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Devil_hit11

Devil_hit11

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Devil_hit11
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  • @shalo said:

    I'm wondering what a random environmental event is?

    I think it means whether the power involves luck such Trapper traps, Pig reverse beartraps, Pinhead's chain spawn logic.

    Who knows with these devs. Its like trying decipher Morse code.

  • @TicTac said:

    Which survey is that? I dont remember this question.

    There were two surveys

    Survey 1 was about guilds. The other survey was about RPD and Killers.

    I think I just wrote removed insta saw. I find it funny they're weakening Oni Top Knot, They do not realize how much certain killers depend on specific add-on to be effective. Keep up, Oni and Billy will join same boat.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/285969/sbmm-mixed-feelings

    "Glad to see that it's an emphasis on survival over occupying the killer." Ah yes, the least skillful aspect of the game being the main determination for your skillbased matchmaking.

    I can be hooked at 1 gens left, have 0 teammates come to me, die on first hook and I'd be losing MMR, even if I kept the killer at bay for 4 gens, where my teammates, who have done nothing but hold m1 do gain MMR.

    Or another scenario: Hidden all game with a key, does nothing all game, hatch spawns, instantly leaves. Gain MMR because you escaped.

    How is the emphasis on survival any good in any way? Occupying the killer is literally the biggest determination in the endresult of the game. If your occupation of the killer ended up in 3 survivors escaping, you should be rewarded for that. If you didnt do ######### and jumped in the hatch with a key as soon as you were able to, you shouldnt be rewarded for that #########.

    you clearly did not watch stream. Hatch escapes are award zero MMR.

    The only problem with that system they have right now is facecamping. They said they're working on it. so I hope that one changes Soon TM.

  • My wishlist for Ghostface is to not lose stalk meter when M1ing a survivor that has stalk meter.

  • @TicTac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2548094#Comment_2548094

    "if something is easily countered but punishes you for not countering it, it's balanced"

    It depends. If you can easily counter it and the other side cant counter the counter, its not balanced. Its weak and a noobstomper.

    Spine chill is a good counter, bc the killer can counter it with looking away (except they need to stalk). If you couldnt counter spinechill and your power would be useless, it would be bad.

    This is same argument that Blindness status effect has. Its terrible vs SWF because they communicate where the player is downed and more effective vs solo. It is weak and noobstomper.

    Unfortunately DBD balances around noobstomping hence why deathslinger, spirit and wraith are all receiving negative changes as all those killers are stealth killers.

    I think only form of stealth that can potentially be viable in DBD is 1 shot stealth vs good players. Ghostface and Myers have 1 shot+stealth, but have many restrictions that make them ineffective at their job. Myer's problem is that he takes time to build up his 1 hit and when he 99% EV2->EV3, He is forced into being tier 3 for next 60 seconds. If Myers could cancel/turn off his tier 3, his version of stealth might be viable. Ghostface spends time stalking which gives away his position rendering his stealth ineffective and predictable. stretch res breaks GF

    true effectiveness in stealth is suppose to be that you see killer and your down before you get to a loop. The way current killers use stealth is chase-enhancer. Its mainly used to get first hit, kinda like legion's power. For example, Spirit hits you, you become injured, she hears you(old stridor), than downs you. Deathslinger, he hits you, you become injured, his shot now becomes lethal. Wraith gets first hit, he sees you with all-seeing blood, you panic and fall for his lunge.

    bottom line. stealth is not primary tool. Its secondary tool that empowers other tools.

  • @Blueberry said:

    "Overpowered" in the patch notes...seriously..they wrote that.

    Wraith overpowered. definitely one for the record books.

    Blueberry, Do you have discord?

  • @Wedeguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2547039#Comment_2547039

    Who said I'm playing without perks? I'm using meta perks by myself that are not really helpful against a strong group of experienced survivors.

    As I explained, you need to be very good with the killer. equipping meta perks is not auto-winning as it was before. Perks naturally become less effective the higher up you go as survivor players are much better at dealing with them. Its just that even when killers play their killers well. those killers like Spirit and Deathslinger get called boring, after of which they get validated by survivor mains. It ends up being a lose-lose for killer.

  • @Blueberry said:

    SBMM for high mmr players just isn't fun at all. Not to mention how they gutted the whole "separate per killer thing". If your main is at max mmr you could jump on a brand new killer never played before and still be matched just barely below mmr cap level.

