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  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159667#Comment_3159667

    No, what he said is valid. Survivors want to complain about "unbeatable" Overcharge/Call Of Brine, but they don't want to run the perk that punishes the killer the most for kicking gens. You get "massive" benefit from those perks only after you get Blast Mine stunned, and if the survivors don't come behind and start working on the gen again. What survivors got massive benefit out of was a perk that outclassed Better Together in every way, because it gave a cross-map aura AND it has the blinding/stunning the killer part attached as a bonus. And you could just put it on a gen that would be finished 2 seconds later, and it would save it for you.

    1. No one in this thread has said anything about Call of Brine/Overcharge being unbeatable. At best, they are mentioned because they are frequently used. Assumedly because the killers running them get good value from it. If you want to bring up strawman survivor complaints from other threads or around the internet, then this is going to be a pointless rabbit hole of Us vs Them.
    2. Blast Mine technically "punishes" killers for kicking gens, sure, but Blast Mine does not counter gen kicking perks unless the killer specifically tried kicking the gen at the last 5 seconds of their Pop Goes the Weasel. Killers still get to apply their gen kicking perks after the stun is over.
    3. If the survivors stuck around for you to kick the gen, they would have done the same regardless of if they had Blast Mine or not. In fact, if the survivor stuck around to work on the gen after it has been kicked, they are wasting time by running Blast Mine because it means they have to sit there and wait an additional 5ish seconds doing nothing waiting for the killer to recover before kicking the gen and moving on.
    4. Blast Mine doesn't objectively outclass Better Together/Situational Awareness. Situational Awareness doesn't require a charge time like Blast Mine and it gives aura of other survivors when someone is downed while you are working on a generator. This can be very useful, especially in solo queue, to know who may be in the area for a save or if you need to get moving in case another survivor is in the area of the killer and is about to go down. You can value Blast Mine more personally, but I think they have enough differences to not boil down to the fact they both highlight a gen.



  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160496#Comment_3160496

    "The seconds it wasted was so minuscule as to not matter"

    just as a heads up, 5 seconds on DS was what made killers entirely change their playstyle around it. and that number changed a few times, but its usage and threat didn't until they added the conspicuous action clause to it. 4 seconds can literally change the game when placed correctly, regardless of whether you understand how or why.

    Also when did i ever imply repressed alliance isn't also a perk that people think is useless due to not understanding it? I agree its undervalued and even consider it as proof that blocking gens is inherently neutral and can benefit either killer or survivor, depending on the context around it

    I already said it before, but I'm defending that people think its useless because they don't understand how to apply it properly. Its actually kinda ironic you tried to do the same to me about repressed when i never even doubted it before.

    DS made killers "entirely change their playstyle" not because of a simple 5 second stun, but because it was a 5 second stun after an active chase, with someone who would be extra vulnerable as they just came off the hook. The stun then ALSO automatically heals the survivor from the dying state and gives them another chance to waste further time for the killer (or possibly even escape entirely).

    Would Decisive Strike be used at all if it stunned the killer for 5 seconds but left the survivor in the dying state still? Because that's how Blast Mine essentially works. It stuns the killer, but then they get what they actually wanted (kicking the gen) immediately after. So, if I'm understanding your logic, 5 seconds is 5 seconds so would these be comparable?

    I honestly find comparing Blast Mine to Decisive Strike to be such a bad faith comparison that I'm struggling to take anything you say seriously. I get you're arguing that it COULD be useful and sure, literally any perk COULD be useful, but the people you are arguing with are arguing in reality of how it is actually used. And the reality is it was already a very niche perk that now will be even worse and people aren't happy about it.

    Would you have the same vigor in your defense of a perk nerf if it was Mad Grit was given a cooldown timer of 15 seconds after a missed swing? Or what about if Diversion was reset if you take a health state damage? Because that's how people feel about this.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159682#Comment_3159682

    What survivors can see and what killers can see are quite different, my friend. Killers CANNOT see Blast Mines on gens. They can't see the aura, they can't see the device on top of the model. It is 100% hidden from them.

