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Danky

Danky

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  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202131#Comment_1202131

    And a key is the only thing that will save your life when your team is getting slain and blowing pallets like there is no tomorrow. Then the killer finds the RNG hatch first and you just automatically die unless you get lucky with the gate spawns. I'm good with that, I would at least like to have a shot in some of my games where my team is bad. Especially these days, where urban evading noobs who can't loop are in red ranks.

    And I will take an extra health state over like ~20 seconds of gen progress any day of the week.

    ure forgetting "Left Behind" which lets u see the hatch. survivors are given second chance after second chance after second chance.

  • @Shocktober said:

    Lol, imagine complaining about toolboxes after the nerf. I would not even pick them up out of a chest to use it if I had another item, because you will get less gen progress swapping items at the chest than just doing a gen.

    They are practically a meme unless it's a commodious with BNP and even then it's still worse than an instant medkit or a key.

    BNP is a free 25%, just saying. now with Ruin nerf its even ez'er.

  • @LetsPlayTogether said:

    Killers are, were and will be always be stronger.

    when a survivor can loop a killer for all 5 gens, clearly the better is survivor.

  • @ClickyClicky said:

    I dont think anybody is saying killing god loops is an issue.

    What people are saying is that killers have got a lot of what they wanted the past year. Toolboxes nerfed, god loops fixed, maps shrunk, instaheals nerfed.

    Thats all great. It makes killer more enjoyable.

    However now maybe something has to be done for survivor. Camp/tunnel:noed strategy needs to go. Its used in the vast majority of games and ruins the experience for many people. Likewise some killer add ons could be nerfed just like instaheals were (looking at you iri head + infantry belt)

    Devs nerf'd Nurse, Doctor, Legion ect, toolboxes only got reworked because of the Ruin nerf. and with that they need to remove BNP.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198981#Comment_1198981

    It's not about how often something got nerfed but how much and how it is after the nerf.

    lets look @ it now.

    requires 1 hook per person in which u want to mori, meaning need to hook me to mori me.

    with the Ruin Nerf and games can end as quick as 4.5mins

    theres nothing wrong with the Mori's the way they are right now.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199970#Comment_1199970

    I said I played over it, not read over it. I didn't even know that section existed. Everything should be included in the playable tutorial. Nobody reads things anymore.

    Regardless, my point stands about Moris. Lol.

    i disproved ur point, nice try tho.

  • @Sheriff_Menty said:

    I see the patch notes are nerfing survivors so much. They keep saying “A good player can loop the killer in certain spots.” Can I just emphasize GOOD players? What about the new players? What about players who aren’t like the Pro players? Its harder for players like us, the non-pro players, to escape. Several of my friends agree the game is TOO killer oriented from killer being able to close hatch the moment it opens to Doc being able to take away everything the survivors can do. I can understand the closing of the hatch, but making it where it can’t be closed as soon as it opens or making it a perk with the same effect would make it easier for survivors. And about the Doc. He is way to OP. It’s impossible to escape since his shocks stun you so you can’t vault, and it makes it where you can’t use items at max madness 3. It’s ridiculous. His Static Blast ability is insanely OP as well. You can be right outside is terror radius and still be affected by it. A friend of mine mains Doc and agrees that he needs a nerf. The game has become too killer oriented. I personally think it should also be looked at from the non-pro player perspective, rather than just the pro. I don’t know who will agree or disagree, but it’s just my thought on the game. It’s a great game, I just think it needs to be looked over and adjusted. And to anyone who mentions rank, it doesn’t matter what your rank is. Someone could be rank 20 and be a god at a killer. Anyways, I hope anyone who reads has a great day.

    u talk about "new players" meaning survivors, what about new killers?? u might get 1-2 new survivors but not all 4 soooo u think its ok for 2-4 good survivors to go vs a new killer?

  • thats my point, just because people play him doesnt = strong. alot of survivors dont like him because of the mending, after his power ends hes just a normal m1 killer.

    billy can miss his chainsaw and still attack before Legion can. ######### id say reduce his TR to 0 just as they show it in his trailer.

    https://www.youtube.com/watch?v=nycaCnKqXh4

  • @xTalon32 said:

    As far as I know Legion isn't nearly as weak as you make him out to be. In fact, I'm pretty sure most killers find Legion pretty good, and most survivors think it's too overpowered.