    It is to prevent smurfing and purposely deranking to get "easier" games. matchmaking has no issues. Its not that facing high mmr players is unfun, its more that playing weak killers vs good survivor is unfun because the survivors in the game currently control how powerful the killer is based off their preference fun factor. Basically, If survivor says "Wraith is unfun" than Wraith gets adjusted negatively which makes playing Wraith less fun for killer player. Survivor fun trumps killer fun.

    OP post makes little sense, I am not sure why your expecting to win with bad perks/no perks while playing killer poorly vs strong players. I think everyone just got used to old matchmaking. The old matchmaking made them believe they were good at the game because they were winning every match from poor matchmaking now. It made every killer look S-tier.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544271#Comment_2544271

    Well, he'd be much too strong with insane 4v1 and good 1v1.

    Something has to give.

    why? most of the killer need pinhead's 4vs1 game slowdown because generators are otherwise done too quickly without much killer input on the match. Only aspect he is lacking is his 1vs1. Just making it so his chains do not break on environment and he does not break his own chains would go long way.

    Its not like his 1vs1 would not be insane or anything, just decent instead of worthless. He would still primary rely on box 4vs1 gameplay as his main strength.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544539#Comment_2544539

    Main point is this:

    Devs claim that Undying is busted because cleansing 4 totems is “too much” for survivors to handle, then they introduce Boon Totems which can be relit indefinitely. Doesn’t matter if it takes longer to “bless” or if it takes 2 seconds ti “snuff”, it’s hypocritical balancing.

    Survivor perks are almost have no counter-play and often tend to be flat advantages. Just look at meta perks. Dead hard for distance, Borrow time(Buffed), Iron will(Trumping Stridor). Its not that they're hypotrecal, Its that the survivor perks are so strong that in order for a survivor perk to be meta, they have to have zero drawbacks like current meta perks + be stronger to be used.

    I don't think shadowstep will be used because Iron will is far more consistent option when it comes to removing sounds, however I think circle of healing will be power-creep self-care that everyone will run. They might do a small tweak circle of healing to have lower radius like 10-12 meters to prevent stacking use cases but the perk is likely to be meta healing perk for rest of the games life cycle.

    historically, they do not like killers being able to counter survivor perks. For example Enduring used to work on decisive strike at one point, so people used Enduring to counter decisive strike, than the dev weakened enduring and buffed decisive strike stun up to 5 seconds. They do not want killers to be able to counter survivor perks because it often leads the survivor perk in being lackluster/ineffective. Its just how survivor perk balance goes.

  • @Pulsar said:

    He still sucks because he relies too heavily on his box.

    Without his box, he is nothing.

    Nerf the box, buff his other stuff.

    he does not suck as much as other killers. his 4vs1 map pressure is some of the best map pressure in the entire game.

    Its just that... his 1vs1 is so bad that I am forced to use Engineer fang every single game to play him. I just wish my reward for hitting hard harpoon shots was more rewarding. Its a bit extreme when you need use iridescent add-on just to be remotely playable against good survivors on a killer.

    I have not played such a heavy 4vs1 killer since the freddy rework pre-nerfs. Playing Pinhead is such breath of fresh air. The muti-tasking that pinhead has in his kit+intense prediction & aiming is remarkable gameplay. His gameplay loop is 10/10. If only his balance was a 10/10 instead of 2/10.

  • @Kebek said:

    Sluzzy's freedom of speach is too strong, it could use a toning down.

    Ok but seriously, LF is one of the best balanced killers in DBD. If you're looping smart, you can stall him for long time and he enforces some very cool mingames if he plays well.

    He's a good killer, we want those since then we have varienty and it's not only spirit, nurse.

    Your using logic Kebak, We do not that that here. Sluzzy does not want to learn how to loop smart and survivors dislike mindgames.

    Variety is the spice of life. Unfortunately survivors dislike variety. Every killer has to be bad walk in the park.

    If we weren't curving like Toyko Drift, we'd be losing every game.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2538012#Comment_2538012

    Perhaps Ruin, Undying, and Tinkerer should be disabled then because they are broken. Huntress too, until hitboxes are fixed.

    Recently, the developers have been following your posts and implementing a lot of your changes. For example, you asked for wraith's lunge to be weakened and his All-seeing blood to be weakened and you got it.

    You've also asked for Undying+Ruin synergy to be weakened and you got it. I am not sure if you actually bother to read Hex:Undying, but Undying only transfers totems when totems are Cleansed. When a boon totem is activated on hex totem, you are not cleansing the totem, as a result, Undying does not transfer the hex as the totem was never broken.

