Dead_by_Gadfly
Dead_by_Gadfly
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No no no. Ive been assured by several survivors that killer is really easy with no perks at all, so with addpt you have 3 perks. Get gud ez
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Anyone know when it starts. I feel like it should be the entire month of october :/
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Ohtz missed a lot imo, he focused way to much on perks/killers when those things shouldn't be touched till the base game is fixed.
https://forum.deadbydaylight.com/en/discussion/195539/how-to-fix-dbd#latest
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@Bigun said:
https://forum.deadbydaylight.com/en/discussion/comment/1673445#Comment_1673445
No, and I hate to say it: Get good.
The game is way too easy for killers. No perks - wipe team - doctor good - rinse repeat in warm water. It's honestly boring and I feel bad for the survivors. I actually feel myself cringe when I have to load up a killer because of a daily ritual.... because I know, regardless of how little I try, at least three of them are dead, if not all 4. Hell most of the time I play friendly just to allow some points to build for everyone.
Hence why I have one prestiged killer and 4 or 5 prestiged survivors.
If your killer skills are so poor that you need to camp to get your kills - get your money back and go bully some toddlers. I'm sure you'll get much more satisfaction out of it.
Yeah im still calling bs on that and would still like to see proof of you winning every game in a row with only bbq and ruin and without camping or tunneling. Edited to add: in red ranks
Youre also kind of contradicting yourself here. You say you and your team run into this issue "almost every game" and yet "this game is to easy on killers". Both of those things cannot be true. Either the game is to easy for killers and you and your team almost never win, OR you get 4 gens done before he gets his 2nd or 3rd hook in which case the game is far to easy for you. Pick one.
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@Bigun said:
https://forum.deadbydaylight.com/en/discussion/comment/1673434#Comment_1673434
Yup. Desperation is a stinky cologne.
Then stop complaining. The game is already stupid easy for you, what is it you expect the killer to do just go sit in a corner? Is that fun to you?
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@Bigun said:
https://forum.deadbydaylight.com/en/discussion/comment/1673420#Comment_1673420
It would take some time, but I got no issues with it. Now the question is, if provided this evidence, would you even give a crap? It's not just me playing this game. I already told you, I got a team. It's not just me saying this.
Tell you what, for the sake of brevity, I'll start taking screenshots - editing video takes too long. I'll start tonight.
Oh so youre on a team, that explains quite a bit. If you finish 4 gens by the time he gets his 2nd or 3rd hook, yeah someones getting camped. Is thats whats happening?
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@Bigun said:
https://forum.deadbydaylight.com/en/discussion/comment/1673412#Comment_1673412
lol, want a video compliation sometime?
Of you seeing that nearly every game? Absolutely I do. Id also like a compilation of you winning nearly every game using only bbq and ruin at rank 1. Its busted right? Should be easy. Prove both or admit your full of crap.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/comment/1673398#Comment_1673398
Right?
I get this a lot too:
You're patrolling gens looking for survivors when someone gets unhooked. You rotate back to the gen and find the unhooked survivor self-caring in a dead zone. Their rescuer is nowhere to be seen, so you slug them to make pressure and move on. Now you're a dirty tunneler who slugs. It's all your fault and you should be ashamed of yourself, and the survivors will be happy to tell you this in the postgame chat.
Yup. Youre supposed to pretend you dont see them and leave them alone so they can work that gen.
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@Bigun said:
https://forum.deadbydaylight.com/en/discussion/comment/1673398#Comment_1673398
Sure, that happens. Hang around hook with killer present, expect to get hunted. No surprise.
However, in nearly every game, survivors are forced to run up to the hook while killer is there because the killer decided the best use of his time is to slash at the person on the hook until they are dead. "Oh, then they won't gain rank". That was a rank 10 killer.
No, that doesnt happen nearly every game. Youre full of it. Ive been playing this game a very long time and the sceario you just described is extremely rare.
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@kolosovski said:
https://forum.deadbydaylight.com/en/discussion/comment/1673373#Comment_1673373
This is a valid point. Camping not so much because almost everytime it's not really worth it for the killer, but tunneling is a complex topic to deal with because you basically need a perfect match as killer at red ranks without it, particularly against swf, to win.
You hook someone, you start walking away but you see scratch marks. You start checking around the hook. You are now camping. Or at least from the survivors pov you are.
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Go play killer, get to r1 without ever camping or tunneling. I dare you. Show us how God like you are
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Since we've shaken up the meta by adding secondary objectives and addressing some of the meta perks, I think it's also prudent to buff/change perks to make them more attractive and offer different styles of play outside of the current meta.
