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Dustin

Dustin

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  • Who cares what they think. Especially if they're going to whine about how someone else plays.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819547#Comment_1819547

    I can assure you that just an extra 8m on Bond is very powerful. Against 24m TR killers or less, it acts like 44m Spine Chill if I suddenly see a survivor running my way.

    Wouldn't equipping Spine Chill just be better though? In that scenario I'd see Spine Chill + Empathy / Alert being the better choice. You'd have more diversity / utility with your perks and you wouldn't be fully reliant on another survivor being bait.

  • @xmenfanatic said:

    Maybe I’m in the minority here, but i never use these two perks because they feel useless.

    Do other people feel like these Ace perks deserve a rework?

    I just can never justify using either one when when nearly any other perk feels like a better option

    Ace is my main survivor and honestly all of his perks are garbage. Luck needs a rework entirely and Open Handed could use adjustments to do something else. In my opinion Aura Reading perks should be shared with nearby survivors and that's the effect it should have. It would make sense thematically, give it a good boost for other perks and be a good utility support perk. You could argue it would be broken but we're talking about an aura reading perk that would require the holder to have Open Handed + An Aura reading perk. So two perk slots committed to information that you'd need to be in range of for it to work.

    @TheClownIsKing said:

    No, Open Handed is fine. It’s meant to come with the caveat of either only helping your teammates, or only helping you when paired with an aura reading perk (or perks) because that extra 8m of aura reading is actually very powerful information. Plus Open Handed stacks.

    Ever been up against 4 OoO running 4 Open Handed so they can see you anywhere from within 104m?

    I have! And it’s awful.

    So no. Open Handed doesn’t need a buff. It’s very powerful when used intelligently.

    The issue is the perks limited use. Most aura reading perks are now global or such far range this perk is redundant to have. You basically pair it with either Bond or Kindred for the most part and that just tells me those two perks could use specific adjustments rather than Open Handed being good.

    Honestly tell me. This perk can be good so have you used it or seen it in the last 100 games you have played? I'd be guessing not and there's a reason for that. - But hey I'll give you one thing. Yes the perk could be good if used intelligently but that says a lot about many survivor perks. Back before the buff Alert was my main perk when it was 36 meters max. I was adamant it didn't need a buff because I got so used to using it that I knew how to utilize it within such short range. But here we are where everyone is fine with it being a global aura range.

    Also OoO is a problem on its own. Open Handed doesn't change the fact that it's broken with a 4man SWF.

  • Too hard to balance and unfair to killers - Please don't do this.

  • @[Deleted User] said:

    I just don't agree; his kill rate isn't so high by accident. Freddy has strong anti-loop, stealth, high mobility, passive slowdown, time wasting, and even tracking even in his base kit. He's the strongest user of PGTW & BBQ in the game due to his ability to teleport directly to gens. No other killer has passive slowdown add-ons, never mind one with this much else in his kit. You can't even remove dream pallets or snares without revealing your location, which is unlike other trap-based killers.

    Having a weak power in the early game doesn't automatically drop you into the B tier. Most people would put Oni in A tier, for example, despite the fact that he's even weaker than Freddy in the early game due to his lack of stealth, his inability to get his power without hitting a survivor, etc. If you're having trouble in the early game, perks like Corrupt are great. Even if they just hide and wait it out, which is easier said than done against a killer that's invisible outside of the TR, you can still set up the map with snares or dream pallets, and by the time they start to push all survivors will be asleep and your teleport will be ready to use.

    I agree that raising the skill ceiling is important for Freddy, but he needs a nerf too. I would remove his passive slowdown add-ons, remove the speed penalty for survivors waking each other up multiple times, and make his snares weaker (for example by forcing him to slow down to place one).

    Edit: I would also rework his teleportation such that he is locked into a teleport by the time his husk physically starts appealing, even if the husk spawn animation is sped up. As is his husk can be all the way out of the ground and he can still cancel his teleport, which I think is pretty silly.

    Freddy doesn't have a killrate by accident he has a high killrate because most people just "opt out" and suicide on hook against him because they find him boring. If you don't believe me just start any game in red ranks with at least one slow down perk and one slow down addon he has and you'll notice how frequently people opt out by just suiciding on hook without going fully struggle.

    Make Freddy's snares more engaging to survivor somehow and remove all his slowdown addons and you'll notice that killrate will drop a lot. Is he easy to use? Yes. However his killrate isn't high because Freddy himself is a god like killer aside from between ranks 20-15.