    For some reason, your still unhappy. ~shrug~

    I used to think that your posts were just a joke, but given recent changes, a new found respect has to be given.

  • your math is correct. however this is not the best efficiency rating. The last use of Build to last is not worth using. If you use build to last only two times, It becomes 145.33/115.33 = 1.26 charges per second. You will do almost two generators worth of progress 25% faster. With another teammate and prove thyself. you can progress generators 2.49 times faster which is 49% faster. If two survivors run same build, they can progress the game 75% faster for total 4 generators.

    Killer will feel like he is playing against 5vs1 in term of generator progression if 3 people bring same build.

  • @Falkner09 said:

    Remove invincibility.

    It's absurd really. Dodge moves are common in most games, but you still have to dodge away from the attack. Not INTO it. And no one has ever considered that unreasonable. But somehow, this move gives you free invincibility even if you screw up that obvious requirement. That's not skill, that's just a bailout.

    not true. Dark souls has Iframes on every roll. In fact in Dark soul 2, There is stat called Agility that influences how fast your roll is and how long Iframe is. Nioh 1 and Nioh 2 also use Iframes for dodging. So does Sekiro Shadows die Twice.

    If anything, most games use Iframes.

    I think problem with dead hard is that when used correctly, It creates "lose/lose" situations where survivor can gamble another loop and keep gambling every loop until they misjudge distance or make poor movement error in which dash component can correct the error.

    David king is suppose to have perks that have "High risk, High reward" and yet his perk dead hard when used as dash is low risk, high reward. If you want dead hard to be non-meta perk but still remain useful, you can change to grant 1 second endurance effect and remove dash component.

    It would be high-risk/high reward. It wouldn't be meta perk though. I'm certain everyone who hates using Sprint burst would use Lithe and rest would use Sprint burst.

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2533281#Comment_2533281

    Shh. Just let them release it how it is.

    Also, Play With Your Food activates per blade hit, not per injury, so this is technically acting like that perk.

    hell no.

    Technically your right, they at one point... changed play with your food and it completely messed up balance of that perk. Mclean recently did a change to blight where PWYF loses a token every time blight uses special attack, Not every time he bounces. They need do same for Trickster. It should be every time a knife injuries the survivor, not every time he throws and hits it.

    It is frusterating perk because we understand what they meant with PWYF but the wording and conditions for how they want the perk to intentionally function are badly coded. The condition for the perk really should be every time you inflict full health state of damage through basic or special attack. they probably reused the code from PWYF on Hex:Blood Favor and it broke trickster.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2531133#Comment_2531133

    I mean, I do consider Ruin meta. At the very least with Undying.

    There is bug currently in PTB that makes blood favor imbalanced one killer. Trickster's blades should not block pallets on hit. it should be on injury. I thought the perk is suppose to work like Play with your food(Basic attack or Special attack on injury).

  • I forgot what its like to be playing vs Bronze 5 level survivors in PTB.

    Killer only feels stressful for me when the killer power weak. Otherwise playing killer is just as fun as playing survivor. BVHR patches for killer is making killers feel stressful.

  • I mean all of deathslinger's changes are completely misguided. M&A was not unfair. The terror radius was not 0. It was 16. He is tall killer that is visible from a distance. Hearing his music meant he was right on top of you. Many generators spawn next to jungle gyms and pallets.

  • @Leachy_Jr said:

    https://us.v-cdn.net/6030815/uploads/4GZN26ZWICOB/image.png

    Wraith is overpowered.

    I never thought I'd see they day the devs call wraith a little OP and say his lunge was too strong.

    It's too funny.

    That wraith that tru3 was playing vs Oracle with 0 kills with an average of 0-3 hook.

    "A bit Overpowered" -Devs

    Don't worry about it, The people at that play both sides. we just have to laugh a bit.

    For reference, My solo-queue games survivor games vs Wraith are similar.

  • From reading other deathslinger posts, they feel same way. I assume most killer players will drop him after the patch rolls out.

    The goal of changes is to get killers to drop the killer as survivors who asked for these change did not like going against him. Mission Complete.

  • @kate_best_girl said:

    finally someone else says it. Making gens take 100 seconds would not only be beneficial for killer but it’ll help new players better understand the percent values brought on by perks and add ons that effect generator repair.

    100 is a bit too much. i think 90 is would sufficient however there is problem....

    all killers are getting nerfed so it doesn't matter what generator are at if the killer is struggling to down one survivor......