Killer Perks:
Unnerving Presence - Buff from 10% chance of triggering skill check to 50.
Predator - Same as now except the scratch marks also last 2,4,6 seconds longer.
Save the Best for Last - Given how we reduced the sprint burst the survivor gets and reduced the weapon swipe, this perk needs to be changed entirely. Now, after 3 survivors are dead, the aura of the last survivor is revealed to you for 4/6/8 seconds.
Overcharge - Same effect as now except skill check appears after the survivor has been interacting with the gen for 2 seconds.
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Since we've shaken up the meta by adding secondary objectives and addressing some of the meta perks, I think it's also prudent to buff/change perks to make them more attractive and offer different styles of play outside of the current meta.
Survivor Perks:
Lightweight - Reduce the sound of footsteps in addition to current effects
Botany Knowledge - Healing speed is increased by 20/30/40%
Sole Survivor - In addition to it's current effects, survivor receives the haste status effect increasing their speed to 110% until the hatch is closed.
No Mither - (Complete Change) You cannot be affected by the broken status effect and mending times are reduced by 50%, grunts of pain are reduced by 25/50/75%. This does not apply when broken by sickness.
Wake Up - Open Exit Gates and Activate region switches 5/10/15%, when doing either of these things your aura is revealed to the other survivors.
Vigil - You and your allies within a 32 meter range recover from status effects 20/25/30% faster.
Dance with Me - Same effect as now except buff from 3 seconds to 6.
Diversion - Same effect as now except reduce time from 45 seconds down to 15.
Breakdown - Same effect as now except hooks broken by breakdown do not respawn
Distortion - Same as now except 6 tokens instead of 3
Solidarity - Same as now except it applies when using a med kit or regular healing action
Head On - I hate you. That is all
Flip Flop - Same as now except increase the maximum wiggle to 50 - 60 - 75%.
Fixated - Same as now but walk 25/50/75% faster (as long as walking is still slower than running).
Camaraderie - While on a Hook, if the killer is within 10 meters of the hook for more than 10 seconds, your hook states last 25/50/75% longer. Killers aura is revealed to all Survivors.
Any Means Necessary - Reduce time it takes to pick up a pallet from 4 seconds down to 2.
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This is badham 1. I added in regions/gens to give an example of how this would work
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@Creepa99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1661224#Comment_1661224
I said little to no skill. The only one that takes 100% no skill is unlimited tier 3 Myers + tombstone.
Yes and you are incorrect about all of them Oni especially. Unlimited t3 myers is super easy to counter and youre likely to lose more games than win. Have you actually played as unlimited t3 myers? If you did youd know why this is a silly thing to say
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@xGodSendDeath said:
It's annoying that SWF gets wallhacks for an entire game, especially if I'm playing like Freddy or something, so I usually facecamp them until they're dead. It's usually a SWF, so they just slam gens and I end up with a 2k, but hopefully if they have enough games like this, they'll stop using this busted perk. Can't believe this perk is even still in the game
Who cares, do it anyway
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@Creepa99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1660588#Comment_1660588
Funny thing is that those killers you just named actually take skill to use, it's not like I can just play one of them and 4k. The only killers in the game that take little to no skill is Micheal Myers, Oni, and Deathslinger.
Oni takes quite a bit of skill. When you say takes no skill that would mean you can 4k every game with no perks. No, youre not 4king every game with no perks with any of those killers
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@Zani22 said:
Nooo you cant take franklins
Nooo you can't play leigion
Nooo you can't use clown either
YEP I get it you don't like it but dear god can you at least tell me what I'm allowed to play
I'm not saying this just as killer but as a surrvivor because I feel like no matter what it feels like no matter what I use its like illegal
Wanna know my builds
Litteraly
Discordance and fire up rn on legion (I just p3ed him)
And I play Steve as my surv with second wind camaraderie, kindred open handed (because its fun imo)
Ant yet its just constant complaints
And I don't know what to do anymore.
When i stopped giving a ######### about made up rules is when I made it to r1. My fav argument now is "youre a r1 you should know better" 😂
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Thanx!
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@SweetTerror said:
Inner strength was always a weird perk for me personally. It's awesome how fast it heals you, but the amount of time spent getting the perk up and running (finding a totem, cleansing the totem, finding a locker, etc) would rather have me just using a medkit or self care.
And worse yet, you'll want to leave totems standing should you want to use the inner strength ability more than once, which goes against the whole argument of "do bones".
Run small game, break a totem before you start doing a gen. Rinse and repeat everytime you need to heal
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@Jejune said:
Basically useless with new ruin and the other hex perk meta
Huh? That means its MORE useful since hopefully youre doing bones
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Once you get there sure, that first time though takes awhile
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@TheClownIsKing said:
I’m so excited to see how this game runs on next gen.
