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DBDVulture

DBDVulture

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  • @Seraphor said:

    "These changes would have been big if it weren’t for the fact that all the strong slow down perks also got nerfed to compensate.Imo this will make games faster,as now having 3 gens done by the time you finish the first chase is possible do to corrupt nerfs"

    Couple things here.

    1. The nerf to Corrupt Intervention won't have an effect on your first chase. It works identical to the current version up until you put a survivor in the dying state. So how is the nerf going to allow 3 gens to be done in the first chase if a survivor is yet to go down?

    2. The extra 10 seconds is functionally an 12.5% buff to all slowdown perks. Gens take 12.5% longer to complete now, so any time you halt or reverse repair progress, that's 12.5% more the survivors have to make up.

    All of these buffs are great for M1 killers, which is exactly what's needed to make them more viable.

    Do they go far enough? Time will tell, probably not, but it's still better than before.

    "The nerf to Corrupt Intervention won't have an effect on your first chase. It works identical to the current version up until you put a survivor in the dying state. So how is the nerf going to allow 3 gens to be done in the first chase if a survivor is yet to go down?"


    If you down the first survivor quickly and put them in either your corrupted area or near two generators that can be worked - you can camp them to stage two very quickly at very little risk. Right now this means the surviovrs MUST stop repairing and attempt a save or risk the game becoming 3v1 in the first two minutes.


    Corrupt will vanish when people realize how weak the new version has become. You will use it on "buildup" killers - Hag, Trapper, Michael Myers and maybe Legion (because you just injure people and run away).

  • @imakepeoplehateme said:

    After seeing the perks and gameplay changes I found myself thinking the changes were more of a nerf to killers than buffs,which initially i had no issue with,just behaviour adding more spice to the gameplay,shaking up the meta.However upon rereading the patch and realizing the devs made the changes in an attempt to rise the kill rates as well as the general consensus of the community that solo queue is dead,and that survivor meta got nerfed,I can’t help but voice my disagreement.

    I would also like to mention my comments are towards a higher level of play,mostly towards whats meta on both sides,not the casual,messing around as that’s just good fun and these changes wont affect that side of the game that much.

    First of all lets look at the buffs the killers received:

    1.A small increase to kick speed(pallets and gens),shorter weapon clean animation and a smaller speed boost to survivors.All the changes are cute,but they will mostly help m1 killers,as the buffs are only noticeable when you add all of them up.I don’t think it will impact killers that use their power to down that much,esspecialy the meta ones.

    I don’t want to go in detail about how little the buff will impact meta killers(the ones who rely on using their power for down),but I do want to mention that it will impact the strongest killers the least(blight and nurse) as they have to wait for their tokens/charges,their fatigue is different than the normal hit cooldown and nurse doesn’t have to break pallets while blight pallet breaking speed wont be increased in a rush(correct me if I'm wrong).

    2.10 extra seconds required to complete a generator as well as a 2.5 regression bonus if you kick a generator.I think the 10 seconds is a decent buff,but the kick is useless,I find it hard to find value in kicking generators as you lose pressure while doing so.

    These changes would have been big if it weren’t for the fact that all the strong slow down perks also got nerfed to compensate.Imo this will make games faster,as now having 3 gens done by the time you finish the first chase is possible do to corrupt nerfs,you wont have ruin to amplify your pressure,pop to keep a solid 3 gen,or pain res + dms.These perks would have increased the game longer than 10 seconds per gen,as the time it takes to finish the first few gens is irrelevant,good teams will easily complete a few and then you would have to keep a small few from popping with your perks.

    All of this would have been an interesting thing to shake up the gameplay of the game however the survivor meta perks actually got buffed instead of getting nerfed as you would expect to mirror the killer perks.While I can empathize that perks such as iw and spine chill got ruined , they aren’t really meta perks,sure strong ones and comfortable to use but not on the same level as dh,ds,coh,prove etc the ones that actually matter got buffed.

    Sure Ds got nerfed,but they introduced off the record,which is a million times stronger,not only did they add basekit bt(adding an extra perk slot) but the perk lasts longer if you chose to run it(essentially another buff to one of the stronger perks in the game),which now can be used more effectively to tank hits for your team.The change dead hard received also isn’t necessarily a nerf depending on how it works,and even in the worst situation possible (it locks you in an animation),you can still use it to counter the strongest killers as they have telegraphed attacks.

    I cant see how this will help killers at higher mmr,survivors got their strong perks buffed while their comfort ones nerfed for whatever reason ,meanwhile killer meta perks got gutted effectively making gens take less time to complete.

    DBD needs a change so that high MMR players can't loop as well as they can now. A "perfect" change would not affect low or medium skill players much. Know what we need?