  • Prove thyself+streetwise+Build to last x4 with Engineer toolbox+wire spool+scraps in SWF will be most miserable genrushing experience. get ready for them 20 second gens.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525594#Comment_2525594

    "His game play was definitely not non-interactive. That post was like reading survivor rank 20 baby post. the window situation he/she is describing is bad situation for survivor. The objective is to put yourself into good situation as survivor and to avoid.... bad situations as survivor. The whole point of his game play is to bait and predict shots... that is the whole mind game."

    I disagree. Be in a good situation, avoid bad situations, this applies to all killers not just DS. The quickfire is fast enough that baits are only working on bad DS players, there's no reason to pre-emptively fire as with how quick it is you don't need to. It's basically the same philosophy as not committing a Demo shred until the window animation is started. With zero punishment you just can spam tab the aim so the survivors just randomly wiggling 24/7, that's bad design.

    "The lower terror radius with M&A is desperate needed. For one it helps his chase efficiency because his shots initially are not lethal so his stealth first hits are very much needed and it helps his 4vs1 map pressure because it incentives survivors to heal to prevent being stealth 1-hit. It makes generators go a bit slower."

    I agree.

    "Whats your thoughts on Plague changes Blueberry?"

    Plague is weak so a "buff" is nice but honestly their changes are mostly irrelevant. She's "technically" better, but nothing that really matters whatsoever. None of her real issues were addressed. They're so minor I'd almost just call it a QoL change. So good, but disappointed in what could have been done.

    "Plague is weak so a "buff" is nice but honestly their changes are mostly irrelevant. She's "technically" better, but nothing that really matters whatsoever. None of her real issues were addressed. They're so minor I'd almost just call it a QoL change. So good, but disappointed in what could have been done"

    well, I personally think at least from my point of view is that plague's crosspath between Myers and Huntress where your either have a lot of instant down potential from broken status effect(with preparation requirements) or ranged power, but never both at the same time. No one really cleanses and stays broken at the same time.

    Its that you never really excel at either and most players will either just want to play huntress(ranged killer) or just want to play an M1 killer with instant down. Who knows, maybe she gets some strong add-ons. Its just that playing an m1 killer against good loopers is not very fun even if everyone is broken. It just makes survivors stronger because of how powerful dead hard is as perk. The fountains are has time-waste as locker reloading from trickster/huntress and sometimes, cleansing doesn't really matter if you can't down people fast enough for generators.

    So I imagine plague will just remain as a very unpopular killer as unpopular as demo.

    ----

    I am really excited to play Vanity Mirror Myers. that sounds like fun. Its going to be throwback to old freddy days with aura-reading with low TR.

  • @Blueberry said:

    He needed some fixes for the non-interactive game play he had. However, the intent wasn't supposed to be an overall nerf and it was definitely a heavy nerf. If anything DS needed an overall buff. They definitely needed to give him more to compensate for what they took. Substantially more.

    His gameplay was definitely not non-interactive. That post was like reading survivor rank 20 baby post. the window situation he/she is describing is bad situation for survivor. The objective is to put yourself into good situation as survivor and to avoid.... bad situations as survivor. The whole point of his gameplay is to bait and predict shots... that is the whole mindgame.

    The lower terror radius with M&A is desperate needed. For one it helps his chase efficiency because his shots initially are not lethal so his stealth first hits are very much needed and it helps his 4vs1 map pressure because it incentives survivors to heal to prevent being stealth 1-hit. It makes generators go a bit slower.

    Everyone that plays deathslinger understands this.

    Whats your thoughts on Plague changes Blueberry?

  • wow that nurse add-on is going to be insane. Nurse will dominate every team now with it.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524717#Comment_2524717

    I wouldn't say they destroy him as much as they make him jank which will push players away from him. Yet I have hope they'll listen to feedback and either delay the changes or manage to rebalance them so that it's not just bad things coming his way.

    It really depends on how he'll feel on the PTB. We'll see soon, also thank you for the concern.

    I do not really think so, many of survivors did request this change for long time(see OP for example) and I do think there will be any real delays. In general, they do not listen to feedback after the changes have been posted. I am not really sure why spirit dust change is being delayed, Survivors have asked to get visual feedback on spirit's phase walk.

    One thing is for certain. these changes are not related to top 5%. I do not really understand vast majority of these killer changes. Most of my survivor games are ending in 5-6 minutes with killer scoring less than 3 hooks. So I am not certain how any of these changes are helping. How long do my killers that I play have until they're turned to jank? <Shrug>

  • @Kebek said:

    Yeah sure buddy. That's as healthy of a change as survivors getting a stamina bar from what it reads like.

