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Decarcassor

Decarcassor

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Decarcassor
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  • The Legion are not bad but also not great. They are only a few QoL changes away from being pretty solid mid tier. But they won't ever be top tier. And I think thats ok.

  • @Orionbash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262417#Comment_1262417

    The killer also has an advantage on hits being favored by the server. Why is this when survivors are the reactive role?

    Because otherwise it would look terrible on the killer end and make it near impossible to know when the survivor is in range of your attacks. And yes I know that currently some hits look stupid on the survivor side. If you realize you have a bad latency with the killer, don't be greedy and drop thoses pallets early.

    Also hit detection is the only interaction where the killer as priority. It does not appear to work for things like grabs wih make laggy survivor pretty much immune to them.

  • These kind of mechanics have been tested in the past. Turns out players will do everything they can to abuse them. Who could have seen that coming ?

    If a killer is face camping, just deal with it. It sucks, but it how it is. Go do gens and escape. And if you are unfortunate to be the one being face camped just struggle all the way to waste the killer's time. Don't reward him by killing yourself on the hook. Most likely a killer who only got a couple of single hook sacrifices will depip. Just move on.

  • The Clown is pretty basic. His power does not do nothing, but the bottles can be a bit quirky and don't shut down the stronger loops as much as you'd expect if the survivors are not trying to be greedy. And thats all he's got. No other way to pressure the survivors than making quick chases with basic attacks, wich is not enough. Not against decent survivors who do the generators anyway.

    Other killers tend to have tools that allow them to pressure the survivor beyond the chase. Not Clown. He is not stealthy, he does not lay traps, he can't teleport, he does not have an insta down ability* and no real special mechanics to his bottles either. If he cannot reach you to hit you with his knife, his gas has no lasting effects or consequences, so its pointless to throw it at anything you don't intend to chase immediatly.

    There is more to this game than quick chases, but its the only thing the Clown can do.

  • The Legion are allmost in a fine spot, but no quite there yet. Being able to see blood and scratch marks immediatly at the end of Feral Frenzy is a nice little QoL change, but they could use more.

    -No longer lose Frenzy gauge when you land a basic attack. There is no reason for this, as FF can't down a survivor. Attacking a wounded survivor with FF is allready a bad idea without the power penalty.

    -Normalize Deep Wound duration from Feral Frenzy to 20 seconds, just ike all other sources of DW. There is no reason for it to be 30 seconds when caused by Feral Frenzy.

    -Rework Frank's Mix Tape and Stab Wound Study into actually usefull add-ons. In their current state they are so bad they might as well not do anything and thoses are very rare add-ons. I think we know now that making FF lethal will always feel terrible if its actually viable, so just turn away from that design and make theses add-ons do something complelty different.

  • The Legion are close to being a nicely balanced killer, but not quite there yet. They need the unnescessary restrictions removed from their power, making Feral Frenzy easier and less punishing to use basicly. And they also need a good dusting of their add-ons, especially the purple ones, 2 of wich are complete useless garbage.

    I think the Devs had the right ideas with the Legion rework, they just turned the screws a bit too tight. They should not have been afraid of making Feral Frenzy stronger and more convenient as long as it remain non-lethal.

  • Demogorgon is pretty mid-lowish in my opinion.

    He does not do so great in chase. His Shred can threaten some loops setup, but is pretty useless in many others. Also if you miss it, you lose a lot of ground, and its pretty easy to dodge if you expect it. You get more value out of Shred as a threat, to force survivor to swerve instead of running straight rather than actually landing the attack.

    To get anything done with the Demogorgon you really have to use his portals, but they are such slow, clunky, inconvenient things to use. They have all theses mechanics tied to them that are complelty irrelevant 99% of games. Who gives a damn about being Oblivious for the few seconds it take to close a portal ? What is the point of being undetectable for 2 seconds on a killer that give huge map wide sound cues and has such loud footsteps ? What is the point of Killer Instinct with such a laughably short range that you have to stick portals right on top of gen for it to be of any use ?

