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Dwinchester

Dwinchester

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  • @I_am_Negan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432232#Comment_1432232

    I don't have to prove anything I'm not on trial

    I don't have a problem with those perks if you do that on you

    So trolling, got it.

    @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432232#Comment_1432232

    The nerfs you are talking about are on 3 killers. None of the other killers were nerfed and in fact 1 killer nerf is still in PTB, so it may not even happen.

    Major Survivor Nerfs that Affect all Survivors, not just a tiny few.

    1. Insta Heals
    2. Toolbox Nerfs
    3. Smaller Maps
    4. God Loops removed
    5. Gen speeds nerfed when multiple survivors are on the gen (Minor nerf)

    Remember that the Devs stats show all killers getting around a 60% kill rate in November. So the the games already killer sided.

    There, you are Killer-Biased. Do you even play survivor? (I really wish people would play both sides before commenting).

    The survivors are just skins, so of course any nerf affects them all. They removed God loops, but buffed vaults and added a ton of long walls, so nothing really changed. They nerfed tool boxes, but buffed their speed, and judging by the 4 minute gen times, nothing really changed.

    That minor nerf to multiple survivors added like 4 seconds, so nothing. One could argue that Insta heals were broken, like 5 blink nurse, but they didn't get rid of Insta heals and make you run at 3.8ms for 30 seconds after healing, they just fixed the add on problem.

    Rank 5 killer, rank 7 survivor.

  • What did I say that was incorrect? Can you refute anything I just said, or do you just not like it? And for the record, I play both sides. Survivor has the advantage.

    I do. Can you prove otherwise? Do you have any data that proves otherwise, or are you just trolling?

  • No, he's absolutely right, you don't have the time to not camp, not tunnel, and not slug. That's the problem with this game, you can't counter both the gen rush and the meta, because the meta is designed to counter the only counter you have to the gen rush. One hook mori is the only reliable way to beat a death squad.

    @Artick said:

    https://forum.deadbydaylight.com/en/discussion/170845/behaviours-buffs-nerfs

    Dude I'm so sick of "they never nerf survivors". Killer mains have such a selective memory, they only remember what they want to remember. Take all the patchnotes and see for yourself how many nerfs survivors got along the years. Just stop with this BS argument already.

    The problem is the level of nerf. Yeah, they nerfed balanced, Insta heals, tool boxes, but nothing really changed how survivors play.

    When they nerf killer, they gut them. Take ruin, it was an early game slowdown that might be cleansed fast. They changed it to a late game pressure perk that can still be cleansed fast. If old ruin lasted two minutes, you had value, if it's cleansed in two minutes now, totally wasted.

    Nurse, they gutted her mobility, so it takes twice as long to cross the map. Billy is losing his mindgame, which is all he had.

  • @FlamingkittyUmad said:

    Honestly if you really want to camp or tunnel or T-bag at every pallet for whatever reason- justified or not, just go ahead, but don't start crying when someone calls you out for doing it.

    Literally every time I play survivor and someone rots on hook because of the killer camping, the killer gets super salty when called out in the end game chat and usually outright denies it. If you're "patrolling" a hook and someone goes into second stage/ dies because you refused to commit to a chase, you camped them. There's no denying it.

    Same goes for survivor, if you're SWF and you rush the killer, don't start crying when you get camped

    I agree with this. Just like survivors calling killers sweaty for using noed, but at running every meta perk under the sun.

    @TheHentity said:

    in all honesty though its often a matter of perspective as well.

    I have been called a camper and tunneler when I go out of my way not to do so sooo yeah.

    A scenario: if you play killer, you hook someone, you go around, nobody is saving, right before they go to stage 2 you return to the hook, that is just a smart and punishing thing to do at that point.

    You either let survivors do unhooks or gens, not both, if they choose to not unhook until the last moment so they can have as much gen progress as possible, thats fine, but that is their risk to carry.

    But the killer will be called a camper or tunneler in the endgame chat for sure.

    Also this. I was playing spirit on the meat packing plant. I was getting my butt kicked, lost 2 gens for one hook and having a hard time catching a couple of them. Then they made a mistake and I got two of them in basement with 2 gens left. One cocky yui was trying to hook bomb while the other did gens.

