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DBDVulture

DBDVulture

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  • @brodyman1219 said:

    Easily (this may be biased from personal experience and liking) but Easily the best maps in the game are the ones containing badham preschool and the asylum, if you want to prove me wrong go ahead I'm open to some healthy debate

    Badham has one of the most abusive main buildings in the game so no. Badham might be ok if there were a breakable section of fence by the main building vault.

  • The stacking of endurance perks was changed to prevent a problem.


    This perk had a questionable life at best and they can't really seem to make it good without making it abusive.

  • @SnRw said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105681#Comment_3105681

    In my post I suggested a proximity chat, rather than a discord like voice chat, please tell me why you still think that would be broken.

    imagine there were a toggle where you could -

    press one to say : I am on a gen

    press two to say : I am going for the save

    press three to say : I am being chased / the killer stopped chasing

    press four to say : I am healing


    People who have been playing the game a long time have a sense of what needs to happen and when. They can tell if someone was saving and got interrupted. Just one of these events can save minutes per game. How?


    If you know exactly when the killer leaves chase then he's going to change targets. This gives you 10 seconds to get ready before they can even possibly ever see/hear you. Not getting into a chase immediately can force the killer to go to a different part of the map. This sometimes happens several times in a row vs a SWF with good communication.


    Imagine a scenario where 0-3 people go save. If three people go save then 30 seconds are not used to repair by three people. That's 60 second of objective lost because two people should be working on generators.


    Why is all of this problematic? The killer objective is longer than the survivor objective by minutes even after the generator changes if you play efficiently as survivor.

  • @SnRw said:

    Solo Queue is a problem

    Solo Queue right now is the weakest side of the game atm, originally you had to deal with incompetent survivors who are either new, or misguided players who may think they know or who may not know what they are doing.  Now however, you have to deal with the recent killer buffs stacked on top of that.

    Many people (including Dowsey and Scottjund) have recently posted videos stating the fact that solo queue survivor in the state it's in right now is the biggest problem in Dead by Daylight, Dowsey gave his idea of what kind of buffs solo queue should get in order to fix this problem, which are his own idea, not gonna go into it, but the main takeaway that I 100% agree with is that the only way to fix this problem is to provide the same level of cooperation that you would get with a discord swf, and bring it to the game.

    What if I told you there’s a simple change that could fix all of these problems with one single added mechanic?

    Well… it exists, and it’s probably what you’d expect.

    The Best solution to the Problem

    The solution to this problem is a voice-chat system

    Don’t click away just yet! I know it sounds foreign adding vc to DBD, However if you consider the hidden benefits the game would receive from this implementation, you might be on board with the idea.

    Adding a vc would not only fix the problem with solo Q, it might also add to the health of the game in general. 

    First of all, I just want to clarify that a vc like discord might be a bit overpowered for solo queue, I think the best solution to this is making a proximity chat instead. And also the Killer shouldn't be able to communicate or hear the survivors, THAT would be toxic, but maybe disable vc when in TR or something idk.

    1. Think of how many times you’ve solo queued in dbd and come across a Claudette hiding in a bush, a David unhooking you when the killer is right next to you, or a Dwight who is completely clueless and doesn’t know what to do.

    Not only would a proximity chat allow you to make the game more survivable, it would also help these new players get into the swing of things, and feel more comfortable playing the game, adding to the overall health of DBD.

    1. When a trapper has set a trap near your hooked body and the Nea coming to rescue you is on a direct course to step on the trap

    In this situation, the only thing you need to do is warn the survivor that there is a trap, but you simply cannot.  Adding a proximity chat would help survivors learn to be more aware of killers power within the game, and avoid stepping into a trap that would more than likely put the game in jeopardy.

    1. Think of the times where you had a perk such as deliverance, or the “try to hook me build” (flip-flop, boil over, unbreakable), but the survivors you were playing with had no idea, so you try to use these perks against the killer, they try to unhook you when they could be doing a gen, they don’t body block for you because the hook seems too close. Ultimately, these perks become useless and get no value in many situations.

    If you were able to just simply tell a survivor next to you, or while you’re on the hook, what build you are running, not only would new survivors be able to learn about different perks in the game and what they do, it would allow for a plethora of coordination where originally it would be absent.  Also the argument that you could tell people before the game is kind of dumb, as there are so many inconsistent variables, such as, they may be a console player, or they are afk and not looking at the screen.

    The Immersion 

    One problem with a vc that some people may have, is that it might ruin the “horror” aspect of the game, but here's the thing, players can choose to turn it off if they wish to experience the horror. The thing you also have to remember is that most of the time, people don’t want to deal with new players who don’t know what they’re doing, or players who are misguided or don’t know something, with this proximity chat, people can CHOOSE themselves if they want to keep dealing with infuriating clueless survivors, or not.

    Also can we just be real for a sec and admit that no one who plays this game on the regular is ever immersed? Like EVER? 

    Yea… no

    Toxicity

    If you play survivor you might tend to think that a prox chat would increase toxicity within games, I however, completely disagree and believe it would help reduce toxicity within games. Please read below to see what I mean.

    First to clarify I want this to be addressed to a average survivor, you know the people who might be really good and nice survivors in one match, but also salty and toxic in another (you know, normal humans), as this is the majority of players in dbd. What you shouldn't do is compare what I'm about to say to players who are ALWAYS toxic and no matter what will always be unhappy and pissed off because they suck. On to my point.

    First of all, I want to say that if a prox chat was added, a lot of people would already stop being toxic, because if you think about it, more people are comfortable talking ######### through line of text, rather than through actual word of mouth, with the addition of a prox chat, many people will be kinder to others purely because that's how people work socially.

    Second and lastly, I want to address what causes toxicity in DBD, this toxicity imo is a lack of communication, in the game right now, when you have a couple teammates who are kind of bad and are a little lost on what to do, you have to deal with it. This alone causes infuriating games to play, and is what I believe to be the main cause of toxicity atm. Adding a vc would COMPLETELY change everything, because once survivors gain the ability to effectively communicate, they can get out what they need to say in the moment to tell survivors what to do, rather than having to bottle it up, watch the survivor go down, and add it the pile of rage they plan on unleashing at endgame chat.

    Conclusion

    I believe that many people are not for this change because it feels foreign to add something like to this to a game of dbd where the concept of a vc was never discussed, mostly because it was never needed. But now I'd like to say IT IS needed, and people need to start talking about implementing it. Dowsey gave his ideas about implementing a system that floods the screen with a bunch of text bubbles and hud changes, let me tell you, adding a vc is way more simple and way WAY more effective. It teaches new players how to play the game, some perks that were once useless on solo q will now have a purpose, and IMO will help reduce toxicity in games.

    P.S.

    Many of my friends who play on console played this game one time, they said it was fun and liked playing it, so I asked them, “Why don’t you keep playing it?”, the answer is always something along the lines of “oh, there's no way to talk to people” I truly believe that if players were able to talk to each other it would bring a surplus of new and interested players into the game.

    Please comment below whether you agree or disagree with a proximity chat, I would love to hear different opinions on this and see if this idea can go anywhere.

    Edit: Responses in the comments have changed my mind, and I believe it should be both a scroll wheel and a prox chat, Scroll wheel to help streamers who can't have a vc turned on, or people who have it turned off in general, and a prox chat to help the new players and whatever I said before.

    Before the last patch SWF was broken. I hate to break it to yo but it's still broken and in a number of ways SWF got easier because gen regression is based on kicking and waiting for a 60 second timer.


    Giving players more information without using perk slots would very likely send the game back the other way where the killer is underpowered again.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103270#Comment_3103270

    Otz still has quite a few tricks up his sleeve. There are subtle differences you will notice with different streamers in how they move their camera. CoconutRTS for example has an amazing camera flick around tiles that is always very clean/neat/precise. In the case where someone is doing something "not allowed" that I am not even allowed to properly mention Otz's camera movement is far more "readable". You will know what I mean by this if you are familiar with how people are doing things that are against the rules.

    your talking about red glow mindgames. there are different reasons to why certain killer don't utilize this against the survivor. for example in tru3 cases, he doesn't have complicated camera movement because there is lack of pay-off for using it. against very experienced loopers, there is more risk to using red glow mind games because the killer cannot hear survivors in a chase clearly above chase music, so if a killer tries confuse the survivor for what direction they're going, the survivor can just leave loop in many instances and avoid red glow mindgame. This is largely reason why survivor's Iron will perk was strong but this off-topic. there is also the case that... a lot of loops do not provide many places to red glow mindgame because you can see the killer through the walls.

    in some killer cases, they do not use it because it does not work against everyone. the logic is, why learn a gameplay mechanic that only works against worse players? you can use this logic with killer powers as well.

    Of course, I don't agree with this idea because majority of survivor are not exceptionally loopers so just because it does not work against everyone does not mean it is not useful.

    In Otz case, I believe it because he is primarily killer main. red glow is one of those gameplay mechanics where you need to play survivor at high-level to understand how to use red glow mindgames. ConconutRTS is pretty good at survivor so his experience with survivor translates into better killer play for M1. Otz lacks the survivor experience so it makes more difficult for him to use red glow mindgames as you will not know what to look for as killer. In otz case, I will say his lack red glow mindgames comes from survivor inexperience.

    as for what to look for in detail? we'll just skip that part but like I said in previous paragraph, red glow mindgames are not applicable everywhere and not that rewarding in the grand scheme of a dbd match so in term of performance, the outcome of 900 hour killer is not that much different than 9000 hour killer. killers have low skill-floor but not very high skill-ceiling because their skill-expression is quite low in comparison to the survivor.

    Overall we have pretty much removed the majority of pallets that can be easily mind gamed. Once upon a time the ratio of safe to unsafe pallets was closer to like 50/50.

