very good mobility, but if all you have is 115% movespeed and you find yourself in a situation where you must choose between pressuring gens or protecting your totem what will you do? You can't rapidly move around the map so you're forced into a kind of crappy choice whereas very mobile killers can do both or at the very least punish the survivor who cleansed the totem if you are somewhat far away.

    Add in good survivors and totems become even less attractive, people who are familiar with totem spawns or are running detectives hunch will quickly sniff out and kill your hex totems too. What would you think about swapping ruin out for pop OP?

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2381141#Comment_2381141

    If you do what I did while I was testing and deliberately go against teams with no SWF, you absolutely can. No question. It's the easiest trials you will ever play in your entire life. I did it as Trapper with nothing but IF and Knockout, bullying the crap out of solo's to prove a point while never laying down a single trap.

    The reason you can't autowin just any trial is because most trials have at least a 2-person SWF in them and you have to get lucky and down them both first. Which I have also done and proceeded to win, but it's rather luck-based.


    You act as if the slug cannot move and there is no aura read on them at all. 16 meters is a rather large area to find the slug, additionally the slug can see their teammates auras after 15 seconds and move at full speed. If knockout was as strong as you are claiming it would be one of the most meta perks run by everyone. It's extremely situational and map dependent. As far as your 'tests' how many trials did you run? how good were the survivors? what perks did they run?


    The fact that the killer you are saying you destroyed with was a Trapper with no traps makes me question how good the survivors you were playing against were. IF has nothing to do with knockout and does not synergize with it in any way. In fact it actively works against it in that if survivors scream they know the slug went down in that area. If IF procs on two survivors trapper can only chase one. The other survivor can very easily discern that and based on the terror radius volume have a general idea of where to head to find the slug and once in 16m can see the slug.

  • @KerJuice said:

    Has anyone successfully Kobe’d off the hook recently? I haven’t done this in TWO updates/chapters and I find it very strange… And the scenario I’m alluding to is when everyone is slugged on the ground and it’s your first hook, or you know your teammates won’t make it to you before struggle phase so as a last ditch attempt, you go for it. Curious to see if any one else has had this experience (or lack thereof) recently.

    Edit: Fully aware of 4% (despite it, I’ve Kobe’d at least once per chapter until recently)

    It's not like a stacking buff where 'oh I haven't escaped in x attempts so my chance to escape is 4% * x on my next escape attempt'. Things like "ive managed to get off the hook once per chapter before" are totally meaningless. You could get lucky and get off the hook 10 times in a row, it's still 4%. You could be unlucky and try 1000 times and never get off. 4% is 4% in isolation.

    in Kobying Comment by Carth

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378279#Comment_2378279

    Outdated mechanic that needs updated. It made sense when it was designed but it's a different game now and most Killers can do without it. But i'm not saying to remove it, it just needs looked at because it's not really fair for a Killer to be swinging 3/4 times a someone and missing but still gain an advantage.

    But the killer doesn't gain an advantage. The cooldown of a swing is 1.5 seconds. You said he missed 4 times so thats 6 seconds of delay added. What tier did this killer get of bloodlust before he eventually hit you? If tier 1 your chase lasted at least 15 seconds, tier 2 30, tier 3 45. If you stalled the killer to tier 2 + made him miss 4 attacks you won that chase by a massive margin. That's at a minimum 36 seconds of gen time your team can be doing, that's excluding any travel time to loops and what happened before he got very close to you. Let's say this is an M1 killer? You wasted 36 seconds of time and you're only injured. If you manage to do the same thing again you'll be at 72 seconds of chase, I'm even excluding how much time the sprint boost from getting injured will give you too, by the time he picks you up and hooks you if you're the first survivor he found 3 gens should be popping. If it's later on in the game just use the following 72 * n where n is the number of survivors and that's the amount of time your remaining team members should be on gens.


    Killers by design should be able to eventually down a survivor, that includes new/not so great killers as well. You won this chase by a huge margin, I'm not really sure what else you want, to be able to 1v1 the killer for all 5 gens?