    Obviously I'm not going to pressure gens when I have massive amounts of pressure where I'm at. I got the 4k after their two strongest died in the basement. They gave me crap, but if I didn't camp, I would get the 1k. They made a mistake and I capitalized in the most efficient way.

  • @Nutty_Professor said:

    Whilst most of us share a common opinion on which killers are strong and which are weak. However, we each have our own killer that we main, and who we feel more comfortable playing as. The purpose of this post is to rate yourself out of five for each killer.

    Key:

    1/5: You have a basic understanding of the killer's power, however you're unable to put that knowledge into practice.

    2/5: You can play at a basic level with this killer, you can win against bad/potato/chill survivors with this killer. However, you struggle against competent survivors.

    3/5: You're at an intermediate level with this killer. Whilst this killer isn't one of your strongest killers, you are solid with this killer. You can even win against a red rank SWF with this killer.

    4/5: You're very good with this killer, and you've nearly mastered this killer. However, there is still room for improvement.

    5/5: You've completely mastered this killer. This killer is most likely you're main.

    Below is how I rate myself with each killer. I personally wouldn't say I've mastered any killer, as I feel I could still improve with each killer.

    Trapper: 3/5

    Wraith: 1/5 (I've been playing DBD for two years, and have about 2k hours and I'm still yet to play as Wraith outside of my daily rituals)

    Hillbilly: 4/5 (I use to main Hillbilly, but due to his bugs I rarely play as him now)

    Nurse: 1/5

    Hag: 2/5 (Hag use to be one of the killers I use to main, but I haven't played as her since 2018)

    Doctor: 4.5/5 (Doctor replaced Hillbilly after as my main after his rework. He's my strongest killer but I don't rate myself as a 5/5 as I feel I still think I could improve further with him.)

    Myers: 3/5

    Huntress: 1.5/5

    Leatherface: 4/5 (Bubba use to be one of my mains, but I don't play as him as much now due to his annoying sound bugs)

    Freddy: 4/5

    Pig: 3.5/5

    Clown: 2/5

    Spirit: 2.5/5 (I use to be somewhat decent with Spirit but I took a 3 month break, I haven't been able to get back into playing as Spirit)

    Legion: 2.5/5

    Plague: 2.5/5

    Ghostface: 2/5

    Demogordon: 2/5

    Deathslinger: 2.5/5 (I haven't played against a strong team as Deathslinger, so it's hard to tell)

    Pyramid Head: 4/5 (PH is on his way to becoming one of my mains)

    As Survivor: 4.5/5

    Doc, wraith, plague, hag, deathslinger....4/5

    Spirit, huntress, Meyers, ghostface, trapper, clown, legion, Freddy, oni, bubba... 3/5

    Nurse, Billy, demo... 2/5

    I haven't mastered any of them, but I can beat potatoes or chill survivors with anyone.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424117#Comment_1424117

    Right now, it's not active yet. The hit validation testing starts tomorrow (just in case it interferes with testing for the other changes). But yes, the hit will appear instantaneous and you'll immediately react to it as if you hit them, but if your connection is really bad, the hit will appear to be undone on your end (if you're the killer). The survivor will never see the hit.

    Yeah, that crap totally isn't going to break in favor of survivors, then be completely ignored for the next 6 months.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426056#Comment_1426056

    Cool, nothing will change for you tho. If you're not able to curve then it basically stayed the same as before with slightly less mobility.

    @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1426066#Comment_1426066

    So you want broken crap in the game, gotcha. Wanna give survivors their insta-heals back too while we're at it? And the infinites?

    I don't like the precedent that it sets, even if it doesn't affect me. They straight up said they were happy with him, then gutted him. It's either incompetence or greed and I don't like either one.

    Even without the infinites and Insta heals, survivors still have the advantage, so killers need buffs, not nerfs. That or fix the damned gen speeds.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425992#Comment_1425992

    Oh no, my best killer is not best anymore and will now only beat 99.8% of the survivor base not 99.9. bohoo, I'll quit.

    I'm trash with Billy, I'm lucky to get three saws in a single match for a daily, which is the only time I play him.

    As for beating 99.9% of survivors, I am stuck on the region where the .1% live. I haven't seen a player under 1400 hours in a while now.