Ditto.
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@CrowFoxy said:
I recently started thinking and studying into some psychological stuff and even unironically spoke to my own therapist about how dbd might have an overall negative impact on my mental health.
The results and responses I got were staggering, but won't take long to share.
This is just ONE medical professionals opinion of course, but feel free to ask your own. My therapist believes with dead by daylights gameplay, combined with reward from win/loss, community responses I showed (screenshots of post game etc, chat messages from consoles), that dbd can have a profound negative impact on your mental health.
And I agree. It may be "just a video game." But that's a weak argument. Dbd can hurt people, and be unfair, and not fun and that's okay! It's a competitive game, you can change your mindset. But I thought some people just might need to hear this for once.
That can be said about anything though.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1659487#Comment_1659487
this wouldnt be good for the team but would just be annoying af to deal with cus he will just always be sat there
He only gets unbreakable once, if he's that kind of player slug him and keep chasing the guy you're after. After that he'll be a little more careful and look to get healed. Once he's healed Decisive is gone. I don't really care what people do if they aren't working on gens. If he's being annoying he'll get slapped which means he'll either spend time healing again or will get downed easier when I see him again. Playing around DS in my proposed change wouldn't be any different than playing around it now. The only difference is you won't down someone that's healed and working on a gen 57 seconds after you hooked them and get hit with a ds you forgot existed.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1659463#Comment_1659463
I like alot of what you put into the post switches would be a nice start game concept. Although 10 pallets per game is terrible. On top of that half are unsafe ones which in order to get use you need good distance or a stun. Stuns are unreliable with latency and apparently you want survivors to move slower? So chase would fall out of meta.
The perk changes are good but you neutered object. It's a long list but some things need adjusting like 5 regions completely changes the game. That needs a little reworked. Also not to mention if there are only 10 pallets its 2 per region. Pallets are easy to get down well atleast filler pallets. That means a guarenteed jungle gym per region If that's a change you want made or atleast to make it fair.
Also chaining tiles is a skillful task not every survivor can do. If you want tiles to be too far spaces bamboozle has no counter.
Well everything works together so let me explain.
Most maps have like 14 pallets right now, so this is just 4 less than that, but yes stealth would be more important. The meta would shift to a combination of stealth and chase instead of just chase (the really good survivors already do this today which is why they're such a problem at high ranks).
No I don't want survivors to move slower, I want to reduce the speed up they get after being hit. As I mentioned in the post. If you hit a survivor and they just run forward it will take about 20 seconds to catch back up (at base of course). 3 survivors working on 3 different gens will finish a quarter of a Gen (x3) just in the time it takes for you to catch back up after hitting someone. That's absurd. Yes it needs to be addressed, in fact it's probably the biggest hidden problem in the game. Everyone talks about gen speeds when the real issue is chase times. Anyone can do this, it takes no skill at all.
The perk changes go hand in hand with the other changes I made. You can't virtually make STBFL base kit and not gut (if not outright rework) STBFL. OoO is an insanely broken perk as it is today, it needs to be neutered. The change I made to it allows the surivors to get their information they want, but now it comes with a serious cost. Like No Mither, you get to get up as many times as you want to (which is very powerful in a slug meta) but you only have 1 health state because of it. The Killer being able to see you isn't a drawback, it's a source of frustration.
The Half Walls and LOS breakers would make up a lot of the tiles in between the pallets, yes. The idea being you're looking to actually outplay and trick the killer instead of relying on a pallet stun to get away. Probably high grass would need to added in making it more difficult to follow scratch marks. (I wrote this off the cuff so little details may have been missed like scratch marks, in fact I'd be fine removing scratch marks entirely if we also remove the red stain).
Bamboozle can be nerfed if it seems like that big of a problem, I don't see it used very often though and we're not talking about adding in a ton more vaults. Maybe a few extra per region. Just to be clear incase I wasn't clear on this in the post, Map is greater than Regions is greater than tiles in size. Tiles as they exist today would still exist, though they would need to create a few more tile types to include the extra half walls I'm talking about.
The perk changes I suggested don't work without all these other changes (except OoO, F that perk).
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1659323#Comment_1659323
so basically survivors can just chose to have ds active whenever they want and just sit in the killers face with ds unbreakable and be invincible and effectively take the game hostage
if they want to run around not doing gens or cleansing totems, who cares?