    Legion is weak, people play him cuz they want to. case-in-point OG freddy, he was the weakest yet people played him still 2 because they wanted to.

  • @Faceless said:

    Buff mettle of man again.

    Campers ruin this game alot, it's just ridiculous. EVERYTIME a facecamp killer appears (leatherface is 100%) .

    Seriously why so many stupid toxic killers in low ranks?

    well u need to run DS, BT, unbreak-a-bill and Tenacity fulltime, ez win.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200099#Comment_1200099

    A lot of killers camp. A Hillbilly for example can instadown one while they’re unhooking, then slug the other. Hook them in the right order and no DS even though this lame ass just camped the hook.

    if a killer camps and the survivor gets tunneled off the hook then they have DS.

    u use a example of a billy but the point of DS is anti-tunneling, the same thing could be true for a plague and survivor doesnt cleanse. if a billy downs someone @ or by the hook thats not tunneling still.

  • @asparagus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194016#Comment_1194016

    If you guys are talking about Desisive Strike then yes it already has been reworked. And no it was way stronger before cause as I’d remember you were able to use it anytime Not after unhook. If you’re a killer main I’d just deal with it but for survivor, personally I see no use in it if the killer will just tunnel me afterwards.

    i could also drop u from using DS as the killer. rework the perk so if the killer hooks another person then its gone. as thats not tunneling.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199974#Comment_1199974

    ”Looping” as you know it today will be non existent after these map changes go live.

    Any bad survivor team will be demolished game after game due to lack of resources, not lack of god loops.

    Gen speed was slightly nerfed as well, so all of this at once means killers are going to get easy wins.

    they only changed like a few maps, and the 2 of them still can loop for days.

    @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199974#Comment_1199974

    They don't need to fix gen speed now that they are making proper changes to maps. Gen speed will be just fine

    only a few maps now, how long till all the maps are fixed?? need gen changes now while they work on maps.

  • @xcalabur said:

    This is from my very first post but it kinda got lost in the comments lol.

    Personally I think the best way to balance the game is to add a new PRO MODE,

    In this mode the devs could offer increases in blood point gains or shards but it comes with restrictions.

    1, no 2 characters can be the same only one of each.

    2, increase the penalty radius around hooked survivors so killers are forced to patrol the victim from further away or chase other survivors, even add a multiplier for hitting or incapping different survivors outside of the radius while one is hooked.

    3, ALL PLAYERS must use in-game proximity chat, this should be recordable so people being deliberately offensive can be caught in a clip and reported.

    4, finally and most importantly all perks should be given a value, ie character specific perks are worth 1 point on the character they belong to and 2 points on all other characters, non character specific perks should be worth 1 point to all characters with all players having 5 points to spend on a perk build, this would force more diverse builds from players on both sides.

    Some or all of these ideas might be harder to implement than others but I think they would go a long way to restoring balance, maybe even try them out in a tournament mode to trial them before making them permanent, certainly some sort of reward incentives need to be in place to encourage people to switch to a new way of playing.

    just remove SwFs perks and no addons with items and that will be more fair.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198465#Comment_1198465

    Oh you mean that nerf that you cannot use them immeditely? Oh yeah cause that wasn't broken just as pallet vacuums.

    However i disagree with OP either. Cause they would be pretty weak for their rarity. How about just making it so you have to hook everyone once to activate them? (with dc'ing counting as a hook if they didn't get hooked yet)

    i would give all survivor nerfs back for OG Nurse, OG Mori and OG Noed, but with that being said since games go 2 fast now moris are fine the way they are right now.

  • @Rey_512 said:

    Just finished watching King’s video on a few of the map reworks.

    https://m.youtube.com/watch?v=3siDmWr1jC4

    Have you seen how there’s almost no pallets anymore? Not even unsafe ones. Wretched Shop and Fractured Cowshed have huge dead zones now. With the (needed) removal of infinites and (semi-needed) nerf to strength of pallets/tiles, Bloodlust is a mechanic that needs to be removed.

    If you consistently lose as a killer after these map reworks then I’m sorry but nothing more can be done for you to make life easier.