    And should we even mention his add-ons ? Some of them would be interesting if they didn't have such small numbers and weak effects. Demo isn't add-on dependent at all because all of them are crap.

    Anyway, you can get some value out of the crappy portals, provided the survivors are kind enough to leave you some time to place enough of them around the map. Its a lot of work and you have to manage your time very carefully. But if you can be all over the map you can get some ground on the survivors. If you are willing to put so much effort in a game that is supposed to be enjoyable. And as the generators pace goes, if you make a single mistake the survivors are probably going to run away with the game.

  • @krowzar said:

    Bootleg Ghostface(has to give a sound que when going outa stealth)

    No chase potential(windstorm addons don't help against an optimal team

    Unlike Ghostface he can go invisible at any time with no cooldown and his stealth can't be broken by looking at him for 1.5 second (although you have to be mindfull of flashlights). He also get a small speed boost while invisible that can be further increased with Windstorm add-ons, wich is pretty good for patroling maps. He announce himself when uncloaking, but you can get around that by hiding behind obstacles and using Clapper add-ons. Also the speed boost you get from uncloaking can be used to mind game some pallets.

    The whole point of true stealth killers is that you don't commit too much on chases. You hit and run. You keep the survivors wounded and guessing, so they are either vulnerable to your surprise attacks or wasting a lot of time healing in safe zones.

    Is Wraith top tier ? What does top tier even mean really ? Wraith can be pretty good if you dig his playstyle, but he is just an M1 boy with no absurd mobility or free insta down. Nothing overwhelming, nothing abusable.

  • Deathslinger is pretty basic. He's got a small TR and a harpoon gun. Thats all there is to him really. He can end chases pretty fast, but his 110% speed impair him on bigger maps.

    Ghostface is pretty good but in... sort of badly designed way ? The best way to use him is to not stalk most of the time. You only want to stalk in some specific scenarios or abuse the 99% mechanic. But he is definitly strong.

    Hag is the most unique. Her playstyle is different from any other killer. You really don't want to commit to long chase with her. Use her traps to be everywhere at once. A lot of survivors fail to adapt their game plan when going againt a hag leading to some easy stomps. Also she is surprisngly sneaky, because she is short and hunched with a small TR, making M&A a great perk for her.

  • Its just you. Nobody use that perk.

    At best it can confuse inexperienced survivors. A worst it get cleansed before it can do anything. Its just a very, very bad Hex perk.

  • The grab cancels create ridiculous stalemates on hook saves and allow survivors to hug near finsihed gens without any fear knowing that the killer can't stop them. Its pretty bad.

  • @Aven_Fallen said:

    I dont agree that he is that strong as you mention it, but I think his recent buff was not necessary. He was already good and did not need further Buffs.

    Doctor didn't recieve any "buff" in 3.6.0. They just streamlined the parts of his kit that where left out of his 3.5.0 rework. The only thing you could consider a buff is that reverse skillcheck are now part of his base kit, and they are really not that hard to hit on their own. Not worthy of having to run a green add-on anyway. And he got the useless Scrapped Tape add-on back instead. Hooray...

    Anyway, is Doc too strong ? I doubt so. At the end of the day he is a basic attack killer with no special mobility. Sure he can create pressure trough madness now, because it comes in bursts, and his tracking can be tricky to deal with for new players, but its nothing unmanageable. The fact that he got a unique TR could even be considered a nerf. If you ear the Doc's TR at the start of the game hop into a locker or try to run away from it. Drop pallets when you can instead of waiting for the last moment so you don't get shocked.

  • When they reworked Old Legion they nerfed every single aspect off his power, just to be sure nothing could be abused anymore. Even if it didn't make a lot of sense. I can't figure any scenario where using FF after a basic attack could be a problem, because FF can't down the survivors. But it certainly prevent you from efficiently using your power in slugging situations...