    My honest opinion is his basekit should have both powers but his snares should be turned into some sort of skillshot like a hybrid of Pyramid Head's power and Clown's effect. Just make him slash at the ground and he'll create a temporary puddle of blood that has reach to slow survivors. Suddenly Freddy is much more engaging to play against because there's a dodge element to him.

    In my view his teleport is perfect, the clocks mechanics are perfect and the pallets are perfect. The issue is Snares and the Dream World causing oblivious disallowing Borrowed Time saves which in my view that was an unnecessary change from the start. Yes Dream World halves Freddy's terror radius but there wasn't a reason to cause oblivious because of it.

  • Could be to test the waters but I'll level with you. While I'm content and believe there would be zero issues with yellow mori as it is being part of basekit for killers I know BHVR would want to put a spin on it to "make it fair". Personally that's how I see them doing it if they even decided to make yellow mori basekit.

    However I know they won't because honestly the game lacks offerings as it is and tbh the system feels redundant overall.

    • We have map offerings that could be replaced with a proper voting system or another system to prevent maps from being played on twice.
    • Our bloodpoint gain and inventory is limited and that's why bloodpoint offerings exist.
    • Fog offerings are one of the few offerings that affect the actual maps but are really only useful to survivors.
    • Shroud offerings feel kind of redundant especially as survivor
    • Mori offerings are just problematic
    • Hatch offerings are new
    • Moonlight offerings were retired
    • Ward offerings are only really useful to killer tbh just because most of the offerings don't really benefit the killer at all.


    Also just in general offerings that are hidden should actually be hidden for the opposite side. Not flipping pretty much is a dead giveaway of what it is. What I'm saying is the entire offerings system should receive a big overhaul. We lack good offerings on both sides and most of the effects are either obnoxious, redundant or annoying. There isn't really any offerings that make the game more exciting or fun.

  • I'll level with you I barely play DBD lately. However with the new rank system I can legit play 1 game a month and stay in red ranks. I feel that shouldn't be a thing because I get quite rusty after a while.

  • I see nothing wrong with making yellow mori basekit. If that was the case I could care less what happens to green or pink mori. As a compromise make yellow mori basekit but only allow the kill to happen if 3 other survivors have been sacrificed. It would be like The Entity's way of rewarding you.

  • @PassarinoT said:

    A good rule of thumb to follow when playing blight would be: If it looks like your toes hit it before your head, it won't bounce. I'm fairly sure that his collision was changed after the PTB so that he has 2 deciding factors and I'm pretty sure one of them is that the hitbox for slams is based around the camera.

    This is also accurate and why benches for example won't reach. Pretty much the height of the collision matters on the prop or structure.

  • Survivors are able to see the perks other survivors have at the lobby passively and also by opening the pause menu while in game similar to how offerings can be viewed.

  • I noticed it's mostly props that are knee height for Blight he tends to slight off of. It's regarding the props collisions if I had to guess.

    Examples

    Haddonfield - The benches are easy to slide off of and not properly hit

    Ormond - A lot of the rocks

    Father Cambel's Chapel - The trim along the church is easy to slide off of instead of bouncing off of because it's about knee height

    I don't know what could be said about this but I'm certain at this point Blight needs props to have a collision at his FOV height for him to bounce off of. This is why I stopped playing Blight because there is too many inconsistencies on maps with him. If that and his FOV was fixed he's be a much better killer.

  • Answer this. How do you represent LGBQT people in this game? How do you represent it in a game with no character interactions past gameplay mechanics, no real voice acting past grunts and screams, no personality aside from maybe the killers? There's no way to represent it aside from forcing it in a players face to the point where it seems like a giant sign that says "Hey Look! I'm gay!"?

    If survivors for example had proper voice acting, interactions with other survivors, proper personalities that weren't as flat as cardboard and a bit more flair to their design I wouldn't oppose it. However as far as interactions with characters go it's literally just survivors heal each other, killers hit survivors and put them on hooks. That leaves little room for other subtle nods unless you give a cosmetic a flavor text. Maybe a survivor with a shirt that has a bracelet that he got by attending a gay pride parade or something. How do you fit it in the game aside from maybe a tome?

    And again - I'm a gay guy and I don't want gender politics or any other politics in my game. I play video games to escape that ######### because it gets annoying. Yes the world sucks and there is poor representation on all these topics everywhere. However I'd like to come home and just forget about this nonsense for a day especially with the past 4 years.

