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Chewy102

Chewy102

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  • @Itooshie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2328483#Comment_2328483

    That wasnt really my point, there just isnt another game like DBD that has high skill level balance, there's no point of reference. You shouldnt be comparing DBD balancing to LOL or Fortnite. I probably could have worded myself earlier before when referring to the genre, not the balancing and surviving.

    By those same standard we shouldn't compare Fortnite to LoL or CSGO to DOTA. Even the closest game I know of to DbD, Natural Selection 2, shouldn't be compared to DbD because it is 2 teams against each other instead of 1v4.

    The fact is that each game has a few questions it HAS answer.

    1, what is "fair"?

    2, how does the game become "fair"?

    3, how do player interactions effect the game being "fair"?

    4, how does the game change to reflect player interactions effecting "fair"?

    Ever, singe, game has to answer these questions and multiple times over their lifetime. If BHVR wants DbD to be "fair" then they need to answer them as well and make changes to the game to do so. They've done this several times already, but #3 is a constant thing any game dev has to deal with as the player base is constantly pushing the limits to any/every game. If the community is making the game not "fair" by growing their skills or using tactics the devs didn't intend or never thought about then the devs need to answer #4 once again. Maybe go back to #1 again and change what DbD's version of "fair" is.

  • @Itooshie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2327829#Comment_2327829

    Please name another asymmetrical survivor game like DBD that has managed to balance around High-Skill cap and survived.

    You need to remember that the vast majority of other asymmetrical games failed due to either money or legal reasons, or simply never was intended to be played at all.

    F13 died due to legal reasons. Evolve died in part because of greed. Last Year committed suicide by being a Left 4 Dead clone. Hide or Die never knew what it wanted to be and went through massive change after massive change. Then you have the countless other games that never got a chance because they wasn't worth playing to start with.

    The real reason though the vast majority of games fail is for 1 simple reasons. Either a publisher or investor thought they wasn't making enough money and killed the project, while also likely firing its dev teams to save even more cash. It is rarely about the community or balance.

    I can for an almost certain fact say that DbD would have never survived this long if BHVR didn't buy the rights to DbD from its publisher back in 2018. Starbreeze would have killed the game off LONG ago and forced the devs onto other projects or out of a job.

  • Watched 1 of those videos and peeked at the rest. Did he only ever do Wraith against that team? Wraith isn't the weakest Killer but he doesn't have much of a tool kit either. So most any decent team should be able to deal with a Wraith without much worry as he can only really do M1s.

    Got no proof other than personal opinion. But Id think Demo, Billy, Deathslinger, Huntress, Nurse, Spirit, Oni, Exe, Nemmy, and a few other Killers should be able to do much better against a team like that. Mainly due to having tool kits that gives more options than M1s. Can't win every game but you'd have better odds at least. Wraith I see as one of the weakest Killers due to his power offering almost nothing or even being a downside at times instead of being a viable choice.

    Using Wraith is just the wrong Killer to showcase the strength of Survivors. It only shows the weakness of Wraith.

  • My question is, why doesn't Nemmy have an addon to show his M2 range? It wouldn't do much and be a mostly wasted brown but like with Nurse, Doctor, Exe, or near any other Killer with a funky hitbox being able to see where you are hitting is MUCH better than nothing when first learning that Killer.

  • Yes, both Eruption and Surge should stack. But due to needing to kick a gen for Eruption and as chases often sees you get lead far away from any progressed gens it is much harder to use them both, odds are you wont get a chance to stack them on the same gen. Surge very often gets wasted.

    I like Surge, but it either just can't trigger needing to down with M1 or you are too far from any gens for it to trigger.

  • @GoodBoyKaru said:

    Okay, okay, OP, hear me out. Replace BBQ with Thrilling.

    Eruption activates, kicking every survivor off of a generator. You pick up, activating Thrilling and having 16 seconds where nobody is on a generator, as well as info on their general location due to the screaming from Eruption.

    If/when I run into Thrilling I'll give it a shot. Though Id think dropping Eruption for Thrilling could be better. Not a fan of Thrilling to be honest due to it's timing being hard to use while also not doing much outside of giving information.

    @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284373#Comment_2284373

    I have 80-90 4Ks and you are saying change your perks? Why?

    80-90 is all you got? Is that an overall or just with Blight? Either way that doesn't really mean much. But if you're asking why you should take my advice?

    Took several months away from DbD and this is the first time playing since late 2020. But Iv been a Killer main since the game was in Beta. Still have my Legacy hammer for Billy and even have both of my Beta invites as proof. Been playing a long time in other words and have played against the best and worst Survivors DbD has had as well as played during DbD's best and worst times for balance. Make no claims to be a great player myself, but after this long you'd think Id learn a thing or 2.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284359#Comment_2284359

    Nah still useless.

    Blight is already so fast killer. I am so fast on map and finding survivor easyly. And when i saw on of them game ends for them. And also other survivors are not problem. Because Tinkerer will give me info and i will go to them. Ruin & Undying combo will start regression. I am not gonna change my builds for this trash perk. But it is trash for me ofcourse.

    For someone else, this perk can be good and i will respect that. But for me, i have my Adept Nemesis and i do not need this perk anymore.

    Feels like Im trying to get a kid to eat his veggies or something. Im only asking for you to give other things a try. Might not work as you think, might work better than your current build. You'll never know till you try.