    Did you know that survivors can see the red beam of "this area is about to get hit" that Pyramid Head's power projects, but Pyramid Head himself cannot see it? It's true! There's a ton of fun things like that that you can learn by actually playing both sides.

    https://forum.deadbydaylight.com/en/discussion/comment/3159684#Comment_3159684

    Blast Mine deserves its nerf because EVERY perk that has a timer associated with it should just expire if it doesn't get used. Survivor perks and killer perks alike. Complaining that your toy doesn't get special treatment is not especially compelling, considering that it still does exactly what it was supposed to do: punish the killer for stopping to kick gens by stunning them and giving you a 100% assured escape every time, plus wasting even more of their time by making them have to kick the thing all over again. EDIT: Oh yeah, it ALSO overrides Lightborn and goes through Enduring, on top of everything else.

    Blast Mine doesn't override Lightborn OR Enduring.

    If you have Lightborn, you don't get blinded from Blast Mine. In fact, you can see the aura of who set the Blast Mine for like 5 seconds after the stun. And Enduring specifically says Reduces PALLET stun duration by 40/45/50% so it has nothing to do with Blast Mine.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159645#Comment_3159645

    And yet there are many, MANY people who complain about Call of Brine or Overcharge. And Blast Mine is specifically there to punish killers who insist on a kick before chase to get the regression rolling.

    But, for some reason, it's fine to complain about killers running all regression perks, but totally unreasonable to actually run the survivor perks that punish killers for running regression.

    Weird how that works!

    I feel like you just want to yell survivors bad without addressing the actual point and found a random thread to do so.

    So, because random people complain about Overcharge/Call of Brine/Eruption/etc, Blast Mine deserves its nerf? Or you just specifically don't care it got nerfed because those people complained? Or is that unrelated?

  • I think that killer adept achievements are perfectly fine and don't need to be made easier by removing the Merciless Killer requirement in favor of a simple 3k or 4k.

    Instead, I think survivor adept achievements should be more difficult. Something similar to the Ace's Journey Tome Challenge where you have to finish 2 gens, cleanse 2 totems, and get 2 safe unhooks before escaping the trial.

  • "All three of these ideas would punish SWF efficiency without really putting pressure on solo players."

    How do these ideas actually hurt SWF more than solo queue?

    • 1. Make deadlock base kit. Change deadlock to adds +30 seconds to the lock out and the gen regresses while it is locked out (if you have a perk that always regresses gens on kick then it activates).
    • - SWFs can 99 gens. Deadlock is a very effective perk in general but once a SWF knows its in play, they can leave one gen to be 99ed while completing other gens. Solo queue doesn't have that information so they will be hit by Deadlock much more. Plus you're asking for free 200% regression for 30 seconds with no counterplay just by bringing 2 perks.

    • 2. Make Discordance Base kit for the explosion noise/yellow aura. Make DIscordance be a "Prove thyself" in reverse so that more people on a generator makes it take longer than solo unless you have PT in which case they completely cancel out.
    • - Discordance is already a near meta level perk because of how it can give good information at nearly any point of the game. SWFs can call out gens and spread out appropriately, using Prove Thyself/working on a gen together when another is in chase away from that gen if needed. Solo queue would never be able to trust working on a gen with another person, giving the 3 gen strat even more power.

    • 3. Make Corrupt Intervention Base kit. Since the protection goes away when someone goes down it isn't oppressive anymore. Change base timer from 120 seconds to : 120 seconds starting only after the first chase.
    • - So if the killer is AFK, the game can literally never end. Neat. Otherwise, once again, SWFs can call out when a chase starts, solo queue can't. So SWF survivors can know when to head back to the corrupted gens to get a head start.

    I know you're really struggling to play killer right now, but not only do I think these changes are unnecessary, I don't think you are correct in that it would equally punish solo queue and SWFs alike.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150365#Comment_3150365

    Your math is wrong.

    2 people on gen without prove = 52.94 seconds.

    2 people on gen with prove = 45 seconds roughly. As you get a 15% increase.

    3 people - 32 seconds.

    4 people - 28 seconds.

    My math is with the proposed 5% from the discussed nerf. Not with current Prove Thyself.

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150344#Comment_3150344

    the main difference, is the killer has substantially more time to push people off those gens and get some regress going. On a lot of maps, 2 survivors + prove will finish a gen faster than a killer can cross the map (ormond, crow, red forest). I run prove with my buddy and we always hit gens together. We can often get 2 gens atleast cranked out before the killer even patrols past those gens.