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1659372#Comment_1659372
They haven't been nerfing survivors slowly its almost been a new thing almost every patch. What exactly do you want gadly? Do you want every map to have 5 pallets and no windows? Make suggestions don't just say the devs are bias and spit nonsense. They can't just make survivors incredibly weak or make chases impossible to survive that would kill the playerbase.
I did make suggestions:
@Dead_by_Gadfly said:
Giant Wall of Text Incoming:
In a video ohtz mentioned that the developers are unhappy with the feedback they get. Apparently people complain without offering solutions. So, I’ll give them the benefit of the doubt and offer solutions for what in my mind DBD should look like.
Ground Up-
First is adding a mandatory secondary objective. Game speeds, particularly at the start of the match, is way to fast. Against good teams that truly understand the game it’s not uncommon for 3 gens to be gone when you get your first down. While this isn’t an unwinnable position for the killer, it certainly puts them at a huge disadvantage.
Each map would be split into 5 Regions, with the center generator being the 5th region and the other 4 occupying equally the rest of the map. Each switch takes 20 seconds to power at base (perks could adjust time either plus or minus) and once the switch is activated the generators in that region are able to be worked on. Power Cables should run from the switches to the generators and connecting all the generators on the map to the end gates (this will alleviate some of the issue with Survivors locating gens while also giving the killer more time at the beginning of the match).
Gen placement across all maps should be standard and not RNG based. Each region should have 1 or 2 gens, never 3 (this will reduce the probability of a 3 gen situation either by accident or on purpose). At the beginning of the match gens are orange for the killer, once they are Activated and can be worked on they change to Red (letting the killer know which Region to worry about). Survivors will also receive a global notification that a Region has been activated (though they won’t know off hand which one). Switches are NOT highlighted for the killer or Survivor and are RNG based (survivors can follow the cables to locate the switch).
This slows the beginning of the game down, offers unique opportunities for strategies that can be employed by both sides and gives room for new perks or new updates to old ones (i.e. Remember Me slowing down activating a switch, Wake up speeding up activating a switch or new perks entirely).
Speed Caps – One of the reasons we have gotten stuck in a specific meta is because the devs are concerned with things stacking together making the gens either too slow or too fast. This can be addressed, while also bringing more consistency to the game, by simply adding Caps to the game. A generator can never be completed quicker than 60 seconds even if all 4 survivors work the same gen using prove thyself and BNP’s. It can also never be slowed more than 100 seconds (stacking thanta, dying light and a bunch of Freddy addons would still never go beyond 100 seconds). This could be even more restricted depending on how the devs and community feel about it making it 70-90. I would be cool with that (encourage it in fact). This eliminates the draw in running all gen slow down perks/add ons or gen speed up perks/items and frees the meta up a little to run more interesting combinations. But more on perks later. This line of logic can also be applied to healing, totem cleansing etc etc.
Chase – This is where people have the most interaction/fun in the game and as such it shouldn’t be changed a whole lot. The blade wipe animation should be reduced though, and the speed up after getting hit should also be slowed down. Hitting a survivor that likes to hold W means spending another 20 seconds catching back up to them. If all 3 survivors are currently working on gens (particularly if they’re on different gens as would quickly become the meta more so than it is now) you’ve already lost a 4th of a gen (x3) just in catching back up after hitting someone. This is why there are so many issues today. Chases have to be much shorter. Cut both the blade wipe animation and the speed up of the survivor in half. This means survivors will have to be much more aware of their environment and where they are being chased into, as dead zones would actually become dead zones.
Map Consistency – Personally I love the RNG aspect of DBD in that not every map every time looks exactly the same. I don’t want to lose that, but there does need to be more consistency. In keeping with that, the number of pallets should always be the same, 10. Each Region (same regions as before with the gens) should have 2 pallets, 1 safe and 1 unsafe. This leaves us with 5 safe pallets on the map and 5 unsafe pallets on the map. It will be more difficult to string the pallets together, but will also make it easier to know when a Region is no longer safe and (if they do it correctly) eliminate dead zones that spawn in that way from the start. Maps should all be the same size/number of tiles. They can of course vary in the middle building, aesthetics and what tiles spawn where, but some maps right now are way to big (I’m looking at you Mothers Dwelling and Rotten Fields), while others may be a bit small (like Dead Dawg). 156 is the average number of tiles right now and that’s a bit big too. Anywhere in the 140’s (Badham’s are all in the 140s for Context) feels about right. To allow some variation in size and shape any where in between 140 and 148 should be fine. No bigger, no smaller. In door maps in size anyway all feel ok to me (though there needs to be stairs in every corner that don’t require kicking a wall on Midwich).