    If BHVR does it right then okay I have no problem but I don't see a proper solution and the community is constantly pressuring them in such a stupid manner to ADD REPRESENTATION like it's the end of the world if they don't. Let BHVR design characters at their own pace and if it happens it happens quit trying to force it. My whole issue with it. The community wants a MANDATORY GAY CHARACTER. They're so vocal about it they're going to make BHVR just haphazardly make one because it was in demand.

    I can already see the headlines by game journalist - Game developer finally adds LGBQT character by popular demand by the community. It shouldn't even be that big of a deal but the community is so vocal about it a journalist would eat that right up. This game while it would draw in positive attention would also draw in the trolls.

    TL;DR - If done right I do not oppose however I see very little openings to properly add such a character - The communities demands are also putting too much pressure on BHVR. They are aware of what the community wants - Please just let them work on this with a bit more silence.


    tl;dr tl;dr - My main issue is what the community deems as inclusion - What does this mean and why does it matter? Right now it's pretty well open to interpretation on what the community wants on this subject. What actually is representation to those of you who support it?

    And again - Not exactly against it I just don't see a right way to do this.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/1808767#Comment_1808767

    I get that they have a similar effect on the length/rules of games, but they're completely different mechanics from a game design perspective that would require a different amount of resources to nerf or rework. Just because two different things have similar effects doesn't mean that they have to be changed at the same time.

    With this community you know it wasn't going to be a happy ending any other way. Mori nerfs give survivors an indicator that key nerfs are on the way so now you're going to see people using them most of their games. Same thing happened with insta-heals before the nerf. The more annoying thing is keys will probably be in the PTB so they'll have a warning ahead of time. Mori's were changed out of the blue so they won't be spammed to use all of the backlog up. This should have been the case with keys as well.

    Basically this is just going to ruin the quality of killer games instead of handling both at the same time. As killer games are ruined you'll see killers playing more toxic and survivors not using keys will suffer. Just as it's always been with updates to the game. Could have easily been avoided.

    Also yes while they do operate different mechanically they are pretty comparable and always have been since early on. Each item brings one side closer to their objective quicker while skipping steps. Both should have been taken care of at the same time purely for matchmaking health reasons.

  • @Orion said:

    I don't like these CMV threads, but I felt the format was appropriate since I am actually looking for an outside perspective.

    Maybe I'm biased, but I feel like the BTs get thrown to the wayside, as it were, when it comes to LGBT discussions. 95% of the time it's about LGs, if not just Gs. Among BTs, Bs in particular are ignored or portrayed as lunatics who want to have sex with everyone. Bi erasure is quite common, even among the LGBT community, and we all know what Ts go through.

    For these reasons, IMO, the first confirmed LGBT character should be either bisexual or trans.

    EDIT: If you "don't care", then this thread is not for you.

    If any defining feature of a character in this game about escaping death is that a person is LGBQT then they shouldn't be in the game. It turns them into a status / token character instead of their own thing. There shouldn't really be discussion past that point. The only way you can even reference a character is gay is maybe in the lore mention "While he was on his honeymoon with his husband" or something and that's literally that. There is no subtle pretty way to do this in this game it's just how the game was designed. Characters don't have a personality or voice acting or interactions with other characters so it just doesn't work.

    Like at this point they're better off just adding in a tome indicating a currently existing character is gay. At the same time I guarantee not everyone will fancy one of their characters retroactively being the first LGBQT character added to the game because it either makes them a target for people annoyed with the community wanting to force this idea or it's going to make people annoyed their character was used as an experiment.

    For example I am a gay man and I main Ace. I would be pretty annoyed if Ace was turned into that token gay character. These things are better left to interpretation or guesses rather than a "yeah this dude's gay" kind of thing.

    Stop trying to force this it doesn't matter in this game. This is not a game where characters story matters.

  • @AGM said:

    Because different things are different. /thread

    The main similarity is both keys and moris end the game quicker than they should be ending for little to no trade off. I would agree with disabling both quite honestly. That or holding off on the mori change until keys were changed too. I get this is a them or us kind of thread and topic but both of these topics have the same issues and no one likes either.

    Either way what's done is done and we'll have to see what the future brings for the key changes.