  • I think People are annoyed because while Bubba/Billy are more dangerous throughout the course of the trial an individual survivors has full control over their interactions with these killers. If someone has avoided Myers all game and then he pops T3 on you or is roaming around after stalking your 3 teammates all the way it feels like you played 'correctly' but still get punished.

  • The dc penalty time continues to stack if people continue to do it. I don't know what they can do about it in a way that doesn't let survivors troll each other. Get downed and you're pissed that the blendette is hiding near hatch? DC so the killer has even more time to find her.

  • What is the issue with there being an obsession at the start of the match?

  • This is latency, on your screen you made it through the window fine. On the killer's screen you might still be mid-vault animation. The server has to pick whose version of events is 'correct'. The worst cases are when either you or the killer have very high pings.

  • @Afius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2376772#Comment_2376772

    Killer still gets points for dc and 1 time hook deaths

    You're right that you still get points but if you down all survivors on their respective first chase and they instakill themselves on hook you won't be pipping that game. Or at least I'm fairly confident you won't be, similar to the survivor side of 2 iris but still de-pipping.

  • While bodyblocking is annoying for sure I think the only 'broken' thing about it is during EGC. A swf with BT and someone on the hook is basically guaranteed to get out with a few exception cases(8 stacks of STBFL, instadown killers).

  • Whats your proposed solution? The same scenario exists killer side when survivors give up/dc/kill themselves on first hook. I do agree with your points about it being unfun and crappy but there's not really any good options here. Slamming gens and escaping is the best option out of a set of terrible choices.

  • I will never understand people's need to label bugs/exploits/clearly taking advantage of systems as 'techs/mindgames'. How is this a mindgame? It's literally taking advantage of the fact that you can't react in time in the lobby so you can do something dumb like this. If I said I would give you a million dollars if you said sure, but you had to react in the next .00001 of a millisecond, did I just mind game you out of a million dollars?

  • In my opinion Nemesis has probably one of the slowest ramp up times(outside of trap based killers) in the game and really suffers from time inefficiency in the early-mid in regards to infection and his 8 free health states. Especially if survivors are smart and get infected by zombies at the start to deny fast T2. I think any perks that help early game are massive on him as a result (corrupt/lethal), also anything that can help reduce those early/mid chase times as well (STBFL), for regression I use the standard pop, and I also like to use sloppy to help slow down the game in regards to healing and it also combos well with STBFL.

    You can also do a fun meme build with undetectable as his initial tentacle strike on uninfected survivors does not deal any damage thus does not deactivate trail of torment, ToT + undetectable addon when killing a zombie + ribbon adddon for faster zombie respawn time + tinkerer + whatever you want is a fun build that has a lot of control over when you go undetectable but I think it is really inferior in terms of winning compared to the build I usually use. That said it is immensely satisfying sneaking around.

    In regards to your perks you listed out above I don't think thanat is good on him due to him having no map mobility nor any downside to healing. Plague and Legion are the kings of thanat and you need something on that level to make really good use of it imo. Hysteria is very meh, the oblivious effect can be massive but you don't really know how much value you are getting out of it in any given game.

  • if you caused noise the zombie will walk over to you, or if he was already chasing you he will continue in that direction for a bit before losing interest.

  • Both. It would be very easy to argue either side

    "Killer is holding game hostage, can just grab you out"

    "Survivor is holding game hostage can just leave and let killer M1 and speed off to hatch and escape(if noed is not in play)"

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2371930#Comment_2371930

    I was thinking the Blindness Status Effect hindered your vision to see your surroundings since it would be more solo queue friendly.

    Blindness Status Effect: Survivors become shrouded in darkness, making it impossible to see further than 16 meters.