    Part of the fun in DbD for me is finding new builds. Not a lot work, but you can find good ones if given a chance.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284339#Comment_2284339

    Noone will waste one slot for 9 seconds perk. Even Nurse mains.

    Those 9 seconds are multiplied due to you being able to pressure multiple Survivors at the start of the game.

    Without LP you have to be lucky to even see a Survivor before 20 seconds into a game and by the time you do find someone they have the advantage of gaining ground or seeing you coming. With LP, you are already in a direct chase more often than not at 10 seconds into the game with not just 1 Survivor but up to 3 from what spawns Iv seen today.

    No guessing, no luck, LP gives like 90-100% odds to get in a chase within the first 10 seconds of EVERY SINGLE GAME! Killers having that good of an early game is massive as the early game is when they are at their weakest.

  • On the topic of Nemmy. The zombies are unreliable for the most part, but they give great info to boot. Been running a detection range addon for them and if they are anywhere near a gen I know for the most part that gen is not being worked on and can be ignored. The rare times where they help in loops isn't bad either even if they can get in my way as well. That information alone is very valuable, having them waste Survivor time or get the rare hit or down even is that much better

    Out of the 4-5 hours I played as Nemmy today. There has been 3 lost games, as in 2 or more people escape, and many more wins. He has a weak power, needing 3 hits to down is murder, but also likely has the 2nd best information in the game outside of Doctor. If RNG favors you that is.


    Back to the build. Every game played I find every perk doing work. LP giving me near instant pressure with no guess work. BBQ keeps up that pressure throughout the game. Pop gives me time when/where needed. And Eruption simply works as a gen stall with a side of even more information. Put those on an aggressive Killer and the only moments you aren't pressuring someone is when you choose not to.

  • Saying just give it a shot. Can't end up being worse than a few bad games.

    That 8% adds up to a fair amount over as many times and as many gens as you can use it on. Pop's 25% is better by far, but Pop can often have that be wasted if you don't kick within the time limit or don't have a progressed enough gen nearby. Eruption is what Surge should have been.

  • Odds are it will be from RE8 and my guess is one of the daughters of Dimitrescu.

    The 5 is more or less on the nose for being a sickle, the weapon they use in RE8. Also fits with older teaser with the 4 being an on the nose for Pyramid Head and the 3 being very close to a logo for Scream 3 to show Ghostface. On top of that, RE8 might be using DbD's sound assets as an easter egg. When you first enter the Dimitrescu castle, you hear a scream. It sounds a lot like Meg. Very close to Meg's scream heard in the opening video for DbD. Too many things are being too obvious in pointing towards those daughters.

    These devs don't really do mega brain cryptic hints and stick to on the nose too obvious to notice hints.

    The bugs those daughters use can even fit into DbD rather well. DbD likes to reuse Killer powers but with twists. Huntress and Deathsligner. Hag and Trapper. Shape and Ghostface. Hillbilly and Cannibal. Twins and Demogorgon. Those bugs could be reused as an alt version of Spirit, Nurse, or Plague.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764582#Comment_1764582

    Yeah instant aura reading on Victor pounce and the survivor goes down if they don't remove him in 20 seconds sounds decent to me. Locker grab by Victor should simply down the survivor honestly. If they want him to hold them in then it needs to require a teammate to rescue you while highlighting your aura to your teammates, no timer involved.

    Even 20 seconds is almost an entire gen for the killer gone per pounce. I don't think they realize how much more tight time is for the killer than it is the survivor.

    Victor should get IN the locker with that Survivor, but only remove 1 health state after a 10 second animation of them fighting it out. Effectively locking that Survivor in place for a bit, dealing damage, and allowing the big girl a chance to get close enough to take advantage of it all.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708170#Comment_1708170

    I just feel like Demo is a jack of all trades, master of none sort of Killer. I think that really hurts him. His Shred is best used as a bait ability, and on Xbox at least, it kills FPS. His portals are alright, but everyone knows when he uses them and the Oblivious status doesn't silence his loud footsteps.

    I always envisioned him being a blend of Old Freddy and New Freddy, where he could pull Survivors into the Upside-Down, but he would also be able to hit them while they weren't. The Upside Down would offer debuffs as an incentive to get out, which would be accomplished from either leaving through a randomly generated Portal, using one of Demo's Portals, or having another Survivor stand in the same place in the "real world" and drag you out.

    I personally like Demo as he is. Likely made me rather biased towards not changing him, but Demo is a Killer that I can do well with that doesn't feel unfair or unfun for Survivors. There is always a give/take or a pro/con to playing Demo and I see that as a healthy thing for gameplay. Demo and Billy are my favorite Killers because they don't give a damn about letting Survivors know they are there and can use negative stealth.

    I don't really care about giving out too much information when I plan on taking advantage of when Survivors start to ignore it. Negative stealth has its own uses and strengths compared to true stealth.

  • @Tactless_Ninja said:

    First Demo I seen in awhile and they never used portals. They feel very clunky in usage and in placement.

    On the survivor side, unless it's directly on top of a gen you're trying to finish, there's almost no reason to close a portal.

    He could definitely use some QoL changes.