    If you and your buddy are cranking out two gens before the killer can patrol those gens in early game, you would have saved time just doing both gens separate.

  • So, you are proposing a perk that gives less benefit than Leader (which gives 25% speed to actions not including repairing generators) which ALSO has a detriment for 75% of most matches? How is this anything but the literal worst perk in the game, killer or survivor?

    By bringing this perk, one of the 4 perks the survivors get to bring to try to help them escape, they get to shave 2.5 seconds off a single gen if they work on it with another survivor? 50.42 seconds with your proposed Prove Thyself vs 52.94 seconds without your proposed Prove Thyself.

    In exchange for this OBVIOUSLY OP buff, if they aren't near someone they now take 96.3 seconds to finish a gen alone? Plus additional time to cleanse a totem, or open a gate, or heal themselves. Honestly, who would ever bring this perk unless they were going for Adept Dwight?

    If I'm doing my math wrong here, or if I'm missing something, please enlighten me.

  • @Dead_Harder said:

    Am i the only one that looks as blighted cosmetics the same way they look at Frosted Eyes

    Uh oh, that killers going to over commit to terrible chases and definitely has NOED?


  • @dugman said:

    On a tangent I was looking at an endgame “You Won’t Kill Me Too!” Survivor build with the new Lone Wolf perk. 🙂

    • Left Behind - You can see the aura of the hatch within 32 meters when you're the last survivor.
    • Low Profile - Suppresses your Scratches and Blood Pools when you are the last survivor for 90 seconds
    • Sole Survivor - Hides your aura up to 72 meters based on how many other survivors have already died. When you are the last survivor you also repair gens 75% faster and open gates 50% faster. (You are also probably the killer's Obsession)
    • Wake Up - Shows you the exit gates once they’re powered and also lets you open them faster.

    Personally if I played this I would have it as the ultimate “just in case everybody dies”, not “I’ll just hide in a locker for 10 minutes and get hatch”, but that’s just me. 🤷‍♂️ Either way it definitely qualifies as an “endgame build”.

    Ooo, would hate to see it in my solo queue lobby but love the idea. I think I would replace Left Behind with Adrenaline and bring a map to help find hatch though. If the killer closes the hatch, you get a health state, a speed boost, and two perks to speed open the gate.

  • I personally haven't gotten use out of it but I have seen others use it situationally to prepare for a flashlight save. If the killer downs someone and you are nearby with Inner Focus, seeing the killers aura can help you figure out the way they are facing when going for the pick up.

  • My favorite end game build is usually Rancor Roulette with Nemesis/Rancor. I usually throw in Enduring/Spirt Fury with it but if you want more end game perks with it, it goes really well with Remember Me (as you frequently should be chasing your obsession, getting stacks and preventing them from being the one on the gate) or No Way Out.

    One time, I had a daily to get a mori with Oni so I played this build and got sent to The Game. It was a rough game overall but managed to mori 2 survivors with it due to a Nea deciding to flashlight blind me at end game even after I had already mori'ed another survivor (without an offering). Shockingly, she did not appreciate the Rancor surprise as much as I did.

  • Queue times really depend on location and time of day (and possibly MMR even).

    For me personally, it has been improving from the 15ish minute wait peak it was at a few weeks ago. That being said, the killer queue during the day (until about 7-8pm local) still feels pretty obnoxiously slow. Also, don't be shocked if the first person you down/hook decides they want out of the game and D/C or give up on hook.

    Otherwise, solo queue survivor wait times have never been better! If the killer queue feels too long, can always give survivor a chance.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136813#Comment_3136813

    CoH has never gotten the actual nerf that would fix what is exploitable about it, which is why its still plenty strong with coordinated groups now. BHVR are incapible of designing or adjusting things in a way that doesnt hurt solo more than swf, they just don't understand what makes things broken regardless of how much people spell it out for them. Remember when they defended old OoO because "the person who runs it usually dies?" They're simply incapible of considering the factors involved when making these types of decisions, and it happens with everything in the game (even the prestige rework.)

    People doom post about the possibilities of these things because BHVR doesnt even consider them.

    Sure, that makes sense. But the point of my post wasn't that "these perks are fine", its that whos feedback do you consider?