    Make survivors have the same collision size as the killer. That's the only change we need. This will make it so survivors cannot loop an object more than twice - pretty much ever before needing to throw a pallet. This will lead to shorter chases that will make generator completion times relevant.

  • @soulfire22 said:

    its just super classic, starstruck nurses running around left and right, im a god gamer im a god gamer. egotistical, massive attitude. and they're just everywhere now.

    win so many matches and expect to run into constant nurse mains bming and flinging their toxic playstyle all over the map with impossible outplay, walls, doesnt matter, pallets, useless. flashlight who cares.

    soloq is already hell the perk update will make soloq even worse, and nurse isnt changed at all, i love it.

    idc what anyone says nurse is a literal SSS tier killer rn and is unbearable to play against. the minute i hear that screech im out.

    See you on the other side.

    Nurse is the "fair" killer because a survivor escaping a nurse means she made a mistake. Almost all the other killers in the game require a survivor to make one or two mistakes (in a row) during a chase to give the killer a hit.


    Nurse does need a few nerfs but it's unlikely to happen because the devs data show she has the lowest kill rate and that's the only metric they understand - even though it is incredibly flawed.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024698#Comment_3024698

    What's wrong? Try to play a match with spirit aganist 4 IW users who know what they are doing, then come back to tell your experience... You'll quickly see what's wrong when certain perks can literally nullify the killer's power...

    Iron Will on its own is not a problem. It is the only skill in the game that allows you to "get away" from the killer during a chase because otherwise they can hear you from extremely far away. Imagine if you were a wounded claudette and were running around on a map with no walls being chased by a blindfolded killer (who was looking at the ground so no chase would start). Without IW they would easily be able to follow you even if they literally can't see.


    Without Iron Will you can't really misdirect in chases. In short the devs think Iron WIll is making DH stronger. This is marginally correct but really it's more like 80% that DH is way too strong and the rest is that IW can help them in a chase to waste a few seconds.


    I assume you are talking about IW nullifying Spirit in a chase. She can still just listen for footsteps (and look for grass moving). Almost nobody bothers to listen for footsteps.

  • @AVoiceOfReason said:

    Don't tunnel. Simple as that. Off The Record, don't tunnel. Seems everyone is only complaining because they just can't tunnel people out anymore after these changes.

    Imagine if we made it so survivors cant tunnel generators. DBD would have been a far better balanced game if you could only work a generator so far and then you needed to collect a part to continue.


    There is no killer perk that reduces gen efficiency by 25% so tunneling is the only answer. Technically you can have temporary effects but they go away because people aren't dumb.

  • @Tostapane said:

    the only nerfed perk about the survivor's meta was decisive strike, everything else is the same or even BUFFED (dead hard in some cases and borrowed time)

    That is not correct. DH, SC, SC, IW - these perks got absolutely destroyed and will almost completely disappear. Only Self Care with Botany Knowledge will remain to be used - and is "better" than before if you used them together.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022437#Comment_3022437

    The thing is they made a point...the counter to it was walking backwards which not alot of players can do so that's why they changed it to LoS....and to be honest....I never knew it gave a speed to vaulting lmao

    Spine chill increased all actions by 6% when the killer was looking at you. The vault speed made sense in that aspect.


    Removing the vault speed would have been enough - now it's gonna be about as popular as the current deja vu.

  • @Veinslay said:

    I suck ass at this game so dead hard, iron will, and spine chill make it more accessible for me

    Spine chill would have been fine with just the vault speed change. It's getting nerfed so hard the usage rate will drop to nearly zero.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020861#Comment_3020861

    Okay, a few things.

    Raw map size doesn't mean all that much. Shelter woods is big, but virtually devoid of resources on the edges (cannot think of a recent time I lost there).

    Not every SWF is a murder squad yes. 15%...if I recall, this was 'in the most extreme cases', likely referring to tourney comps at the highest MMRs.

    Those killers...firstly, killers aren't balanced around not using addons, which is why a lot of killer buffs are targeted towards addons, not kits. Secondly - Trapper, Clown, Pig, Doctor (maybe, although all he needs is validation on his shocks imho), Wraith, Onryo and Myers need buffs. Oni and Spirit are fine as is. Cenobite...is tricky, because of how overwhelming his kit can be for solo players. Trickster is fine, imho - he's like Nurse in that he needs a bit of skill with, but does pretty well at intermediate and higher MMRs from what I've seen. Oni and Hag are fine.

    Especially considering the significant, across the boards buffs killers are getting soon. Yes, it's huge - the pallet break changes, the kicking changes, the regression changes and especially the hit/recovery changes are a massive deal.

    They said SWF gave an average of 15% more escapes. This is very different from the rhetoric we got for the first 5 years : SWF gives no advantage.