    Not true. the maps in 2017 in term of pallets are the same or stronger. Like Cowshed hasn't changed. you can play cowshed in 2018 and play cowshed in 2022 and the pallets are the same. If anything map were stronger before since there used to be infinity windows in older dbd and it used to apply in normal loops. Like if you played cow loop in old farm maps, it used to be 2 windows one at each side instead of a window and a pallet and back then, the concept of entity blocking and bloodlust did not exist. players just called them infinities. Just to use that cowshed map for example, the building in had windows in the barn and now a days, you can just break the breakable wall on both sides to reduce the strength of those windows... but back than, breakable did not exist, so in certain positions you just auto-looped the killer for free.

    Picture the garden of joy right window on bottom floor. that was on every single map. conclusively, map were way stronger in old dbd.

    One of the worst things that has happened over time is that we just remove the ability of killers to deal with these pallets unless they are playing a killer that can basically ignore them : Nurse, Blight, PH, Nemesis, etc.

    I don't m1 trapper with traps was ever viable on most maps. You are right that strong pallets divide the weaker killers from stronger killers among many other problems.

    "the maps in 2017 in term of pallets are the same or stronger. Like Cowshed hasn't changed. you can play cowshed in 2018 and play cowshed in 2022 and the pallets are the same. If anything map were stronger before since there used to be infinity windows in older dbd and it used to apply in normal loops"

    I think you have forgotten that we used to have a lot more unsafe pallets on all maps (as well as a lot more pallets in general). It was literally a design change in ideology that happened shortly after the game was changed from "hide and go seek" to "chase me". That was also the period of "super bloodlust" which most survivors absolutely hated. Take a look at early bloodlust and you will see some of the reasons why. In short you got real fast real quick.


    Before patch 2.0 : Nerf: disabled Bloodlust Accumulation when revving the Chainsaw as The Hillbilly

    Before patch 1.8 : Nerf: increased the Tier-thresholds from 12/24/36 seconds to 15/30/45 seconds

    Before patch 1.7: Nerf: disabled Bloodlust Accumulation when in Evil Within I as The Shape


    "red glow mindgames are not applicable everywhere and not that rewarding in the grand scheme of a dbd match"

    This is true but it would be a lot less true if everyone played "like the devs do at the office" with all files in factory settings. Remember when we had the stretched res problem? If you think along those lines you will know what I am talking about because there is still a bigger issue plaguing the game. I would post a picture of a red light in an unusual circumstance but the mods will call that "advertising cheating". To make a long story short people do things they should not to get advantages they should not have - and that is why red light games are not very effective.

    If we had killers who didn't have red lights most of the time - that would be horrifying to survivors. They did some internal tests with turning the lights off and it absolutely wrecks people. Honestly I'd love to see M1 killers not have a red light in chases. What defines a M1 killer? Any killer that doesn't have a "I will instantly break or ignore that pallet power". For example that would make Myers an M1 and dredge not be an M1 killer.


    Also as a clarification when he uses red light moves True looks more like coco than Otz.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102237#Comment_3102237

    i would say that vast majority of maps are nearly as survivor-sided as fracture cowshed. like difference between cowshed and other maps is that cowshed for example has every single loop that is safe, 100% of them. like 20/20 pallets force the killer to kick them if the survivor is good. its so hard to make mistake on an 100% fully safe map that the practical only hits that survivor will get from this map is being bunched up in corner and the killer kicking a pallet in the corner and hits at hooks(camping). that is why you can do 3 minute chases on the map.

    with other maps, its not 100%. its not 20/20. its more like.... 14/20 but its not really better because you still have to chase the survivor through 60% of the map that is safe. the maps being unsafe and supposedly killer favored are huge outliers. most of the maps end up being indoor maps and to nobody surprise... that is largely because classic tileset are not able to spawn on indoor maps... like jungle gym do not exist on midwich elementary school. they don't exist on old Hawkins. they don't exist lery and than the few indoor maps that are more killer-sided end up being maps that either have too few pallets like shelter wood is outdoor map that lacks total pallet resources even though most of pallet resources that exist are generally pretty strong for survivor. Dead dog saloon is maybe single outlier where it has a lot of pallets but most of the pallets are short junk loops. in term of maps the unsafe maps are outliers while safe maps are vast majority.

    https://forum.deadbydaylight.com/en/discussion/338065/maps-are-still-way-too-safe

    Remember this is not some random low skill baddie getting juiced. This is a veteran streamer with approximately 9k hours.

    This is going to sound very egotistical but it really is a low skill baddie getting juiced. With trapper and most m1 killer that have ineffective powers, there is no difference between being 9k hours and being 900 hours on killer. The m1 killers lack killer skill expression. The only skill expression the killer is their ability so if their ability sucks, it does not matter whose playing the killer. The only skill that matters is the survivor skill at that point. the survivor has to play bad for their killer chase to be short.

    for killer skill to mean anything, the killer power has to exceptionally versatile and applicable in every situation all the time with high rewards. trapper has high rewards, instant down for a trap, but the application of his traps are limited in nature. long time to setup making them hard to use in chase, you need to be next to the survivor to get instant down, otherwise its just an injure, easy to spot making them not applicable in many situations. 9000 hours on killer has little meaning. what has meaning is 9000 hours is nurse. that has meaning. why? Because her power is exceptionally versatile and applicable in all situations and it has high rewards(ignoring all window/pallet design and health-state design) for being good at blinks.

    what does trapper have to work with? 10% pallet break speed.

    "I would say that vast majority of maps are nearly as survivor-sided as fracture cowshed."

    I would agree with you 100%. Another streamer, Truetalent, has pressed the opinion for some time now that most of the pallets in DBD remove the skill away from the killer in a chase. And while this is not true for all killers it is true for most of them. If you look at most of the maps we play on you will find that most of the pallets are "safe".

    Overall we have pretty much removed the majority of pallets that can be easily mind gamed. Once upon a time the ratio of safe to unsafe pallets was closer to like 50/50. One of the worst things that has happened over time is that we just remove the ability of killers to deal with these pallets unless they are playing a killer that can basically ignore them : Nurse, Blight, PH, Nemesis, etc.

    It is no surprise that we see so many people playing those killers in high numbers. If we made Deja Vu the best survivor perk in the game it would literally be no surprise if we saw 75% of the top players immediately start using it.


    "With trapper and most m1 killer that have ineffective powers, there is no difference between being 9k hours and being 900 hours on killer."

    You have the right idea but your expression is not correct. If we took some 900 hour killer and made them play against Hens (the second survivor in the video) I think he could probably last 60-90 seconds longer on average than he did against Otz.

    The idea is : Safe pallets remove the ability for most killers to exert pressure in a chase. But even with the disadvantage of playing trapper with no traps - Otz still has quite a few tricks up his sleeve. There are subtle differences you will notice with different streamers in how they move their camera. CoconutRTS for example has an amazing camera flick around tiles that is always very clean/neat/precise. In the case where someone is doing something "not allowed" that I am not even allowed to properly mention Otz's camera movement is far more "readable". You will know what I mean by this if you are familiar with how people are doing things that are against the rules.

    You don't camera flicks with 900 hours of play. With that number of hour count you don't think things like : I'm going to push him to X direction and then break the pallet. You don't have the same level of geometry understanding of the tiles that you have with 3000 hours. You might be thinking I want them on this side of the pallet or that side but you don't really have a "soft count" of bloodlust in your head that you do with 3000 hours of play.


    "what has meaning is 9000 hours is nurse"

    I don't think that will be true forever.

  • I want to see one very important change when Nurse gets a rework. She needs to lose the ability to "correct" a blink distance by blinking into the floor to "stop/slow down". Change nurse's base kit power so that if she charges for a 20m blink then she travels 20m in that direction.

    This is important because letting the nurse have this as part of her kit lets her create "catch 22" scenarios.


    One small change that might also make Nurse interesting would be to make it so she can't blink through pallets that have been used. If a pallet is 2m tall then make the pallet have a 4m "blink exclusion zone" that you just aren't allowed to blink through.


    Where is Otz correct :

    -Spirit/Blight/Nurse all have completely insane addons that need to be deleted or completely reworked.

    -Nurse needs to be reworked.

    -Blight needs to be reworked so his power is often less available.

    -Spirit was already nerfed very hard and just needs to lose the offending addons.


    -Nurse would have more counterplay if she had -50% lunge range on her blink attacks by default.

    -Nurse would have more counterplay if she had -4m blink range by default and had no addons to increase range or speed up blink recovery.


    Conclusion:

    These two changes made "default" plus the removal of "floor blinking" tech would make Nurse into an A tier killer that would still be strong but would not be "too strong". She would require very precise blinks that would allow for survivors to "loop" her around trees, high walls, generators, etc. She would require very precise blinks and it would be fun to play against. You would still have fun playing nurse as you get the power of blinking through terrain and ignoring pallets.


    Where Otz is wrong:

    -Pyramid Head players always use the same two addons : double range. While it might not seem like much these addons together add 1.5m to an ability that is 8m long by default. What happens in practice is that it effectively gives you "nurse like" results when you compare best addons vs "whatever" addons. In other words double range addons prevent most mind games a survivor can do around terrain and makes his power too "sure" to get a hit - just like nurse. Sometimes a small increase on paper ~19% can have a very large adjustment in how useful the power becomes.


    -Nurse needs zero adjustment until we also start looking into how to adjust SWF.

  • @dugman said:

    I agree that problems in specific layouts are a persistent thorn for DbD. Not to the extent that the game is totally broken or anything that extreme, but certainly at the high MMR brackets the map layout itself can have a big impact on which side wins. At average and above average brackets, though, player skill trumps the map layout. If I outplay the survivors I’ll normally win regardless of the map and vice versa, good strategy and macro play and not making tactical missteps are the single biggest factors of winning or losing, it’s only when the players are all playing with only minor missteps that things like the maps and perk loadouts become the true deciding factors.