    Its very easy to notice flaws in the PTB, point them out, and then forget about them if they never become an issue in live. But if they do? It all of a sudden becomes "everyone knew and pointed this out, how could this have happened?" Plus, as you alluded to, it becomes even more of an issue of how to fix it.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136813#Comment_3136813

    I noticed how you conveniently left out the actual examples I used lol. The PTB versions of COH and Boil Over were clearly busted and survivor mains still defended them. And what happened when they hit the live server? Abused immediately. If it means easy wins, people create the builds to do so and will happily teabag and click at the gates when they do it.

    I don't know if you just skipped my last paragraph but I SPECIFICALLY mentioned Boil Over and CoH? Why would I find examples of those when the point was to show that for every remembered correct prediction, there are at least an equal amount of incorrect ones?

    I'm literally just pointing out hindsight bias to help explain why you may feel people ignore your obviously correct opinion on OP perks.

  • @SOULWARRIOR71K said:

    Why is it that every time that a survivor perk is called out for it's clear potential of being OP, people still pretend otherwise and defend broken garbage? COH, Boil Over etc. We have seen this time and time again. If it can be abused, it absolutely will be abused until it gets nerfed accordingly. If you play against people who can hit the skill checks and gens fly that fast, it is unwinnable for the killer.

    Because this comes up every PTB and it misses as often as it hits.


    https://forum.deadbydaylight.com/en/discussion/comment/2814038

    https://forum.deadbydaylight.com/en/discussion/comment/2832281

    • Here are complaints about Boon: Dark Theory.


    https://forum.deadbydaylight.com/en/discussion/comment/2158002#Comment_2158002

    Here is a complaint about Lucky Break.


    https://forum.deadbydaylight.com/en/discussion/293795/overcome-is-too-much#latest

    Here are complaints about Overcome.


    https://forum.deadbydaylight.com/en/discussion/242302/small-game-open-handed-changes-are-swf-buffs

    Here are complaints about Small Game and Open Handed getting buffed. Neither have been changed since that PTB and I don't think either have come close to cracking the meta.


    Seriously, go back through the PTB Feedback Archives and you will find 100s of doom and gloom predictions that never actually changed the game once they went live. Sometimes they are correct (such as Boil Over or Circle of Healing, as you pointed out) but both of those were nerfed (or multiple nerfs) shortly thereafter.

    People disagree about this one because its not 45s gens at base just be equipping a single perk. Its stacking 2 perks, charging one of them for 2 minutes, reliably hitting great skillchecks that continue to get faster, plus using up a toolbox with add ons for a single gen.

  • Survivor: Ace 9

    Killer: Meyers 10

    I'm also probably on the weird side though as I don't like playing the same character too many times in a row so I'm spreading my prestige out and trying to unlock all the universal perks on every character before focusing on my favorites. The grind is still very real. 😥

  • Add my name to the list. Got my 50k on the 11th and nothing on the 12th. Did seem to get the rift fragments today though.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127472#Comment_3127472

    Because the kill rates have been dropping in the last 2 years.

    Has it? Where are you seeing these numbers?

    From scouring the internet for when the developers released official stats, this is what I found

    2019 - 56.83%

    2020 - 56.21%

    July-Sept. 2021 - 53.83%

    Dec. 2021 - Jan. 2022 - 55.02%*

    *- no aggregate number released so this is the median of the killer percentages given


    From everything I've seen, kill rates have floated around the 55% mark. Did I miss a release information or are you going off your intuition here?

    I should point out, I obviously don't agree with the original post and don't think any major changes should be based off simplistic kill rate numbers but I have a genuine interest in stats and would love to see them.

  • @Tsulan said:

    Right before the 6.1.0 patch, the devs declared that kill rates are below expectations.

    So its save to assume, that kill rates are below the 8 month old stats.

    Why is that a safe assumption?

    They never clarified what the kill rates were currently at OR what the developers expectations for kill rates were. In fact, in the same announcement, they also said the killer "should feel like an unstoppable force". Why is it safe to assume that the kill rates fell below 50% vs the developers having a different expectation?

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112922#Comment_3112922

    Nurse's killrates have always been below 50%, I fail to see why they would rise after this patch, which doesn't really do anything for Nurse.