    Spirit was fine and then she got gutted. You could listen for her footsteps and pallet stun her or know which side of a vault to be on - but that's too much trouble to ask survivors to do.


    Oni probably needs to lose the tech where he swings around corners. Hag needs a few changes : first she can never place a trap close enough to a hook that the unhooked person can trigger it. Second you should be able to scratch out her traps without an item - this would prevent the catch 22 where she runs Franklins and her traps have zero counterplay.


    Map size doesn't matter when you play Blight or Nurse. You can zoom to the next target. I literally explained to you how someone running in a straight line can waste over a minute for M1 speed killers. I guess the solution is to just play those killers?


    When they show us the win rates of maps there is a strong correlation between large maps & high escape rates. Most people agreed that Hawkins was a fair map because it was small, had a variable layout and had pallets you could mind game.


    Farm maps are huge and have a high escape rate - except for the small one (abattoir). Badham is huge and has unfair loops; it should be no surprise it has a high escape rate too. Crow map is just stupid. The only time I ever win this map vs good players is to camp a survivor early in my corrupt area and never leave.


    The only thing that would make large maps fair is to slash the number of pallets and vaults so that the only thing you can do is run in a straight line. Most maps have something like 14-18 pallets (ignore The Game). Imagine if the crow map had 8 pallets - that might make it fair. You have just enough pallets if you use them wisely.

  • Self Care+ Botany will basically be infinite free and quick heals.


    Botany Knowledge needs to not work with a medkit. This is literally going to be game breaking.

  • Hens made a nice video about it - Tofu already had a video too.


    The fact this this is intended is just insane.


    https://www.youtube.com/watch?v=VKVE2o9fGZs

  • Corrupt will only be worth using on a killer like Legion who wants to injure everyone first. It will also be used on a killers like Hag, MM and Trapper who need setup time.


    Every other killer will get more benefit out of other perks now. You can 100% expect Deadlock to replace corrrupt - hopefully we get it in the shrine before the event ends.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019022#Comment_3019022

    Saying something over and over again does not make it true. We've already gone through the viable killers. Keep in mind that high MMR tends towards a more rigid meta with players gravitating to the best options - but those aren't the only viable options.

    But okay, let's go through your suggestions.

    1. Depends on the map. Mother's Dwelling? Sure. Shelter Woods? You'd need to buff the map and add some resources along the edges.
    2. You don't want to punish people for playing with their friends. I'd rather tweak things so that SWFs have a temporarily inflated MMR and more rigid matchmaking. a) No. Not every SWF is a murder squad. Hopefully with the perk changes, the meta will be a bit more varied. b) I'm not sure what you mean. c) No. You'd just push people back into lobby shopping.
    3. Eh...here are the killers that need buffs and adjustments. Doctor, Wraith, Clown - small buffs, maybe targeting addons. Onryo, Myers, Trapper, Pig - buffs to basekit. Freddy, Artist, PH, Nemmy - addon pass to make addons more interesting, but not a huge buff.

    Keep in mind that killers are getting a huge sweeping buff in the overhaul patch.

    Shelter woods is HUGE. It's so big you can run for 30 seconds, then loop a pallet - drop the pallet and then run again for 30 seconds -without being hit if you get a stun. All of the pallets are extremely safe and there is no room to mindgame any of them. Run to a far corner if there is nothing left. That means a "traditional killer" has to hit you once, follow for 20 seconds and then hit you again. If you rain in a straight line you can go to a far corner. then there's a 10-15 second timer to pick up and hook. And then they have a 30-40 second walk timer to go back to anything relevant on the far time. Let's add up that time : 20+20+15+ 30. That's enough time to finish a generator and walk - not run away. This is beyond stupid.


    Not every SWF is a murder squad -but you need to realize the devs posted that SWF is a 15% escape advantage. Something needs to change. The reason we have long queue times for survivor is because very few people put up with playing killer.


    Here are 12 killers that are weak if you play them with no addons :Doctor, Trapper, Clown, Pig, Hag, Michael Myers, Wraith, Spirit, Oni, Pinhead, Ringu, Trickster. Compare playing those killers with no addons to playing Blight or Nurse. There's no comparison because the S killers are "ok" with no addons and completely brutal with addons. You will have an eternity of unfun if you play MM with no addons. You need one of two addons or he is complete garbage. But you can dominate - depending on map with the right addons. Hag might be "ok" with no addons but again becomes extremely punishing when you use her strongest/meanest addons. Nurse with no addons played perfectly can hit on every second blink. Here's the newsflash - Nurse might be a little overtuned but ALL killers should be in control during a chase - not survivors.

    Some of the killers break the mold here in that they have zero good addons to help them - like Billy. Anything good that was a nice part of his kit is just gone. Why on earth did he lose the Begrimed chain? He had it before LF. Other killers like Huntress require you to be CoconutRTS or Umbra to "not suck" without addons.