    As someone who plays both sides as well, I’m going to have no problem taking out a team consistently in 2-3 minutes after they’ve burned through their 3 safe pallets.

    maybe after all maps get hit then maybe. they havent fixed gen speed with ruin nerf soooo id say pass on that

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199246#Comment_1199246

    I played over the tutorial.

    It, IN FACT, did not teach about the totems at all to new players.

    That, or I am really blind.

    is that soooooo????

    image.png


  • @hihowareyou said:

    A lot of game developers (Activition-Blizzard, Riot games to name a few) allow for a de-escalation policy, where a temporary (or permanent ban, in some cases) can be lifted from one's account, if the player in question has made considerable efforts to improve themselves. 

    As it stands, a lot of toxic players who are permanently banned simply buy a new account, and continue as they used to. If a "redemption-period" was to be implemented, a toxic player could receive a second chance, if they don't receive any reports for a certain amount of time period, say 6 months. That way they will act better, instead of ban evading.

    Thoughts?

    maybe

    \

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199033#Comment_1199033

    Ruin was not nerfed, it was reworked. This is because there were people who were Rank 16 or above (because they didn't play the game for a while and have deranked, or deranked themselves on purpose) but still had the Hex: Ruin perk unlocked and used. This confused actual new players because they can't constantly hit great skill checks like us, more experienced players. The old Ruin forced them to hit great skill checks, which was in my opinion unfair for them. And Rank 20 new players probably didn't know what totems even were, so they wouldn't even be able to get rid of Ruin in the first place.

    As for the Mori, I think they could nerf it to make it available after two unhooks of someone, or just get rid of the thing and make Cypress Memento Mori base kit. This is just my own opinion though.

    You could also still use Devour Hope to mori players though. That perk's rarely used anyway.

    stop lying to urself, ruin was nerf'd. while it was "reworked" it was made WEAKER, AND they still kept it a hex perk even tho its weaker. old ruin didnt force anyone to hit ANY SKILL CHECKS as u could tap m1 over and over to bypass ruin tho it was slower to do WHICH WAS THE POINT.

    " And Rank 20 new players probably didn't know what totems even were" did u know theres a Tutorial in the game??? sooo if they skipped over that then thats there fault.

    u said "The old Ruin forced them to hit great skill checks, which was in my opinion unfair for them" what about killers??? or even new killers?? how unfair is it for them to play vs SwFs??? vs double second chance perks??? killers only get 1 which is NoED which can be taken out.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198992#Comment_1198992

    Sorry I found the game a year and half later than you, my bad. I make sure to follow all of your game purchases from now on. I actually went out of my way, by saying "mostly play killer" and didn't say I was a killer main. Even if you re-read my comments, I never once say I am a killer main. But hey, reading is hard.

    Everyone bring up my hours and rank is funny too, because read the OP again. I didn't bring up my time our rank until people started calling me out. I won't sit quietly to make you all feel better about being tryhards that need a 4k and feel like you deserve a kill.

    As for survivor being easier, sure for some, but I honestly feel killer to be much less stressful and easier to play. Yeah, it might be easier for a 4 man SWF to escape, but that isn't every player in the game. I can understand that where it seems like so many here can't.

    mostly play killer = kill main. killer mains can and do play survivor from time to time.

    Survivor ez mode, while some parts of killer have gotten ez'er other parts have gotten harder to play, for example doctor nerf, nurse nerf x2 and so on.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198981#Comment_1198981

    Nah, I think they need more of a nerf and I don't think people will let them go THAT easily.

    That's this community in a nutshell for ya, and of course, Survivor mains.

    why do u think they need a nerf when ruin just got nerf'd?

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198537#Comment_1198537

    This is simple, I will repeat it myself again.

    I am sorry my 1.7k hours (which I will safely assume 1.3k of those are as killer) doesn't count me as a killer main for you. I am sorry I am not a sweaty try hard, need a 4k to feel good about myself type of player. I am sorry I get to red ranks without running unfun perks such as Pop, in fact, I never even made ruin teachable until after they changed it. The closest thing to a slow down perk I run is Corrupt. Basically I am sorry I don't live up to your standard of a killer main, I get the strong feeling you wont live up to mine either.

    https://forum.deadbydaylight.com/en/discussion/comment/1198552#Comment_1198552

    Um, it puts the survivors on a timer. Which clearly favors the killer. And no body has won until the game is over. There are so many times I have turned a 1k into a 3-4k because of EGC. Survivors make more mistakes, they get greedy for saves. A good slug or a far away hook gives the killer so much power in EGC.