    Good Nurses are the only reason Nurse's killrate isn't a flat out zero, and good Nurses are decently rare to come across. Since Nurse has always had a high pickrate due to being free, the amount of bad Nurses is basically limitless.

    I wouldn't be surprised if Nurse's killrate has actually decreased as more survivor mains switched to killer and thought they could shitstomp lobbies as Nurse without any practice, as I've faced a LOT of baby Nurses recently.

    Anyways, stats aren't out for this patch, but they don't need to be. As long as you know what affects those stats, you'll have a pretty good picture of what those stats are.

    Oh, got it.

    db7.jpg


  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/339167/is-this-an-easter-egg

    I´m still waiting for a survivor challenge like: find a key in a chest and use it to open the hatch while having No Mither equipped.

    As someone still working through Tome 2s challenge of opening the hatch twice, please don't give them any more ideas 😥

  • I'll also add that I played some killer last night to work on the new rift and agree that the queue time was MUCH better. The only issue though is that a few of my lobbies seemed to be pretty laggy and the few Steam profiles I could see indicated some pretty far off countries compared to my central US area (UK, Columbia, and somewhere in Asia as well).

    No clue if this was VPNs, people SWFing with friends from other countries, MMR being broken and struggling to find lobbies, or if it was just a weird coincidence.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111678#Comment_3111678

    And Nurse's killrates are still under 50%. In other words, she's bad, right? Stop judging things by killrates LMAO it will never work as long as Nurse exists.

    Where do you see Nurses current kill rate stats? I've been dying to see any sort of recent stats that aren't self-reported.

  • Had a challenge to hook people in the basement when I was playing Meyers. Got my stalk 99ed and downed an Ace pretty early in the match who I got in basement. Patrolled the nearby gens but remained nearby to get make sure I was close enough to get to the basement. Catch a David going for the unhook and make my way downstairs. Pop my Tier III as they unhook and I try to lunge at David but Ace moves in for the body block.

    Completely forgot I had Tombstone Piece on still. Straight up killed Ace right off the hook.

    I felt so terrible and they were console so I couldn't even apologize if they happened to stick around. 😭

  • How would that even work? As I understand it, Spine Chill wasn't designed as an accessibility thing but was used as such by those who needed it so changing it negatively effected those that found their accommodation that allowed them to play the game. As far as I know, there are no perks for killers that would work similarly to enhance sounds or give visual cues instead of sounds. MAYBE Whispers but I doubt it would be really helpful.

    For other perks being used for accessibility, you'll find a vocal group asking for Shadowborn to be an option in game to help for those that experience motion sickness while playing killer. So if this is trying to be a weird killer vs survivor thing, I think you're off base.

  • Heads up, clicking and teabagging happen with or without the killer there. Both are used as forms of communication between survivors.

    Clicking can be used to draw attention to a gen, that the killer is coming, to go for the unhook, etc. It can even be important to stop and start your flashlight beam if you are about to be too early on a save.

    Teabagging can be used as a friendly hello, to ask for healing, to apologize for missing a skillcheck on a gen, etc.

    Should all of these be punished as well?

    Even your idea of giving exhaustion for spam crouching at the exit gates, what does exhaustion do for the survivor? What if they are running Sprint Burst and already are exhausted? I don't think your idea will solve much.

  • If Clown isn't fixed before the Project W chapter, then what will the PTB Clowns do? That would be completely unacceptable.

    Won't someone think of the poor PTB Clowns!?

  • @EvilSerje said:

    Nope. As any previous challenges with perks, you just need to have PERK and do required ACTION. I did it with MYC as usual.

    NB: I heard Myers's exposure doesn't count for some reason, but didn't test it myself.

    Luckily, they appeared to have fixed that. I remember the last tome having an exposed challenge that I couldn't complete with Meyers and had no issue with Ghostface on it.

  • Nope, I completed the challenge with Meyers the other day and I don't think anyone actually set off Dragons Grip the whole game.

  • @Devilishly_Rowdy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102163#Comment_3102163

    Sounds like you're hurt it's gone. Now go ahead and say "i never used it".

    Since March 30th, 4 months, you have created 8 posts specifically mentioning "Dead Hard" in the title along with another 16 posts minimum where you bring up Dead Hard in the post body or within your 1st comment.