    This sweeping buff you are talking about is exceedingly minor. It would be a HUGE buff if survivors and killers got the same size collision box. That would make everyone learn how to loop again. That would be a step to making the game fair across all levels of play. No more would you see high MMR players looping for 30-60 seconds longer than middle rank MMR players.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018058#Comment_3018058

    Eh...

    Nurse controls the chase, but a single mistake is incredibly punishing (hence her bottom basement gross kill rates), and survivors can also outplay her by moving cleverly. The core issue is that she completely negates map resources.

    Blight comes down to his addons, mostly. Without his crazy stuff, he's manageable.

    Both need reigning in, but that should be a targeted nerf to their problem addons. We don't need another Freddy/Billy style gutting that hits them everywhere they are fun.

    Blight and Nurse are the only viable killers right now at high MMR. You really can't touch those killers without making the game fair for all the other killers. How do we do that?

    1) Reduce Map sizes so every map is 9000m² or less

    2) Impose a penalty on SWF or buff killers going against a swf (pick one) :

    a) Limit SWF so that no character/item/perk can be repeated

    b) Give the killer 4 perks they choose ahead of time that only activate "in case of SWF". Give solo survivors that are in a SWF a similar thing but limit the solo survivor to only get extra information perks like Bond, Kindred, Object of Obcession, etc (since that is what SWF gives).

    c) Impose an efficiency penalty of 5% per linked player that persists the entire game regardless of alive status that stacks with all other penalties.

    3) Give almost every killer in the roster buffs. The bottom 16 killers are abolutely horrible and nearly unplayable at high MMR.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018101#Comment_3018101

    A: yes, I like cake. I play swf as a survivor, and I slaughter SWFs as a killer. And when I lose, I don't immediately jump to the conclusion that the other side should be punished by the dev for playing the game and winning against me lol

    B: 75% of survivors play with SWFs... Yet you think the devs will punish them to make you feel better about losing?

    C: official statistics show that killer isn't on decline at all, and there are large chunks of any given day where there isn't enough survivors to load into matches with the online killer base, hence longer wait times and the match incentives coming in a future update.

    D: I'd bet actual money that Oracle can decimate without comms. The fact that you think the average SWFs surpasses them with voice chat shows just how out of touch with the reality of it you are. There is a hell of a lot more to 'team-play' then just being able to talk to eachother 😂😂😂 but to acknowledge that would be to acknowledge that you might just not be a very good killer main.

    Reading comprehension is not your friend. I said another team in the tournament.


    @Snivo said:

    what is so problematic about SWF? I'm a killer main and I seriously don't understand, like who cares if you lose one game. It's not like your rank is going to determine if you can make an e-sports team or prove anything, and one game isn't even gonna change much. Besides, there's basically zero way to nerf SWF, you're essentially saying "take away the option to play with friends", to which I say wheres the challenge at that point? I love when I get lobbies where people are actively communicating, its challenging and funny that people are try-harding at a game like DBD lmao, but presents a good challenge for me as a killer. It's not an immediate L, I would love to see anybody complaining about SWF play quite literally any team-based game competitively (IE: Splatoon, Valorant, Overwatch etc.). This could just be me since I've grown up and continue to play in competitive environments with games, but coming from that standpoint, complaining about people using comms is literally just saying "I hate it when people play the game together". I get the difference being "well its a 1v4", but dude its literally DBD, who cares. Like seriously is one game against survivors using comms really that mentally damaging.

    Also to your main point, that's a terrible idea. You're actively limiting the players options, and how would that even work? So perks can repeat if you go in solo, but other players in said solo can still have repeating perks? Playing with +1 is where that would come into effect, and what happens when you're just playing with a +1? Does the game have to search for survivors using different perks or does it not matter? Saying a "nerf" is needed for SWF is the silliest thing I've genuinely heard not just in DBD, but in any game I've literally ever played. and no, adding a separate queue for SWF is a terrible idea. if theres already this many people complaining, why would anybody play it. It'd literally be a dead queue.

    You're a survivor main if you don't think SWF needs to be balanced. The second you join a SWF with voice coms you are better at the game because you get free info perks.


    Also a 2 man SWF is still SWF. Gens are too fast because everyone knows exactly where to go and exactly when to do everything. Nobody in a swf is going to go start a generator when one is at 50% progression.


    Since SWF is just to play with your friends it really won't matter what restrictions we put on it. The bottom line is that SWF gives a 15% escape advantage. There is nothing in the game with that much influence except maybe DH which is getting a huge nerf soon™.

  • @akanadi said:

    Survive with friends shouldnt be nerfed. some aspects of killer and solo queue should be buffed

    If you're in a SWF on voice coms you have the potential to basically be getting 12-16 perks worth of information. How are you going to make that fair to the killer. If we ignore limiting SWF then that means two options.