    Also, I never said Pop was OP. I simply wanted it changed to be more in line with all of the the other slow downs. To be fair in a perfect world for me I would like Pop nerfed either by amount or time and then have the other slow down perks like surge increased. Because I find surge to be a great perk, but way to weak. Why would a killer ever choose Surge over Pop. Which is why I have an issue with it.

    https://forum.deadbydaylight.com/en/discussion/comment/1198593#Comment_1198593

    This really breaks down to our two points of view. You feel like the survivors have enough chances to escape. You keep bring up all of these second chance perks and keys. Which most second chances perks can be avoided, keys just bring a mori. I feel like I should earn my kills and they should never be given to me, because someone else made a mistake.

    You can't really call me a survivor main or a rank 15 and then not expect me to defend myself. The fact you tried to downplay my time spent into this game, because I justified myself when you called me out. Tells me you are a child with little to no logic comprehension.

    https://forum.deadbydaylight.com/en/discussion/comment/1198725#Comment_1198725

    This is what I am talking about, I would like pop brought down a peg, so it gives other perks a chance in the fight. In my previous example, I used Surge instead of Overcharge, but the idea is weaken Pop so other perks seem like a choice.

    1.7k hours...... jajajajaja ok ive been playing since beta with over 3k hours. when people have to go out of their way to say "im a killer main" theyre really not. sweaty?? i think not but clearly playing as survivor is super ez, and even more so with SwFs but u wanna nerf killer. but ure a "killer main" jajajajajaja now thats funny.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198476#Comment_1198476

    How were Mori's nerfed exactly?

    With the upcoming update?

    That's not a nerf, that's a fix to stop annoying pricks from memeing and restarting the Mori animation.

    OG Mori's let u Mori without having to have had hooked a survivor. MEANING game starts down survivor then mori.

    again Mori's where alrdy nerf'd leave them alone

  • @mouse0270 said:

    So reading through these patch notes, I am liking a lot of the changes. As someone who mostly plays killer I am happy they are taking a look at fixing some of those over safe loops. I am also happy that they decided to not increase gen speeds, but make it slightly less rewarding for multiple survivors, but not enough that they still wont work on the same gen. Lastly, I am happy they are looking into map layout and tile generation.

    But to the title of this thread, Why didn't you mention anything about Pop as a changed perk and only survivor perks. Pop basically became king once you adjusted ruin, and can be quite annoying for survivors. With your proposed changes you basically in-directly gave it a huge buff, as it's now even more unlikely to finish a gen with multiple people before a killer could get to it. Why not reduce it to 20% (would prefer 15% but would guess that to be unlikely) or shorten its time from 40/50/60 to 20/25/30.

    Aslo, in all of your map talk you never once mentioned the horrible gate spawns. I find it ridiculous as killer that I can see two gates at once on so many maps. Like how is it even logical that the gates would be allowed to spawn on the same wall? End Game Collapse already hugely favors my side anyhow, to make it so the gates are within viewing distance of each other means I won without doing anything.

    when u start off saying "u play mostly killer"

    image.png


  • @aloneinmycoffin said:

    I’ve played this game with some of my friends since the beginning (2016), when it was really fun. But we all stopped after a year, when this game become “only for the killer’s fun”. I thought this couldn’t evolve worse, but here we are 3 years later when as a survivor you literally have no chance against a killer, nor fun playing.

    I’ve returned to this game a week ago and the first new thing I see are more killer buffs??

    Ok, I get it, you want the killer to be able to catch every survivor even if it is “experimented”, but how about the rest of us, not red ranks or anything?! We literally spawn near the killer every damn match, and you plan to make the maps even smaller... Besides that, there are hooks everywhere so no chance of wiggle off if you aren’t swf... And the killer can now close the hatch?! What should I do if I am the only one remained, he closes the hatch and the time is running out? Just die, isn’t it lovely? Should I bring a key on every match? Or try to open the door? I’ve tried and it’s near impossible when the killer is Demogorgon, Billy, Huntress, Spirit etc. Not to say that killer mains are salty and thirsty af.