  • @Popcornchicken11 said:

    Overall what I expect they'll do is a slight buff to billy to attempt to placate the (valid) outcry over how seriously they gutted him as well as a slight nerf to bubba because as far as I've experience, he doesn't seem all that bad anymore.

    Edit: what do you guys think the devs are gonna change from the ptb to live?

    Nothing will change, the devs will come on here with their usual troll posts, daring you to change games if you're unhappy. You will never see a Billy in the live game again. Devs will continue to stick their heads in the sand, release more mediocre killers, and nerf the strong ones until people finally have enough of their crap and quit playing.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408634#Comment_1408634

    Thank you for this @Hoodied it explains things very well.

    The Devs do know their own game, they know their game very well indeed. And yes, Billy will now require that little bit more skill to effectively manage his power - I personally don't see that as a bad thing at all. He's still going to be very strong and there's still going to be counterplay to him.

    I've seen the devs play on stream, they really don't know their own game and it shows in their balance decisions. They're middle of the road on skill and play bad survivors.

  • @Throwaway123 said:

    We told ya so, Billy sucks. Maybe believe us next time.

    This sums up every dbd change..

    https://youtu.be/E7J-QW3cDuk


  • Swf is absolutely miserable to play against. They need to add comms for solo then buff the living crap out of killer to compensate. This game was not meant for comms and the people that play swf sure as hell know and exploit that fact.

  • @Zoophage said:

    A 6 second stun for burning him? I mean, I'd like that but I think that would be way too good against him; especially because he's pretty easy to spot when moving.

    @IMhereRUN said:

    This extremely add-on reliant killer would be rendered into nothingness with your proposed changes. I’m not trying to be rude, but it seems to me you’re aiming to create a killer that guarantees 4 survivor escapes.

    Do they not have sarcasm where yall are from? He's obviously giving the devs crap about their decision to make every killer have an idiotic cooldown.

  • @LeftPreston said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414138#Comment_1414138

    As a nurse main what bugs are you talking about? The only one i noticed is you cant teleport onto the dock on the swamp.

    Dead zones on maps, basement blink, losing the ability to blink, targeting the environment instead of survivor right out of blink, blink audio spazzing out.

  • @BBQ_n_Chillout said:

    All the hate towards spirit really gets old. People complain about her having no counter play but that's just a popular myth. I have no trouble playing against your average spirit. Most likely the ones that complain the most are just bad players or are solo queuing and get bad teams. At the end of the day she's just an M1 killer with a ability not unlike any other killer. Is she strong? Sure. A lot of killers are. I think playing as optimally as possible on both sides that oni, billy, nurse and maybe hag and freddy are all stronger killers. People act like every spirit is god tier but i've seen some pretty mediocre ones.

    Please stop blaming the spirit for your shortcomings. If she's a menace to you run iron will, it helps trust me. I cannot fathom what a nerf to her would even look like. If what the community wants gets done she would be useless. I think she's very fun to play and challenging to play against, but that's ok. I don't want to be spoon fed escapes i'd rather earn them.

    Because every chase is a mindgame with her. The typical loop a pallet three times, dead hard, then run to another loop doesn't work on her. Survivors know how to abuse the game speed and mechanics, and any killer that challenges that play style must be nerfed.

  • @Omputin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1418181#Comment_1418181

    Sub 50 ping in dbd isn't feasible for most of the community considering how few servers they have. Under 100 ping is definitely good in this game.

    100% this. I am in Texas and most of my matches are on South America servers.

  • @Peanits said:

    That shouldn't happen unless you have a really bad connection, in which case you probably shouldn't be getting those sorts of hits to begin with (your bad connection is giving you an advantage).

    If your connection is good, you shouldn't notice any difference. Your hits will still be 100% instantaneous and feel exactly as they do now.

    You use words like "shouldn't", it tends to make people nervous. Let's face facts here, yall don't have the best track record of releasing glitch free patches, which by itself isn't a big deal, but then you ignore those glitches for months at a time, especially when it affects killer only.

    Look at grabs, or matchmaking. Broken for 6 months and counting. When you have a pattern of problems that aren't fixed, people lose faith in your ability to put out a quality product.