  • Changes I would make to the twins

    While The Twins is bound

    • Hold Alternative Action button to Unbind & Switch to Victor
    • Tap Alternative Action button to Unbind Victor and continue moving as Charlotte

    While The Twins are unbound and Victor is on the map

    • Hold the Alternative Action button to swap between Victor & Charlotte
    • Tap the Alternative Action button to send the Twin you are not controlling to the position on your crosshair
    • After ## seconds of Victor being active on the map the opposite Twin will slowly begin to traverse towards the other Twin if they are over 32 meters away from each other - This is an intentional nerf to EGC gate guarding and a buff towards traversing far away across maps.

    Switching between The Twins

    • Switch speed is twice as fast as it currently is
    • You can begin moving as either Twin the moment the camera is visible on their screen instead of being locked into place


    Aside from that I'd admittedly change how Victor returns to Charlotte. Instead of dying when kicked I'd prefer he is stunned and runs towards Charlotte. Current iteration feels kind of like their solution to not having an AI or pathing system in the game. I feel most of the issues this killer has could be made better if there was a pathing system for the opposite twin when not controlled.

  • Proper support for Kill Your Friends and Steam Workshop Support for custom maps.

    They claimed not enough people use Kill Your Friends but the reason is no one uses it because it's garbage and a poorly maintained feature. Why can't we load into a map solo to test things out? Why can't we tweak certain rules? Why can't we at least earn reduced bloodpoints in the gamemode? I'm not even questioning why there aren't bots I get that one is a bit more difficult but really. Overall poorly maintained gamemode. The spectator feature is even neglected.

    Custom maps is always something I've wanted for DBD and it goes hand in hand with proper KYF support. At this point anyone can learn Unreal Engine 4 so I don't see this as being a feature a minority of the community will use.

  • Fire Up only exist so that killer can pick up a survivor quickly to activate Blood Warden. The other bonuses are only padding because of how bad the perk is. The concept itself is great but it has a problem that you can only proc this perk 5 times with how it's designed. Therefore the value is a boring static number and by the time the numbers come into play the game is already over. However you cannot buff it too much because then the perk becomes too strong early on.

    To clarify on buffing the perk too much for early game. Two generators usually pop very early on into the game and if the values were set too high you'd have an over buffed Fire Up early game. However in its current state it barely does anything until later on in the game and by the time it's noticeable most of the pallets are gone. The main issue I see here is the pallets being a part of this perk and I'll have two controversial suggestions based on that.

    In my view the values need to be cranked up for this perk to be worth taking and the way you gain tokens needs to be changed so that this game isn't dictated on how well the survivors are doing but instead become more of a strategic perk for the killer to take.

    My suggestions

    • Have a value for the Break Function (Pallets / Generators) and have a value for everything else (Vaulting, Picking Up, Dropping, Searching Lockers)
    • Have the value be based off of something that isn't generators being completed.


    Separating the values for the Break Function and everything else gives more control over the perk and it could be made worth while by adjusting certain values just right.

    Currently the buff is

    • For each Generator completed, gain a stack-able 3/3.5/4 % buff to Picking-up, Dropping, Pallet breaking, Breakable-Wall breaking, Generator damaging, and Vaulting speeds for the remainder of the Trial.

    What I would do is

    • For each Generator completed, gain a stack-able # / # / # buff to Damaging Generators, Breakable-Wall breaking and Breaking Pallets and gain a # / # / # buff to Picking Up, Dropping, Searching Lockers and Vaulting speeds for the remainder of the trial.

    I'd likely simplify the wording as well.

    • For each Generator completed, gain a stack-able # / # / # buff to Damaging Generators, Breakable-Wall breaking and Breaking Pallets and gain a # / # / # buff to ALL other action speeds for the remainder of the trial.

    Alternatively I'd make the perk either gain tokens for either hits on survivors or hooks on survivors and scale the perk based on that.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793903#Comment_1793903

    I would not argue with people who's minds are already made up. Half the people commenting here probably have not even used it. They will be posting how good it is after a big streamer or something uploads a video of themselves wrecking with it.

    DBD is a snowball game. A couple rapid downs in succession can be game ending. I'd put this perk as one of the best anti-loop perks in the game, if a bit hard and risky to use. 3-5 borderline uncounterable downs for 1 perk slot is pretty damn good.

    Used the perk - Can't justify using it. Think of it this way. To use the tokens at the right moment you have to force yourself to short lunges unless you go for an immediate injury which isn't an effective way to use the perk. Yes the perks use is basically cutting a survivor off before they reach a window or pallet. But to do that you'd likely want to get the survivor in a position to where it means a down when using the perk.