    I’ve played this game many hours in the past and never abused an infinite, swf gen rush or any of the things you try to prevent. I am not “God” at playing survivor, that’s why I’ve never had a red rank, yet I try my best to just enjoy playing but it has become impossible to even “learn” to play again.

    I think I’ve played killer for 2-3 times in my life and even so I can make a 4 men...

    You guys just make this game less fun for every new player or survivor main. But who cares about them, right?

    Note: Sorry for possible mistakes, my mother language isn’t english.

    killers have been hit the hardest nerfs in the game. and now with Ruin gone its ez mode for survivors. nice bait tho

  • @HarryToeknuckles said:

    It should only be active after two hooks, replacing the death hook

    Mori's have alrdy been nerf'd, lets nerf keys and SwFs 1st.

    @Schmierbach said:

    Just make Ebony Moris require all 4 survivors to be hooked once before anyone can be moried. Dissuades tunneling and allows survivors more time. Keys should be nerfed at the same time though. Both are unhealthy for the game.

    @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194532#Comment_1194532

    I'm down to make Cypress base kit.

    But in exchange, make Kindred base kit for Survivors too.

    Mori's have alrdy been nerf'd, lets nerf keys and SwFs 1st.

  • before u can mori someone u have to down them and depending on map and RNG that could take a long time regardless of skill. then after u hook them then have to down them again. mori's are find now

  • @Maelstrom10 said:

    Using a memento mori offering will not allow mori'ing after first hook. instead this becomes a finishing move when the survivor is on death hook (this applys to all moris). The mori's main effect (Across all mori's except the yellow cypress) Is to have survivors start the match off in a pseudo injured state. This injured state will allow them to act as if they are injured and heal on the survivors screen, but allow them to be one hit from healthy to the dying state on the killers. However they act healthy, in the aspect that they make no additional noise and leave no blood trails. This would be a good gen delay offering, if survivors choose to heal, whilst also giving killers map pressure if they choose not to by making the survivor team ultimately weaker. A purple mori offering would also be added. The green would injure two, the purple 3 and the pink 4. Cypress would be weakened to a brown offering and a yellow would replace it as a injure one -. the brown would simply allow for the killer to mori the last living survivor despite hook states.

    this effect is also granted at the start of the match for no mither players. ie not having their status as a no mither gamer immediately revealed.

    Other offerings should also be buffed in retrospect of this change to prevent only map and moris being used. Things such as a permanently automatically locked hatch for killer, or an offering that reveals all survivors at the start of the match. offerings for survivor could also be reworked to counter these, or buff certain aspects of survivor play in order to make the match more dynamic, say spawning one extra pallet in an applicable spawn position (so long as it doesn't create double pallet loops) or opening up immunites to status afflicitons like the broken status or blindness/mangled (could be a side aspect to luck offerings)

    mori's alrdy got nerf'd, leave them alone and nerf keys.

  • @johnmwarner said:

    First disclaimer I play 50/50 killer and solo survivor if anyone wants to shout out “killer main,” or similar. Rank 1/2 survivor and 8 killer although I was in reds before when I played 90/10 killer so again if you wanna day I don’t understand high rank play there ya go. I do play US eastern if that matters.

    I don’t think there is anything wrong with even 4 man SWF, they don’t instantly grant bonuses or super powers that allow escapes every game. Sure they have some idea of each others tendencies but that’s meh. Once comms get added in is when things change.

    The thing is this game was not built for comms, so as a result comms give “bonus perks,” to the team. Bond, kindred, better together, etc and of course with OoO it’s an unfair game in my opinion.

    Im not asking anything to be done, but let’s stop blaming people who just want to screw around with friends. I’ve had some really chill games win and lose with SWF lately, they yell at each other in endgame as much as they yell at me lol. They don’t care about escaping they just want to save each other with flashlights or manage a few head ons... as a killer I laugh at those because I know how fun it can feel as a survivor doing it.

    Ive told a few teams lately that I would play them all day everyday, as a compliment. A few 2-4 kill games, a few where everyone got out after a few hooks, but the games and chases were legit fun

    the problem that u fail to see is that it isnt fun or fair to play kill against. while u may like it alot of people dont cuz of the advantage it gives. while its great to play with friends 100% they need to remove SwFs perks. as pointed out just with comms it gives them over 10 perks vs the killers 4.