    Unfortunately as far as maps go adjusting maps to be balanced at expert level of play is probably extremely difficult. Not only is it something that is I’m guessing exceedingly hard to actually test internally but even if you find something you want to change it requires a bit of effort on the programming side to shift map assets around because of the additional QA testing that they presumably have to do on the new versions of the tiles to make sure there are no places players can get stuck, for instance. To the devs credit they do make map adjustments over time, removing apparent infinite loops and brightening spots that were too dark and such, so they’re not ignoring them. But there’s probably only so much map revamping that can fit in the developmental pipeline and a ton of maps and tiles in the game to consider.

    All that said, while I think maps will always be a nagging issue, there is one thing the devs could hypothetically do literally today if they wanted that would at least mitigate the impact of the worst map imbalances - they could entirely remove map offerings from the game. Map offerings are terrible on this respect because they allow players who want to abuse a potentially broken map to force matches onto it. For instance, when we had issues with Boil Over squads using RPD so they could be unhookable in the library there, it was the fact that they could use an RPD offering to force the game onto that map that allowed them to know it would work. And in a similar lesser vein at high MMR you see players often forcing the game onto specific maps they feel are biased toward their side which lowers the map variety a bit you get to experience overall. Whatever benefits of map offerings might exist seem extremely minor compared to the downsides of the issues they cause, particularly when it comes to players abusing maps with potentially busted set ups.

    "but certainly at the high MMR brackets the map layout itself can have a big impact on which side wins. At average and above average brackets, though, player skill trumps the map layout"

    That's completely false. I'm not an amazing looper and I would probably last maybe a minute against Otz or less. The other day while playing on Azarov's I saw the most broken layout I have ever seen since that map got reworked. In the middle of the map there was an L/T wall with a connecting parallel vault and another L/T wall. The terrain forced the M1 killer chasing me to get bloodlust level III both times to get a hit. That level of RNG allowed to be a thing is completely unfair and it happens all the time.

    Some of the maps are literally built with a get out of jail free card.


    "Unfortunately as far as maps go adjusting maps to be balanced at expert level of play is probably extremely difficult"

    The problem with looping in DBD is that you need to make it so that low/middle skill players can do it but high skill players can't loop for an extra one to two minutes. There's a very simple solution that nerfs the Highest level of players the most without really affecting low/middle skill players much :Change the survivor movement model to take up as much space when moving as the killer.

    Note this is not to be confused with damge hitbox model. This change would "delete" the mechanic of running around a pallet more than twice on any pallet loop. This would also greatly reduce the ability to chain "resources" without getting hit.


    This would have some interesting interactions:

    1) No more "fat shaming" the killer

    2) Playing killer and survivor would be more seamless as both now "loop" the same and there is no muscle memory difference.

    3) You could make loops more favorable for low/middle skill players and at the same time you are hard limiting how well the very best players can move. All loops could be hard limited to favor low players and still be servicable by veterans.

    4) It would shift skill as survivor into forced reading of how the killer is doing mind games and away from : how much better can you hug terrain walls than the killer.

    5) Most importantly you can "normalize" chase times.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100420#Comment_3100420

    I cant think of a single map (old variation) that was designed better than what we have now

    Unless youre talking about aesthetics

    Old Rotten field was better than the current version. It's way too big now. There are others but that is the first one that comes to mind.

  • @Dunkinspunkin said:

    https://forum.deadbydaylight.com/en/discussion/337838/legion-with-thana-drives-me-to-insanity

    If you are healing vs legion and doing gens solo you kind of deserve what you got. That's not how you play vs slowdown legion.

    Should bhvr nerf everything else you don't understand too?

    The problem is that much like with Doctor and the old 3 gen scenario he can hold the game hostage. All he has to do is try not to lose and eventually someone will make a mistake.


    This sucks so much to play against that one of my friends was happy when they died in the legion game that lasted over 30 minutes.

  • @Alcuin said:

    especially against solo. Just played a match versus a Nemesis that tunneled the Jill out of the match before reaching mid-game. Tried to take chase after the first hook but he kept on her. Deliberately ran to the killer when he hooked her a second time, juked his tentacle two times and his punch three times. Right in front of the hook and I'm on old gen and not that good. He was bad but it was over before mid-game. He had Eruption, of course. I figured as much and stayed on the gen because I wanted to wait for him to continue to tunnel while also incapacitating another survivor because he did the most low-effort, kicking a gen. Tunneling is low-effort, so is such a perk that gives notification, meaningful regression, and incapacitation to a survivor for kicking a gen.

    When the Resident Evil chapter released the only perks that didn't go unnoticed were Blast Mine, Lethal Pursuer, and Flashbang. Prior to the release, Counterforce was fretted upon but was quickly shown to be worse than both Small Game and Detective's Hunch. A year has passed since then, none of the perks from the chapter have seen much use besides Lethal -- a balanced perk for killer -- and Flashbang/Blast Mine, fun perks that are only effective as a middle finger to the killer right before getting tunneled out of the match.

    Eruption got buffed, though, after the update and it kinda went under the rug. Slowdown perks are boring to me so I didn't really consider its effect until going up against it in a match. For kicking a gen, does a killer really need 10% regression, notification, and a 25-second incapacitation effect for the survivor repairing said gen that's been kicked?

    Solo survivors have to stick to gens to have even a chance. They don't know when a teammate is going down in chase. It's obvious that Blast Mine, Flashbang, and Eruption followed a theme. Gens and explosions and traps and bombs. But the survivor versions are for-fun and not relevant to winning a match whereas the killer version is stunningly OP. There was a thread on the front page like a week ago about how whether the devs are afraid to make strong survivor perks. I think the fact the RE survivor and killer perks followed a theme but only the killer ones win matches puts that in perspective.

    Funny enough one of the best uses for Blast mine is when a killer downs a survivor and then pops a generaor. While they are blinded you make the instant save and prevent the tunnel.


    Now that Pop and Pain Res were gutted the killer will usually kick first.

  • There are a lot of old things I miss.


    -NOED that lasted forever, gave 9% move speed and was not a totem.

    -Using Shadowborn on Wraith and the Brightest moonlight offering to make the game look like "daylight" without filters

    -Pallets had a delay between dropping and stunning. They were a "skillshot" and had a much smaller hitbox for the stun. This meant that "pallet looping didn't exist" because it was super easy to swing through a pallet and trade a hit for a stun.

    -Old Billy after flick nerf before any of the micro nerfs that followed.

    -Hook timers before 15 seconds got added to two phases.

    -Killer being game host so when you attacked someone vaulting you always hit them

    -Old Dying Light that made gens 25% slower for killing the obsession (which you could do on their first down with a mori).


    -Fog that blocked sight beyond ~20m

    -Myers before he got nerfed where he could stalk multiple survivors at once to gain his power at a faster rate. I also miss that he used to get his power at a constant rate without distance as a consideration.

    -Being able to see people's ranks in the lobby

    -Playing DBD before SWF was implemented


    -Do you remember that one week where thanatophobia lived up to its name and triggered from dead survivors as well as injured ones?

    -Billy had like 10 different "exploits" where you could do crazy things. You could glitch through the suffocation pit infinite window to make the loop stop being an infinite. You could use your saw to "jump" on top of combines to shut down the loop instantly. Maps used to be designed where you could saw sprint around the map to do 4-5 loops on most of the maps without ever stopping.


    -Almost all the old maps were designed better than what we have now.

  • @HugTheHag said:

    As a beginner in the game (started a couple of months ago and play infrequently), I'd beg to differ.

    Even on comms with one friend and without teammates actively throwing, our escape rate is ridiculous. The game was already hard to learn before, but at least we had some escapes and it felt encouraging.

    Literally the only escape I got yesterday was because a Bubba took mercy on me and allowed me to wiggle out and open the gate.

    When you are in low MMR as survivor the game is the hardest. You need to get to a point where you can use the terrain to have decent chases before the game will be fun as survivor. This means you need to learn that you optimally want to run past a pallet a few times before throwing it.

    As survivor skill increases overall this changes to be reversed where the game is most difficult for the killer at high MMR.

  • @GannTM said:

    They buffed so many basekit mechanics killers have and what did survivors get? A 5 second BT. It’s insulting how much they catered to just killers this patch, and it hurt solo queue big time, yet you’re still acting like the game is purely survivor sided.

    Literally every big streamer who plays survivor and killer well said before this patch the game was always Survivor sided.

    Giving killers a huge buff made a lot of sense. At the same time you should be aware that the gen defense perk changes made the game harder vs SWF and easier vs soloque. That is dumb.

  • @TheArbiter said:

    Full disclosure I say I play killer 60% of the time so obviously I will be a little biased. As it stands pre patch I used to love to run chase perks, by those I mean bamboozle, spirit fury etc. The better gen regression perks such as ruin were nice but were gone too fast, and perks like overcharge were pretty bad. Now post patch I don't see why any killer wouldn't just run Call of Brine, Overcharge, Dragon's Grip etc. It just feels like picking any other perks as killer is a waste, as these new gen regression perks will hard carry the match. I know that survivors are having it rough RN and I wish the new meta made perks other than gen regression more viable, such as Dissolution. Hopefully next patch we can see some more changes that affect the chase rather than gen progress -Cheers

    Gen defense got harder with the perk changes against SWF teams and easier vs solo players. So I understand why you feel like you might need more gen defense. But it's important to consider that chase perks also save time.

    With Bamboozle you can literally force most of the pallets to be used on the first loop. This can save 20-30 seconds in a chase and the attrition adds up. Not having Bamboozle makes many main buildings near infinite loops. It's so dumb for example that Haddonfield is a "bamboozle check" map.