    1) Efficiency reduction by 5% for each SWF member. The penalty will last the entire game regardless of alive status and stack with all other negatives. (This was Truetalent's suggestion years ago).

    2) Killer gets to pick 4 perks that only activate : in case of SWF. In short when playing against SWF the killer would get 8 perks and the SWF would get voice coms. That would "almost" level the playing field.


    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016249#Comment_3016249

    Yes, the kill rates are lower than desired, that's why they are buffing killers immensely with these new updates. Buffing killers. Not punishing SWFs.

    For every one talented 'sweat' swf, there are dozens of SWFs who don't communicate effectively, who don't maximize their perks. Who are drinking, singing and talking over eachother. You've slaughtered hundreds of SWFs assuming they were solo because of how terribly uncoordinated they are.

    Not even including the fact that many average SWFs will literally kill themselves trying to get their friend out of a hopeless situation where anyone with a competitive streak would abandon their teammates for their own victory. You ever go from a 1K to a 4K because the idiots wouldn't leave one person to die on hook? I've seen it countless times on both sides.

    You can't punish the 90% to hurt the 10%. The devs understand that as well. They have said they won't penalize SWFs. That's their stance, no just my own statements. You can argue with me all you want. That's the facts buddy.

    You're one of those people that wants to have their cake and eat it too. Since SWF is a fun mode to play with friends - the limits won't matter as it won't really limit how you play since you're not sweaty anyway.


    What you don't realize is that 75% of the survivor player base only plays DBD in a SWF. This is the data devs gave us years ago. Even if it is only a 2 man SWF - that's still huge. It removes the doubt and hesitation upon which the game is balanced. Your friend on the hook can tell you if you need to come for the save or you can stay to work on a generator. This could save 30 seconds for a single communication. An extra 30 seconds to finish the last generator is an ocean of time.


    It would be different if the devs gave killers BBQ vision by default, and Lethal Pursuit too. SImply put SWF gives a colossal advantage and not "adjusting" for it makes killers quit all the time. During the majority of the 24 hour play cycle there is never enough killers. Know why? Because people get tired of playing against SWF groups.


    Take a tournament winning team like Oracle and remove their voice coms. Let them play against another lower ranking team but allow the "underdogs" voice coms. Do you know what would happen? Oracle would lose.


    SWF is the biggest advantage you can have in DBD and it has zero "cost" for the team.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014417#Comment_3014417

    Nobody. Not even the best player in the world makes no mistakes at all.

    I don't think any game more complex than Chess has ever had a match in which absolutely zero mistakes were made. Especially one as mechanically complex as DbD.

    The thing about strong killers is that Blight and Nurse control the chase. You escape when they make a mistake. Every other killer requires you as the survivor to first make a mistake that allows them to get a hit.

  • @[Deleted User] said:

    The devs have made clear multiple times they don't plan on penalizing people from playing with friends. Instead they plan on adding more information available to solo players to bridge the gap.

    And yes, I would classify what your describing as penalizing. If all four players have paid for a character, they get to play it. Taking away those things is infact punishing people for using lobby multiplayer, no matter how salty you are about losing to it.

    Counter point : the killer is punished by playing against SWF. See 4 people dressed the same? that's a good time to find a new lobby.


    You should not get an immediate advantage for playing SWF and that is exactly what happens. The moment you enter a SWF group and have voice communication you are better at the game.


    If you tell your group he dropped chase then they get a 10 second warning. If you tell your group your generator is 50% completed then you just saved 40 seconds. If you tell your group when you see a hex totem you can save minutes of time searching.


    The devs released statistics last year that showed being in a SWF increased escape rates by 15% on average. Meanwhile some killers got nerfed for having a 4% higher kill rate (RIP Freddy/Billy).


    Meanwhile the post about the 40 perk changes literally says : The average kill rates are lower than we would like.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012766#Comment_3012766

    no.. Nobody would dismiss someone that close to them. That kind of attitude is shown to people at say 100 vs people at 1200 because the person at 100 literally has zero idea what they are talking about and it is the correct reaction to just dumpster anything they say.

    New peoples opinions on balance factually do not matter.

    "New peoples opinions on balance factually do not matter." - This attitude is "correct" but out of line. The way you present the argument is as if we should dismiss the experiences of new players. Game balance MUST consider high/medium/low MMR. Imagine if all killers had a high floor skill ceiling required to play like nurse. Would anyone bother?


    @Huntar said:

    I mean, yeah, obviously. They were tired of people complaining about their rank matchmaking not working, so they hide the matchmaking metrics now. Like, that was pretty much their stated reason for doing it, rather than actually fixing the matchmaking.