  • @Victor_hensley said:

    https://forum.deadbydaylight.com/en/discussion/169199/you-guys-are-overreacting

    I agree with you.

    I think it's because they can't feather for 30+ seconds (If you need that much time to make a move, you're not a good BIlly player), lockdown gates, and m2 the entire match.

    It's the same as nurse, it punishes the misuse of the power, forcing you to manage your meter (trust me, this change will make you a better Billy player). In fact, I think this will make more better Billys than worse Billys. You will need a few matches/days to get used to it, but you will be much better than before the update.

    Guys, this nurse nerf is going to suck. You're punishing her for no reason and it's going to make her horrible to play.... Omg, just try it on the ptb, you will get used to it.... No one plays nurse now.

    Guys, this ruin nerf is bullcrap, if it's used by 80% of the people, it's for a reason. The new one isn't strong enough to be a hex perk and it's going to force killers to play like scumbags.... Omg, it's not even out yet, just give it a try, and you might be surprised..... It's a crap perk that's not even worth cleansing, which has forced killers to one hook mori, slug, tunnel, and camp in order to get kills.

    You don't have to wait to know a change is going to suck. If you keep nerfing killers for no reason, every freaking game is going to be a Freddy or doctor.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415135#Comment_1415135

    Look, just now I played a game where I wanted to play like a Baby Trapper. Like, no mindgaming, only following, moonwalking where they can see me, mediocre Perks:

    https://us.v-cdn.net/6030815/uploads/AUCQG82871Z0/20200705191730-1.jpg

    But yeah, Trapper is OP, especially with those pekrs and two brown Add Ons. And yes, this is Red Ranks, I let them all go since they brought 3 Cakes, so not Rank 1 after that, but still.

    If someone really struggles at Red Ranks, they simply dont belong there.

    They're a lot more common than 1-100. I faced one earlier as trapper. Flashlights, pallet stuns, baits, coordinated unhooks, etc.

    Someone downed at a pallet, two more lurking. Chase one and the other is healing the slug. Try to pick up, and someone is there for the stun. This game isn't balanced for comms.

  • @Bovinity said:

    Cross-posting from another thread:

    The whole "2 kills = balanced" thing is kinda weird. 2 kills is often a sign that the killer actually got outplayed pretty hard.

    Yeah, I know that sounds strange, but it's actually not too hard to still sneak in 1-2 endgame kills on a team that's knocking out gens and escaping fast. Or to knock out the weaker links later in the match. (Notice even the dead guys got a ton of points.)

    I know, I know. "But the devs said..." Well, there's what the devs say, and then there's how the game actually plays, what it actually rewards, and how it feels to the players. When I play survivor, two people getting out feels like a big win. As a killer, two people getting out feels awful, and survivors are usually quite happy about it.

    Not to mention how the emblems add up. I know the emblems are broken as hell, but they absolutely tilt toward a killer getting more than two kills. Whereas escaping isn't actually even that significant for survivors. (Typically silver vs. gold on a single emblem)

    It's a weird situation. I really don't think that the "2 kills/2 out = balanced" stuff tells the whole story.

    So how do you - as killers and/or survivors ACTUALLY see a 2k/2out?

    It know it certainly has the sound of "balance" to it, equal numbers and all that, but how do you really see it?

    (No, before you start, this isn't about "entitled to 4k" or any other bullshit you're about to post. You know who you are. I'm just asking opinions.)

    Depends on context. If the match was over in 5 minutes, but I got a 2k entity displeased with noed, it feels like a loss.

    If it was a 2k brutal where they escaped to a key or a strong team, I feel like it's a tie.

    If it was a slaughter and I farmed with the last two, or if they plundered a key due to a 3 gen, I feel like it was a win.

  • Fair point, they have done some ok things, now let's look at their failures.

    1. Ruin is a late game perk

    2. Matchmaking broken for 6 months and counting

    3. Slugged survivors not making noise for 6 months and counting.

    4. Billy phantom chainsaw and camera glitch

    5. Releasing oni bugged, getting sales, then nerfing him.

    6. Nerfing pyramid head right after release.

    7. Million nurse bugs

    8. Wraith sound bug

    9. The great wall of haddonfield

    10. Totems that spawn in front of survivors

    11. Legion nerfs

    The list of bugs are endless. Yeah, they've done some decent things, but they also ignore game breaking problems for months, but only for killers. Survivor game breaking bugs are fixed instantly.