  • @Majora said:

    I was really hoping they would be buffed, it has been hinted at multiple times by the devs and all agree they could use love.

    They are not getting buffed in the mid chapter patch??

    Plz devs give them some love. Leatherface is just worse than billy in every way, and clown is almost a joke.

    Leathface just needs his chainsaw to work like billys in terms of rev'ing, remove that slow dow.

  • @Peanits said:

    For what it's worth, that only works as well as the other survivors let it work. If you end up tunneling that guy through a BT or two, the other three healthy survivors are going to have nothing to do but generators. As long as they don't hang around trying to be a hero, those generators will be done by the time you do tunnel that one guy to death.

    it isnt tunneling when u hook person 1, chase person 2 while thats happening person 1 gets unhooked, then u hook person 2 and the new person ure chasing is person 1 and get DS'ed.


    thats the only change DS needs. that if u hooked other people then it isnt tunneling, its just a 60 second invincible.

  • @Calisto_667 said:

    So now all maps are getting super small? How is that going to make the game fun and balanced for everyone in the game?

    -I have played in huge maps and still gotten a 4k as a killer now it will make it ultra easy for some killers to get a 4k in a small map.

    - Anyone with the doctor, Legion or killers that put pressure could actually very easily now get a 4k in this small sized map since the doctor has been made so strong. This will just get annoying.

    -A friend said that bloodlust should be eliminated if all maps are being reduced and loop areas are being nerfed. Makes sense. How is it fair that on top of getting loop areas nerfed, pallets reduced, maps reduced in size, now killers are also going to still have bloodlust to help them in a chase. Makes no sense at all

    -If all these changes for survivors are now getting nerfed, the developers should start making nerfs to killer perks that with these changes are just going to be extremely OP and anyone who is a terrible killer will pretty much be able to kill anyone without even trying.

    -Honestly tired of killer mains complaining of everything in this game when you still have to work very hard to escape some matches. I can play killer and still do really well without all this adjustments. The game should be balanced on both sides. I dont see survivors complaining that much about many things that are actually unfair but killers are always complaining about every small detail.

    How will all this changes make the game balanced on both sides? It only keeps the game getting more sided on one side. In this ocassion it will be killer sided. Game keeps killing it self and killers still want more nerfs for survivors that will make the game not competitive and super boring. It should be balanced enough to make sure that both sides have the same amount of possibility of winning.

    when they nerf SwF's then talk about nerfing killers. Bring back OG Nurse, OG mori and OG NoED and u could have every survivor nerf back.

  • @Dead_by_David17 said:

    I come on these forums unsurprised at what I see all the time. I swear that large majority of all posts are all the same thing: killers whining about SWF, gen speeds, survivor meta perks, etc. Also claims that the devs are survivor sided and that they don't care about the killer player base.

    So, I figured I'd try to compile my evidence against such claims.

    1. The pallet vacuum removal

    2. The Exhaustion nerf

    3. The DS Rework/Nerf

    4. The Mettle of Man nerf, probably the most hard hitting nerf to the survivor meta in the game, ever.

    5. The Balanced Landing nerf

    6. The mere existence of the Spirit

    7. The mere existence of Iridescent heads and how they still havent been nerfed in years.

    8. The mere existence of literally wall hack add-ons such as Myer's Mirrors.

    9. The nerfs to Medkits, toolboxes, and insta heals. Admittedly yes, instas were OP and toolboxes played a large part in gen rushing. But now, both are worthless.

    10. The mere existence of the endgame collapse.

    11. The mere existence of second chance perks like NOED.

    12. The fact that bugs/glitches/exploits that benefit killers (i.e. Legion walking backwards after a survivor while their Deep Wound ticked down) don't get patched for months while ones that benefit survivors (i.e. when Wake Up buffed ALL speeds) get patched in a day.

    13. The fact that the match runs off the killers connection. If there is even a SLIGHT drop in connection quality, the survivors feel it. I literally faced a Legion playing on a Wifi Hotspot some time ago. The worst lag I ever experienced. He said he didn't lag at all.

    14. The fact that killers can get away scott free with holding the game hostage because they're scared of getting Decisive Striked/want their 4k/etc.

    15. The double standard regarding DCing. Why is okay for a killer to DC from the map they don't like, and yet it's frowned upon when survivors DC bc, say, they don't want to face a particular killer?