    The MMR sucks. Almost everyone hates it. But there is a part of it we can't "touch" exactly because the numbers are hidden to us. Why do they hide the numbers? Because they don't want to give us transparency. In my experience refusing to give transparency means you have something to hide. Overall the DBD devs are kind of "light and fluffy"; mind you I mean this in a positive way and I don't mean this as an insult.

    I want to point out that the statistics we get for DBD are awful. Bad statistic analysis gives bad data that leads to false conclusions. Look at the nurse : the stats show she is the worst killer and clearly needs buffs. HAH!


    @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012822#Comment_3012822

    MMR caps at 1700 and starts to mix people. If you could see your mmr then people probably would be on here complaining because they would get a backfilled 3200 mmr SWF against their newly reached 1700 mmr killer.

    There is no world in which a 1700 player should go agains a 3200 player - be it chess, dodgeball or DBD. If there are people with stupid high win rates then maybe we should look at why they have stupid high win rates. If it's a 4 man SWF then maybe we need to consider nerfing SWF : do not allow perk/item repeats. If It's a 3200 rating killer then nurse the Blight/Nurse. What - did you think they were playing Pig? No.


    The reason 3200 players match against 1700 rating players is because there aren't enough 3200 players. Well too bad. You should not get to stomp on 1700 rating players. There should be a gap that says : this is too much and you will just have to wait.

  • Nurse and Blight can get nerfed the second:


    1) all the maps are 9000m² or smaller

    2) SWF gets nerfed (easy way is : no repeating perks/items)

    3) looping as we know it is killed because chases are now really short - or gens are made really long.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998903#Comment_2998903

    That's a very accurate description of what's happening. The range addons increase the distance travelled by the nurse - the total blink time is always the same, so the nurse has a faster blink speed as a result.

    And literally everyone says it should not work like that. It's not fun to play against and makes nurse extremely unskillful.

    You didn't watch the video did you?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001404#Comment_3001404

    Counterargument, DbD is a player elimination game and survivors who complain they got “tunneled” after they got eliminated first should grow up and killers are right to call this out. Learn to take the loss and move on.

    DBD is an elimination game for both sides. Things would be different if the killer could pop a completed generator and make it go back to 75% progress.


    Survivors generally only play and think about one side.

  • In case you didnt know - MMR is rigged. There is a softcap of 1900 and when you get there you effectively can't go any higher. This is unfair generally speaking because you can be paired with someone who has 3000+ MMR.

    This is done to keep high ranked players from having to wait forever. If you ever have a 4k as killer and then bounce into a game where you get a 0K and everyone plays perfectly this explains why.

  • Zombies should never get stuck - but if they are stuck for 5 second they should instantly respawn.

    You should not be able to duck the whip - sorry this is dumb. Or if you are allowed to duck the whip then Nemesis should be full speed when he has the whip engaged at T3 (which would make T2 at least full survivor speed if not faster).

    Only infection when not previously infected should give a speed boost with the whip.

    Zombies should give you infection increases as if you whipped a player.


    There should probably be a 2% debuff when you are "blue" to all actions and you have a 1% move speed penalty. That would encourage its removal - which generally does not happen right now.

  • Way too high % totals for doing three things.


    more like 2% vault, 2% stagger, 1% move speed.

  • Replay system would prevent a lot of cheaters from not getting caught.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999352#Comment_2999352

    Removing the red stain off of stealth killers while in chase won't help them. If anything, more survivors would just start to w-key away from certain tiles, knowing that the killer has no red stain. What should be done instead of removing one of the game's core mechanics is to buff their anti-loop capabilities/give them one.

    If you remove the red light from stealth killers and make stealth killers have base movement 120% speed then survivors would be forced to try and loop against killers that have no red light; in short this would become their anti-loop. If they try to shift W they would get punished very quickly by the increased movement speed.


    What benefits would this have for the game?

    1) New players wanting to try killer would find stealth killers very powerful in chase. As a result sales of these killers might go up.

    2)Stealth killers would find new balance in that a SWF on voice coms now no longer ruins their power (which is by the way stealth). Every stealth killer in the game is currently a "C" rank or worse. Having higher base movement speed would make them have a potential advantage over killers that have Anti loop but no movement power (Nemesis, PH, PNH, Artist, etc).

    3)Veteran players might actually see some stealth killers played at high MMR instead of Blight/Nurse. Veteran players might have to use pallets much faster against stealth killers due to the "red light problem". Forcing survivors to pre-drop pallets would definitely make these killers more viable.