  • @thesuicidefox said:

    Everyone is talking about Billy update but no one has mentioned this.

    Billy is currently bugged. His camera is messed up and the hitbox of both his swing and chainsaw are janky. The devs acknowledged this at one point and he's been busted for over 2 months. I want to know if 4.1.0 update will fix Billy too.

    Sure they will. Of course they will cause 10 new bugs with him, which will chain into sounds and other killers.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412304#Comment_1412304

    It is a minor nerf it won’t effect people at all most likely but what it does is add incentive to learn the killer not just play back rev easy mode with no real mind game

    How I've seen most Billy's play is by revving at a loop, the curving into people. That's the mind game. If anything, this change will encourage you to get right behind someone and rev.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/168563/devs-why-nerf-billy-if-youre-happy-with-current-billy

    They did it cuz every other insta down killer has a Cooldown and this Cooldown won’t effect you if you are good with billy and don’t have to back rev too much it’s also to remove the annoying chainsaw face camping

    I don't like this "if you're a good _____ it won't affect you" mentality. People are not good with the character when they start, so if you make him miserable to play, no one will learn. Look at nurse, she's so incredibly difficult and punishing to learn that no one plays her.

    If you keep adding these ridiculous things, you're going to see nothing but Freddy, trapper, and doctor.

  • @trick said:

    "survivors dont need skill" xDDDD, u can say that on end game chat next time i run u for 5 gens xD ;)

    There lies the problem. I can do the exact same thing, even though I have three times as many hours as killer. It doesn't take skill to run a killer for 5 gens. Just chain tiles together and run an exhaustion perk. That's why I'd like to see more pallets, but fewer safe pallets.

    @ClickyClicky said:

    Lmfao are you kidding? Some killers with some builds are just braindead.

    Take Huntress with NOED, iri heads, infantry belt and an ebony......soooo hard!!

    I agree that is a brain dead combo, but again, the devs were saying they'd like to see iri head only down from 32m and beyond. Considering all of the obstacles on the map, they again want you to have streamer quality skill to play a simple add on.

    @BubbaMain64 said:

    Because killer mains are always of the victim mentality. Instead of learning or playing around things they want their hand held and want to cry whenever somebody t-bags them. Survivors are objectively stronger but treating them like this untouchable god force is just dumb. Usually when survivors run full 4-man meta they suck at the game. But the game should be balanced around this type of team you get once every few months. I just find it really funny how EVERY team is a "4-man SWF (with comms) Gen Rushing Death Squad with Purple Flashlights and Full Meta™".

    This attitude needs to go. Oh something is broken, but because I only encounter it once in a while, it's not that bad. I don't get that luxury, because for me, the potatoes are the rare ones. I played 10 matches last night, 1 was an easy 3k hatch game.

    There's a reason you balance at the top, so you have no one to blame but yourself when something goes wrong.

  • @MargretAtWalmart said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410694#Comment_1410694

    Have you played overwatch?! They were risking everything on overwatch league which no one watched and they even balanced the game around it which caused mass disruption in the games meta. They have a DPS pool which is bigger than the tank and support pools combined and have the audacity to wave echo in front of us, make her a DPS, say she was SUPPOSE to be a support and then 10 seconds later give Brigitte the nerfs and a buff equivalent to chopping someones arm off and giving them a band aid. But yes, their games are so good.

    Never played overwatch. I'm older than most gamers, old enough to have bought Warcraft 2 brand new. Warcraft, Diablo, and starcraft were all masterpieces. Diablo 2 is easily top 10 pc games of all time.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410682#Comment_1410682

    The map isn't their power LOL their power comes from their perks otherwise they're helpless against good killers. Killers are inherently faster than survivors and that isn't tied to their power.

    Yeah it is. There's a reason the tiles and pallets are spaced perfectly so a killer can't catch up after a hit or pallet break. There's a reason the survivor collision box is smaller, so they can loop. Time is the killers enemy and the map gives survivors an abundance of it.