    This perk lives so far in your head, I fear its mere existence has hurt you more than anyone could be hurt by losing it.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097489#Comment_3097489

    50charges total gen time isnt that much more than 45seconds of waiting out freeBT (9 of 12 hooks are able to be BT'd). And it's still possible to split those 50charges for up to 4 players.

    You're literally standing next to the hook for all 9 unhooks that you have to wait out 45 seconds?

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095795#Comment_3095795

    You really only need a key and a hatch offering, both games my team got slaughtered so it was me looking for the hatch. I let the killer close the hatch and waited for them to patrol a gate further away. There are some perks that will make it easier to do like running sole survivor, adrenaline, distortion. If the killer is not closing hatch try getting their attention by making noise or try and be friendly and get them to close it. It is much easier to do if your whole team dies, but it can be done with a 4 man escape.

    Honestly, I don't think its as easy as you say. You did it in 3 matches but how do you know that wasn't simply luck?

    Whether luck had anything to do with it or not, worthwhile keys are extremely limited. I have every survivor P3ed minimum and I still have less than 15 keys combined between all of them that could open the hatch. Even my main survivor, who I had perked out prior to the update, has only 3 keys. Not to mention getting a minimum purple rarity item now is even harder with the new bloodwebs and mandatory prestige.

    Previously, the challenge relied on simply finding the hatch before it opened ideally and you had a key. Now, it relies on you being the last survivor, with a key, finding the hatch, with the killer finding the hatch, the killer actively choosing to close it, and leaving for enough time for you to sneak back and open it (as you can get grabbed opening the hatch). All for 30,000 BP. Do you not see how the times have really warped how this challenge is to be done?

    If your argument is you can still throw the match to have your team killed to get your challenge, I think that isn't a good response to an argument about making old challenges fair still.

  • @Biscuits said:

    I have done both of those challenges in the past 2 days if you want any tips let me know. The hatch one took me 3 games, and the dead hard one completed in my first game.

    Please, how did you do the hatch one? Even in a SWF with a hatch offering, the killer just never left the exit gates.


  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095526#Comment_3095526

    Yes but you can paired it with Repressed alliance.

    Or just hide with fixated, let the killer leave and just go back to the gen.

    The killer has just lost his time kicking here.

    But your build doesn't include Repressed Alliance. And even if it did, I thought there was still the issue of not being able to use Repressed Alliance and Blast Mine together.

    Even without Blast Mine though, if you hide near a gen and go back after the kick (without the killer seeing you), it counters Overcharge+CoB. Doesn't seem to have the need to waste the perk slot.

    Now, don't get me wrong, I run Blast Mine a ton. But not because it is some meta counter. I run it because it can sometimes highlight the gen I'm working on for other survivors buy truly, I find nothing funnier in this game than laughing manically after a killer kicks my trapped gen (I'm very easily entertained).

  • How is Blast Mine countering Overcharge+CoB? Isn't it, at best, delaying it like 5 seconds?

  • The problem with Trapper is he is never going to have the mobility and chase power of other higher tier killers. He is a methodical killer that snowballs off mistakes. He can try to force a survivor team to make mistakes but anyone who has played Trapper probably knows that is easier said than done. Some things I would consider would be the following:

    • Basekit Trapper Gloves - giving Trapper a quicker setting speed can allow him to easier access to use his power in chase. Right now, if you try to trap a loop with a survivor there, they will simply move on to the next loop so it is hard to even consider it (beyond a spicy mind game occasionally).
    • Adjust the traps to blend with the given environment - When Trapper was introduced, the game looked MUCH different. Darker traps meant they were harder to spot nearly always. Now with maps such as Coldwind Farms, Eyrie of Crows, and Garden of Joys (outside, at least); the game has moved to a much brighter look. To help combat that, the traps should automatically shade based off the color of the ground they are placed on. Tar Bottle should then increase the blending ability even more.
    • Setting traps off automatically give Trapper Bloodlust II for 20 seconds - Hearing the snapping jaws of his traps sends the Trapper in to a fury to hunt down his prey. Whether it is someone stepping in a trap or disarming it, Trapper will get a speed boost to allow him to retrieve his prey or finish the chase he is currently in. Obviously, the specific speed and time amount can be adjusted as necessary, but this will give survivors pause in disarming his traps as now it gives him a sizeable speed boost to use.