    Once again I will point out there is no scenario where a 120% movement speed stealth killer that has no red light in chase would be "better" than nurse or blight across all maps.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999197#Comment_2999197

    Not the "f" word 🤣

    Seriously this post made me laugh. So thank you. Asking the devs to face tofu ? Come on now. No one at BHVR claims to be an amazing survivor even. You seem to know big streamers. So why not go try to convince tofu to face cope, ayrun, and whatever survivor stream you see as "best" I promise you. They would do no less then 2 out against someone like tofu. Or they would completely ######### on him

    To put this delicately : I suspect the devs do not spend enough time at high MMR.

    However I hope that if they bothered to watch the 1-2 minute explanation of how they "broke" nurse with these addons they could remove an extremely unfun aspect of a character.

  • @Sonzaishinai said:

    Dangerous

    That 5% increase in speed means 33% faster chasing.

    It's a big deal

    Let me know the moment you think a pig at 120% move speed would be more dangerous than omega blink nurse.


    M1 killers are pathetic compared to killers that have : strong antiloop and everyone knows.

  • You're right with one exception: the perk that removes aura vision from killers needs two changes.


    The blindness needs to be about 15 seconds and then it needs a 45 second cooldown. You should not be rewarded for chain blinding the killer so that they are unable to defend their objective.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/2999169#Comment_2999169

    The red light is part of the game's fundamentals. Removing it without a drawback or when certain conditions are met would cause chaos.

    You have a point the second we talk about removing the red light from a killer like Blight, Nurse, or LF who is extremely dangerous in a chase.

    Pig and all the stealth killers generally speaking are exactly not that. Because they do not have anti loop or any real method of dealing with a pre drop pallet they are extremely weak.


    Imagine for a moment if we removed the mori offering and instead changed it to force survivors to play in first person. That would be really interesting. In some ways it would have a similar effect to removing the red light because you would not be able to move as survivors are accustomed to doing.

    Let's be perfectly honest for a moment and talk about something; the red light makes sense in some ways but generally speaking most of the tiles in this game are silly because the red light exists.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2998260#Comment_2998260

    We are definitely not banning for the use of addons, I do not even have a bug report in on the addons, that I can see - not one that's confirmed as a bug.

    And we wouldn't ban for the use of addons now that we have the killswitch, if something is bugged to the point that it's super ubusable then we would indeed killswitch this addon. So you are completely correct BrokenSoul.

    Have you seen this video? The explanation of Omega blink begins after about one minute.

    https://www.youtube.com/watch?v=GO__HqIcmk0


    This is a very clear video from a well known/skilled streamer that illustrates why many Killer Mains consider nurse to be broken.


    These addons are oppressive and not fun to play against. In short they allow the Nurse to blink vastly more distance in much shorter time. The only way you can avoid a skilled nurse using these addons at point blank range is to use DH. Many people feel that when nurse got changed these addons were not adjusted correctly.


    If I were a gambler I would wager $10,000 that yourself and three co-workers of your choice from the DBD team would lose a best out of 3 or 5 game series against Tofu if he used these addons.

  • If you punish people for leaving a lobby then you potentially reduce the killer pool even more. You do not want that.

  • All of the "stealth killers" should have no red light in chase : Pig, MM, Wraith, Ringo, Ghostface, etc.

    I see no balance problem with making killers that dont have an active antiloop power move at 120% speed.


    But where do you draw the line? Does trapper get faster move speed? What about Doctor who has weak antiloop?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994158#Comment_2994158

    Where are you getting this stat from? Are 50% just SWF or 50% SWF and on comms?

    From the developers when they released stats years ago. About 70% of games played include people in a swf when you consider 2-4 man games. They presented the stats in a way that made it look confusing but it was clear that most people play most games in a SWF.

    @Emeal said:

    DbD isn't meant to be played like that.

    Im glad I trust BHVR to not destroy some of their best Killers based on your opinion here.

    Best killers? I think not. Myers,Wraith, Pig, Ringo, and Ghostface are nowhere near the best kilelrs. In fact most people rate them as nearly the weakest killers. Let's look at why : they have almost zero anti loop. To put this into perspective : imagine that female survivors could not equip dead hard. This would make it so that David = nurse, and Meg = Pig.


    Nurse is the best killer in the game because she has the power role in chases. Every other killer requires you as a survivor to make a mistake. When you play against a nurse (and a spirit - but oh wow was she nerfed) you are required to make her make a mistake or she will hit you.

  • @BlighTown said:

    https://forum.deadbydaylight.com/en/discussion/304305/dead-hard-is-a-unfair-perk-and-is-used-on-99-99-of-the-matches

    I tell people countless of times.

    Use Unrelenting. It's the best perk to deal against dead hard.

    Or play Bubba with Bamboozle and mind game if you have to.

    This is literally about as helpful as telling survivors they should use bond instead of playing in a SWF. Now you know where everyone is so that's the same as talking right?