    While I do think blindess is extremely underwhelming I think this change would be way too strong. Not on its own, but every killer would want to combo this(if possible) with oblivious. You can't see more than 16 meters away and you can't hear anything except lullaby based killers. Having a killer materialize out of the darkness at 16 M would be brutal. 115% Killers move at 4.6 M/S so the killer would be on you in a little over 3.4 seconds. Combine this with killers like PH/Nemesis/DeathSlinger or even Nurse/spirit and this would be extremely painful to deal with.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2371847#Comment_2371847

    I don't think you're being realistic, you have to be close and personal to make them miss, and survivors don't always have the perfect scenario to handle them. Trying to make them miss can easily backfire and get them infected, only requiring Nemesis two M2s to down a survivor instead of three.

    Since you're interested, I'll give some compensation ideas:

    • Increase the amount of default zombies by 1
    • Adding more or less zombies based on the map size [Average Size Map = 3 Zombies]
    • Killing or crushing a zombie has the chance of it coming back as a NA-a Parasite variant [50% first time, 100% second time]. It will be more deadly than the regular zombies with its own abilities, harder to crush as well.
    • If a survivor is attacked by a zombie, it will grab them and bite them [Animation Locked like in RE2]
    • Overall improved AI that should've been basekit

    Would give a new atmosphere to zombies, but we can't do that without giving survivors a way to handle them without spending heavy resources. Using a pallet to stun a zombie is like asking the killer to not tunnel, camp, or slug.

    You could add 5 zombies, if survivors can juke them and smash them into the ground the literal only time they would be threatening is if nemesis is chasing you.

    I will admit I am interested in your parasite variant idea but nemesis already suffers terribly from time inefficiency( 8 free health states is massive), and having to rely on survivors to get your real power is godawful(we already saw this with plague and no corrupt fountains). Also what exactly would make them deadlier? are they faster? smarter? ranged attacks?

    The animation lock idea has the same problem as everything else, if nemesis is not around then who cares?

    Zombies move at 1 M/S basekit, they are 1/4 of a survivors running speed meaning for every single second holding shift + w it takes a zombie 4 seconds to catch up to you. They also only move in linear lines to survivors, they will never try to take a smarter path or do anything outside of the shortest linear line to noise. It is not hard at all to juke and force them to attack when nemesis is not around. Just draw a diagonal line that barely touches the zombies attack range and run along it, you will probably have a 100% success rate of forcing an attack out and dodging it. Doing it this way even if you 'fail' it will just result in the zombie not attacking you at all.

  • You can't. The added time of switch to Victor -> chase -> down -> swap to charlotte -> walk over to survivor -> finally begin the pickup and hook process adds so much time, if you don't take advantage of Victors 150% movespeed and only use him to secure one down and try to hook every time you will only have a few hooks before the gens are finished.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2371744#Comment_2371744

    That's because you don't see the pressure they cause. Zombies force survivors off of generators, cut off loops, and overall, hinder their abilities. Granted most of it is RNG, but one thing isn't so RNG — survivors who repair a generator for 80 seconds is almost guaranteed to have a zombie push them off. If not, then they are busy with another survivor on a generator. Haven't you noticed a trend that Nemesis players use Ruin for that exact reason? Zombies push survivors off, easy Ruin value for not even being there.

    If you want zombies to be more involved in the game, you need to add more counterplay besides consuming valuable resources to temporarily disable them. @Trickstaaaaa gave a perfect example of adding counterplay that's risky, but rewarding if done correctly. Then in turn, we can make zombies better without fear of them being too overwhelming because survivors always have that option to destroy them. Even if skilled survivors get really good at it, they are still wasting time and can mess up, resulting in a hit.

    Making a zombie miss an attack with nothing around you is extremely easy to do, even if you fail and get infected you are actively hurting nemesis by keeping him from tiering up early(its actually a strat to get infected from zombies so that nemesis takes longer to get T2). So introduce a massive counter to them AND they can be killed by pallets and stunned by flashlights on top of garbage AI and getting stuck on air? Why don't you just say you want them deleted out of the game? I would love to hear what your "make zombies better" pitch is for this massive nerf that you're proposing.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367379#Comment_2367379

    You fail to understand the difference between "annoying" and "too strong".