    I use tunnels to cut off loops as well as travel. It makes me predictable once Survivors know where the tunnels are, but it forces Survivors to react to them.

    3 tunnels are used ASAP to lay out a base network. Out of sight from gens, inside good loops to prevent their use, and they serve to direct Survivors to the same used/dead areas. At least 1 gen gets 2 tunnels though. 1 I dont hide, the other I do. The rest are saved for as needed. Post hooking, reacting to Surveillance, adjusting for finished gens, ect.

    Odds are someone will get "smart" and start removing tunnels. I like those "smart" Survivors! They waste so much time and allow me to replace old worthless tunnels. And as said, if no one removes my tunnels I gain map pressure from traveling and limiting where Survivors can loop. It's a win/win.

    As the game goes on STBFL ramps my pressure, Surge/Surveillance gets more value, and Survivors need to deal with me instead of me dealing with them.

    That's the strength of Demogorgon. He synergizes so well with so much. Buff his base kit or addons, and those synergies just become too much. But that's also his weakness. Without those synergies, Demo is kinda meh.


    If nothing else. Demogorgon is as cute as a puppy!

  • Demo has the least pick rates due to it being the most expensive Killer DLC. Demo us also seen (and he frankly is) as a near perfect example of balancing in all of DbD. So that effects his pick rate even more from no one seeing Demo as worth the extra money.

    Demogorgon simply doesnt need a balance pass. He is already balanced and several people just get stuck in the wrong mindset playing as him.

    Rat liver? I stopped using that long ago in favor of faster tunnel travel and slower tunnel removal. If Survivors remove tunnels, I gain time and information. If they dont, I gain insane map pressure. Combo that with my build of Surge, Surveillance, STBFL, with an open slot and I more often than not dominate Survivors.

  • Today was the first time playing since August and it has been rather relaxed, more or less. Only played 4 games and all but 1 was rather calm. If anything Survivors have gotten rather tame compared to what I remember. Still at rank 5 and was matched with other red/purple ranks so I was expecting to be trashed due to rust. That wasn't really the case.

    Outside of the first game playing as Wraith where I only earned a 2k and got Tbagged at the gates. All 4 games was rather tame. An easy-ish 4k as Deathslinger, a down to the wire 4k as Hillbilly, and another medium 4k as Demogorgon. Im not a bad Killer but I do recall DbD high rank Killer being a bit harder than that. Ran into a fair number of mixed crossplay with PC though. So odds are it was just luck getting solo/duo players.

  • VR horror can be very fun. But DbD itself is too fast paced for VR. VR gaming is very slow compared to other types of gaming. It needs to be for a couple of reasons.

    1 is health. Playing in VR isn't about if you will get sick, but how long before you get sick. And adjusting to VR is EXTREMELY slow as well. It doesn't take much of anything to cause most people to get motion sickness in VR.

    DbD's gameplay would trigger VR sickness in no time at all. A Survivor on a gen looking around wouldn't be that bad as they are just sitting there, but the moment he gets into a chase all that looking around/back to path loops and reacting to the Killer will make near anyone sick in maybe a minute. Killer gameplay would be much worse as they never stop moving and looking around. Plus some Killer powers would make it even worse. Billy and Oni with their faster move speed and taking control away from the player would be a near instant illness.


    2 would be lag. VR gaming and syncing player data takes a LOT LOT longer to process and requires higher internet standards to send/receive all that data. If you think lag can be bad in DbD now, in VR it would be 3X worse.


    3 are controls. Controlling a VR game is relatively easy, but again, very slow if by hand. Take vaulting a pallet/window for an example. In DbD you just run up and press space bar. Rather quick and can be done without looking at all. In VR you would have to run up and grab it yourself. It gets easy to simply miss an interaction spot in VR, and some games have such extreme culling that if you don't look at an interact-able object it is 100% impossible to touch them till they are on screen.

    And to top it all off. Playing in VR is ######### EXHAUSTING! You don't understand just how tired playing VR can make you till you do it yourself. This is vastly underestimated by everyone when they first start playing VR and often leads to most people dripping with sweat in under an hour playing even non active games.



    Can you make a DbD like game in VR? Yes, it's just hide and seek when boiled down. Would it be playable and "fun"? Yeah, Iv played a few versions of hide and seek in other VR games and it wasn't bad at all. But DbD as it is simply wouldn't work that well for the reasons above. It's just to fast paced and needs too much movement for VR.

  • Single post user? Check

    Newly made account? Check

    Is this bait? Check.

  • Why not just deal with the key? You cant sawp Killers, but you can still adjust your build and change perks/addons as needed.

    I personally take keys as a challenge.

  • If DbD gets a movie, it should be about the Entity and it's realm instead of the Killers/Survivors. Take The Cabin in the Woods or the Hostel movies as an example.

    Focus on the Entity, the trials, and the overall picture of DbD. The Entity being an old god who takes people in order to feed off of their emotions in one way or another. Trials of torment where a Killer attempts to hunt Survivors and moments of peace around the campfire. All the while also hinting at those who have gone beyond that and have started to take some form of control away from the Entity as seen with a Survivor starting the Hallowed Blight event or the Archives. or a Killer being able to openly defy the Entity as seen with the Shape, Nightmare, Executioner, ect being able to resist Entity or bring their powers into it realm.