    I also wish they removed the inability to see blood in FF, or made is so you are able to see scratch marks sooner after it ends. On some dark maps it can be very easy to lose a survivor you just hit with FF, because it seems you have to wait for the full fatigue duration before the scratches are visible again.

  • Wait ? Survivors get a notification for Dead Man's Switch when the obsession is hooked ? Shouldn't it be when they they let go of a generator and actually trigger the perk ?

    Other than that I ca see it being potentially powerfull on a killer that can force the survivors to let go like Doctor. But its entirely dependent on your ability to find and hook your obsession at the right time, wich make it very unreliable. I want to experiment a bit with it but I don't think its going to be great.

  • @gatsby said:

    Slugging and camping does nothing for the emblem system. You won't rank up even in the scenario that everyone tries to be altruistic and the game ends in a 4k.

    So why do Killers play like that?

    The Emblems are what the scoring systems want killers to do to get blood points and rank up.

    The slugging meta is what killers have to do to stop decent survivor from easily escaping.

  • We have a perk that is supposed to mess with the opening of exit gates, but Remember Me is not in a good place right now. But if Remember Me substracted seconds from the gates whenever they hit 100% It could become and interesting perk in the current meta.

  • Let me repeat this once again. The instant you make Mettle of Man reliable, it become broken, because the ability to ignore a hit is just too strong. As long as Mettle of Man will have this effect, it must be difficult and unreliable to activate. That is the only way to balance it in its current state. The aura reading and obsession part of the perk have always been a meaningless drawback.

    If you want a more reliable Mettle of Man it needs a redesign with either a less powerfull effect or some kind of real, impactfull downside.

  • @Seanzu said:

    The issue I have, and I play both sides is that killers want EVERYTHING and it's going to put the game out of whack.

    They want gens increased, maps smaller, killers buffed & survivors meta perks nerfed.

    I don't think you can change all these and still keep the game reasonably fun for survivors, they're clearly working on maps and bringing weaker killers up a level or two every couple of patches and that's what they're focusing on

    Geez, its allmost like some maps are too big, but not all of them. Some killers need some buffs or QoL, but not most of them, Some perks are too good, when many other are weak and useless, etc... And all theses different small problems are part of the bigger "generator speed" problem.

    All of this has been known for months or even years and discussed to death.

  • Old Ruin made generators skillchecks harder and more punishing. Thus they would take longer to complete. It was also good against multiple survivors working on the generator, since it meant more chances of skillchecks that would stall the generator for the group.

    New Ruin does nothing as long as the survivors are working on the generator. Simple as that.

    Some killers than can apply pressure to the whole survivors team can still use it, with the usual drawbacks of running a totem perk. But its no longer the meta perk it used too be.

  • As survivor I guess my most disliked map would be The Game, just because its annoying to navigate in general. But on the other hand it has some absurdly safe pallets. I Also don't like Shelter Woods very much, because of how unreliable it can be. You can get ridiculously strong tiles back to back, but also huge dead zones with no pallets.

    As killer there are so many maps that I have issue with, but I guess my top 2 right now are Blood Lodge and Mount Ormond Resort. Blood Lodge is just too big, too safe and too open. Its just a waste of time for most killer unless the survivors play like complete idiots. Ormond is also big and safe with way too many strong pallets all over the place and the visibility is horrible. Scratch marks can be hard to see, and anything distant is drowned into the whiteness. Also it breaks every time there is any kind of engine or graphic update.

  • At the very least the red stain should not be visible if you are not directly in chase with the killer. On open maps you can see the massive red glow from the opposite end with no problem.

  • Demo tend to chew a lot of pallets so Spirit Fury is not a bad idea at all.

  • How would you even buff the Legion ? Currently they are a killer who get a near unavoidable first hit wich can potentially be chained to every survivor and make them waste time mending on top. Then Legion has to work on basic killer skills alone to get the finishing blow.