  • Any perk that can only activate for killer by having generators complete is bad. The only exception is NOED because it actually gives you something. Bitter Murmur is bad, Fire Up is bad, Cruel Limits is bad and Coup De Grace is bad. They all have many things in common.

    • You need to lose to use them - Essentially you have no control on when you get to this perk - If you do well you can't even use it essentially meaning you might as well just take another perk.
    • Their effects come in too little too late
    • Limited use effects that have minimal effect on game

    Like I could list all the reasons Coup De Grace is bad but it would be the same exact reason every other perk I listed is bad almost. BHVR needs to take notes on Tinkerer honestly because that's a perk done right in every conceivable way with the concept of losing objectives. Coup De Grace should have multiple ways to get tokens and the lunge should be sped up or something so it's literally a Coup De Grace and not the worlds slowest lunge because it's coming a mile away making it predictable.

  • To be honest I feel like we're at a point where we have enough killers and we should be getting alternative powers for them that we can choose at the menu without addons but that's just me.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792726#Comment_1792726

    I think it has more to do with how accessible he is at lower tiers compared to say spirit or nurse or blight

    I'd agree with this too but I'd say it's two different problems.

    • Too easy to play as in lower skilled brackets.
    • Too boring to play against in higher skilled brackets.

    And then there lies the problem with Freddy.

  • @StibbityStabbity said:

    Personally, I hate playing against Freddy. I don't think he's SUPER HIGH TIER, though. For me, his issue is how strong he is at a baseline. His baseline stats are pretty strong, but his skill ceiling is pretty low. I personally wouldn't mind seeing him LOSE some of his baseline power, but give the remaining abilities a small boost so that he becomes more focused. Excels at some things, stumbles on others. Right now, he's almost a jack of all trades, master of none. An amazing Freddy won't compete with an amazing Nurse, but a bad Freddy will dominate over a bad Nurse.

    As a Nurse main I agree with this. Mind you there are two things I would change about Freddy currently.

    I would outright remove the addons that slow down the game. Freddy doesn't need them because he has such high map mobility. They're also boring to play against and this is why survivors suicide on hook. To clarify - No addons that slow gens and only one purple addon that slows down waking up by other players. If that was done it would be less of a slog to play against Freddy stacking slowdowns.

    I would enable both Pallets and Snares for Freddy forcing him to manage resources better. I would rework the addons that change Snares to Pallets to just increase the capacity of his ability. Thus he would be forced to choose between capacity addons or other annoying effects. Low skill Freddy players would choose the capacity every time. In my view 8 would be a good starting value.

    That's my bias of course. I'd probably give a new debuff effect for being asleep that isn't currently in game but that's it at most.

  • If Freddy's killrate is high it's likely because people just suicide on hook against him. Even in my rank 1 games people suicide against him because they find him boring to play against. His current power is good but imo it needs some refining to be more engaging. Everything is there it just needs to be made more fun to play around. I still feel like the Dream Pallets are the more fun game mechanic to play against. That's why I kept saying the snares and pallets should be available at all times and share the current charges he has now. Would require Freddy to manage resources more but that's just me.

  • This chapter / update should have been delayed that's genuinely my only answer right now.

  • Haddonfield + Coldwind Farm.

  • Nurse main here. Although taking a break until BHVR irons out the bugs. When they re-enabled hit validation I noticed it was a lot harder to hit survivors as they were randomly teleporting. This was consistent throughout the day and wasn't lag on our end.

    There are a few maps that are kind of bad to get mostly just the Red Forest maps which are painful to play on because of the sheer size of them. For the most part I don't really have issues winning games. But regarding maps pretty much every new map is a potential risk for Nurse. Always one or two big bugs that can cost you a lot of momentum.

    Nurse is still good without addons and I personally never use addons. My issue is just the amount of random bugs gained each patch for Nurse.

    I don't know about forced losses but if you meant games out of your control pretty much as I described above. Either a map that's too large or has areas you can get stuck in while blinking are the issues. Other than that it's random bugs that cause fatigue when it shouldn't for example or getting double or a rare instance triple stunned.

    If you're wondering why I main Nurse. I used to main other killers off and on but I got tired of the obscenely bad pallet placement so I just started playing Nurse again.

  • In my view the issue isn't the money BHVR makes it's the amount of time they have to make it and the results that occur from the PTB. In fact I'd suggest that the PTB should occur much earlier than it does maybe even immediately after a chapter release or mid chapter release so we can immediately start testing what's planned for next update just to give BHVR more time to adjust based on feedback.