    16. The fact that camping and tunneling is considered strategic and yet, for example, jumping into a locker to force your DS isnt.

    Bring Back OG Nurse, Mori's, STBFL, Trapping under hook, invisible traps, OG NoED just to name a few and I would give back all survivor nerfs.

  • @johnmwarner said:

    He turns games into 3 vs 1 as soon as he hooks the first person by just standing to act like he will camp. I have found 99% of survivors will kill themselves rather than wait and buy their team two minutes of time to do gens.

    The bright side is even if they do wait it out, there is a great chance at least 1 teammate will crouch nearby the entire two minutes doing nothing anyways.

    nothing wrong with tum tums

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/971291#Comment_971291

    If you look at what the definition of assymetrical actually is it does not mean the killer will be all powerful it merely means 1 v many. The problem is what some wish it to be over what the devs wish.

    Now when it comes to a 1v many generally the many do have the upper hand its when they start to be removed does the tide change.

    They nerfed Insta heals because they were not fun for killers. Changing something because its not fun happens and it goes both ways.

    https://www.youtube.com/watch?v=l9FMwsbsQek

    @ 2:04 "killers get power" but not anymore.

    again going back to 1v1 survivors but 2 all day everyday. since ive always ran FD on every killer other the Doctor i never worried about keys or insta-heals

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/971142#Comment_971142

    It's always the same age old argument when one doesn't agree and they run out of actual counters.

    I've played since beta also. There was a list of all the changes but people then argued over which ones were worst for the side they played.

    https://forum.deadbydaylight.com/en/discussion/comment/971138#Comment_971138

    That is again subjective as when some can win 50 games as killer perkless or with low tiered killers it always an argument they faced all potatoes but in the same breath some players who argue this always seem to meet the best in their own games.

    Now if a good survior escapes 50 games in a row it of course shows a major balance issue and not one which means rhe6 versed potatoes.

    if this is a asymmetrical multiplayer horror game that means that its a 4(survivors) v 1 (killer) right????? and that the 1(killer) should be stronger then 1 of the 4 (survivors), soooo why is it that the survivor is stronger then the killer?? when u take all the killers DBD has why is it that theres only really 2 thats stronger then 1 single survivor???

    its not that "they run out of actual counters" its survivor mains dont get that part.

    LASTLY even the devs came out and said that its not fun for survivors to play against, thats why they nering killers, or their perks or their basekits

    again all facts

  • i seen this game since beta, facts are facts. clearly u havent played much

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/970849#Comment_970849

    Everything is done to both sides, Its not about one side or the other.

    Exhaustion was added and then changed, DS was changed multiple times, Pallet spawns, Maps windows blocked etc.

    We can go on but both sides have had a lot of changes over time and it will keep happening. People will only generally see what affects the side they play though and ignore the others or call them "needed" changes.

    killers have been nerfd more, nice try tho

  • @twistedmonkey said:

    It has nothing to do with bias.

    Ruin was only good at low ranks. Higher ranks its effects were nothing to good players as they powered through the skill checks. Its why killers tend to use PGTW instead now. This change doesnt look good imo but I dont see any bias by changing soemthing which has no effect.

    The changes for insta heals and MoM were all about the effects they had on killer gameplay and not once did I see a post stating the devs were killer biased when those changes were made.

    i would hope they nerf'd MoM and insta-heals as they took killers Mori's, OG Nurse, Trappers under hook traps, Iron Grasp, ect.

  • @Trwth said:

    That’s some serious pessimism, my friend. You’re overexaggerating a lot of stuff here.

    The Snap Out of It was barely changed. What’s wrong with snapping out during a chase anyway? It distracts the Survivor, and also Doctor can just give it right back to them because Shock Therapy is unlimited.

    You're acting like there’s gonna be a 5-second delay between shocks. It’s probably going to be the equivalent of how it is now, or a bit like Clown’s cooldown, which isn’t much.

    Treatment Mode was a hinderance, not ifs or buts about it. Now you can shock whenever and makes him less annoying to place as and against. Instead of waiting until the Madness reaches the next tier, you can shock everyone whenever. Use Whispers and you’ll know when to use the Static Blast. Also, 60 seconds is all you need to find someone, shock them into a oblivion, down them, and hook them. By the time that’s over with, you’ll have it again.