  • @MargretAtWalmart said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410648#Comment_1410648

    Yup, i mean they probably do need to, but they won't. It's a cute idea though. But who knows with Behavior, sometimes they get their stuff together and sometimes not. They are at least better than Blizzard.

    When was the last time they got anything right? Bhvr isn't even in the same league as blizzard. Blizzard has been going downhill since Activision, but they've made some of the best games of all time.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410380#Comment_1410380

    It's almost like killers have abilities that already help them in the game and survivors don't

    Survivors have the map, that is their power. Killers have powers to help overcome the map.

    @MargretAtWalmart said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410633#Comment_1410633

    Yes, but that has more to do with the killer's lack of pressure in addition to your play style. I had to learn the hard way that even though i like running some perks as killer, i just can't use them because they don't work with the plague or clown's kit. Pressure is everything in dead by daylight and if you're not applying it then your screwed. For example, as Legion with no addons, you can apply decent map pressure with just Thanatophobia and Dying Light. After that you can put some filler perks and you're set, same can go for survivor.

    I have the unfortunate luck to play on a region that lacks potatoes. I get nothing but streamer quality survivors, so your version of pressure is different than mine. I juggle, I pressure gens, I three gen, makes zero difference. Do I lose in 5 minutes, or do I lose in 10?

  • @Duality said:

    First of all some off game topic statement: A killer in movies always has the advantage, in every situation, if not is because the survivor got lucky or was the main character, or some bs like that, in movies theres always a group of people where everyone ends up dying (Relatively easy) but the main character(s), as examples the licensed killers: The shape, Bubba, The nightamre so with that in mind, its clear that the logic is that the killer should have always the advantage.

    Lets start:

    1. Basic Mechanics. The killer has a .6 or .4 advantage on movement speed over the survivors, which is compensated by the fact survivors can vault windows at 0.5s while killers vault at a 1.7s, giving them time to posisionate again in the most optimum spot in the loop to react to the killer. They can also vault pallets so in a structure like a T and L walls or a unused pallet in a structure the surv always have the advantage . So the killer (With his basic attack) is only superior in open field where theres no pallets or windows, also if the surv is healthy and takes a hit he probably will be able to run to a structure.
    2. Its a 4 vs 1 game. Pretty self explanatory. Its not fair that each one of the 4 survs is balanced in relation to the killer. Balance meaning Killer has a 100 overalll and survivors have a 100 overall too measured by the ability to counter each other. Its a 100 overral againts a 400 overall.
    3. Killer cant be at two places at a time, or 4. I can explain you this with a example, the killer is at the start of the trial, he founds someone and starts chasing him, but the other 3 survs are working all on different gens, how the killer is supossed to deal with that? and on top of it, all of them are very good loopers, if you drop the chase to go and apply map pressure the guy you were chasing will start repairing and so on, thats what happens at red ranks.
    4. SWF.

    Im willing to cautiosly read your points of view, and respectfully debate, maybe you can change my mind.

    The problem with this game is that the pallets are too safe and too close to each other. Survivors can chain them together with little consequence. Survivors have third person, the terror radius, and the red stain. If there were more pallets, but they were unsafe, it would drastically improve the game for both sides.

  • @MargretAtWalmart said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410382#Comment_1410382

    I would appreciate examples of weak killers that were nerfed. If you mean nerfs that weren't necessary I understand, the recent hillbilly nerfs were unreasonable and not needed given he is a properly balanced killer, but most their other nerfs were reasonable and made sense. Some of the perks buffs seem to me a little broken. Franklin's will highlight dropped items in a white aura when within a 30 meter range and after dropped, items disappear after 90 seconds. Lightborn makes it so all flashlights and firecrackers are useless (literally! You are immune to being blinded) and the survivors who try get their aura revealed for 8 seconds. I don't really like the changes to knock out and tinkerer but honestly I can see why they are being changed the way they are. You need to understand that it can be difficult balancing a 4 v 1, especially when they are expected to release something completely new and different every chapter. I'm not saying that's an excuse for everything, especially since this game is so buggy and a lot of perks are either must use or useless which makes gameplay quite dry sometimes. This game isn't perfect but the devs are still getting their bearings with things, they are trying to update every texture in the game, they're trying to make this game cross platform. They have a lot on their plate at the moment and a little understanding of everyone's situation at the moment while we wait for balancing and fixes would be nice. In conclusion, Both survivors and killers need to suck it up for two seconds. the game is unbalanced. The game is so buggy it might as well be a bug. Survivors need..... something. Killers need....... something.