    We learned from Old Legion that making Feral Frenzy lethal even if its not very efficient, is frustrating to the survivors, because it is allmost unavoidable. Moonwalking survivors to death while hilarious, was not healthy for the game either.

    The things Legion could use right now are moslty QoL changes. Why do they lose part of the Feral Frrenzy bar when hitting a survivor with their basic attack, since they can't knock them down with FF anyway ? Why is their Deep Wound 30 seconds long, when every other instance of DW in the game is 20 ? And why do Frank's Mixtape and Stab Wound Study still exist in their current form when its been made pretty clear that the devs don't want survivors to die from Feral Frenzy ?

    Also some perks that are currently "basic attack only", could be changed to work with FF.

    Changes theses things and Legion will be a fine killer.

  • If the sabo changes make it anywhere close to slightly meta viable, it will be abused to death and it will be a miserable time to be a killer. Thats just how this game work.

  • @Dead_by_David17 said:

    I guarantee you thaat even with such a massive change made in favor of killers, theyll still find a way to claim the devs side with survivors 100% and wont be happy with it.

    Killer mains always find something to cry about, even if it's beneficial.

    Even faster toolboxes with less charges, sabo made easier, a new wall breaking mechanic that probably won't get implemented on the problematic maps that badly need it for months to years and some minor tweaks and QoL changes to 3 killers.

    I'm sorry but I'm failing to see any massive changes here. In favor of killers anyway.

    Honnestly the biggest news is that survivors will always lose their add-ons after a trial. And its not like you ever needed to bring items when playing survivor to have an easy time.

  • The problem is that they kept saying the "aim dressing" can't give you hits you shouldn't have got, when what killer players have been asking about is that it appear to make you miss hits by swerving your camera into a wall of something.

    EDIT: Well, nevermind. They actually adressed this toward the end of the Q&A. The aim dressing can indeed cause you to miss hits. They are aware of it. But I wouldn't expect it to be fixed anytime Soon™.

  • I don't know how I feel about generator times, but the pace of the game can certainly go too fast.

    There is a problem for sure with how much the survivors can get done before the killer can even start to get any kind of momentum. But it depend on the killer, the map, and the overall level of the players.

    And at the end of it, fast games are frustrating for everybody. Survivors complete the generators too quickly and don't get points for anything else since they barely interacted with the killer. At red rank this can mean a depip. And killers get frustrated simply because they barely get to do anything at all.

  • Shred is a fine M2 attack. But the portals are rough and need work. They are annoying to place and inconvenient to use. Survivors can moslty ignore them because they don't really do much, but if they feel like removing them they can do so easily and quickly with little to no risk involved.

    Demogorgon has so many interesting game mechanics baked into his kit, its just a shame that all of them feel underused and limited. Likewise with his add-ons. They are uninspired and incredibly underwhelming.

    Shall we even mention his perks ? Surge is the best he's got, but does not work well on Demogorgon himself because it only activate on basic attacks and he need to use his Shred a lot. As for Cruel Limits and Mindbreaker, its like the devs where so afraid that thoses could be too powerfull that they made sure to give them pathetic values just to be safe, resulting in two dead on arrival and complelty worthless perks.

  • If you can't reveal Ghostface, you are just doing it wrong. Seriously, its the easiest thing in the world. There is even a sound effect that tell you if its working or not.

    What I don't like about Ghostface is that revealing him does not reset his stalk progress. Wich mean that eventually he can just "cloak" in front of your face and stalk you for 0.1 seconds for an easy underserved insta-down.

  • Yeah, its kinda annoying to be blinded by near completly silent survivors due to sound issues flashing a light into your ear. 🔦👂️😣

  • Hooks might spawn clumped somewhere and sparse elsewhere. Random means random, not even.