    And then there's Save the Best For Last which is a huge time saver. When you play Demo/Nemesis there's little reason not to bring the perk. With full stacks you can hit someone and they will take about 8 steps before you hit them again. This is faster than a nurse could double blink and down someone. There have been times where I punched 4 times while carrying a survivor to the hook and still got the hook. How did that happen? I had STBFL. It's literally like NOED 2.0 but can't be taken away from you unless you force a loss of stacks.


    Dissolution? That's so cute. Imagine not playing Demo, Nemesis, Nurse or Blight where you have a power that doesn't require that perk.

    @GoodBoyKaru said:

    My incentive is that Sadako eats so many pallets that Enduring is closer to a QOL feature than an optional perk.

    Can confirm that stacking 4 slowdown on Nurse w/ 2x range is a very easy way to win though. That's nice.

    Most of the best streamers would call Enduring a "comfy" perk unless you combine it with Spirit Fury in which case it is a completely different animal (but uses up 2 perk slots which is questionable).

  • @SlowLoris said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098691#Comment_3098691

    Yeah, again most of what you said is true, and I agree with it. I use bond for a lot of reasons, though. It's my "comfy perk". Often if I'm not running it, I have a grasp for where my teammates are, and I do track them by their blood, or if I heard a random whimper. But if there is one thing I've learned...never understimate how crazy weird baby survivors are. A lot of people say they hate running bond, because they see their teammates being useless...honestly? It's like the only bit of humor I get out of seeing my teammates be bad. I call it Bond TV. It does also help a lot on multi level maps to know if the killer is headed to me or in chase above me. Allows me to have more pressure on a gen if I'm injured/on death hook that I probably wouldn't hard commit to if I wasn't sure of their positioning. I'm also a bit of a gremlin, so even though I can't actively seek gremlin activities, it's nice to know when someone I could possibly beamer save is headed straight to me, or if I'm LoS and could take a clutch protection hit. I never realize how much value Bond gives me until I don't have it. I get made fun of for running it even in SWF sometimes. The amount of times I don't have to go "Wait, did they go this way" and I just go straight to them is huge. But yeah, I get that some people don't fancy Bond, but man is it one of my favorite perks. Especially when I have that teammate that is too scared to do anything unless healed, because I can see them from the beginning and know that's how they play, so I can at least go quickly heal them so they'll touch a gen again, etc. Baby survivors hide in the weirdest of places..every time I unhook someone and they don't want to stay there when it's PERFECTLY safe, or at least stay near a pallet close by, but they instead run to a z wall or rock edge map and teabag for me to heal them.....Yeesh.

    I totally get you. I know someone that used bond often when we played with 2-3 people but never when we played with 4 in a swf. Why? Because it was to track the randys. That's good you look for blood - maybe one day we'll make you into a killer. I would never use bond but I understand why you like it. It would have a lot more value if you didn't automatically see survivor auras while hooked.


    I also understand comfy perks. Spine Chill was my Comfy perk for 6 years. I got made fun of for using it since the beginning. Unlike most people I realized how silly it was when combined with Sprint Burst. I also knew very early on that it gave you faster vaulting.

    I learned how to read what the killer was doing behind me without looking behind me most of the time while running. Now I have to learn how to play survivor all over again without it.


    I kept Iron Will over Sprint Burst because if you are smart about looping and play a little tighter you can make distance without SB. You can't make yourself quiet without IW. Also as an OG stealther I would rather be quiet over having the exhaustion perk. My running total is about 5:1 where being quiet gave me the escape and not having an exhaustion perk got me killed.

  • @SlowLoris said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098040#Comment_3098040

    I agree with you on most of what you said, just want to add a counter point to the gen slow downs / thanatophobia. I realize they nerfed most perks, but right now (ESPECIALLY SOLO QUEUE), if you are chased off a gen at 98%, and the killer has 4 slow downs, Pain Res/Pop/Overcharge/Call Of Brine, before you ever have a chance to get back to that gen, even if you quickly lose the killer it will be almost at 0% when you return to it. Don't underestimate new Overcharge combined with Call of Brine, it's bonkers, literally 400% regression once it gets going. That's only two slow downs and you're usually in a chase for at least 60 seconds if you're not just running into a wall - It feels defeating. It feels very much like old Ruin Undying where you had to cleanse all 5 totems. The games feel like they last just as long if there isn't a Prove in the match, and having to redo the same generator multiple times, especially if you can't communicate is mind numbing. I've had multiple matches this week (I may start clipping these things to show what I mean), where I'm literally one second from finishing the gen, and I'm stopped by Pain Res or Eruption, and the killer will come, kick the gen, chase me off and I get back to it as quickly as I can and it has less than 10% progress. I think we can both agree you need pressure on both sides to keep the game progressing / feel like it's a challenge and not a slaughter. Right now the killer is usually at a minimum 2 hooks in by the time the first gen finishes if they're running full slow down. Usually the first gen is most important, because it either gets you pressure as survivor, or for the killer it starts your snow ball and pressure over all as people now have to constantly be unhooking/healing/repairing, instead of just repairing. But in retaliation for those two hooks, you need to have a gen pop. The thing is, that gen isn't popping due to the 4 slow down stacks.

    Also, I think a big part of the Thanat complaint - noticing from my point of view and others is - it was NEEDLESSLY buffed, it worked perfectly on the killers that used it well (Legion/Plague), but on that same note, the buff came with the overall gen length increase, so it FEELS like it's a lot worse than it is. Not only that, but sitting on a gen and permanently seeing a RED progress bar? It hits different. Something about it mentally tells your brain, "My god, this is never ending". When I finally had a match that wasn't running Thanat, I felt like I was gen rushing even without prove, just because it visually felt so different. However, I agree and disagree with healing perks solving this. In a SWF, you can make sure a boon is brought, or someone has We'll Make it, etc...you can't really in solo queue, but alas those are more solo queue problems. I don't bring CoH, because it is not uncommon to watch my teammates massively over prioritize healing if I do. Not only that, but solo healing in it is such a huge time waste if it's not done tactically, so it's just a huge amount of extra pressure for the killer. I cannot stress how I had a Sloppy/Thanat/Overcharge/CoB Mend+Pin Legion, and watched my "equally skilled teammates" edge map with urban until they could heal with self care. LITERALLY watched one do this multiple times - got to end game and saw it was TIER 1 SELF CARE. We'll Make It is great, but I just don't have the perk slot, because of the crazy amount of tunneling that is still happening.

    Right now this is the build I usually run

    -Bond (To find / help teammates / avoid looping near in progress gens)

    -Borrowed Time (To help with most killers taking advantage that BT is only 5 seconds)

    -Off The Record (Because my teammates no longer bring BT)

    -Sprint Burst (for map mobility mostly, so I'm able to stick to a gen and still get an unhook if it's possible)

    I used to almost never run Exhaustion, but I feel like I need it not even for chases/being out of position, just to make sure I can take care of my teammates, that's it. I liked not running exhaustion, because I enjoyed having a good chase that I didn't NEED that to win, I could rely on my positioning / mind game potential, etc. That's the only slot I could swap out for a healing perk. I could try and swap out Off The Record, but I have only seen 2...maybe 3? BT gamers since the update.

    I just miss doing memey builds, and having fun, but I feel like I am 100% throwing if I do that now, or if I take the killer for a chase, and they don't down me instantly, I'm probably getting tunneled off hook. (That second part was a thing before, but at least gens got done while it happened, so my team survived)

    I've also been keeping stats for all my solo games over the last few days, and I have not been bringing Prove simply, because I want to see how much having it or not having it greatly impacts the match. Unless the killer gets Gideon, gives up, or runs one slow down - if prove wasn't in the match I have rarely survived. Again, I don't care about survival, but I'd much rather they completely rework prove, then change slow downs to compensate for it's requirement right now.

    I do want to say one more thing. I fully agree with you on MMR. Old match making WAS NOT PERFECT, but for the most part, if a teammate was in Red Ranks, they had a grasp on the game. They had learned to MOSTLY unhook before you went to second. They had learned when to prioritize gens, etc. If I got baby baby teammates it was...cute almost...like I wanted to protect them, because babies were pretty rare. As killer, I on average went against survivors that were decent to very good to cracked. I was okay with this, because it made every game not a constant sweat fest, or an absolute baby massacre. If I got babies, I gave them good chases, got 8 hooks and let them live, because it wasn't their fault they got screwed over. That happened like one in every 20ish games, and I had wholesome interactions from it. Now, though? Yeesh. Almost every game is like that as survivor, and I can't be "nice" to a killer paired against me and let them kill me, because 1. I get more teammates like that, and 2. I can't let them kill me, or I just push them higher up to get destroyed. As killer? I could be nice and let them live, because they shouldn't be going against me, but then 1. I keep getting babies, so I can't have a regular game 2. I slaughter them, so I can not have babies, and feel miserable about it 3. I get sling-shotted into REALLY good survivors if I do that for a couple of games, and then maybe 8 hook / no kills, because I haven't had good survivors in such a long time. Which I wouldn't mind, bbuuuuuutttttt the game says, "Oh, instead of giving you slightly less skilled people, we're gonna throw you all the way back to toddler town"..so the cycle repeats. There is no middle ground, I can't slowly increase my skill anymore. It's feast or famine. So frustrating. It's the same as survivor, too, just in different ways.

    Whoever thought that MMR should be based off kills vs survival......It's just not how you can accurately tell how good someone is. Blows my mind how often I'll have someone say I'm tanking my MMR to destroy babies. Trust me...I don't want to, I just can't avoid it unless I'm cold-blooded. My entire thing is that I'm the "Wholesome Gamer", I miss being able to constantly be that while still having a challenge in the game.