Totem Placement – There’s 5 possible totems. The way this should work is 2 totems should spawn in very easy to find locations out in the open, 2 should spawn in harder to find locations (like next to rubble on a jungle gym), and 1 should be in a hard to find location (like behind a wall in a center pillar on Macmillan, you won’t see it at all if you aren’t looking for it specifically). To keep RNG each map should have 5 easy possibilities, 5 harder possibilities, and 5 hardest possibilities. Each Region of the map (same as the Regions for Switches/Gens/Pallets as mentioned before), should have a totem spawn in a location and have possibilities for each. So when the match starts the game will pick a location for each totem using the above logic. Hex Totems ALWAYs spawn in the hardest locations. So if a Killer runs 4 hex perks, all 4 will spawn in a hardest location. On paper this sounds bad, BUT it also means there are only 5 possible locations per map. The smartest survivors will memorize those locations and Hex Perks will be easier to locate. The survivors who aren’t as smart or don’t want to invest the time in learning the locations will be at a disadvantage, this adds a bit of a skill cap for totem hunting while also eliminating the “oh look a hex totem” situation.
Debris and “Half Walls” – There needs to be a bit more of both. More debris around loops to make looping a little harder on the survivor, and more “half walls” to make it easier for them to quickly hide/block line of sight when getting away from Killer. This would also make it more difficult for High Mobility killers to quickly get across the map. By half walls I just mean a short wall that breaks line of sight in between tiles. You see these littering the outer edges of the map where they’re mostly useless. With less pallets and a shorter blade wipe animation, these half walls will offer some more counter play depending on how the survivor uses them. As an example of debris, on Autohaven you have those very basic loop around the car drop a pallet. Just put a tire of against the side of the car, this will make looping a little harder for survivors that aren’t paying attention increasing the skill cap on looping.
Killer Perks –
I’m not going to go through each and every perk in the game because I’d be here all day and this is already a giant wall of text. I am going to address a few perks, in particular meta perks.
STBFL- Given that we reduced the blade swipe animation and reduced the survivor speed up animation above by half, this perk should also be cut in half. If not changed entirely.
Brutal Strength – Since we reduced the number of pallets, Brutal should only work 3/4s as fast as it does now.
Thanta – Given the slow down caps we no longer have to worry about this stacking, it needs to be a 10% reduction to gen repair speeds per injured survivor.
Pop – Since we added switches, and reduced chase times, this needs to be nerfed. 15% at Tier 3, lasts 30 seconds. We’re also buffing the crap out of Thanta and Dying.
NOED- One insta down per unique hook, also a dull totem is selected at the beginning of the match. If THAT totem is still up then NOED appears (not just any random totem, increases the likely hood that a survivor will accidentally cleanse NOED before end of game).
Enduring – counters all stuns not just pallet stuns (I’m looking at you DS).
Dying Light – 6% at T3 per token, Obsession is neither helped nor hurt by this perk, it doesn’t effect them in any way. Once they are dead perk is disabled (keep in mind gens will never take longer than 90 or 100 seconds).
Fire Up – 6% at T3 per token. Keep in mind we nerfed brutal (so stacked is still reduced) and effects aren’t noticeable until after 3rd gen is done really.
Gear Head – When putting a survivor into the dying state, the nearest Generator being worked on is lit up for 10 seconds. If no gens are being worked on, and a survivor starts working on a gen within that 10 seconds, the gen will highlight for the remainder of the time.
Hex Undying – Same as now except you can only see a survivor if they are cleansing a totem (removes the range aura reading). A hex can only be moved twice (no more cleansing ruin 4 times).
Survivor Perks –
Object of Obsession – Same effect as now except also get the hindered status effect moving at 75% speed.
Adrenaline – Survivors on the hook will be considered in the dying state, adrenaline will no longer fully heal them when coming off hook.
Decisive Strike – Timer is removed Once the Survivor is fully healed or interacts with anything (i.e. lockers, gens, totems etc etc (obviously this doesn’t include vaulting)) the perk deactivates. Can be used twice. This should really hurt the tunnelers while not effecting killers that don’t tunnel at all.
Borrowed Time- If YOU are unhooked with in 32 meters of the killer BT Activates (no longer reliant on the unhooker running this). People on hooks are never oblivious (nerfs the Freddy gimmick).
Dead Hard – Remove invulnerability from the perk. Essentially just used to get a little distance. Still causes exhaustion.
Small Game – Include number of totems left on the map as a counter.
Mori Offerings – Removed from the game entirely. Yellow mori is now base kit (final survivor can always be mori’d). Think of it as a reward for getting a 4k instead of an offering that makes the game easier.