    If you give any one Killer his/her own movie. It would be just another slasher flick. Having horror just to be horror is mindless and sub par in my opinion. But a movie about the Entity could be something more by giving reason to it all. Giving the viewer a chance to sympathize and understand WHY.

  • @Khalednazari said:

    Yes, I saw that too. When was it turned off though? I never heard of it.

    It has been disabled for a couple of months I think due to hackers forcing days/weeks long DC bans.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476837#Comment_1476837

    why is it legit though but staying at gate to get more points or even help distract killer for other survivors still in match is considered toxic? You can still get a 4K even without slugging the 3rd.

    both scenarios are totally valid and within the rules of the game. The difference is you want to do the one thing (that is pretty much mocking the one getting slugged) but you don’t want the other thing done to you (because in this case you are the one getting mocked)

    Slugging leaves Survivors with a chance to escape. Unbreakable or Soul Guard allows the slugged to get themselves up. When the Killer is off looking for the 4th that Survivor can sneak past to heal the slugged or work the final gen/s for a possible Adrenaline play. There is also the hatch to deal with. The slugged Survivor can simply crawl away as well.

    A Killer slugging for a 4k doesn't mean the game is over. There are multiple ways to counter slugging in perks or strats.

    Someone sitting at the escape line doesn't have any counter. The game is for a fact over at that point as NO Killer has the means to fight against that. Deathslinger is the only Killer that can even have a chance at countering that, and it is only if the Survivor is wounded AND allows Deathslinger to get close enough. Blood Warden is the only Killer perk that can counter an open gate, and that only triggers after a gate is open AND the Killer lands a hook.


    That's the difference. Slugging doesn't mean the game is over and has counters any Survivor can use regardless of build or character at any point in the game. Sitting at a gate does mean the game is over and almost no Killer or perk can do anything about it.

    Sitting at a gate is used the vast majority of the time as pure BM. A final chance to say "######### you" and nothing more.

  • You do know that by adding server sided hit detection it will add more delays and make the standard lag that much worse?

    As it is now. Killer lands a hit, tells server, server tells Survivor. So the Survivor gets told he took a hit in roughly double his ping. If your ping is 60ms normally, expect total lag to be at the very least 120ms or raw data travel. Add in data processing and the true lag will be worse depending on your PC, the Killers PC, and the server.

    With server side hit detection data travel will remain the same, but data processing will take longer.

    Killer flags he landed a hit and tells the server, server then figures out if it is a legit hit or not, THEN the server tells everyone the hit landed or not. The added processing time wont be that long (no more than 5-10ms at most) but it is another step data has to go through, another possible failure point, another delay added between communication, and it will add to the standard of lag making lag in general that much worse.

    And that is just for Survivors. Killer on the other hand will suffer massively as if the server decides to cancel the hit for any reason. Be it Killer ping, Survivor ping, or something going wrong. The Killer will go into his weapon wipe animation and slow down just to have the attack canceled.

    You know how grabs are wonky and fail for no reason but still start the animation and leave you blue balled? Expect that for standard attacks.


    Using servers to fight lag is HIGHLY counter productive as by the laws of physics servers can only add to lag due to needing more travel and processing time for data flow.

  • @Faszparaszt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1463191#Comment_1463191

    It has nothing to do with the topic. If there is a spot on any map where a survivor or killer can go that is inaccessible to the other side, and are never meant to be a walkable space in the first place, and you use it to your advantage like in the clip, that’s indeed a god damn exploit.

    You are just too killer biased to accept that. But if there’d be a similar spot for survivors on Hawkings for example, you’d cry your eyes out how unfair it is.

    How does this negatively effect the game? It doesn't.

    This isn't some wall clip or fat shame spot that prevents the game from progressing. This isn't even something either side can use to their advantage. A Survivor there can be hit or chased off from the inside. A Killer there can only hit someone if they hug that wall. Neither of them can walk through it as well. Only Deathsilnger can make use of that spot really.

    This one spot is of so little importance that there is nothing to worry about as it offers next to nothing to gain from it. There are far, far, more important issues to deal with first than something that only exists on a single map for a single Killer.

  • @Pryzm said:

    Yes. Have had screen freeze issues for a couple of weeks now. I have great internet and a new alienware gaming computer. That is not the issue. When a gen pops, or something like that, my screen freezes for a second as a killer. Made the huge mistake of playing survivor just now. Three matches, three times the screen freezes when a survivor is downed or hooked or a gen is done and anyone in stage 2 suddenly dies. It was impacting everyone in the match.

    Have you validated your game files? That sounds more like a bugged install or hardware issue than a netcode problem. Feels like the game being unable to bring up a proper sound/effect/icon when called for.

    Had something of those likes myself a while back caused from chasing the obsession and validating the game files fixed it.

  • @Dehitay said:

    Both the title and original post are extremely unhelpful in informing people what you're attempting to say. If you want to be taken seriously, try to seriously state your point.

    English likely isn't OPs main tongue and can't do more than half ass translate.

    He is talking about someone with DS jumping into a locker to force a Killer to eat the stun. A common complaint over people who seek out to abuse their general immunity knowing the Killer can't do anything about it. It tends to be used as a large middle finger to the face instead of a defensive perk.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459582#Comment_1459582

    Sorry if it's obvious, but does Corrupt Intervention have a constant benefit?