  • More than 50% of players play in a SWF; this means they are telling their friends what the killer is doing constantly. Stealth killers are completely ruined by SWF. You always know where they are because you have radio intel.

    Personally I would love to see : Michael Myers, Ghost Face, Ringo, Wraith & any future stealth killers not have a red light in chase. That one small change would make these killers much harder to loop.


    If we took very strong survivors and killers and rotated to about 10 maps you would find that stealth killers don't really work most of the time. Overall they tend to have either no mobility or no chase lethality. Removing the red light in chase would make stealth killers far more formidable as it would like cause more pallet pre-drops.

    It's not really worth playing DBD as killer if you pick an antiloop killer. What a simple way to revise stealth killers : remove their red light in chase. It's not exactly antiloop but it will definitely make them MUCH harder to loop.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2991322#Comment_2991322

    That is probably the most ridiculously inflated lie I've been told yet 😂😂😂 30 killers to 4000 survivors?

    It's not a lie. It was server data taken from active players looking for matches on the server.

  • @YOURFRIEND said:

    You can't punish people for wanting to have fun with their friends. Come on.

    Go play any Moba and you know what happens when you bring a team to the game? You only play against other teams. Know why? Because it gives a huge advantage. Even minor talking gives 20 seconds here, 40 seconds there and suddenly you got a 2 minute advantage.


    SWF needs to be "tournament rules". No perks can be repeated except DS/BT can be on 2/4 survivors. No items can be repeated.


    @[Deleted User] said:

    The game is marketed for friends to play together. The devs are not going to punish people for playing with their friends.

    Besides. For every one 'super bully squad' SWF, there is 30 drunken voice chat groups that miss skill checks, laugh over each others strategies and throw the match trying to save one friend from death.

    You can't punish the 98% of players because you personally can't handle the 2%

    You need to realize that every year fewer people are playing killer. There are times during the daily cycle where there are 30 killers for 4000 survivors.


    Nobody wants to be the punching bag.

  • @TheLastHook said:

    Imho Killers should not disturb crows to be honest. It´s only confusing.

    Survivors already have the terror radius to know the killer is coming. It would make so much more sense if only survivors disturbed crows.

  • Why would you expect people to play level 1 Dredge with no perks?

  • @Hex_Ignored said:

    the only killer who shouldn't disturb crows is artist

    That literally makes no sense. They set the rule : stealth killers dont disturb crows with Wraith. Why does the artist deserve to not disturb crows?

  • @Dream_Whisper said:

    But then again, they never buff crows at all.

    If they by chance to buff them; it would definitely be a quality of life improvement as well as muffling any form of sounds while under the effects of undetectable. Making Crows by disturb by any Killer's under the effects of Undetectable, would be a good way to keep the Survivor vague.

    Also, bit separate but related to crows; if they buff Spies from the Shadows also; it would be definitely nice to have Survivors be mindful of crows at all the time.

    Crows used to have a 8m disturb radius. Now they have a 0-1M disturb radius.

    Crows used to be literally EVERYWHERE - they were nerfed in the number allowed per map

    You can duck past crows - this was not the case on launch.


    These three changes made Spies from the shadows from an S tier perk into a "never use" perk.

  • On game start the total amount of evil is distributed among all survivors. If someone dies or DCs it should redistribute any "lost" evil to the remaining survivors.


    If we are really talking about a MM rework he should either be full speed in T1 or be 120% speed in T2/T3 as compensation.


    Since Ghostface had a rework of his power MM got slightly nerfed by Proxy. His stalks at all tiers should take less time (since ghost face stalk is now much longer duration).


    If you really want this killer to be powerful and scary then remove his red light in T2 so that you cannot easily predict what he will do without watching him at all times.

  • Just don't look at the person - it's really simple.

  • The lack of even 200 characters for comment makes the feedback laughable.

    Why was the game unfair?

    -crow map busted

    -4 man swf on coms


    How many characters was that?

  • Changing your steam region no longer dictates where you play. I do remember some exciting games from 2016 down in Africa during Blood Hunts.

  • Any change to Dead Hard needs to keep it so that it is as powerful as all the other exhaustion perks. In other words it needs to get you about 5 seconds worth of distance.

    How do we do that?

    Add an action interrupt when you use dead hard (Doctor power is an action interrupt for 2.5 seconds). This means when you use DH you can't throw a pallet or vault for 2.5 seconds. This means the power is now used to dodge an attack, not to chain your loop so you can keep looping.

    DH would then exist to use when the killer swings so you don't get hit. And during the killer's recovery timer you can use the distance you gained to get to a vault or pallet.


    This would entirely remove "dead hard for distance" so you can get to a pallet or vault. This is what breaks the perk currently.

  • If anything it would make sense if LF had the longer saw rev timer considering he has such huge wide attacks.

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