    Why don’t you seek out the positives instead of the negatives?

    before u could punish shack pallets, now u cant sooo theres a big nerf coming to doctor. doctor was 1 of the few killers that counter hatch standoff, not anymore.

  • @UwUMyersUwU said:

    Anyone who complains about survivor nerfs:

    Old self care could heal FASTER THEN THE KILLER COULD DO THE HIT ANIMATION.

    old Ds could WIN GAMES AND FORCE KILLERS TO DO NOTHING.

    Old MoM was so broken PEOPLE GOT THE ENDURANCE PERMANENTLY IN SOME MATCHES.

    pallet vacuum? was unnecessary and gave survivors a HUGE EDGE to killers.

    Infinites. Do I need to explain how broken these were?

    id give back all the survivor nerfs for OG Nurse (base-kit 3 blink) and OG Iron Grasp, and OG NoED. but nice try tho

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/comment/970308#Comment_970308

    I hope you are reading forum and see what have you done with these changes. I want to ask you if is totaly ok for you reading dev notes:

    "He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him."

    "It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against."

    "One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II."

    Ruin "change":

    "We took a close look at the perk to identify what makes it so frustrating to play against."

    Do you see that whole patch is heading against killers and comforting survivors??? Have you read that notes twice before releasing??? Its big slap for killers.

    clap

  • @Peanits said:

    I'd hesitate to call the Doctor and Lery's updates nerfs, especially given you haven't had a chance to play them first. I would say give it a try once the PTB is live. That's the point of a PTB, after all.

    removing treatment mode grabs is a nerf to the killer simple as that, stop saying he hasnt been nerfed when he has.

  • @Peanits said:

    I would definitely say give it a try first. Having played around with it, it can be pretty nasty once you get some pressure. Combine it with Surveillance and you also get some outrageous tracking (since generators automatically regress). You'll always know which generators are being worked on.

    if u removed the "Totem" part of the perk that that would make sense but again i doubt that would happen as that still to strong vs survivors

  • @Almo said:

    I would like to point out that you could take both. If the Ruin totem is cleansed, they've just activated PGtW! :D

    why not just make Ruin no longer work with Totems, remove that from the perk. that way u can say they u guys care about what killers say.

  • @GrootDude said:

    You won’t have to kick gens with new ruin so if you defend your totem, you can have that nice regression. Can’t wait to try it on Huntress.

    cant defend when 2 survivors jump on each totem, if they removed the totem part then it would be better. ALSO ruin doesnt nothing for gens being worked on and the killer can only chase 1 survivor @ a time. soooo that means gens will still get getting worked on while the killer chases 1 survivor.

  • @TheLegendDyl4n1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/969024#Comment_969024

    This is just now true, did you see me quit survivor after they nerfed brand new part, syringes, or even balanced landing, no, this change is good for everyone and was much needed.

    even with the survivor nerfs, survivors were still stronger then killers anyways.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968750#Comment_968750

    There's also Pop Goes The Weasel, Thanataphobia, Dying Light, and others to help you out. The new Ruin also helps slow things down by regressing generators, although you'll need to put in some effort to keep them off the generators. Whenever you hook a survivor, people have to make the choice between leaving the generator and having it regress or committing to the generator and risk getting pushed off (BBQ, for example)/the hooked survivor losing a hook state. I'd strongly suggest giving it a try, it's actually very good.

    leaving the "gen" would only apply if the survivors didnt last so long on the hook. by the time the killer gets a hook the gens are alrdy half way done and by the time the hooked survivor gets the the second stage then that gen would alrdy be done.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/968816#Comment_968816

    Of course this is true - after all there has been no recent changes that have affected killers positively have there? Oh wait, Freddy got a really large rework and is now pretty strong, Balanced Landing got altered and that was a huge Killer complaint and many many more things. Fact is the Developers are not killer or survivor sided, they make changes for the better health of the game!

    if u wanna make a list im sure survivor nerfs are nothing compared to killer nerfs.

    fun fact i would give survivors all their nerfs back for OG Nurse with OG Iron Grasp with AG which could take survivors to the basement on 90+% for the maps back then.

  • 1 nerf over tons of killer nerfs, wish they gave us the old Iron Grasp back

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