Key’s – Only allows the person using the Key to escape, no longer discoverable in chests. Hatch only appears after the last gen is done or 1 survivor is left in the match.
Let me know your thoughts.
And yes, it has been slowly, it took them 3 years to fix God Windows. You go back 4 years ago the changes look drastic, but it's been 4 years. Survivors back then were absolute monsters and it's amazing the game even survived. But it survived because of exactly what I said. Killers start leaving, behaviour makes a couple of changes, killers come back, rinse repeat. If they were truly unbiased they wouldn't make some of the choices they make. And Pop vs DS is just ONE example, and the most recent.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1659318#Comment_1659318
https://forum.deadbydaylight.com/en/discussion/comment/1659331#Comment_1659331
If the devs are so biased why arent my insta blinds, vacuum pallets, infinite, op fast vaults, insta heals, etc not in the game? If they are as baised as you think why have they spent 2 years straight nerfing survivors? Why have they spent 2 years buffing killers and still continuing to do so? Are you simply just oblivious or want a reason to be a victim? Its honestly pathetic. One more thing they have spaghetti code so any "simple" changes could bug something else.
They've been very slowly nerfing survivors because the number of killers fluctuates. They make a change, we come back, realize it still sucks, start leaving again, then they make another change. The biggest example of this was after the ruin nerf, people left en masse so the next patch was maps made smaller and God windows finally removed after 3 years.
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@TheClownIsKing said:
My eyes are bleeding from seeing all the “tHaNa WaS nErFeD!!” claims.
Has everybody forgotten that Thana is DESIGNED around encouraging/tricking survivors into healing more frequently?!
We need to go back to understand Nurse, and all 3 of her perks. As absurdly powerful as Blinks are, its indisputable that Nurse will have a much easier time hitting stationary targets with Blinks rather than moving targets.
Enter Stridor & A Nurses Calling. Stridor to better triangulate where a survivor is hiding behind obstructions, and A Nurses Calling for a ridiculously easy Blink target. And now for a way to greatly incentivise survivors to actually prioritise healing so that Nurse can set up those easier Blink targets. Thanatophobia. The global debuff was never meant to be oppressive enough that it’s purpose was to directly slow down gens. It was just meant to be enough of a nuisance to survivors that they heal to get rid of it. It’s through more regular healing that game stall for the killer is achieved through this perk, and shorter chases when used in conjunction with A Nurses Calling.
The problem with the devs having stubbornly stuck with this idea of Thana have a global debuff is that it backed them into a corner by having to be very conservative with the percentages. The higher that number gets, the less likely Thana is going to achieve its intended outcome: getting survivors healing, and the killer more frequently catching survivors out in a compromised position. Killers, you can’t have one perk have increased percentages to slow gens down longer AND keep survivors injured longer at no additional compromise, other than simply equipping this ONE perk and doing something you’re already going to be doing anyway: injuring survivors. That just goes to show you don’t care about balance at all. If you want to commit your strategy to keeping survivors injured in conjunction with Thana’s other debuffs, you need to compromise more perk slots to that with either Coulrophobia, Sloppy, or Forced Penance. Deal with it!
This recent change to Thana in regards to gen slow down is redundant. It doesn’t matter if it’s 5% per survivor, 10%, or 15%. Survivors are not meant to just be putting up with the debuff, except where they simply have no choice to because they’re not near teammates and cannot heal themselves. What DOES matter is that healing (where immediately available to injured survivors) will be way more attractive now that they’re aware Thana has no direct healing debuff. It’s your job as killer to CAPITALISE on this behaviour, and adjust your load out and strategy accordingly.
If your using Thana as a gen slow down perk, you’re playing the game wrong.
If it doesn't matter if it's 5, 10 or 15, if that's really what you're going with, then why not just make it 10. I think we'd all be happy with 10. It would also incentivize them healing over doing a gen, which according to you is the point.
1% buff is not good enough to justify removing the healing aspect.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1659281#Comment_1659281
I never experienced any of those issues before.
Also we now have the oppposite of that happening where everyone's piled up and stacked at high ranks disproportionately. That's what increased queue times and gave you matches with/against people that weren't "really" your same rank. This is why our matches are so all over the place now in balance. There's inconsistency with the people at a given rank.
You may not have, but a lot of people did and it became a serious issue that the devs felt like they needed to address:
https://www.youtube.com/watch?v=wEBp4G5kCmoAnd I agree with all your points about rank, in a perfect world that's how it would work, I just don't think it's worth it to sacrifice que times. HOPEFULLY they figure out skill based matching making, if they do that I'd be cool with it dropping 3 colors every month. REALLY separate the boys from the men.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1658987#Comment_1658987
It takes time in order to change DS to satisfy all the killers. 45 seconds wont stop you from getting hit outside of tunneling. Did you ever think that a full rework takes 2 days or are you gonna continue to fall back on this bias argument?