    I thought it ended after a few minutes.

    Once it ends it's a dead perk. But those minutes it gives is often VERY much worth it as that time can allow a Killer to start snowballing before Survivors do.


    As for me. I normally have to run some type of gen stall perk on all my Killers. Only a few Killers can get away without one, but you can mix up what perks you use depending on the Killer.

    Demogorgon I use Surge as the main gen stall. It combines well with Save the Best for Last and Surveillance, Surveillance combines well with Demo's tunnels and STBFL combines well with Demo's Shred. Games often can end either way, but it is a fun build to play.

    Executioner I don't have much in gen stall as the main build focuses on anti healing. Distressing for negative stealth, Coulrophobia for anti healing and Distressing combo, Deathbound for tracking and bipolar stealth, and the 4th perk can be swapped as needed. Pop, Thana, Corrupt, you can use anything you think you'll need but the bulk of the work this build does is done by exploiting how much Survivors want to keep heathy against an Exe thanks to him being so good in loops. And the more time they spend healing or avoiding my terror radius the less they will work gens.


    But for the most part. Corrupt or Pop becomes a more and more vital part of any build for any Killer the higher you rank up. Luckily you can squeeze at least one gen stall perk into other builds and don't need to run pure meta.

  • @LazyPayday said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454836#Comment_1454836

    What you're seeming to forget is that there's a delay between going for the attack and it hitting. It doesn't take very long to get out of the animation lock and immediately dodge left or right so unless you have perfect timing, hesitating will just result in the survivor being given an easy amount of time to run away.

    Now I'm convinced that you're talking out your ass, either that or simply so bad at Killer you dont know any better.

  • @timbologna said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454527#Comment_1454527

    There should not be unviable killers in this game when devs are nerfing the only viable ones.

    It impossible to have every Killer viable for all ranks/skill levels. Not without removing everything that makes each Killer unique. There will always be something weaker than normal.

    Besides. You also shouldn't expect to win every game and need to lose once in a while. By those standards roughly half if not more of the Killer roster can be considered viable.

    Not that bad in my opinion.

  • @GHOSTfaceP3 said:

    At this point killer is just annoying to play especially killers with poor gen pressure..even after all these updates to nerf gens they still go to fast and the only reason I still play killer is because I have to finish my rift stuff I did my survivor stuff really fast but have been putting killers off and so far I was right I still hate playing killer

    Poor gen pressure can mean poor chase strength. Try other Killers who are better at ending chases faster or change up your build to indirectly force Survivors off of gens.

    Im currently playing mostly Exe using an anti healing build and so far VERY few games have made it to gates being powered. Often enough it comes down to the hatch after 2-3 gens done. The build is Distressing, Coulrophobia, Deathbound, and Thana.

    Why or how does this work so well at stopping gens when Im not running near any anti gen? Exe is good enough in chases to easily land hits, so people want to keep health or risk going down. But Survivors can't heal near me without it taking forever nor far from me without telling me exactly where they are. It is also a bipolar stealth build. Distressing works wonders as a negative stealth perk and makes the terror radius near worthless as a warning when it almost never goes away. Deathbound gives me proper stealth and often allows me to get right next to someone before they know what the hell is going on.


    Sometimes it just takes a little work to find something that simply sounds horrible but somehow works.

  • @Freesham said:

    I'd like it if there was more incentive to use PH's M2 rather than just baiting it and using M1. Maybe if you couldn't cancel trail into M1 so fast, and M2 was a lot less punishing.

    Stop kicking pallets and you'll have near infinite uses for Exe's M2. Some pallets still need broken but the vast majority of them make it impossible to loop an Exe as he will land either a M1 or M2.

    To counter that a Survivor needs to focus on stealth and avoiding an Exe. Making use of the terror radius to keep distance, learning how to hide, so on and so on. Exe also asks Survivors to adjust their builds to support stealth or avoiding the Killer. Spinechill, OoO, Premonition, or something else defensive instead of stacking aggressive perks.

    Then as a counter counter, an Exe can afford to get out of meta as well. I run Distressing for example giving me a negative (loud) stealth and messes with people who depend on the TR to avoid me. It also combos very well with Coulorphobia (spelling?) and Deathbound. No one can heal anywhere without wasting a LOT of time or telling me where they are. Often both while giving me even more stealth too boot the bipolar nature of Distressing/Deathbound combo. Toss in another perk of choice on top of that and I haven't had but 5 games in total since Exe came out that seen all gens finished.

  • @GoodBoyKaru said:

    A game that ends with 2 gens done, a 4k, and a 2 pip despite survivors doing the first gen in 17 seconds and getting a 59 second ds off on one of the more survivor sided maps in the game.

    I'm sorry man but if you're trying for the narrative of "killers are weak" this fails at proving your point. There are so many games where gens are done in seconds why would you choose the game with a 4k and a 2 pip at the end of it?

    On one hand. "Killers are so strong that they can come back from EVEN THAT!"

    On the other hand. "Those Survivors are so bad they STILL lost after that!"


    It's a little bit of both, but there is more of #2 in my opinion in that game. With a touch of #3 for that game in particular "It's Otz, dude is good".

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433167#Comment_1433167

    I will admit that this came from my memory so some things might have sounded off.