    I am sorry Kebek. I think you said you were deathslinger main. It is sad to see such changes. These changes completely destroy deathslinger's chase potencial and chase efficiency(chase duration). I'll miss going against good deathslinger players.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523205#Comment_2523205

    What about med-kits?

    Ranger kits already last for quite a while, hopping in a locker to get a SECOND med-kit is a huge deal, especially at higher MMR.

    not relevant because botany knowledge provides with 33% med-kit efficiency. so for example ranger kit with gel dressing is 48 charges. With botany, your getting so many heals that it doesn't matter. More perks might as just be self-care which adds even more med-kit efficiency.

  • so this change has two problems for deathslinger

    1) The increased TR means that deathslinger will not be able to land first hits, so he has land 2 shots every single chase despite having only 1 shot. This goes on a killer that moves extremely, has zero mobility options and has slow reload that is forced with almost non-existed 4vs1.

    2) The second change went from deathslinger aim and survivor movement impacts the reliability of landing a shot to survivor always dodges because they can perfectly react to deathslinger's harpoon shot at a distance. Deathslinger's aiming skill has no impact on being able to land the shot.

    deathslinger might as well be 115% ms now now that he has irregular terror radius to 110% m/s killers and that his ability is nearly irrelevant.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2521045#Comment_2521045

    I never said it would compensate for the time he wasted. All I said was it would be "better", not "good", which is true. It's still a net loss for Trapper regardless, it just means he loses a tad less.

    If you want to add a skill check sure, but it really wouldn't matter. Skill checks in this game are so easy that they're irrelevant. Even them being called "skill" checks is quite silly.

    I think trapper rework is going to be like clown's rework. Faster reload == more traps/carrying capacity. 5-6 add-ons changed for trapper. rest mostly be staying the same. Killers will play trapper for 1 week, realize he is still 99% the same and than you will realize that we lost a viable killer in Spirit against good players after 2-3 weeks. Trapper changes are nothing more than distraction.

    Look on bright side, at least they figured how to change trapper's trap capacity from 1->2 after 5 years.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2519174#Comment_2519174

    So the matching of similiar skill opponents for a 50% chance of winning is a myth? What is MMR for then?

    congratulations sluzzy, you have hit rockbottom MMR. Its going find killers with same MMR as you and teammates with same MMR as the killer.

    Your already facing the worst killers in the queue and your still losing. Those killers lose as much as you do as survivor.

    Meanwhile, We're mostly having very easy survivor matches and good portion of our killer matches are auto-loss.

  • There is a hole in that logic. Its that many characters end up being "newbie" stompers at lesser-levels despite the fact that killer player is not very good at that killer even if the killer is strong.

    Take for example Spirit, Spirit dominates 95% of the survivor player-base and only really loses to the very very top percentage of survivors that are truly outstanding at the game. A common complaint about spirit is that stand-still mindgame is unfair despite fact that spirit's crystals light up on her legs and that there is reset animation to tell when she is phasing. You will have low-level spirits that are not very good at phasewalk use stand-still mindgame when they just used 80% of their phase and still catch survivors that could not put 2 and 2 together that phase walk is on cooldown.

    Billy could be another example. Before MMR, Its very unlikely that many players faced good billy that used double charge reduction add-ons and that could curve any loop. Even at low-level, a not very good billy vs not very good survivor could land instant downs out of position. To a new player, being constantly instant down by billy chainsaw was probably to unfair despite the fact that if the survivor was better, he would utilize the loops/windows to avoid getting instant down by his chainsaw.

    Moral of the story is that for a killer to be good vs high-level, they have stomp all lower brackets first to start competing vs good survivor players. Often when a killer is innately strong, the killer has trick-down effect on lower-levels because of how strong their base-kit+add-ons even in the hands of an inexperienced killer.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515749#Comment_2515749

    because the time it takes you to get all your traps and setup, like this you can have your 3 gen ready to go before they even pop a gen.

    what good is that if no one is going to my 3 gen? I might as well just spend 3 minutes that they spend popping all 4 gens ( in which i cannot defend) into collecting traps around the map.