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788277#Comment_1788277

    Ehh. The unbinding animation is barely a second long. Plus, there's a brown add-on that speeds it up. If anything, Charlotte waking up feels really encumbered because your camera is locked until she's fully awake.

    That's another one of my grievances tbh. Most of my feedback is pretty much regarding switching. If BHVR could make it feel more fluid and less clunky I'd be happy with the killer (Minus the bugs) but right now it just doesn't feel good to play them because of that.

  • @Trwth said:

    I actually like this. Especially since there's bugs with switching too quickly, I sometimes wanna just drop Victor to keep watch, but have to switch about four times to get it working. It would also be cool to body block places with Victor during a chase without going through all of that.

    I'm of the opinion that The Twins need a faster release animation for Victor overall because the animation and pausing is what makes them feel so awful and clunky to play ignoring all the bugs.

    I'd have other suggestions too but in my view this is the most glaring issue that makes them annoying to play in terms of fun. That slight pause is like a speed bump in a fun chase.

  • @konchok said:

    I think we may need to wait and see with this killer. Remember when everyone was calling blight weak right after he came out. Let's give it some time before we jump to conclusions and demand huge buffs.

    For the most part I usually agree but this killer is just so clunky and time consuming to use. I'm going to be doubtful on this one and I was one of the people saying Blight was going to be good (And I still stand by that) so I feel my judgement is usually a bit accurate with such things.

    In this instance though I know it's a completely new power concept so they won't get it right the first time. This killer needs a lot of work but I'm willing to give it time.

  • Overall though this would maybe indicate Clown is getting various tonic addons that change his power similar to Freddy with Snares / Dream Pallets.

  • Well think of it like this. If you're looking for an antidote I imagine you'll be looking through a party chest. Unless BHVR just goes the route of adding an extra objective for when Clown is on the map. Then again it could just be a catchy new name for The Clown's power.

    @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1787974#Comment_1787974

    I don’t that’s a clue to how his power will usually work. This just another “extra bp” add on they have a trend with.

    I’m more curious what Afterpiece Antidote is.

    My thought was with the current description and the fact that they're replacing the bottles with a new effect which is confetti I felt maybe they'd go the extra mile and add some festive stuff for Clown. Just speculation of course but I've always liked the idea that The Clown would make stuff more circus themed while he's on the map. He's the life of the party after all and he's there to entertain - in a sense.

  • I have some slight differing opinions regarding #3 of your post but I agree with everything else. Overall this was such a lackluster DLC I can't justify even buying it with shards tbh.

    Actually misread #7 - Not sure I can agree with that either but I agree with what I said prior.

  • image.png

    That's actually pretty neat. Maybe they're finally making the Clown affect the map like how Pig does for example and stuff is made more festive for Clown. Maybe special lockers, chest and other things?

    Well either way that's clearly the speed limiter for Clown but cool regardless.

  • New Ormond is actually amazing but admittedly as a Nurse player I found myself getting snagged on random objects at ankle height. I'll adapt to it but overall Ormond is looking good and no longer a map I'll consider AFK'ing on. Prior on Ormond I'd just let the survivors zip through gens willingly and just open the gates. Hated that map so much.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777335#Comment_1777335

    The thing is bubba was still pretty bad even though you could camp with him. You can still camp with new bubba like normal. That makes me think that this is a non-issue. Bad cannibals will camp and good cannibals will camp. Same goes for hag. It's just changing the tactic, and if all bad hags do is place phantasm traps near a hook, then they're just not going to win the game other than 1k at most. Hag is a 110% killer so she is screwed without phantasm traps placed expertly.

    If there was a surefire and clean way to weed out camper hags and expert hags then i would support this idea, but there isn't. Even then, hag has remained fine and will remain fine to me in her current state.

    Yep I agree. I still express my thoughts but I'm pretty sure there's nothing they can realistically do in either case. It's just the concept of the killer being the issue is all. With Spirit though they can probably figure something out that's fair for both sides as a compromise. Likely bringing back the one auditory bug which made it possible to track Spirit while she is phasing. Still needed survivors to pay attention but still.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777318#Comment_1777318

    I've seen people call demon op in the past on steam forums, but to be fair those people also say other ridiculous stuff like deathslinger is better than demon.

    https://forum.deadbydaylight.com/en/discussion/comment/1777320#Comment_1777320

    I can see what you're saying very well, but you will never persuade me for tweaking these killers. Also Hag imo is fine, she is boring yes but that doesn't mean the we should take her away from her mains. Freddy was boring and weak to most people and so they completely took freddy away from us. Freddy was very unique and entertaining for their mains but majority said otherwise. That doesn't mean they deserved those changes. Spirit is different sure because she is not a low play-rate killer but my point stands for those two killers.