    Here is a video starting from when I first hooked the Feng. You’ll see that I have one BBQ stack already, and that’s from Yui. I left that hook immediately, so she couldn’t have contributed to my Chaser penalty. This was uploaded straight from my PS4, so the quality isn’t the best.

    https://youtu.be/WrreRpdfnCs

    https://forum.deadbydaylight.com/en/discussion/comment/1433080#Comment_1433080

    https://forum.deadbydaylight.com/en/discussion/comment/1433126#Comment_1433126

    Seems like you guys are just looking at my rank and ignoring everything else. My rank isn’t the point here. Who cares about that here? My problem is that the Emblem system is crappy and punishes me for not giving Survivors second chances. I didn’t expect any extra rewards, but I shouldn’t have been punished either. Would you have brought up my rank if I had been at purple, green, or even yellow ranks?

    I misunderstood your original post then. Assumed you said you ended with just a 3 kill game. It being a 4 kill explains the gold Devout and Malicious.


    Chaser though. You hard camped that game and earned those negative points by standing right next to Feng for the majority of the time she was on a hook. You simply got greedy for kills and wanted to secure Feng without any reason to do so. Once Yui died you should have just hooked Nancy and given Jane a chance to save Feng.

    Odds are you would have got a 3 kill anyway but with more overall blood points while avoiding being punished in Chaser. Ending in you earning a pip for the added effort and risk. A 4 kill would still be rather possible as well.


    Killer may be called killer, but killing isn't the sole goal of Killer. Survivors want to end the game ASAP, Killers want to draw it out. If Killers kill too fast, then by the lore they are failing to torment the Survivors enough and are offering poor meals to the Entity. Meat that's not tenderized or seasoned is still a meal, but it doesn't taste as good. So rankings have been adjusted to enforce that lore and reward Killers for extending games as long as possible while punishing them for ending the game too soon.

    Wanting Killers to stall also tends to make for better gameplay on both sides. The closer a game gets, the more intense it becomes and that is where most of the fun in PvP games is.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433145#Comment_1433145

    are we playing a different game? I brutally suck with every killer that cannot combat vaults up to the point where I need freddy or bamboozle. Yet with PH it's very rare that I get outplayed by a window looper. Just pre-use your M2 when you're right about to see a window or pallet, it slows you down to 110% so just use it similar to a huntress, don't use it when the survivor is already vaulting then it's too late. Only use the ACTUAL punishment when he's actually vaulting. it will always hit if you aim for the window even if you're not straight behind him.

    A survivor can run my bubba on shack till the window blocks off, no survivor so far has been able to do that against PH, not even guys with 8000+ hours in this game who manage to 360 the ######### out of me twice in a match to a point where I completely lose them so it's not like those guys were total scrubs, it's just that hitting people at windows with PH is a breeze and if they fake them you just go for the m1 since your recovery time is really low.

    Keeping pallets on the map is a VERY bad idea for most Killers. So most players simply kick them as soon as possible without thinking about ever keeping them. I think it is safe to assume this is the communication problem as that guy isn't using DOWNED pallets as bait and is assuming you are talking of using STANDING pallets as bait.

    Only Nurse, Hag, and Huntress are able to make use of downed pallets. Nurse simply ignores them, Hag can trap either side, and Huntress can throw over them. Any other Killer has to remove downed pallets or else find that loop near to if not full impossible to run. Add that to how few people use Nurse, Hag, or Huntress from their skill requirements and it shouldn't be hard to figure out that almost no one ever thinks of pallets being a Killer resource.


    Exe can be added to that list as he is fully able to turn pallets in his favor. Prep M2 when you know someone is running towards a pallet/window and it should be a certain hit. You either land the M2 if they commit (can be done blind by hearing the vault) or the Survivor opens themselves for a M1. Win/Win, with the added boost of leaving trail blobs around the map for possible torment/cages down the line.

  • Losing 15% in Chaser from camping means you spent a LONG time within 16m of a hook. I mean a LONG time!


    https://deadbydaylight.gamepedia.com/Emblems#Chaser


    If my math is right and I am understanding this properly. 15% of Chaser equals 380 points out of the 2,500 total. And you lose 3-7.5 points per second you are within 8-16m of a hooked Survivor. So to lose 380 points, that means you needed to spend anywhere between 50-126 seconds camping a hooked Survivor AFTER the initial 10 seconds it takes to start losing Chaser points.

    That is quite frankly, a freaking lot of hard camping. It is also making me question your story as to earn a Gold emblem in Devout you need 8 points, 3 kills only gives 6 points. So you would have needed those 3 kills and to hook all 4 Survivors at least once for 1 more point AND have a total of 9 hooks in that game to earn the final point to total 8. Gold Malicious supports the gold Devout having 9 hooks as you have to land a fair number of hooks for a gold Malicious emblem.


    Something isn't right here. That much camping in a game with THAT many total hooks? It doesn't add up unless it was a total farm. Even then it feels wrong and doesn't match your story at all.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424892#Comment_1424892

    I agree with everything you just said. But along with killers learning their powers, that also throws in the counter argument that survivors have to learn how to play against EACH of those killers. The way you play against Plague is not the same way you'll play against Doc, and so on. And then when you throw add ons into the mix, survivors also have to learn those and make adjustments.