    I've said this before, but you're right, we've had the same game mode for so long, with no changes basically. What I'd give for a 1v1 type mode where 4 survivors and 1 killer spawn in. It's a smaller section of a map with reduced pallets + no anti loop killers. Each survivor competes for the best time against the killer, and after each turn the pallets reset, so the next survivor starts fresh. Whichever survivor does the best gets double BP, and the killer gets a large chunk, too. I'd permanently never leave that as Billy or survivor. Could have so many neat progression things with it, too.

    I know this game was originally intended as a hide and seek game, but it grew well beyond that. Sure, people that are newer still view it that way, but people that aren't come back for a reason...the chases.

    "Old match making WAS NOT PERFECT, but for the most part, if a teammate was in Red Ranks, they had a grasp on the game."

    I know a guy who has less than 500 hours who claimed he was a red rank survivor because he got to red ranks once. But when you watch him play he never looks behind to see what the killer was doing. He threw pallets that the killer had already gone around or had left the chase.

    He knew how to pressure gens but had no idea to loop "red rank" killers. That's what you need to be an oldschool red rank survivor.


    The current MMR allows "baby ducks" that hide and depend on others to get to high MMR where they get owned.


    "Don't underestimate new Overcharge combined with Call of Brine"

    It's only viable if nobody has time to touch the gen in the next 20 seconds. The new meta shift is to repair gens with two people so that can't happen. In short we made killer stronger against solo players and weaker against SWF. Even though killer got a number of nice changes the old meta perks were more fair against SWF.


    SWF needs to have some negative adjustment relative to the killer (/cough give the killer more perk slots when playing vs SWF. Make the killer choose 4 extra perks chosen ahead of time that activate when they enter the game so the killer doesn't immediately know it is a SWF).


    "Right now this is the build I usually run"

    I can understand why you would run Bond but it is a perk I would never use. Most of its effects can be obtained with good game sense. If you watch what people are doing while hooked you can tell who is pressuring what gen. Sometimes you can see very far across the map. Killer mains always notice these things as survivor, but people who never play killer rarely do. Survivor mains for example never follow survivor blood trails to find the hurt survivor. They dont pinpoint hurt survivors via sound either.

    I hate to say it but the meta seems to require 1-2 copies of Prove Thyself to get the gens quickly (especially in this tunneling economy).

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098221#Comment_3098221

    This is not a ping thing. This a BHVR issue since Dedicated Servers are glorified peer-to-peer. Your client thinks you got the hit,but the server knows you did not and thus rejects the hit.

    Validation is more fair than not.

    "Validation is more fair than not."


    There has been a problem with hit validation in video games that dates back over 20 years. In the case of two players with different ping they often look at the slow player's ping instead of the faster player.

    DBD uses this mechanic too. Why is that a problem?

    For 20 years now you have players who have been doing things like press a button on their mouse to throttle their internet while they scope in on someone's head. The enemy pauses for one half a second and then when the game tracks everything it says yea you got a headshot - good job.

    Using the slower player enables the opportunity for people to cheat. Back in 2016 the best offering to use in DBD was what? I'll give you a second to guess. My friend invented this and it's completely insidious.

    The best offering was : The Ken Burns civil war documentary. Open that up in about 5-10 browsers at the same time while the game was loading and you could pretty much guarantee someone would DC. Then you played a game vs three people. It was also a pretty reliable way to "close the hatch" before that was implemented into the game.


    This trick doesn't do anything now since we have have dedicated servers and you won't find the full documentary in one video on youtube anymore. But people are still reducing their ping by nefarious methods to get hits they should not.

  • @BubbleBuster said:

    https://www.youtube.com/watch?v=QRG7tqDyo0M

    I saw this video and I tend to agree with the points made so credit to him.

    basically what he said:

    • extend the basekit BT to 10 seconds
    • remove collision for survivors under the BT effect so they cant be bodyblocked and they in turn cant bodyblock the killer
    • maybe buff DS back to 5 seconds

    this wouldnt remove tunneling but hardcore senseless tunneling would probably lose the killer the game which is what I think should happen.

    Your thoughts? Because I dont see any real way this can be abused. it might be too strong but there is LITERALLY no way to find out until this would be tested.

    "I dont see any real way this can be abused. it might be too strong but there is LITERALLY no way to find out until this would be tested."


    The devs nerfed those things because it gave survivors way too much freedom. Also 10 seconds of immunity without a perk is just way too long. Even you said : too strong.


    Tunneling is still completely necessary against a SWF. In some ways a SWF is stronger now than before because the old gen defense perks could instantly remove 40% progress. Now the killer gets a few ticks of faster kicking progress and someone in the SWF removes it.

  • @SlowLoris said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095965#Comment_3095965

    That's the thing, though. I didn't want to be chased by the killer BECAUSE THEY WERE WEAK. I wanted to be chased because having chases where the killer is VERY GOOD and has good mind games is extremely fun. Actually, one thing I've been very vocal about with my community is even if it wasn't perfect, I miss pre-MMR where I experienced better killers more often. Going against a skilled killer was so much more enjoyable. I love getting out mind gamed. I love when a huntress yeets a flick around a corner and gets me, etc. As killer I loved having those chases. I'll flat out throw a game as Billy if the survivor isn't pre-dropping, so that I can have a fun interactive chase with them. Sometimes I don't even hook them, I pick them up, and let them wiggle, so we can keep going, because the most fun part of this game is the CHASES. After MMR was created I constantly destroy baby killers, and I don't mean to, but MMR bases my skill on if I survive or not, and I love being the hero in end game. I constantly die to save my team, so my MMR is horrible. Seeing Urban evasion and self care every match is not uncommon.

    This patch though? It's turned the game into...you either bring prove thyself and slam gens as much as you can praying the killer doesn't stop you from repairing or you'll never finish a gen, or you stealth game with distortion, and play attrition until your team dies.

    M1 simulator? Boring. Gen monitor simulator? Boring. Having good exciting chases from both sides, getting a realllllly good beamer save, winning a mind game against a very skilled survivor? So satisfying. The problem is now, I load into survivor and I feel like the gens take so long, and there is almost ALWAYS 4 slow downs, so I can no longer get a few objective points and interact with the killer. I feel I am actively throwing the game if I let go of M1. I want killer interaction. I want survivor interaction. Maybe stealth gaming was fun until 1k hours or so, but I'm nearing 5k hours, and for me the addiction this game created was purely from chasing or being chased. I've never cared about the 4k, and the game was a win if I had satisfying chases. As survivor did I die, but I had good chases? Fun game. I don't need to survive, but unless I'm in a 4man where everyone doesn't care about living, It's suffering. Especially since I'm almost always solo queue.

    I'm all for killers getting base-kit buffs, they needed them, badly. But increasing the gen time while not limiting slow downs actively buffed the MOST BORING PART of survivor. This also is technically bad for both sides. For killers like me who don't run slow down, or run very little, they're getting absolutely destroyed right now, because almost every match has Prove Thyself in it, since almost every match has 4 slow downs. I've been tracking all of my solo queue games over the last 3 days, and there are 2 very common things

    1. if there isn't a Prove in the match, I almost always die on 4 slow down matches.

    2. The hard Tunneling people are experiencing seems to be "time of day" related.

    For example, I stream starting at 6am PST and for the last few days it has been consistent the first couple of hours during stream...the games are very chill..1 or 2 slow downs, and no tunneling really, maybe one here or there. Truthfully, the games are so easy during that time that I feel bad, because everyone is tweaked out from the other painful matches so they're wrecking other killers. HOWEVER, about 9am PST that all changes. All of a sudden 4 slow downs appear, and hard tunneling returns. Out of about 60 matches the last few days over HALF of those have had hard tunneling. I don't count them if the tunnel didn't start till 2 gens, since I know sometimes that's when killers feel they need the pressure of removing a survivor. However, this update was supposed to SOLVE killers feeling the need to tunnel for pressure. Instead, it just let tunneling go unchecked with 5 second BT, and a new anti tunnel that if you aren't running the perk it has an obvious tell, so the killer will tunnel you. TBH, they still usually tunnel right through OTR, because it's easy to hit you right as you're being unhooked.

    it just makes me sad. I've always been able to positive position most updates / changes in this game, but....this patch feels like they are out of touch with what keeps people coming back to this game. I don't know anyone with over 1k hours that only wants to stealth game, but they buffed it so much. Buffing lucky break so I can just lose the killer instead of getting chased? Distortion that instead of having to do things like WGLF required / fully heal someone / finish a gen....you just have to be in the killers terror radius...so Urban users can literally never be found if they want and don't have to interact with the killer. I don't know about you, but there are very few play styles as killer that annoy me, but HARDCORE stealth gamers frustrate me. I wish they'd tell me at the start of the match, "hey, we're going to urban everywhere, and hide"...I'd let them finish the gens and go next.

    Anyways, obviously just my opinion, but these changes to fix camping/tunneling/gens/slow down are hurting both sides. The only people that are REALLY benefiting are the people who are very bad in chase, and usually run 4 slow downs. It honestly reminds me of old Ruin Undying meta....The amount of losses I had against people that I thought were literally licking paint, because the game took ages....they could mess up 500 times...didn't matter. It's like the killer has multiple Dead Hards a gen right now. I'm happy with the nerf to Dead Hard, before that gets brought up..this is purely about gens, etc.

    "Buffing killers base-kit, great....buffing gen time while not limiting slow downs....painful. If I played this game to hold M1 all the time I wouldn't have almost 5k hours."

    You do realize they nerfed every slow down perk that was widely used last patch except Thanatophobia, right? Aside from that one exception the ones being used now were a joke by comparison. And in reality there are two killers that can keep Than active due to the massive healing perks we have in the game right now (CoH, BK, We'll make it).