You're very much overestimating how long it takes to fix one perk.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1658987#Comment_1658987
they cant just reduce the time on ds because that wouldnt work they will have to do a pretty much full rework on it which is why it isnt out yet
DS is an easy fix. Remove the timer entirely. When the survivor has fully healed or interacted with anything other than a vault it deactivates. And they get to use it twice. Done. We're talking an hour at most, maybe 2 worth of coding. Nerfing pop probably took them 20 minutes.
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@azame said:
I find it very hard to believe the devs are "survivor sided" or have a "survivor bias." I get killers need buffs and some killers need reworks but damn stuff on the killer side needs nerfs as well. 1 nerf does not mean the devs care more about the survivors.
I'm going to keep making this point until it sticks. Since patch 2.0 it's been a nerf for survivors nearly every patch. How is that survivor bias? The pop nerf I dont think its needed but it makes sense. The devs have to rework ds not just decrease the timer thats why it wasnt changed yet.
One more thing if the devs are really all for survivors why have all items and add ons excluding fire crackers, keys and their addons(soon to be nerfed) been nerfed?
That's all.
I'm making this edit because people also say the devs are killer sided if they so something in favor of killers. So my new conclusion is if you say the devs are bias towars any side you are very much wrong.
I mean, they very clearly are tho. All the why's and how's have been pointed out hundreds of times now. There is absolutely no defense for them nerfing pop while ignoring ds when the logic they used for nerfing pop is LITERALLY the problem with ds (it's not MUCH of a problem granted, but neither was pop). You can't ignore that, and that's just one example.
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@BigTimeGamer said:
a. Most SWF teams are just friends playing together, not some sweaty de-pip squad.
b. killers should have to work for their hits and not have times where, regardless of what the survivor does, they get a hit in.
These are not mutually exclusive
No, not mutually exclusive but certainly hypocritical. It always takes work to hit a survivor, that was a fallacy and 80% of the game for survivors is holding m1, not much work involved there either.
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@CheeseAnton said:
Unbreakable, Tenacity, Soul Guard, Flip-Flop, and No Mither.
Nice
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@AggressiveFTW said:
HOW WOULD YOU CHANGE?
is a mini-thread series which I've created in order for the community to tell and explain how they would change things in the game.
Today's pick: Brutal Strength
Very slight buff, like half a second. Mostly it's fine but I could see that.
More than that though, animations. Huntress for example has a giant axe in her hand and she's kicking the pallet like a tard.
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@Blueberry said:
Not only is rank reset good, but they even messed up by making it reset you less in its last rework. It needs to be brought back to its original reset.
They did that because there weren't enough people in red. Que times were stupid long and people were constantly playing against the same people over and over leading to a lot of people purposefully depipping. If they ever get skill based match making working hopefully they'll revisit that because I think you're right from a rank perspective it's better, just not a matchmaking perspective (which imo is more important).
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@HittingOnHook said:
I believe it just forces to keep playing to preserve your rank to play against similar players. If not, what reason is?
Feels so bad taking a break of several months making my chars a crappy lv20, needing again grinding for weeks or months to recover the previous levels...
- which games do this dirty/unfair practice? is this a "unique" feature of DBD then? who got this brilliant idea?
- will we ever get rid of this in future?
I think 100% of player base dislikes this practice!
The point is if anyone plays long enough they can get to rank 1. With a rank reset the people that don't belong in reds have a harder time getting there in a month than the people who easily pip. It used to send you backwards 2 colors instead of 1. So you'd go from Rank 1 back to Rank 9. I get why they made that change, and it's a good change, but I also miss going back that far and having to come back up.
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@Godot said:
There's no way in hell I want something like this. It would be game breaking.
I'm simply curious. What kind of builds would exist with a 5th perk slot, for both sides?
Would you just place BBQ&Chili or WGLF on the 5th slot always? Would you try new, interesting combos?
Ruin, Undying, Surveillance, Enduring and Brutal.