    Sadly freddy is already gone, so that's why even though i am not a hag main myself, i wouldn't want hag mains to lose their killer too.

    My stance on Hag is she's fine when people know how to play her instead of just camping but everyone chooses the easy route on playing her. This was the issue with Bubba because that's all he was good at and too many people are used to that and just stick to that tactic.

    Regarding Spirit that's the only killer I feel is fundamentally broken and unfun to play against. With Hag at least a Hag can make the game fun with Spirit it's basically "Is there Spirit good or bad" and that determines who is going to have fun that game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777282#Comment_1777282

    I never denied that spirit is strong and bullshit. I've played against and as her many times and same goes for nurse. You're right on pretty much everything. But I'll still defend certain killers like cowboy, demon, spirit against bhvr's tweaks because they more often than not make the killer boring and/or nerfed.

    Deathslinger I'm on the fence about but I feel that he's not threatening enough to need nerfs. Can he be annoying with the fake outs on shooting? Yeah a bit but that's literally all he has. You can literally outrun him otherwise I wouldn't touch him honestly. He can be faked out with movement but it's harder to do. Also Demon as in Oni? Who is complaining about Oni? Oni is near perfect.

    Right now the only two killers I feel need reworks because of their gameplay is Spirit and Hag. Granted I am extremely biased against Hag because it encourages boring gameplay and only a select few play her right (Similar to the Bubba issue) but this thread is about Spirit for the most part.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777039#Comment_1777039

    I thought your point was that nurse requires skill which justifies her rewards but spirit doesn't which doesn't justify her rewards. This isn't your point? That's what you seemed to imply. And I'm saying nurse doesn't matter in a spirit discussion. If you're too lazy to explain it simply that tells me that even you don't know what you said.

    "At least you need skill to play nurse ;/"

    Nurse has proper counter play, a high skill floor and a high skill ceiling and she's fun to play against (For most people)

    Spirit barely has any notable counter play aside from rush gens, a low skill floor to pick up and most people do not have fun playing against her because she can AFK to mind game.

    There are plenty of tactics to play around a Nurse from your movement to line of sighting and reading her blinks by paying attention to how long she charges blink as well as what direction she is facing. She takes a while to pick up properly and an even longer time to master. However the rush of outplaying a Nurse is amazing.

    With Spirit the most basic stuff everyone hates about the killer is at the lowest skill level of play for her. You can sit still to mind game, there's no tell when she is phasing and most of the time it's a guessing game for the survivor because even audio wise you can't really tell pin point where she is. However Spirit can track you perfectly if they listen. The only true counter to this is Iron Will and a few other stealth perks and those are countered by things like Stridor. Since Spirit is so strong it doesn't exactly hurt her sacrificing a perk slot to constantly have a counter to one of her only counters. She's also really good at chase, patrolling the map and denying areas.

    If anyone has the suggestion of "Just do gens" to counter a killer then the killer is broken. Every killer should have some sort of small counter to their power that needs to be thought out to properly perform and in fact most killers do. Spirit does not unless you like gambling away your life. At the moment the only true counter I can think of with Spirit is camp a pallet at a long loop and hope the spirit guesses the wrong side or abuse a semi infinite window. Pretty much map RNG is the only thing that is going to determine if a spirit will do well or not and I'd like to see someone prove me wrong on that when it's good spirit vs good survivors.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775986#Comment_1775986

    That's fine with me. Game needs to have some very strong killers. Nurse and Spirit are these top tier killers.

    Nah not fine. I want the game to have strong killers but I'd delete Spirit in a heart beat if I could. Unfun and unbalanced with a low skill floor that still can net you easy kills because of how dumb the killer is.

    Nurse main btw not that it matters but I have a bias obviously. If a killer is going to be strong you should need something aside from a decent pair of headphones to be good.

  • @KingFrost said:

    Doc's hallucinations shouldn't be hard to tell. They're strong tracking tools as they are.

    It's more of a flavor thing rather than a desire of balancing. Although personally as someone who enjoys Doctor and I get they're used for tracking I don't understand why they're meant to be a tracking tool. The Doctor is meant to make people scream to track them and cause hallucinations. In my view the hallucinations should charge a survivor and attack them and when touching them the interaction makes something visible for tracking. Would be more interesting that way personally instead of being a stationary ward.