    DBD has been out for 6 years and there was never a second game mode. People try to win in the most efficient manner. Survivors know to spread out the generators and try to trade one hook for one generator. Killers hook one person three times so they get one kill early and one kill later. The game needs to evolve for that to happen but I don't think that will happen because it literally took almost exactly 6 years for the killer to get a real buff/nerf cycle like the one it got near the beginning of the game's life. Everything else has been 1 step forward and 2 steps back.


    "I miss pre-MMR where I experienced better killers more often"

    "I constantly die to save my team, so my MMR is horrible"


    DBD has a MMR problem. They count the skill in a simple way instead of an intelligent way and the game suffers as a result. DBD is not hockey. The best players are getting MMR reductions for running a killer for multiple generators. The bad survivors are getting pips because they don't interact with the killer.

  • @GeneralV said:

    Iron Will should have been left completely untouched, to be honest.

    There was nothing wrong with it.

    Pre patch it was being used by something like half or more of the high tier players. It made chases longer because they were more confusing for the killer and the survivor gave up almost nothing to have IW.

    Now you either get an exhaustion perk or you get IW. That's a pretty hard choice to make.

    Prepatch I used to run : Spine Chill, Iron Will and Sprint Burst. You could completely ignore the killer at ranges under 10m while they were chasing someone in a nearby loop. This build was neither fun nor fair to play against when you really stop and think about it.

  • @SinisterMinister said:

    The game has had bad issues all along. With the most recent overhaul that was done. It has completely broken the game. I really question what the developers were thinking, or IF they were thinking at all. NOTHING in this update is for the betterment of the game or to make it more enjoyable for players. Especially survivors.

    If you consider that a game is supposed to be enjoyable for those playing, and in any given match you have 4 survivors and 1 killer. Then things should be balanced in a way that most of the people are having fun. Of course there should be a challenge to survive. But in any given match, no matter the circumstances, 2 of the survivors should escape on average. Yes, some matches will be a complete kill. Others will be a complete escape. But in the long run it should balance around 50%. Since the update the game is broken in favour of the killers, heavily. It makes the game unenjoyable to play as survivor completely.

    I highly recommend that the recent update be undone. Then, instead of releasing new killers. Focus on fixing what was already broken. Instead of breaking it even more.


    Looking only at skilled players - DBD has favored survivors at high MMR for 6 years. Literally everyone knows this to be true. Middle was mostly "even" and low favored killer. The problem is that low skill players quickly turn into middle tier and middle tier gradually turn into high tier after about 1000 hours.


    So what's the problem with the old system? Nobody wants to play killer for very long. Killer was weak and something you wanted to be chased by because it was so fun/easy to lead the killer on chases where you were always in control. Well the killer chasing you was always supposed to not be a good thing. Now that it is a serious problem you don't like it. Now that the killer isn't a joke you can mostly ignore you don't like it.


    This update was good for the game because DBD was heading to a point where literally nobody was willing to play killer.

  • @Aven_Fallen said:

    Sadly with the change, Iron Will is useless now. I am totally biased on that one, it is basically the only Perk I really care about, because I just cannot stand grunts of pain at all.

    However, if Iron Will does not reduce Grunts of Pain by 100%, it is useless. You will never see Survivors bring Iron Will Tier 2, because it does not help, if the Killer has a Headset, it will do nothing. Only at 100% Iron Will does something.

    So please, keep it at 100% on Tier 3. You can disable it when being exhausted, this is a fair Nerf, since Exhaustion Perks are so strong, it is fine to give a Drawback and a choice of either not using Exhaustion Perks OR not having a functional Iron Will.

    Depending on the killer as well as the player behind the killer - Iron Will can be better than an exhaustion perk. Yesterday I went against an Oni and I was the last player left standing (others were alive still). I completed a generator rather than let him overcharge it so he activated his power an ran to where I had just left.

    While Oni is in his power the blood orb mechanic changes so he couldn't use that to track me. He ran within less than 8m of my position and did not hear me healing (I stopped as he got close). In this instance the chase was avoided before it ever started. This was how people used to use Iron Will back in the day before everyone started using it in the last year or two to help be confusing at loops.


    Having every player use Iron Will and an exhaustion perk is part of what led to the problem that made the first chase usually take over a minute in high MMR (along with DH being the monster it was). The difference in how IW works now is that it allows for "old school" stealthing to still be a factor. Just think for a minute if you are able to avoid one chase per game - or make one end without you getting hooked. That effectively means you get chased three times in a game and don't die on one of those chases on the third hook. When used correctly it can effectively give you an "extra hook state".


    Meanwhile an exhaustion perk of your choice will get you distance. It makes end game escapes easier and you are always guaranteed a minimum safe distance. In the end though an exhaustion perk will almost never get you away from a determined killer without lots of help (either in the form of allies or really good terrain in the form of vaults/pallets).


    To finish the example : if I had been using SB or Lithe or Overcome it would have been super helpful against Oni only when he was out of his power. Otherwise I would be in trouble after I made him miss because I can't get exhaustion again (unlike the old days - lol).

  • Up until this patch solo queue has been easy to win if you can "carry". Even the lowliest noobs can slam gens when there is no pressure.


    What has made solo queue difficult after the patch is the fact that many people are just throwing games. I got found first - dc. I get chased and downed first - dc. So many games in the last week have been sweaty for me because we are trying to run uphill after someone dcs.


    When I hop on SWF it's still a joke to win. We bring 2 copies of Prove Thyself and we slam the hell out of gens. Most killers are bringing CoB+Overcharge and that does literally nothing if you touch the gen quickly.

  • @scenekiller said:

    "Don't be fooled" - by what, exactly? Sure, I agree they're acting very immaturely, but the fact remains that it's happening because a lot of players are unhappy.

    And you can believe that it's unfair/immature/a refusal to adapt, and you might even be right on some counts, but it's still the truth, and player happiness across the board is something devs have to consider with their own game.

    Ask yourself why did they make changes after 6 years to make the game better for killer?

    Ask yourself why were survivor queue times creeping up on 10 minutes?


    The answer is because almost no one wanted to play killer. They had given survivor so many buffs over the years that it was a complete joke to win as survivor.

  • DMS had its time in the sun. It got reworked to have amazing synergy with Pain Res and since Pain Res got nerfed so did DMS by proxy.

    DMS is a perk you can expect to see on Artist and generally on nobody else except kinda noobie killers.

  • @[Deleted User] said:

    I like it. Traps should start the match active, it means they don't have to try and rush their set up while the survivors are making headway on gens.

    On that note, if the devs did this, more intuitive locations would be better. I'd say that bear traps should spawn close to gens and hooks, for easy replenishment while pursuing survivors.

    While this sounds great in theory I kinda hate it. To illustrate why I will ask you if you have ever used the addons that randomly arms a trap every thirty seconds. You placed some traps and those are now white. You have some that were armed by RNG and those are white too. If the traps you didnt place were yellow instead that would be fine.


    I would still rather see the Trapper start with about 4 traps and have all the rest be located somewhat toward the center of the map. Remove the purple addon that lets him start with all his traps (but he cant move them). Instead change that addon to give the Trapper +1 max trap (total and carry capacity) every time he hooks a new survivor.


    The Tar bottle should be default which leaves room for this addon to be reworked. Maybe make this addon change depending on map; call it adaptive camouflage bottle and make it make the trap blend in more with the ground wherever you place it (more white on snow maps, closer to green on grass maps).

    Change the Oily coil to be named "shadowy coil" and rework as follows : On game start and every time you hook a survivor this coil becomes recharged. When charged the next trap you place cannot be disarmed. The only way to disarm this trap is to step in it. Moving this trap removes the effect but does not refresh it.

    Change Secondary coil (green) to be old Oily coil effect (aura vision on whoever disarmed the trap). Change Secondary coil (yellow) to be old green coil effect (secondary coil). Change all traps to be -25% disarm speed.

    The Bloody Coil addon should be reworked so that if you are already hurt and disarm a trap you will now need to mend.

    The iridescent Coil should change the color of traps you did not place to yellow so you know which traps need to be moved.

  • @Clockwork_Enigma said:

    New Mechanic: Dark Dash

    • While moving in any direction, press the Shift Button to activate Dark Dash.
      • The Killer will suddenly move at a supernatural speed, moving at 20m/s for a total of 0.25 seconds.
      • The Killer will also leave a trail of dark ash and an afterimage where they once were.
    • Dark Dash has a cooldown of 15 seconds when used.

    Additional Mechanic Notes

    • Dark Dash's total distance is 5 meters.
    • Dark Dash is an omnidirectional ability, meaning it can be used while moving backwards.
    • Dark Dash cannot be used to move through walls or pallets unless a perk dictates so.
    • Dark Dash can be cancelled into a basic attack, lunge attack or special attack.
    • Dark Dash grants Killers that can use it the ability to freely roam while doing so.
    • Dark Dash can be used while holding any Special Attack that can be charged and that you can freely move with, such as Vile Purge, The Redeemer, Showstopper or Tentacle Strike.

    The Reason Behind the Mechanic

    • This ability is meant to further lessen the gap between Killers by providing most of them with a mechanic that lets them be on par with the top several Killers in the game.
      • As such, Killers such as The Nurse, The Blight and The Spirit will be unable to use this ability.
    • The ability is also an ability that grants Killers who have less chase potential the ability to actively compete with those that do have better potential.
    • The ability is also meant to replace the Bloodlust mechanic, since it is a proper chase ability that is mostly universal to all Killers and it grants them the ability to get a down on a Survivor faster.
    • The ability would also provide a new avenue of fun, masterful and interesting plays that would make Killers seem a lot more fun and appealing to play as.

    It can't hurt to try it.