    But there are some consistant hook dead zones on certain maps. Many large centerpiece buildings don't have any hooks inside or directly around. If you down a survivor inside the Asylum or under the Grimp Pantry and you don't happen to have the basement there or be close to one of the exits, the suvivor has a good chances of escaping your grasp. And thoses locations are not random, they are always here.

  • The most important thing is that it should be reverted to Cruel Confinement as it was originaly named. Because alliterations are cool.

    It should just block windows near completed generators permanently. Now that would be cruel.

  • Surge. Its one of thoses perks that look worse than it actually is. Now I tend to favor it on M1 killers instead of Pop Goes the Weasel.

    PGTW pack more punch, but you need to be able to use it, wich sometimes you can't, because the generator is too far and the survivors are doing things you don't want them to do and need to be stopped right now.

    Surge will nicely kick generators near you without needing to do anything and that little 8% regression can sometimes let you reach a gen before it is completed under your nose. Also the 40 seconds cooldown, while unnecesary in my opinion, is not that big of a deal. If you are downning multiples survivors under 40 seconds you are probably doing ok.

    Surge is not an amazingly powerfull perk. But its a good solid perk for M1 killers.

  • After you throw a bottle of Afterpiece Tonic with the usual effects, it should leave a lingering haze, that last for... say 30 seconds. The haze does not Cripple survivors or make them scream, but it apply the effects of any add-on the Clown is using. Also while in the haze survivors would be Oblivious and ear some eerie circus music drowing all the others sounds a bit.

  • Its just latency and dedicated servers screwing things up. You need to shock the survivors a bit ahead of the vault and hope the server goes your way, basicly.

  • The fundamental problem of OoO is that being able to see the killer whenever you want is extremely valuable for the survivor, while being able to see 1 survivor that you know is aware of you is barely usefull for the killer, if the survivor know what he is doing.

    Currently the only real drawback of OoO is that you might run into a stealth killer. And the only 2 you should be worried about are Wraith and Ghostface. Myers lose Undetectable as soon as he tier up Evil Within and Pig can't just go around being stealthy all the time because it slow her down.

    On the other hand OoO completly hose setup killers like Trapper, Hag and Demogoron has you can see exactly where they place their stuff, so you can easily avoid it or go break it when they leave. And it also screw with Freddy in a very unique way, since he has no TR in the Dream World, the OoO always see his aura no matter how close he is.

    And lastly there is the coms problem where an OoO player can share all the perfect information he get for a meaningless drawback with his SWF team.

    Tunneling the OoO might work if they are too cocky and not that great with loops. But if the OoO is the kind of player that very obviously want to get chased and will follow you around clicking a flashlight until you do so, just ignore them. Go for their teammates and wait for the OoO to commit to a risky action to get them. With any luck they will just waste time following you around instead of doing gens.

    The first change I'd make to OoO would be to have it inactive at the start f the trial. You'd have to find the killer first or even take a hit for it to activate, so you don't get free information immediatly.

    And then I'd make it so OoO no longer works in the killer's TR for the survivor only. This would give the perk an actual real drawback for the amazing information it gives.

    Something like this:

    After being wounded for the first time, a supernatural bond links you to the Killer.

    If you are looking in the Killer's direction, your link will reveal your Auras to each other.

    While in the Killer's Terror Radius you are affected by the Blindness Status Effect.

  • Use Restraint add-ons, they completly negate the point of Calm Spirit.

  • Why where the Doctor's add-ons barely touched for his rework ? Some of them don't really make sense with his new kit and the changes to Snap Out Of It.

  • @Rlabotath said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010097#Comment_1010097

    Honestly, as a killer main, you know within about 2 minutes whether you've got a good survivor group or a bad one. OPs story is in line with a good group.

    The thing is, survivors don't even need to be that good to do the gens fast, especially with no Ruin in their way. If anything, OP learned an important lesson: quick chase alone are not enough pressure if the survivors are focused on the generators.