  • @SkeletalElite said:

    Yes survivors won't fall for traps multiple times, but with this addon your traps are more about making loops unusable rather than actually catching survivors with them

    It doesn't matter if the trap is useless after the pallet is gone, that's not how you would play with this addon, you 3 gen with this addon, if the pallet is gone that's fine because it just means your 3 gen is more of a dead zone

    Traps only move if the trapper himself steps in them, when survivors step in them they reset back to their original location after the survivor is out of the trap. Hopefully they fix the part about the trapper himself moving them though.

    I definitely think it needs the downside, with 8 traps you can pretty much have any 3 gen on the map you want a completely unusable dead zone for survivors within a minute of the game starting. This addon will be nasty combined with the self arming iri.

    how does this change without add-on? I can lose 4 generators, collect all my traps and 3 gen without add-on with all my traps being able to move.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515415#Comment_2515415

    • Nurse moves slower than survivors, she NEEDs to use her power to secure 99% of her hits. Which is hard against even medicore survivors nevermind good ones.
    • Spirit moves at 110% which while slow, is not impossible to land basic M1 hits.
    • Blinking with nurse requires a lot of precision and timing. Messing up with Nurse is extremely punishing
    • Phasing with spirit only requires a general idea of where the survivor is, which is easily done with sound cues like grunts of pain or scratch marks. Additionally, using Spirits power in short burts removes any recovery problem because you don't lose as much of your power if you use it like this meaning you can phase again very quickly. More with addons
    • Messing up a blink is extremely easy
    • Messing up a phase isn't impossible but you can just leave your power and reorient yourself like nothing happened

    I could go on

    Counter-points

    Are you really expecting for Spirit to land 110% M1 hits at top MMR for Spirit? Survivors should not really be taking M1 vs 110% m1 assuming they're good.

    Nurse can see survivors, Spirit is blind towards survivors during her ability. If anything, Spirit requires just as much tracking precision as Nurse does and this tracking is made harder by Iron will and Scratch marks.

    Messing up phasewalk is 15 second cooldown. Messing up a blink is 3 cooldown(1 token is recovered during fatique). This is further reduced by nurse add-ons.

    Nurse is the stronger killer.

    Spirit is weaker killer, but she has lower skill-floor compare nurse, but Spirit could be 96.5% m/s killer and it wouldn't change too much for her at high-level as anything below 115% might as be super-easy to pallet loop assuming survivor is competent at the game.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515487#Comment_2515487

    I mean, blocking pallets IS a potentially problematic perk effect if not handled properly.

    The problem with the effect isn't that it's payoff is necessarily weak, but that it's applied at it's weakest possible moment in a chase.

    This perk lasts 15 seconds. Do you even know how much time it takes for a killer to just chase a survivor in straight line after recovering from a hit? It takes like ~22 seconds. you can test this on mother dwelling. This perk could be global and it still wouldn't be good enough or do anything practically useful. This perk would need to last more than 30 seconds for it to do anything and survivors could still use windows when pallets are blocked.

    your as clueless as rank 20 devs. sorry If last comment comes off as rude.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515344#Comment_2515344

    Community: Buff low tier killers and perks!

    Devs: buff low tier killers and perks

    Community: WHY DO YOU HATE KILLERS

    see the problem is that these low-tier killers and low-tier perks are so low-tier..... that its like... Atlantic ocean. You have hex perks like Ruin and Devour hope that regress gens & mori survivors.... and than you have perks like... hex blood favor that block pallets.... that you can just shift+W after getting hit to the next pallet completely negating the entire purpose of the perk. I thought they were joking when they said that they played it too safe with blood favor. I thought they knew the hex perk was trash and it was just a typical filler perk to complete chapter. Guess not.

    thanks for... spirit nerfs.... and trapper whatever changes. I guess we'll all be trapper mains by the end of the patch.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2515113#Comment_2515113

    Yeah Hex: Ret, Blood Favour, Third Seal, Thrill, and Trapper buffs were secretly horrible nerfs!

    you have no clue how trash third seal and blood favor is. The perk could literally be non-hex perk and i still wouldn't use it over hex:ruin and devour hope. Thrill is just bad version of Hex:Undying. Its another perk that does not deserve to be a hex perk.. thanks for improving Cruel limits-tier perks.

  • @EvilJoshy said:

    If BHVR wants to make more killers viable then they need to stop balancing around new ranks and stop listening to bias survivor mains who scream "Killer is OP, PLZ NERF!". If people are losing to a particular killer, 98% of the time that killer isn't broken. You just suck. They need to put their foot down and tell people to git gud.

    they did put their foot down. They nerfed spirit mate. one down, 2 more to go. so now we're at 2/25.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514315#Comment_2514315

    ^ Basically.