    "The ability is also meant to replace the Bloodlust mechanic,"


    Bloodlust is part of the game as a bandaid to fix RNG nonsense. Perfect example : last night I was playing against a dredge on Azarov's and in the "middle" there was a double L/T wall separated by another vault window in the middle. I ran that loop against the dredge forcing bloodlust three on both hits.

    That run would have been over in ~30 seconds with Bambooble but instead my friends finished a gen.


    Bloodlust needs to stay in the game until there is some kind of vault/pallet spacing or weighting mechanic where the game does not allow multiple pallets into vaults into more pallets/vaults.

  • They are trying to contact their inner Neatity.

  • The Oni double blood is quite abusive as well. Can we get that killswitched?


    https://www.youtube.com/watch?v=sffA27NFbv0

  • @WantToKnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090224#Comment_3090224

    Exactly. And with this strat ur regression is near nothing now. Maybe u get someone with Eruption, thats all.

    The heaviest experience was on plague. I run Thana, Dying light, deadmanswitch and Overcharge (before Patch it was Painres). I keep the 4 stacks Thana up 80% of the game and still get the same result now.

    In those games last night the gens popped like I had no perks. Thats why I asked here.

    Deadmans is something of a dead perk in your build now that Pain Res does not trigger it. You can sometimes get value on Nurse/Blight but the only real winner for that perk is artist who can trigger it across map.


    With Overcharge and Thana you should have enough slowdown. I would actually be tempted to see how you would do if you changed Deadmans for Bamboozle.


    In my experience Plague is often left as an M1 killer. Good players will not cleanse or overcleanse and waste your fountains so you only get 1-2 uses. The rest of the game you are left with few options. So while they may be hurt the whole game that means they will usually be trying extra hard when looping. Bamboozle can force a lot of pallets way sooner than the better loopers like.


    An alternative would be an information perk considering you don't have one.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090123#Comment_3090123

    You dont need to buy it 3 times to get it to tier 3 you can still level it up in the bloodweb like you always could

    So when I buy a new killer or survivor the grind will be just like it was before with an added 20k per prestige - sounds fun.

  • @SekiSeki said:

    As killer, you want survivors to group. Prove thyself does not make gens go faster but encourages people to group. You do gens fastest working on separate gens so I don't get the prove thyself targeting.

    As for OP, it could just be matchmaking. Maybe you are getting more efficient players. Idk what you are running, nor do I know how you play, so that is all I can assume.

    This is pre patch thinking where the killer could get scourge hook value for 15% and then use Pop to get another 25% off the same generator instantly.

    The new meta is to have 1-2 people per game with Prove Thyself. You work in pairs or trios and slam the gens. If the killer chases one person off the other keeps working the generator. The problem with the best gen regression perks right now is that they are damage over time effects (CoB+Overcharge).

  • @Bullettimegod said:

    The man is an otp nurse main that started on console than made it to pc. Of course he is better then average with nurse.

    Better yet, where is the same energy when surv streamers get escaping win streaks?

    You mean like with the survivor main that has a 500 escape streak with no keys and then got bored and stopped counting?

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090029#Comment_3090029

    The info given should be icons, not aura. I listed it before. Know someone else is doing Gen or in chase, without knowing where they are, is the point.

    Edit: what Solo truly lack of is the time efficient on Gen, no thing else. Spending 20sec running to a hook only to see another teammate does the unhook, then you spend another 20sec go back to Gen. That is half the Gen time.

    Making Solo increase their Gen efficient and we can truly see how fast Gen go, there for they can truly adjust survivor's objective.

    DBD is closer to being a balanced game when you don't know what to do at any given moment as a survivor. Being able to talk to the other survivors is just a ridiculous advantage. You know how everyone is feeling upset that solo survivor is too weak right now? We would need another round of killer buffs to counteract this level of information being given out "for free".


    I played in a SWF tongiht and out of like 25-30 games I think I de pipped either once or twice. The majority of the other games were me getting a pip. A few of the games were just a safety. There were at least 5 games where I got a double pip. One of the players started in January of this year and the other was "new".

  • @Dunkinspunkin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089685#Comment_3089685

    What you call a kick in the pants, I call a minor downside to an otherwise favorable system to players. I mean with the old system when you unlocked via shrine, you still has to find that perk in the blood web. So what exactly is your issue now?

    It seems very dirty that all perks I have previously unlocked in the shrine were not grandfathered in to be level 3 on all appropriate characters. If I want to buy all the perks in the shrine again it will literally cost hundreds of thousands of shards.

    It's silly that it costs less to buy the character Jonah than it does to buy his perk in the shrine three times.

  • @Rescultir said:

    I just finished leveling up pinhead to Prestige 1 on a fresh account. It took close to 9 hours (of game time) to do so just to unlock tier 1 perks (yellow). Now all other characters have the T1 perks from pinhead which I like. What I don't like is I now have to waste approximately 18 more hours to get the T3 perks. I also used Distressing to help get BPs a little faster but it didn't seem to make much of a difference as it used to.

    Here comes the math part. If I were to P3 just killers it would take 756 hours. I believe BPs on the survivor side are slower but we will use the same 9 hours of playtime which would be 837 hours which means it will take me a total of 1,593 hours to get my T3 perks for all characters. If behaviour was to give us T3 perks on our first prestige, it would take 252 hours with killers and 333 hours with survivors which would make the total now 585 hours. That is a 1,008 hour difference of a grind to do. I honestly don't see how this is an improvement other than just giving perks to all other characters.

    The real kick in the pants is that if you purchased perks through the shrine you need to either unlock all the characters for those perks or spend hundreds of thousands of shards to get perks to level three.

  • @Header said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088025#Comment_3088025

    tinkerer isnt once per game, its once per gen

    eruption even without the decapacitated is 10% regression

    I suppose you might have been confused by my wording but I meant it triggers once per generator per game. That one small change makes a huge difference on the easiest gen defender killer : Freddy.


    And while 10% regression sounds nice that is 9 only seconds of repair work. This is fine if you are 5m from the generator but you're not going to save that gen if it's even as far away as the edge of your terror radius because it takes about 10-15 seconds to pick up and hook a survivor.


    Your build has nothing to deal with what happens if two people are on a generator.

  • If you understand the game mechanics, the maps and all the killers then playing survivor is pretty easy. Players like me had thousands of hours to adjust over the years to all these variables.

    I met someone who started playing around January and while they are pretty good looping is not something they have mastered yet. While not terrible they are not really going to run the killer for three generators either.


    The biggest challenge to playing survivor is getting behind the curve; if you get into matches where people quit because they don't like the killer then you will likely lose. The problem is that there's a wide range of quitters to wade through before you get to the "never say die" group. Some of the quitters are the type to just hide near the end of the game hoping everyone else is doing generators.


    It is not very intuitive but the game gets easier as you win more often.

  • @Header said:

    shadowborn, call of brine, eruption, tinkerer (no addons)

    this build is so strong that I might be able to win on any map against good survivors

    and the best part? the survivors seem to enjoy it too. I’ve had more gg wp‘s since the update than in the last 2 months, even though 3 of my perks are for gen defence.

    probably because the gen regression feels earned (not like ruin undying or something)

    Tinkerer is once per game and that's kind of a waste to be honest as even Blight can have trouble reaching far gens completed by two people. Eruption can be good vs solos but SWF teams will call out their demise and waste it. Also there is the problem that as players take longer to down as a result of higher skill - they have more time to finish a generator before you get the down.


    I understand why you use shadowborn but to me it is not necessary.

  • @EvilSerje said:

    I'm speaking about "Strength in numbers" challenge, where you have to have at least one survivor escape while you still in match.

    Trivia (can skip to the next part)

    Another SoloQ example. I'm 1.2K hours (so no comments like "you just have to play more"). I almost never used DH before, so nothing new for me perkwise, using same familliar loadout.

    https://us.v-cdn.net/6030815/uploads/2P8VZPLY5EIC/image.png

    Only once I escaped through hatch as last survivor.

    Only 3 games were not 4K.

    I have starting to get lots of gold and iri "Evader" emblems and be in chases longer than 2 minutes (exept nurse, ofc), which means killers I'm matched with are completely unskilled. Yet almost everytime is 4K

    Tunneling is off the charts!

    Finally got that book challenge because was matched with 3 SWF bully squad and killer was fresh.

    What i wanted to say

    SoloQ is literally unplayable, unless you're some pro tournament streamer. Devs should get up the nerve and make a statement: survivor gameplay is supposed for friend play. SoloQ is not meant to be and it's at your own risk. No problem with that, many quesions will be ceased immediately.

    System requirements: internet connection, PC/Xbox/PS, 3 friends

    Let me give an example: Hunt Showdown. You play 3 vs 3, or 2 vs 2. You can go solo agains duos and gain "underdog" bonus, or agains trios and get super "underdog" bonus. So solo is officially left for streamers, tryhards and challengers. Everyone fine with that. Why just simply acknowledge the same thing in DbD?

    That awkward "you kinda can play Solo, but kinda can't" is really disorienting.

    Another thing that stumbles me

    Why many perks switches off at the EGC? It's like "You lose, but you can play well and go to the end, and then lose anyway". Why? Why killer is obliged to have win? There's some quota?

    As survivor skill levels go down the game gets harder to win. I realize this only makes the hole you are digging deeper but that is the truth. Why is it this way? Better players can loop for longer by using fewer resources. In short they play more efficiently.


    Nurse is completely ridiculous to play against with best addons and can change this equation slightly.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/336539/has-anyone-else-noticed-that-the-survivor-end-game-nerf-has-backfired

    Making DS disable In egc has made the matches less fun trying to get saves and that fight towards the end was always fun

    By fun you mean : risk free. That is the measure for a lot of the survivor fun - able to do whatever you please.