    The next step is what could he have done more ? But as previously mentionned I wasn't there so I have no clue. Maybe he truly did the best he could and there was nothing more he could have done. Maybe he made some mistakes he did not realize or missed some opportunities that where not ovbious to him. We'll never know.

    The point is... Thoses kind of games will happen, and they feel terrible. Try to not let them get to your head (something I personaly still struggle with). Get some distance and maybe learn something from them, even if what you learn is just that somes maps can be utter BS.

  • @Slaughterhouse3 said:

    -Be me as Ghostface on Thomsons house without ruin.

    -Starts first chase and ends it quick first gen pops. Me: No biggie...ill just use pop on the next gen and it will be fine!

    -Walks over to the next gen and that one pops :') Me: This is fine...I got this! I am ending these chases quickly I can win.

    -2 gens pop after actually thinking that. Me: Hmmmmm.

    -Last gen pops as quickly as the last two. -Camps the last survivor that I downed cause I had no choice. They were not even toxic....they agreed with me at the end :/ I wasn't even mad, just kinda boring for both sides aint it? Devs this comes from someone who LOVES your game....please do something about this one little issue. Killers are fine it is just how the game is currently designed. I tried to be cool about it but when you run into gen rushers you are gonna have a bad time. 😥

    This is why I tend to swap Pop Goes the Weasel for Surge theses days on M1 killers. I too often find myself in situation where I just don't have time to kick the gens.

    As for the rest of the story, its hard to comment without seeing the game. There are so many variables. Thompson House is a rough map, especially if the survivors know the loops. We all know that ending chase quickly does not really mean anything. The Clown end chases quickly and he's a strong contender for the title of weakest killer in the game.

    Maybe there are things you could have done better, maybe not. I wasn't there. My own experience without Ruin has not been as terrible as I expected, but I have the feeling its mainly because I got pretty lucky with matchmaking and mostly faced very average survivors lately. I'm sure I'll run into some SWF sooner or later that will make me miss Ruin badly.

  • @Strome21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007518#Comment_1007518

    I'd agree with the static blast thing if it didn't have a massive cooldown. You can do it 1 time per gen and even then you're taking a gamble with it unless you are in a chase

    I think you are understimating the power of the Blast. Being able to hit multiple survivors with 50 madness (or more with Orders add-ons, even tho it does not matter beyond madness 1, but that is another issue...) is huge. You can interupt survivors healing or working on a generator 32 meters away (or more with perks and add-ons). And if they where at madness 2, they go up to 3 and can't immediatly get back to what they where doing. This is some real pressure.

    But yes, the Blast being on a long cooldown mean you have to think a bit more about when is the best time to use it. I don't see this as a problem. Having played around with it on the PTB it really didn't feel too long. That being said I'd love it if the Order add-ons where changed to a small cooldown reduction of Static Blast instead of the currently allmost USELESS (seriously devs) madness increase.

    Also Maple Knight should be a BP bonus add-on.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007892#Comment_1007892

    Overcharge needs a quality of life improvement as well.

    Maybe an added effect of a Pop type regression hit to the gen the next time more than one survivor starts to work on that gen that you kicked, "overcharging" the gen if you will. Would work as a counter to survivors stacking on gens.

    With Ruin becoming a completly different perk, it would be interesting to give Overcharge the old Ruin effect. Maybe for a set duration or until a certain number of skillchecks have been passed. I dunno, its just a thought.

  • I tend to like Surge better than PGTW on M1 killer because I feel it helps me more when I am struggling to keep the pressure on the survivors. There are some cases where you just don't have the time to use PGTW and it goes to waste. Surge just work passively and save you some time that you can spend running after the survivors instead of kicking gens.

    That being said Surge is still a bit underwhelming. I'd say remove the cooldown or the basic attack requirement, but maybe not both.

    Also remember Overcharge ? The original gen kicking perk ? That one could use a buff more than Surge. It litteraly does nothing if the survivors hit the skillcheck. And even if the gen explode it still does very little.