    Is Huntress using Iri Heads? Does Legion have the pin that makes a terror radius on the whole map? All of those adjusts how the survivors have to play as well, would you agree?

    A lot of Killers share their counters. A fair chunk of them don't have any different or special counters at all. And what Killer powers do need Survivors to learn special counters don't require nearly as much skill as learning how to use those powers. It mostly is a minor changes.


    Outside of Trapper or Hag needing to watch your step, and Nurse or Exe to avoid animation locks. It is mostly a variation of common strats for looping, time stalls, and line of sight control.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424832#Comment_1424832

    Ummm, survivors definitely have to learn map tiles, mind games, and other things. Looping is not something just pick up and I know this because 3/4 of my friends are trash at it and just run and throw pallets or they run into open fields against Bubbas and make other stupid plays XD

    I have watched the PTB and I will admit that the cooldown needs to be faster, but the overheat mechanic as a whole is fair.

    Survivors need to learn pathing. Killers need to learn pathing

    Survivors need to learn mindgames. Killers need to learn mindgames.

    But what else do Survivors need to learn? Skill checks. Everything else is holding M1 or letting someone else do the work for you. Killers though also need to learn how to use their powers on top of everything else and in addition to everything else.


    Killers need to know how to path for M1 hits. They also need to learn how each individual power effects their pathing. Add-ons effect this further.

    Mindgames are also effected by Killer powers and each single power have their own mindgames. Add-ons effect these also.


    The requirement for skill is HIGHLY greater on Killer compared to Survivor.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/169950/first-impressions-of-the-ptb-killer-changes

    I think just like you mentioned with "the Nurse treatment", players who have actual skill with the character will adjust and still get easy 4ks. Even with the Nurse changes, I've seen Nurse's go perkless and get 4ks. And it's simply because she still has mechanics that can end chases really quickly.

    Likewise, I don't think really good Billy players are going to be all that much affected by this. Billy was the only character who had an instadown AND an easy way to cross just about any outdoor map in a matter of seconds. He shouldn't have access to both at all times so I see an overheat mechanic to be fair.

    When I think about the other super strong characters, Nurse, Spirit, and Freddy can get across a map very quickly but none of them have an instadown. Oni has to put in some work to get his and it's time limited. Like.... everyone had some kind of limit to keep them from being broken but Billy players could just be anywhere they wanted, had an instadown, AND I forgot a pallet deleting chainsaw like Demo's Shred. There has to be some downside.

    Now maybe they can change up the numbers when it comes to map transversal and some other things, but the mechanic itself is fair

    Trying to avoid a skill debate between Killer/Survivor, but I can hardly resist pointing out how Killers need to learn skilled gameplay and the exact ins/outs to do well. But Survivors don't.

    Your post also reads like someone who hasn't seen/felt just what these changes have done and likely don't know what Killer gameplay took beforehand.

  • @MonsterInMyMind said:

    Nah they just need to revert billy altogether and relook at other ways to tone him down.

    The damage is done. There is no way in hell these changes will not reach live. PTBs are for bug testing, not community input. We can complain all we want and it will do nothing.

    Our best hope is that some values will change as that is the only thing that could happen

  • Yes it is manually. Just click M2 during the chainsaw and you will use another stack. But if you don't time it towards the end of your attack, you end up wasting some of the total length.

  • In short.

    Billy had his balls cut off. You need to make a choice between traveling the map or wanting to attempt chainsaw hits. If you do both then you will NOT have enough heat to spare. Simply feels wrong in one way or another.

    Cannibal feels good/great. Needs skill to focus on timing your stacks to not waste them and to not run into stuff. But overall Cannibal is in a much better state compared to before.

  • @antgnstea said:

    Pesonally when I played as Cannibal which is once due to extreme lobby waiting, I felt like he is worse. I played without any add-ons and his chainsaw range is too short without add-ons and too long with add-ons. Same goes for charge time. Also that bump penalty seems insanely long.

    Literally read 3 times but still don't understand what is that charge numbers. What is the purpose of them since we can't use 3 chainsaw attacks back to back anyways. What am I missing?

    You are suppose to chain those stacks in a single chainsaw attack. It boosts your overall range to being rather long. But you really need to focus on timing your stacks to not waste them or not to run into something.


    I like the new Cannibal. Still a standard Killer for the most part. But if he gets close and you can't force him to loop something, odds are he'll down you easy enough.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/169897/okay-new-bubba-buff-has-me-screaming-for-several-reasons

    Nemesis + PWYF was always a huge threat, but if you see a Bubba has Nemesis, you should be dropping pallets early or fake drop them.

    Baiting a pallet drop wont work as the Cannibal will not give any respect to them. He'll simply walk right through and hit you anyway. Dropping early or putting more use on windows is the only workarounds.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424143#Comment_1424143

    Chainsaw overheats slower when sprinting and does not overheat completely while Sprinting.

    But you have to be in a sprint for 5 seconds as a start and keep in a chainsaw sprint after that. Most maps make it so you can't sprint that long due to how clustered they are with objects in the way. It will be sooner rather than later that you'll be forced to stop or run into some random crap. And that's for open maps like Coldwind. The majority of maps simply do not allow for such long sprints outside of very exact paths.

  • @Aven_Fallen said:

    Question regarding those two Add-Ons:

    The Brick gives Undetectable after 5 seconds of Sprinting until the End of the Sprint.