    B tier in DBD is basically garbage. Even A tier still requires lots of mistakes on the survivors part. S tier is actually where you get a fair chance of winning in a good vs good match without relying on survivor mistakes to determine if you win or not.

    They don't balance around good vs good though, they balance around low rank players that have no idea what they're doing which is where basically everything's viable.

    I haven't seen you in a long time. I don't think spirit is going to be A or B. she's going straight to F-tier. Even complete new player can see dust and use directional sounds to precisely determine where spirit is.

    She was like this in PTB and everyone agreed that she was very bad. your going just see survivor drop pallets and camp pallets and whenever she comes next to you, just slide over pallet meanwhile the spirit has no information on where survivor is.

    I never want to play a killer that is not at least A-tier. B-tier and below might as well just auto-lose against good teams. Spirit just going to be an auto-lose killer after her changes are pushed through.

  • @Kebek said:

    I don't want to play against trappers though ahhhhhhh

    Well, at least they finally did another perk buff pass.

    Spirit might be dead (not S tier I mean ofc) too but a bit early to say.

    Just another killer destroyed at top-level... and it lists whole bunch of other killers. I hope Oni is not nerfed. he is my baby :(

    I'd be fine with that, but they're buffing trapper man. so we just lost another viable high-tier killer with few more killers that probably got changed negatively. There is no way trapper is going to be competing at high-level.

    I guess we should wait and see part 2 before judging it.

  • Boon totems won't get used. most of survivor perks such as DH/BT/Iron will are permanent perks. Only DS and Old MoM were one-time use perks and those got majorly changed. Unbreakable sometimes get used but not that much.

    Survivors have almost never used perks that get taken away from them from other side. Its mostly been a killer doing that from lack of helpful perks. Just look at other one-time use perks like Lucky break, barely gets used. So unless there is boon totem that gives endurance effect, It will not get used.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510856#Comment_2510856

    Yeah, that's what I'm saying.

    I've lost 15 games in 2021 before SBMM was implemented. I'd like to think I'm decent. The issue is that high level DBD is totally unfun and there comes a point where it's just Spirit who can keep up (since I'm on Console.)

    Mathematically, there was no way for me to win. I can literally break down the game for you.

    20 seconds to find someone, got the first hit in 10 seconds, downed in another 20 seconds. Total chase was 30 seconds, which is pretty fast considering it was Badham. 10 seconds to hook, then another 10 to chase someone off of a gen. Two gens pop, I start a longer chase. Guy gets unhooked, I finish the chase at around 40 seconds. Hook him and a gen pops from the two that were together. I chase one of them, other one unhooks, last gen pops.

    ahh yes... Badham... that wonderful map /s. Honestly, apart from cowshed, mother dwelling and that fable haddonfield map, Badham is probably like 3rd worst map for killer. The reason why I dislike playing this map is that any survivor you chase always.... for some reasons goes to.... school god pallet, into school underground pallet into shack into house of pain in some random order. Its just god pallet into god pallet... into god pallet into god pallet. bang bang bang. Its super annoying because if your weak killer, your basically going to have worst possible early game every single time vs good team which is typically 3 or even 4 generators loss, not to mention that none of these pallets are not interactive for the killer.

    Often, when new killer comes out, I like burning like 10 Badham offerings to see how good the killer is because if the killer is good, he should be able to handle badham. Still, Blight is decent killer, he has base-pallet break and its not as easy to chain tiles together due to his speed. so from my perception, You should be able to get on average 5-6 hooks with blight despite the map not being ideal. I feel like hard maps, they're effective instant lose maps vs good teams(no 3-4k) but I feel like if you play your cards right, you can get 1-2 kills on them. The medium-low tier killers usually just get shut out with 0 kills on that map as long survivor does not 3 gen themselves with like 1-2 hooks. Its just that with survivor favored maps, they only need to make one good play for the killer to get steamrolled where as the killer on those maps has to play perfectly and will still lose at the end due to gen speeds.

    I don't think you should take strong survivor maps loss too seriously. With killer, you just have to let some losses slide regardless of how good you are at killer. DBD has a weird double standard for killer where it's "ok" for killer to have unwinnable matches where as it is not "ok" for survivor. Instead, its killer billy or freddy that is OP, definitely not the player who is playing the killer really well.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510620#Comment_2510620

    Lmao.

    Okay.