    He gets free zoning because his power gives 8 free health states to the survivors.

  • What's your proposed buff? It's incredibly strong on swf with prove thyself especially vs the 110% killers, I do agree that in solo play it's almost impossible to make use of the speed buff though. I don't think permanent move speed buffs should even be a thing honestly, it's way too strong to allow it to be easy to use so you end up with weird requirements like this that effectively make it a trash perk solo.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2366695#Comment_2366695

    I don't think solo gen speeds are a problem, I think speed boosts aswell as survivors spawning split up near different gens are the problem. Even the best survivor in the world can't keep a chase going without pallets or vaults. Maps are the problem in chases, too many strong linked tiles.

    Agreed, but the problem then becomes if you make tiles that much weaker, survivors who don't understand how to loop well(knowledge of what tiles even are, knowledge of turning tighter than the killer is able to, knowledge of when to look back, knowledge of running exhaustion perks, etc.) will be absolutely demolished by making the maps weaker. It's a very difficult problem to solve

  • @gibblywibblywoo said:

    If you aren't able to get a single kill without slowdown at all that's a bad sign.

    I don't mean to be mean, perhaps those survivors were really good and got a survivor sided map. But I really see no excuse why a killer can't secure a single kill without slowdown. Especially on Billy who is still relatively decent, with an anti loop build and bbq to optimise time.

    I've been running zero regression, just Corrupt and Pursuer for early game on Nemesis and been doing decently even against pretty good teams. Some matches swing my way others don't.

    I think the game is more fun without slowdown honestly, even if sweat squads can just decimate you.


    It's a simple math problem. It's why everyone universally agrees survivors are favored at the higher tiers of skill. Tell me how long you think it should take a good killer to find and down a survivor at the start of the game. Gens take 80 seconds solo to complete, if all 4 survivors are great then at the start of the game there should always be 3 gens popping by the time the first chase is completed. A map with all resources available should be able to easily be chained especially with dead hard to last at -LEAST- 50 seconds, possibly even more if there's a very strong tile in the chain. So the killer finally manages to down and hook someone and 3 gens pop, the killer is 1/12 of the way to his objective while survivors are 3/5 done. Should the killer proxy camp his hook or go wander off? If the killer does go wander off to pressure other gens the survivor on hook should be able to be saved easily and if the person saving is running some healing related perk then odds are the heal will be done very very quickly. Now let's say the killer is in their second chase, how many seconds have gone by?

    No MMR coupled with secondary objectives that contribute nothing to the primary hides how broken DBD is very, very well. How many survivors load into the game with specific purposes? 'Im a chest rummage build, I'm not touching a gen until I see if theres a skeleton key in a chest'. 'I'm going to cleanse all dull totems just in case of noed'. 'I'm going to sabo/flashlight the killer'. Then there are survivor players who have no idea how to take advantage of the tools they are given, people who get hit once and then get hit again in < 5 seconds. Literally holding 'w' and doing nothing else will get you more time than that. These players slow the game down more than any gen regression perk a killer has available.

  • I disagree, I think Nemesis is a step backwards from their recent addon design(Blights were 100% amazing). The combo you listed Jill's sandwich does not actually function the way you think it does. It's not on virus cleanse but on virus box open. Meaning that all you need to do to get around that potential combo is always do the following play if you see a chest. Open chest -> Pick up Vaccine -> Place Vaccine on ground in front of chest. The downside to this is boxes do not get highlight if infected anymore. However No more 12 seconds of aura reading to make the most out of the exposed status. Additionally having so many addons tied into something that will happen 4 times most of your game is really, really bad unless the times that it does activate are game changing which would also not be that fun for the survivors in the game. He also has no map mobility so unless you find a virus chest and play defender of it if a survivor cleanses while you are in chase/across the map you will not be able to do anything about it.