    I don't see him overtaking Nurse/Blight with these boosts but I don't think any Trapper main would complain.

  • You aren't injured.

    Pharmacy was updated in the last patch to guarantee a green medkit while injured (instead of just the first time you open any chest).

  • But having spawn logic for the box is more skillful for everyone. Even in solo queue, its not hard to get an idea where your teammates are and where the killer is to then determine where the box would spawn. For the killer too, it rewards them for knowing the location of the survivors and either retrieving the box themselves (slowing everyone down) or intercepting the survivor on the way to the box.


    Making it RNG dependent would be way worse in my opinion. I would waste more time having to actually guess where the box goes than having a chance at making an educated guess.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093469#Comment_3093469

    Very glad to hear it. If the idea is to debuff the killer and get X hooks out of the match, some stuff you could potentially look at in lieu of the interface skew could be a slight speed penalty, longer cooldowns/shorter duration on powers, longer kick times, slower gen regression speed, or maybe aura blindness for x seconds after each hook.

    "Interacting with the Orange Glyph reverts the killer buffs seen in patch 6.1.0" 😄

  • @[Deleted User] said:

    Bloodpoints won’t solve that issue, I promise.

    Probably not, but I sure would appreciate them!

  • @Carth said:

    "Typically survivors will spawn near the gens farthest from where you spawn. Once you find any survivor, relentlessly tunnel them until they are down and on first hook."

    How on earth is it tunneling when they are the first survivor in the game you encounter? Is it now tunneling if you hit a survivor twice in a row?

    Of all the things this person posted, this is your takeaway? Because they used tunneling to mean "only focus on the single person, ignoring gens, boons, other survivors, etc" instead of the more common use of the word tunneling as "the strategy of eliminating a player from the game as quick as possible while ignoring all other survivors".


    Completely skipping over the fact they claim that any killer can 3k every game without perks or even really using the killers powers?

  • Just 12 hook the survivors exclusively during the endgame collapse, easy peazy.

  • What about people who have to DC because of hackers holding the game hostage? Or if it actually is a fluke outage?


    I don't think the first disconnect should be punished harsher but the past few days have clearly shown there needs to be some harsher punishments in general. I think the system should remember how many disconnects you have for longer than 24 hours (or whatever it is right now). If you get 5 disconnects in a rolling 6 month period, 30 minute minimum ban at that point. Plus maybe a flag on survivor in lobby to allow others to dodge if needed.

  • First off, good luck in surgery! I hope everything goes well!


    Second though, if you are averaging 3.2 kills a match, why do you think Dredge needs a buff? Though the chosen locker detection/targeting you mention would be much closer to a QoL improvement than a buff. No one should lose a chase because their power can't target where you actually want to go.

  • I don't know if its people temporarily/permanently trying out killer, survivor only players leaving, or MMR being funky but something is definitely up.


    If I'm playing alone, I play the queue that gets me in to games quicker. I also generally play in the evening (North America). This means I almost never touched solo survivor (minus a few times I had off work and played mid-day). After this update though? The past two nights of killer queues have been so brutal that I have had to solo survivor it up.

    And to top it off, the BP rewards just don't feel worth it most matches. The fact the incentives were kill switched instead of just turning the weekend in to a bloodhunt to make up for it feels terrible.

  • I want old hatch back for a weekend just to finish some of the old tome challenges. 😭

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080689#Comment_3080689

    https://forum.deadbydaylight.com/en/discussion/comment/3080688#Comment_3080688

    Most killers lack good map pressure either due to lacking the mobility to get around, lack of information to on where to go if their mobility is feasible, or lack of pressure from pushing off of gens (like the 2.5% is nice, but it really should be like 5% from kicking; and realistically there should be an animation window for survivors like these is on killers). In order to get these things you need to spend perks, which means you're not using perks for other things like Chase, End Game, Gen Slowdown, or just perks that are more for fun.

    All good points, but lets say you give a bigger regression bonus when kicking gens (5% base) and survivors now need to work on the generator for 3 seconds to stop regression. Killers also automatically get a 10% speed boost while leaving the hook before they get in their next chase. Heck, throw in that killers will see all gens current progress for 5 seconds after hooking as well. All cool things that should encourage the killer to leave.


    Even with all this information, the easiest route to a win is still a 3v1 as early as possible.

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