  • The Doctor's reworked kit is good. Survivors dropping back to madness 1 is needed to compensate just how effective the Static Blast is at spreading madness.

    What is not good is the lack of thought that had been given to his add-ons. The reverse skillcheck are a total joke. They do absolulty nothing and should just be removed of made base kit. They are not worth a rare add-on. And Iridescent Queen is fun, but not actually good. It will make survivors scream from time to time, but will allmost never tier up madness higher than 1.

    There are a whole lot more issues with his add-ons, that can be summed up by saying that they where designed for old Doc where survivors would stay at madness 2 for most of the game. And his add-ons that increase madness gains (Order and Discipline) are incredibly missleading and actually near useless now that Static Blast exist.

  • If anything, patch notes tend to be clearer than the perks or add-ons themselves. At least they give actual numbers in the notes. None of that slightly, moderatly, tremendously, etc... nonsense.

    Its really annoying to have to read wikis wich might have outdated infos and search through patchnotes to know what the hecks the things you are playing with are actually doing. Some add-ons or perks have straight up misleading descriptions.

    I guess one of the "advantages" of vague descriptors is that they can hide just how poorly thought and ineffective some add-ons and perks truly are. I personnaly despise that design.

  • The PTB is for bug testing on a larger scale and first impressions mostly. Yet sometimes it makes you wonder what the hell BHVR is doing in their internal testing ?

    Remember the first week of Ghostface on the PTB where Night Shroud had a global sound cue on activation, his wind noise where 16 meters wide and he would be revealed instanly by vaguely glancing in his direction ? Somehow their internal testing thought this was fine, or they allready knew it wasn't fine but put it on the PTB anyway ? 🤔

    Remember the Oni PTB where just from reading the patch notes, many players immedialty called that Deep Wound would be broken by Nemesis and the new Beast of Prey ? Could nobody at BHVR have seen this ? I refuse to believe it. Yet the PTB went on with the broken Deep Wound combos. 🤨

    I don't doubt that BHVR only have the best intentions for the future of their game. But boy does it look like they have no idea what they are doing sometimes. And maybe its just an impression. Maybe there is method to the apparent madness. We just can't tell. 😐️

  • In my experience a lot of survivors just don't understand how Ghostface work and try to reveal him at the wrong angle or when he is peeking. If you are not confident in your ability to reveal him, just run away, while he is nice enough to give you a huge headstart by stalking.

    Of course a good Ghostface will not waste time trying to stalk when they know its pointless and will just jump you with no TR. But at the end of the day he is just a regular M1 killer who get easy first hits. Not much different from Legion if you think about it.

  • A lot of players have been saying for a long time that The Demogorgon is underwhelming. Passed the hype of his release, once survivors had the time to get used to him, we started to notice that he really struggle against decent survivors despite his kit seemingly having a lot to offer.

    The Demogorgon problems are pretty simple when you take a close look.

    -He has a lot of loud sound cues that give away a lot more information to the survivors than any other killer.

    -His portals are finicky to place and not very convenient to use. They are also easily removed with very little downside for the survivors.

    -His add-ons are very unimpressive and don't really help him.

    I coud go into way more details as I've done in some past discussions, but that is the basic gist of it. Demogrgon's kit is a bit all over the place and very rough around the edges.

  • There is no point in hanging onto Ruin. Better start getting used to not having it right now. But its rough. There is really nothing that compares to what Ruind did. So you are even more reliant on survivors making mistakes in the early game.

    New Ruin will be dead in the water, because it does not do what killers used the old Ruin for.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/987157#Comment_987157

    Wait, i think i'm reading your comment wrong.

    "...that it was meant to reduce the Terror Radius all the time, but they realized in internal testing that it would stack with Furtive Chase and be too good."

    What do these two "it" refer to, just to clarify?

    I typed too fast and didn't double check before posting. I was talking about Monitor & Abuse. I edited it while you typed your answer.

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