    Something along those lines anyway it's just so boring thematically having them just stand there for both sides.

  • I main Nurse at the moment and yeah map bugs and general random bugs are quite bothersome to deal with.

    For Blight they need to make it so you can bounce properly off of stuff that doesn't have collisions at a certain height. If something isn't at his waist or higher you slide off of it randomly. A good example is a garbage can or bench on haddonfield.

    100% agree on Doctor - Where are our cool hallucinations? They're not convincing enough to be hallucinations. I want a fake doctor running at survivors from around the corner.

    Most of Wraith's addons should be baseline and his shimmer should be made completely invisible at far distances

    Spine Chill shouldn't detect undetectable killers and suddenly all stealth killers would be stronger


    For the most part I have some agreement with the rest of your statements and yes while we are nitpicking it feels like a good thread to get stuff off your chest so there you go.

  • I value skill over band aid fixes which blood lust is but personally I'd rather it stay and even BHVR gave a reason I actually agree with. I'd like it to be reworked though so it isn't as mindless but more of a catchup mechanic.

    The obvious implementation of bloodlust was a fix for bad map design which honestly even with reworks this is still somewhat of an issue on a few tiny areas.

    The other reason is in my view it's necessary for when there is a huge disparity in skill level so the chase eventually ends one way or another. However in this instance matchmaking needs to be fixed to make this a bit easier to gauge on how necessary this is. I still view BL necessary for this alone. For me personally no I'm a Nurse / Hillbilly player so Bloodlust has never been a factor in my games but that's my personal stance.

  • One thing bloodlust makes obvious is when a map is either busted or the skill difference between the survivor and killer is too high. Bloodlust helps bring an eventual close to the chase which in my view is needed. I feel that Bloodlust is necessary it just needs to be reworked on how it operates and is obtained.

    However yes I agree it would help identify issues with some killers although I feel that it's kind of blatant if you've played the game long enough.

  • The new killer has a great concept that needs a lot of fine tuning because it's probably one of the clunkiest and weakest killers to be released to date. The concept itself is great and something I've always wanted which is the ability to switch between multiple characters as killer. It however needs some fine tuning and honestly they could buff every single aspect about this killer currently and it would probably fall under acceptable in terms of balance.

    Visuals are great though but that's about it.

    I'm not going to knock on BHVR for this one though. They try a completely new type of power that is a first for this game so I know they won't get it right at first. However I expect them to fix it because if they don't this will be a DLC I don't bother buying.

  • Franklin's as a whole is fine but it's too situational because of how the lobby system works. It could basically be useless or be incredibly potent. In my view items should be more common and available within the actual trial to make this perk more consistent. For the most part it's generally weak and the main people who complain about this perk are survivors who over value items and rely on them too much.

    @KrazyKatFTW said:

    Franklins is a ######### perk, if a killers uses franklins I will take it as an indicator of how they intend to play the game and get out asap, I don't want to play with players like you

    That's fine if you intend to get out of the match as soon as possible. You're only making it easier for the killer whether you DC or suicide on hook. In the meantime - Give me your lunchbox.

  • @TheClownIsKing said:

    Need a break from survivor.

    Need a break from Clown.

    I’m staring at the roster and thinking “I want to play as Freddy. No, not current Freddy. Old Freddy.”

    So i’m just sitting here, staring, and thinking of turning DBD off.

    I miss some of Freddy's old mechanics but they could easily be put on Wraith quite honestly. I wouldn't mind some of his addons being made basekit and the bad ones reworked. That alone could make space for 5-6 new addons. Wraith could get an addon that lets him walk through survivors while cloaked like how old Freddy used to for example.

    Only thing I don't miss about old Freddy was the default 7 seconds to sleep someone timer and adrenaline and self-care saying "no" to you when you tried to use your power.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689163#Comment_1689163

    Just a minor aside, the aura lasts 10 seconds which is a pretty long time for an aura. I find it’s actually most useful when they try and blind you while you break a pallet, because you can see their aura for 10 seconds there’s pretty much zero chance they’re be able to mindgame you while they run away if there’s something else nearby to hide behind.

    Everyone pretty much assumes they added the aura so the perk has something to scale off of. That's what I meant before blinding a killer was pretty much impossible prior unless a killer let a survivor do it. That's why they just made it 100% block blinds and gave the perk something else to scale off of.

    Wouldn't have been an issue if perks only had one tier.

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