  • It can work for certain killers and is a lot better than you think with CoB+ Overcharge.


    It's probably better than NOED for a killer like Wraith if you are smart about its use.


    Heck I used it on infinite T3 MM for a challenge and it really wasn't that bad as it gave me info when people touched a generator.

  • @prettypinkpansy said:

    I love the new patch and I just wanted to say I think all of the changes are great on both survivor and killer side (I play both, about 60% survivor 40% killer, with about 1000 hours total). I really don't want to see it nerfed so I wanted to come in and voice my support.

    What I like

    I love the perk changes. I love the killer changes. I love that the meta has been shaken up so drastically and I love how much it's changing on both sides. I love that a lot of perks I liked but weren't very good have gotten buffed, and that a lot of perks I hadn't ever thought about using (like Dark Sense) are actually interesting now! I love the IDEA of adding anti camping/tunneling measures (if not the execution). I love the way this game is going if these changes are any indication.

    The things I DON'T like are the NOED change and the unhook changes (the basekit haste+Borrowed Time). Not because it was bad to change either of these things, but because they're treating a symptom, not the cause.

    NOED

    How does the patch address NOED? It makes the hex totem easier to find. The problem is that I don't feel that NOED's problems are anything to do with that.

    First, let me start by quoting the patch notes: "We like the way NOED encourages survivors to pre-emptively cleanse Totems". So having survivors eat dulls is the stated goal of NOED. Not necessarily a bad idea. A good way to buy more time for the killer and add variety to gameplay.

    The problem is that there are no other perks in the game, except ARGUABLY Plaything, that work this way. NOTHING else interacts with dulls and lights them up mid-game. Meanwhile, there's four boon perks, sure to be more, that rely on you leaving dull totems intact. As well as Clairvoyance, Inner Strength and Overzealous.

    That's one perk rewarding you for cleansing dulls, and seven perks that incentivize you to NOT break dulls. Even if you don't have them, maybe one of your three teammates does - and with several, you have no way to know for sure, so you may as well leave the totems alone. Is Nancy cleansing totems because she likes to cleanse totems or she has Inner Healing? You can't know! Then there's perks that punish you for cleansing dulls, like Undying, Thrill of the Hunt, Pentimento, or Retribution.

    This is conflicting game design that can cause friction with your teammates. This thing is completely pointless 99% of the time, but in this one instance it's really bad and if you didn't break it that's your own fault, but also... the thing can be good so better leave a few for your teammates??? What kind of message is that, especially to new players? There have also been plenty of screenshots since 5.3.0 of people getting mad at their teammates for breaking totems because they brought a boon.

    I know in high level play everyone breaks a totem or two and it's no problem, but in low to mid-level play if your teammates aren't touching generators OR cleansing dulls, it can feel like throwing the game to go break them all. I try to do my part and break one or two as I see them. I have 1000 hours in this game. But I feel like I've never, EVER in my memory seen NOED in a results screen and went "weird, never went off, I guess everyone did bones" in my matches, which must number well over a thousand at this point. The only time I remember seeing NOED on the results screen but not in the game was because I took a build entirely devoted to totems and broke 4 or 5 myself. I'm sure you can guess how often I've gone down to NOED, though.

    (The answer is a lot.)

    My teammates rarely do totems. I take Small Game often enough to know. There simply isn't enough incentive to do dulls for the average player - there's arguably negative incentive - and it's often unrealistic to do all of them yourself, especially without a perk for that purpose (try finding all 5 on Raccoon City, even with Small Game).

    People argue that it is a "second chance" perk. I have no issue with second chances! I love perks like Deadlock or Grim Embrace or No Way Out! I'd even be fine with NOED with changes.

    But NOED, in its current state, is not a "second chance" perk. It's a "you didn't get all 5 of the collectibles, so now the killer gets a free kill, surprise" perk. It feels very bad to struggle through a difficult game and get hit by NOED as you're about to cross the finishing line. But if you complain, people say "should've done bones" as if that's any comfort, or remotely realistic in the game you just played. And that is the only counterargument ever given for not doing the thing for a 1 in 100 chance the killer has a perk.

    I'm sure someone will say "it's not really a 1 in 100 chance!", and they'd be right. So here's actual stats: out of 122 games I recorded over the course of two months, at varying times of day, killers and killer skill levels, there were 15 occasions of NOED. Roughly 12%. 107 games where it was never a factor. A lot of them I would not have survived had I stopped to try and break all the dulls.

    So how do I think you should fix NOED?

    Bring its mechanics more in line with other perks, or make more perks act like it. I'm not a game designer so these aren't perfect solutions, just examples, but either some kind of way to know NOED is a thing (like dull totems subtly lighting up before the last generator is done, so survivors have to check a totem before the final generator gets done and if NOED exists they either need to stop and break them all or gamble with their lives) or add more perks that require you to cleanse dulls. It makes it feel less like a waste of time, and it also incentivizes your teammates to break them as well.

    Any change that contributes towards either of these factors would make NOED less of a pain for me. As it is now, I cannot stand it. I would take ten games where I get camped by a Basement Bubba over a single NOED game. At least Bubba is quick and you know what's going to happen.

    The patch makes NOED easier to find when active, but that doesn't stop you the player going from full health to no health right in front of the exit gate with zero warning given. Yes, your teammates can find and break the totem, but they just as easily will leave you on hook. And what if you're on death hook? What if you down right next to where the totem spawned? Guess you're just out of luck. So the patch doesn't address any of the problems I've listed, and there are still scenarios where it feels "cheap" that the patch has done nothing to solve.

    Camping/tunneling

    Unfortunately, the changes do very little to discourage camping/tunneling. If anything, it feels like it makes them worse - teammates are more eager to unhook in front of the killer thinking it'll be "safe", and with Barbecue stacks no longer being a thing, killers don't have as many incentives to care about hooking equally. The fact is, any change will inevitably fail as long as killers can stay near a hook. 20 seconds basekit BT just means a killer with a 20 second stopwatch. It's just not going to work unless you fundamentally rework it.

    So, why not use the system you already made? And by that I mean Pyramid Head's Cages of Torment. I don't mean copy it exactly - a killer still has to pick a survivor up and carry them to a hook, exposing them to Decisive Strike, blinds, stuns, et cetera, and keeping the Scourge Hook mechanic intact. But when they're on the hook, teleport them to a random hook on the map. Make it so the killer does not know where that hook is. Make it so that if the killer finds that hook and gets too close for too long, the survivor teleports to a hook further away from the killer (and pause the timer for a few seconds).

    That's it. Now the killer can't camp, and tunneling would be a lot harder to do. The most egregious examples would be gone, for certain. What happens to the basement? I have no idea. Maybe it's the one place you CAN camp. Maybe teleport the killer out if he spends too much time in there, or give survivors free Kindred inside the basement. I don't know. Again, I'm not a game designer. But it's a simple rework based on existing gameplay systems.

    Sorry for the long post, thanks if you read it!

    I can't imagine anyone still using NOED in its current state. To me it was never a problem unless we are talking the 2016 version that gave 9% movement speed, was not a hex and lasted forever.


    Tunneling/camping is not going to stop until the game changes. Why? Survivors eliminate generators and in order to counter maximum efficiency killers need to eliminate survivors. Gen times were made longer but it still doesn't account for the changes years ago that gave 15 seconds for the first and second hook phases. That increased time to die on hook is part of what makes the killer objective timer longer unless you camp.


    Before the update it was easy to trade 5 gens for 5 hooks on any killer that is not Blight/Nurse. The game scoring system basically says : get 2 kill or you lost. This too encourages killers to tunnel. The devs refuse to acknowledge that lots of chases and hooks is better than kills "no matter what".


    There are tools to address camping. You can bring kinship and it will severely punish a camper. You can bring DS to prevent tunneling - it will create room where there is a chance someone can save you.

  • There's so much here but I'm just going to mention breakable walls.

    Look at a map like Badham preschool main building and it's clear you have a map where you never want to break the walls on the main building. That is really stupid. Huntress is forced to break the wall near the pallet by the car.


    If breakable walls were really for the killer then a section of the fence by the main building would be a breakable wall.


    Honestly I would like to see Breakable walls redone in a way where the killer can use the passage after breaking them and the survivor can't.


    Also any time there is a breakable wall : it should be something the killer ALWAYS gets a benefit from breaking such as with Dead dog. The wall on the upper level that "closes" the window loop and the wall on the floor that closes the loop facing the main street are walls the killer needs to break.

    Every other wall in that building is a "trap" and helps the survivor. There should be zero walls that can be broken that help survivors.

  • It was not fun - suggest change this glyph immediately.

  • Generally speaking when I get a game with people on my skill level we blow the killer away.


    When you get people who rage quit the game is either instantly lost and the only winning is somehow getting a pip.


    I feel like most survivors were boosted with their MMR compared to how the game is now.

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084534#Comment_3084534

    pair repair as with other survivors? I ask them to follow me and help me repair and they ignore me... they're either braindead or simply do not care

    Two people working on a generator has always been one of the biggest threats anyway because if the killer chases one person then the other can go back and finish the generator.

    Looking at all the regression perks the only thing that really offers a quick regression is : CoB+ Overcharge. You could try something fancy with Jolt but that depends on survivors being near the gen when they go down. You could try Eruption but if they finish the gen before you get a down then you get nothing. Also if they are not on the gen (because of SWF coms) then you get very little.

  • Most of the "old" gen defense perks are so weak that I never see them get used. So while CoB+Overcharge is strong it only works if nobody touches the gen quickly.

    Survivors need to realize that maybe the new meta is pair repair.

  • I see a lot of people giving up on the first down. When that happens, the killers and survivors should not get penalized for progress. The game should only count for points from then on.

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