    Zombies are very meh in terms of you could have a game where they literally get stuck in the air and geometry and if you brought straight zombie addons well then enjoy not having addons or by playing sub-optimally due to needing to run around and babysit them. Even if we pretend zombies never break or get stuck on things the AI is very, very stupid. Relying on it for anything other than a nice built in detection system is not a good idea.


    Marvin's blood is ridiculous how much it impacts your mutation rate. I feel shackled when playing Nemesis for the same reason old Wraith did. 1/2 of your addons will 100% be dedicated to a very particular addon due to it being SO good for that killer. This adddon should probably be nerfed and his base infection amount increased to compensate.


    Lastly he has really really boring other addons. Tyrant Gore and the like are ok but I never find myself purposely seeking out zombies to hit, I have better things to do at almost any point of the game rather than hunt down my two zombies who could be on opposite ends of the map to get to T2/T3 slightly faster, the same reason the undetectable variant of killing a zombie is just 'meh'. It COULD be game-changing but what are the odds that a zombie will be near you at the perfect time to help you out when you need it?

  • OP what is a 'fun' killer to you? If the answer is just a slight variant of 'run in a straight line fast with limited curve/flick' then I'm sorry but we can't keep re-releasing the same killers(Blight, Demo, Oni, Billy).


    'Fun' should not be a major consideration because literally every single killer outside of the ones I listed above have been complained about as 'not fun'. Even some of those in that list are complained about because ruin+undying+tinkerer+whatever is run on them often.

  • The hex perk system in general is pretty bad. We have the massive outlier hex perks that are actually decent for the risk(ruin/devour/noed/haunted ground) (undying by virtue of protecting these impactful totems- ignoring haunted)

    then a slew of bad/awful hex perks that people only run to meme with(retribution/thrill/third seal/blood favor/crowd control/lullaby).

    Why is the level of power of hex's all over the place? 3 good perks and 6 bad ones?

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356447#Comment_2356447

    What reason is there to leave survivors to bleed out on the ground over 4 minutes when everyone else is either dead or also slugged?

    If you know a survivor has a key you could be scared of DS if they just got unhooked or they could be running flip-flop. It's not likely but it would be extremely frustrating to down a survivor in the corner of the map/hook deadzone, wait out DS timer, and then when you pick them up they have 50% wiggle progress and get off your shoulder and then jump into the hatch instantly because 'lol keys'. The same reason moris got nerfed into the ground it wasn't fun to instantly have all your perks/ability to respond removed because of an offering/item.


    Now most of the time people who do this are just BMing/being mean but there are legit use cases where you would rather a survivor with a key bleed out vs picking them and getting spammed 'LOLEZ' at end game chat. Keys need nerfs, not buffs.

  • I am a fan of an idea someone else proposed where dead hard is a boost to speed when going healthy -> injured, the numbers would probably have to be fiddled with some to make sure it isn't just a better sprint burst. I'm also a fan of removing the dash, extending the i-frames, and mini-stuns the killer if they swing into you during dead hard. However the latter would need to be done with fixing the networking problems that cause exhausted on ground. I'm not a fan of ideas like blanket nerfing it or making it so you can't interact with pallets/windows after dead harding as they would just throw it into the trash perk pile. We already have enough garbage perks on both sides, I don't think we need to add more.

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/265816/i-ve-been-playing-nemesis-a-lot-lately

    I'd also like to see a small buff to his tier 3 and a small nerf to his zoning potential. Make it so that you can hit multiple targets (pallets, walls, survivors) in one Tentacle Strike while in tier 3, and his cooldown after letting go of Tentacle Strike is increased slightly. Right now, he creates more lose/lose situations than PH.

    That's true that he is more punishing than PH but at the cost of only hitting 1 target and also giving a 'free' health state to survivors who are not infected. I don't really like the idea of making him a literal copy pasta of PH(can hit multiple things at once and go through pallets/windows), additionally even if you increased his cooldown making him able to hit multiple things at once would honestly make him even more punishing than he is now. At least now he either hits you and has to deal with the pallet/leave it up or he hits the pallet and you get away without losing a health state/getting infected. Unless the degree of increased cooldown after striking is increased by a significant amount which would hurt him a LOT(missing a tentacle early game and eating a 4+ second stun would be awful, using your power would actually be a detriment when you factor in the free health states. Akin to Victor eating a DS per down this would be a mini-DS per health state).