Discordance, Pop, Enduring, Brutal, Spirit Fury
Ruin, Undying, Distressing, Sloppy, Coulorophobia
Nemesis, Third Seal, Deathbound, Tinkerer, Pop (this is a way better build than it sounds, I win with it a lot without Pop now)
Ruin, Undying, Tinkerer, Dying Light, Thanta
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@Hameline said:
I got the game like a week ago, mybe a little more. I got to rank 8, I've been only playing survivor, but I'm still pretty bad and get in games with way better players. The problems isn't just getting ouplayed, I'm also being harrased by player cuz they say how can you be level 8... you so trash...and other thing you may imagine..... is it a way to reset my rank that isn't waiting till the 13th... or disconecting from games??? I've tried using survivors i didn't use but it makes it worse since now i don't even have decent perks. If there is no way to reset it,what else would you recomend? (Besides getting good at the game...i'm trying to but youtube videos may seen not enought 😭....)
You should go play killer for awhile and get the hang of that. It will help you be a better survivor and you'll get an understanding of what killers go through. You got to rank 8 very fast, that's good. It means you're not trash you're just still new. Playing killer and getting to rank 13 or 12 now will help you get into reds as a survivor. You'll learn how the killer thinks, the things they do, you'll see the mistakes survivors make so you don't make the same ones. I HIGHLY recommend doing this. Playing only 1 side is how you end up advocating for very silly things.
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@JimPickens666 said:
https://forum.deadbydaylight.com/en/discussion/comment/1652249#Comment_1652249
Yeah dude in the entire time i've been playing DBD the only thing i can remember changing from the PTB was Billy's chainsaw. Maybe im wrong but the PTB feels less like a test and more of a preview
Theyve done more than that, but even if that were true it doesnt invalidate my point. Behaviours incompetance on utilizing their tools and listening to feedback doesnt mean that people should not complain in hopes that they get their ######### together
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1652210#Comment_1652210
Voicing opinions on changes is fine. Screaming because the text of a perk now says what it does is just childish and unhelpful.
The majority of the comments I've seen are people who dont understand how perks work complaining that they now say what they do...
Most of your post I agree with. Its this bit thats nonsensical. Thats why i only commented on this part
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@Iceyrawr said:
- A blocked Generator cannot change its progress
- A blocked Generator retains its regression state, but no progress is lost until it is no longer blocked
Not only generator speed is not a problem to your guys,
you gonna make killer's life more miserable???
Are you kidding me??????
Im pretty sure its been this way hasnt it? This doesnt sound new to me
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@SleepyWillo said:
Before you post something screaming like a 5 year old - for the love of the Entity please do some research!
The amount of posts in the last hour alone screaming how the devs are survivor sided JUST because they clarified text to say what perks actually do has just been depressing...
Gens no longer regressing when blocked? Survivor sided
WGLF now giving stacks for pallet/flashlight saves? Survivor sided
And for a last note: This is PTB - these changes havent even taken effect yet and are liable to change or not even go ahead!
Sheesh...
Were supposed to wait for the changes to go live before complaining? Do you realize how silly of a statement that is?
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@angardia said:
https://forum.deadbydaylight.com/en/discussion/comment/1645713#Comment_1645713
dont bring key, dont rush gens, dont touch totems, dont drop pallets, dont breath and i wont tunnel you.
why you look for excuses to tunnel? i bet you have 300 excuses to camp too.
how about play and let others play too? how about improve skills? how about not getting 4 kills by any means (camp and tunnel) but instead learn the killer and try different perk combos?
I dont need an excuse to do things that are within the rules. But when someone brings a key, thats a hard tunnel.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1645554#Comment_1645554
4 DS games are possible, they are not " very likely". Even if that were true, 4 players with DS /=/ DS is used 4 times in a match. If you're gonna say 11 Pops is something that never ever happens (even though 10 Pops is actually not that ridiculous), complaining about 4 DS games as 'very likely' is really stretching it.
Yeah 10 pops is ridiculous. The number is somewhere closer to 5 - 8.
4 ds in a game is very likely, especially in the red ranks. Even if theres only 1, doesnt matter because you have to play as if there are 4.
1 Pop is not equal to 1 DS, 1 ds costs the killer more time than 1 pop costs the survivors.
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@mightygiraffe said:
There needs to be something in place against tunneling rather than borrowed time and ds, why do I get punished just because I chased you around for 4 gens...split off and get people off the gens! Even I know this as the killer. But yet there's that one guy that ruins your game by going for you right when you get off the hook everytime.
Dont bring a key and I wont tunnel you 🤷♂️
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@ClickyClicky said:
At least DS kind of has a purpose, not making the OoO changes the biggest priority is a bigger crime imo
This ^
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@Science_Guy said:
Or, maybe... they realized 60 seconds for a perk you can use on-demand 11 times in a game may be excessive in a way 60 seconds for a perk you can use once per match is not.
This post reveals one thing about the OP: salt.
Nobody uses pop 11 times in a match. And its 100% possible, and very likely, that theres 4 ds on the team.