    I believe I had someone from the Forums take a look at one of my Blight games, and they agreed I played perfectly and still lost. It isn't about losing, it's about having fun. Even when you win, you aren't having fun because you just filled up an entire ocean with sweat to get a 3K.

    right..... um. look, Blight isn't weak killer. he is very capable killer who is in a good position in term of power-level who has relatively deep learning curve. I wish other killers were closer to him. I'm sure you could improve. your comment is disconnected from your original post. Losing is clearly problem for you.

    Nobody said playing killer was an easy role. your complaining about inability to easily win, so clearly, it is all about losing. winning does often correlates with fun. Your just not used to playing against strong survivor teams. Strong survivor teams existed in old matchmaking, however because old matchmaking was pretty random, it wasn't very consistent. I am comfortable at playing against these teams because I knew the strength of survivor, so none of these teams really phase me. Eventually you'll get used to facing these teams and hopefully be able to challenge them without it being an auto-lose for you. It is simply part of learning experience of killer.

    On another note, I do agree that many of weaker killers are not very fun to play against skillful players, but this is largely balance problem with those killers. It doesn't help that BVHR has had some very anti-fun killer changes... such as Billy rework and freddy changes. Hopefully we get more positive fun killer changes and not these-low level non-sense changes.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509021#Comment_2509021

    And don't you think that's a problem? Don't you think that having a game that is so fundamentally unbalanced that you would be better off doing asinine challenges instead of trying to win is a problem?

    These games are NOT infrequent anymore. It's one of these, then a game against complete babies.

    your losing games so your MMR isn't the highest.

    Improve your killer play before referencing high-level gameplay. Its not imbalanced at your level of play. Also Its not true that Nurse and Spirit are not only killers played. other killers are played, they're just under-powered and lose more often than they win. In fact I feel like blight is being played more than Spirit now a days. Its sad that spirit has become a rare gem.

    Killer matchmaking should have always been like this. the old one way too easy and way too inaccurate. If you never enjoyed playing killer, than that is ok. you can play survivor. Just don't complain about killers or give any feedback on killers on a role you do not play.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508376#Comment_2508376

    Thrilling Tremors is budget BBQ that's mainly for information and rarely blocks crucial gens. This is an actual slowdown perk.

    Mechanically similar with entity blocking but their uses would be the exact opposite

    If you use doctor's calm add-ons with distressing to get like 64+ meter radius. you can static blast->Thrilling tremors. your asking for thrilling tremors that kicks people off generators by force. Only doctor can get that and its only once every 60 seconds and its very specific add-ons and perks.

  • To the OP, Less safe pallets/god pallets(better tile design) and less sprint burst from health states would greatly help.

    @Purgatorian said:

    What I don't understand is it takes me longer as killer to catch up to the survivors than it does when I try it as survivor.

    Seriously, they can get close to the other side of the map, I'm lucky if I can make it to the second loop lol.

    Despite what OP says, Knowing when to hold W is a very important skill for survivor. It requires understanding of routing to pallets and knowing how long it takes for killer to catch up to you. Inability to do this effectively will result in you using too many pallets too quickly or taking extra health state hits from your poor routing errors.

    --

    @xEa Survivors did not adapt. Survivors have been doing this for 5 years ever since game out. Its cool that you've just figured it out after 5 years but everyone that knew how to play survivor properly has been using this strategy for very long time. Deathslinger is not strong enough of a chase killer. in fact this strategy soft-counters his gameplay. we never got strong chase killers, instead we got trickster, aka depipster-level killers.

  • Most killers end the game with 1-3 hooks 80% of the games like kebak said. no clue what sluzzy is on about. I just wonder why 20% of the games, your teammate feel just little bit off but its often no issue if you pick up slack of your team in the oddball games.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2503507#Comment_2503507

    You know, given the meta shift towards holding W and predropping pallets, you're probably right.

    But it's better to be a terrible killer than to only be good in the worst, most painful, most skilless way possible. Hopefully they buff his add-ons without bringing back slowdown ones. Buffing pallet and snare counts would be a nice start.

    gen defense is needed for killer in current balance of the game. freddy will stay as very weak killer until his add-on are return back to normal and his snare nerfs are reverted. those add-on are required for the killer to have 4vs1 potencial. I know people whine about killer mechanics such as Lament box for pinhead, Nemesis's zombies for being skill-less map pressure and pre-nerf freddy add-ons but these mechanics are really needed for current balance of gens. Its same reason why anti-loop mechanics are needed for killer to have good 1vs1 potencial because of many of the loops being very imbalanced/skewed in the survivors favor.

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