    Just for context his current cooldowns for a hit are at 2.5 seconds and his cancellation cooldown is at 1.5 seconds. How much off an increase would you suggest for such a large buff to his power? PH punishment of the damned sits at 2.25 seconds cooldown after shooting and a 1 second cooldown for cancelling. The big 'how is that possible that nemesis is already punished heavier than PH' is that PH has to 'ready' for at least 1 second before firing off but Nemesis readies up in .35 seconds to tentacle strike.

  • Coup De Grace for me will forever be bad in that it actively hurts you in that you might not want to use an extremely limited resource on a lunge. If you're about to lunge to hurt a survivor and a gen pops then you either waste a token or be inefficient and either hit the survivor with your power or choose to not use a lunge attack which might not be reasonable. Now if Coup De Grace was like 'press E to use a token and make your next lunge have bonus range' I would love the perk.

  • The problem with a shapeshift killer is the same problem with aura disabling based perks for killers, swf completely counters it. Knockout, Third Seal, etc. Introducing a killer who can be countered with "hey is anyone walking towards the gen at killer shack? No? Ok, Killers by me at killer shack" is a really bad experience.

  • Sole Survivor being disabled if you're not the obsession would be a really crappy feeling if you never got to use your perk or if it got turned off because the killer is running nemesis or a teammate runs for the people, even if everyone had it it's not like your numbers are too crazy. That said I am not a fan of gen repair speed boosting perks, they are usually really low impact in solo q but in swf just make gen efficiency even better.

  • This is the norm against good survivors on the first chase anyways

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348987#Comment_2348987

    Alright so we can agree certain perks on both sides has no counter and don't need one? Because they are made to help you win at least in my opinion not for opposite side to completely delete your perk slots

    Absolutely, but there is a much larger question about the game as a whole behind this conversation. When a good team of swf can pound out gens in <4 min times and there are a large number of tiles that take x seconds for a killer to catch up to a survivor(whether that be holding w for distance or looping) and killers need 12 hooks how does the math work out where a good killer has a chance against a good survivor team that results in anything beyond a 1k? Unless at high level it's just 1k from camping/proxy camping and run noed and hope people are altruistic.

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348962#Comment_2348962

    Alright I'll stop this right here whatever I say you'll say it's not good I can say dead hard is not good but am I right? No I'm not so I won't say it to back up my argument my point is not everything needs counter play never implied dead hard isn't strong, tinkerer has no counter (idc if it's good doesn't change fact it has no counter play) stridor had no counter till now, nurses calling has no counter play unless u stay injured whole ass match, I'm all ears has no counter etc etc no matter how good or bad all those perks are they have no counter and they don't need to because they are formed to help killer win not for survs to counter it with another perk or mechanic

    Tinkerer - you're correct

    Stridor - who ran this outside of spirit? You can delete this perk as far as I'm concerned as it doesn't even fix spirits isssues(what people hate her for) and it just adds another perk to the trashcan perk pile

    Nurses calling - Don't heal inside the killers TR?

    Im all ears - you're correct in most cases, the counterplay is don't do rushed actions but then you are gonna eat an m1 hit if the killer is chasing you

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2348937#Comment_2348937

    Blast mine doesn't remove pop or it's use it just stops you for few seconds to interract with gen, also let's not forget tinkerer plus pop combo, tinkerer as well has no counterplay yet nobody complains about it


    Tons of people complain about tinkerer, however on most maps outside of a few killers(spirit, blight, nurse, billy) tinkerer is not that good. Similar to stridor with nurse its not like you see tinkerer on every killer, or at the very least the cast outside of those ones I mentioned can't do anything if a tinkerer notification goes off and they are on the other side of the map and they only have 115%/110% movespeed.

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