    The Muffler silents the Chainsaw outside of the Terror Radius.

    Do those two synergize with each other? So basically there will be a Silent Billy sprinting around the Map without Terror Radius or Chainsaw Sound?

    They should work, but the odds of making use of them is VERY small. Making a sprint last for 5 seconds isn't common if you don't have an add-on for bettering turning. Then you would have to spend more time after that to make use of the silent chainsaw.


    Haven't been in a game yet (waiting on a lobby now) to test numbers and feelings yet but from the preview videos it seems like you wont have enough total heat to be sprinting for enough time to have both effects active at once.

  • @Peanits said:

    Currently, killers have the authority over hits. If they hit a survivor on their end, the survivor will get hit on their end (no matter where they are). This is a carryover from the days before dedicated servers where the killer was the server.

    In the PTB, this is actually being addressed though. The killer still has authority over hits to ensure that everything feels the same as before, but if they have a weak connection, the game will reject hits that are too far away. Testing for that starts tomorrow.

    Need a bit of clarification on that as I just started downloading the PTB and haven't tested yet.

    Do you mean-


    The hit will confirm for Killer as it does on live and starting the animations, reduced move speed, THEN revert the hit if found if the server says so?

    Or does the Killer need to wait for the server to confirm the hit before the animations and move speed adjustments start?

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1416944#Comment_1416944

    So you’re prepared to grind again for perks, or you’re addressing this how? Again, just copying what you have already earned isn’t that simple.

    And a LOT of people only stay because of the work they’ve put jn, they feel committed but if forced to grind again would find a new game

    They could do a remake/remaster that uses the same save files as the original. No need to regrind everything and no reason to lose all the money on cosmetics you put in either. They don't even need to charge for the remake and have it be a free update to the original game.

    Plus, if I was in charge, Id remove a fair chunk of the grind by changing perk tiers. So instead of there being 3 levels to every perk, they would have only 2. Or put in a shared perk system. Say you can still unlock teachable perks to simply find them in other blood webs. But, if you prestige a character you GIVE one of their perks at level 1 to everyone. P3 someone and everyone has their perks at level 1 starting out. Adding a bit of extra reward to grind into 1 person while reducing the grind for others and helping fight the massive perk RNG.


    DbD is already being nearly 100% remade with the graphics update and how much else has been done already. No reason to half ass remaking part after part possibly making the code worse in the long run and just do the whole thing at once.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417858#Comment_1417858

    What happens if you put it to English - UK? Just out of curiosity :P

    You could use traceroute on the command line to see where the connection is pinging through to reach the server. You'd have to manually look up the addresses in the route, but it would tell you where the connection is being routed to. If it changes based on the language you've selected, then I would say you figured it out! However, I don't know if that's due to how playstation network works, or how DBD's sevrers work.

    It's kind of fascinating how these things work. Like, recently I found out that clearing the learning dictionary on my PS4 reduces lag. Not sure how, but it worked a bit.

    Don't really know for console. But you IP address should tell the game roughly where your physical real world location is. Likely not the street address but your country, state, and city at least. Using that the game puts you in the closet server to that location.

    This is why people hate VPNs. They feed your traffic through a server giving its IP address for any connection traces and the game reads that VPN server as your location. Allowing you to match with anyone anywhere in the world.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417721#Comment_1417721

    It's all hypothetical until we try it, but 2 attempts for a curve are not bad at all. I don't think I have ever need more than that, or else I'm wasting time at the loop and I might as well rotate or m1.

    Everybody is concerned about the curving potential, but it's starting to look like curving at a single loop is not going to be much different when considered in isolation. The nerf might come more into play when looping AND mobility are linked together. I.e. it's gonna be more restricted when chasing right after traversing the map, or trying to traverse the map after using the chainsaw for a chase.


    That's assuming you didn't use the chainsaw for map travel. Doing that means you likely have a single attempt, if that. So if Billy uses his power for map travel, he needs to wait for heat to drain. But if he saves his heat for curve attempts, he can't sprint to travel the map without a near certain overheat during traveling.

    The way I see this change as presented so far is that Billy is only gonna be able to use half his power. Mobility or one shots, not both. If true, that will destroy Billy and ruin his potential.

    Much like what happened with Nurse.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1417824#Comment_1417824

    Could you tell us what exactly is considered a good connection in order to not be affected by the servers?

    Based on my years of playing DbD. A good connection was anything below 120ms, back when the game was p2p. On dedicated servers a good connection tops off around 80-100ms for player interactions. Anything higher will become very noticeable.

    This is due to how p2p being a direct link between Killer-Survivor using only a single ping and dedicated servers being Killer-server-Survivor going through 2 pings and thus doubling the lag.

    With this system I expect a good ping to be closer to a flat 80ms or lower from the server needing a (relatively small) amount of time to process the data of if a hit if legit or not.


    There is no way this change will not effect Killers and Survivors as it will add more lag to the game by basic math and the laws of physics. Killers though will get the worst of it. To give an example. Think of how Shape and Ghostface have problems with their powers due to needing server sided double checks. It shouldn't be THAT bad, but close to it.

    I predict, this will not end well. But it is gonna happen no mater how good or bad the PTB goes as shown in past PTBs and their changes.

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