    Man, it's been 4 years, if the devs haven't found their bearings, they need to bring in people that know what they're doing.

    If the game has so many problems, it would make sense to fix those problems and not add on projects that literally no one asked for. Had they said "hey, this mid chapter, we are focusing entirely on bug fixes, we will not be making any other changes", not one single person would be upset by that.

  • @[Deleted User] said:

    The skill of Survivor is being able to work with 3 other randoms. Go play Survivor, if its skill less you should be able to escape 100% of the time right?

    I play survivor too. I have more hours in killer, but my rank and success ratio is higher with survivor, because it's so damned easy. Pretty much the only times I don't escape are when my team doesn't do gens, I get moried right away, or if matchmaking puts me with rank 15s.

    That's with me running plunderers instinct, balanced, kindred, and prove thyself. I can only imagine my escape rate if I ran meta perks.

    @MargretAtWalmart said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410380#Comment_1410380

    There were nerfs and changes though to get all these perks to where they are. DS use to immediately activate if you were the obsession or wiggled 25%. BT once worked on the person unhooking and being unhooked. Unbreakable can only be used once. It's true that some survivor perks are..... annoying when used in groups but the same can be said about killer perks too. Franklin's demise in general is a really toxic perk because it makes a survivor drop their item and lose about 1/8th of the charges, Insidious is almost only used to camp, and everyone hates NOED. It has to do with perspective though, survivors use DS, Unbreakable and BT to avoid being tunneled or farming a teammate. Killers often use Franklin's to stop large groups of flashlights or keys, insidious can be used in some very creative ways such as to gain tokens for play with your food. NOED is used to help killers keep pressure on survivors at the end of the game and sometimes to help ensure a win. There are two sides to a token and you are mostly looking at the killer side. Have a peek at our side for a change.

    Franklin's is a joke. It needs to damage the item by 20%. As it stands, the loss is nothing.

  • @Marcus said:

    It's not even that good. Definitely doesn't need a nerf.

    I love it when people say "it's not that good", but my own data shows it to be a meta perk. If it's so bad, why are 38% of survivors i go against using it?

    Oh, I'll tell you why, because of the increased vault speed and the massive buff to window hits. The detection is the least of my concerns.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/168305/advice-to-the-people-upset-about-the-billy-change

    Cuz they don’t care about whiny entitled players with no skill sorry billy requires more skill now then just back revving till you close the gap enough

    I'm a garbage Billy player, it takes more skill than you think.

    @Cheers said:

    To be fair, Ruin turned out for the better imo. They know the game more than most of us do.

    Ruin is trash. People don't even care enough to cleanse it any more, which is sad for a hex perk.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408208#Comment_1408208

    Well flashlights don’t technically blind people in real life either.

    You've clearly never had a sibling yell "hey, look at this", then shine an led flashlight in your eyes. Trust me, it blinds you for a few seconds.

  • @[Deleted User] said:

    Not everything that works in real life will work in a video game. Somethings have to be changed and bent in order to fit the game. Such as survivors not snapping their legs in half after falling from the tops of buildings, the overweight characters like clown being able to catch up with athlete Meg, no one suffering from the cold snow on ormond, etc. It’s a game not a mechanic simulator.

    I understand that things should be taken with a grain of salt, but changing the fundamental operation of a device bothers me. It would be like the flashlight needing time to warm up before working, that's not how flashlights work!!!

  • @Luxoshamy said:

    https://forum.deadbydaylight.com/en/discussion/167378/my-true-thoughts-on-current-state-of-dbd

    Those perks prevent camping and tunneling. You are being hypocrite by saying you want something to do about DS and BT but don't like those perks that their whole existence is basicaly avoid those situations.

    And the game is an asymmetrical multiplayer. So this issues would always be when the killer has to face a group of survivor who know what they are doing. But also you are not talking about the amount of perks and addons a killer can use to control the trial. A lot of perks involves blocking generators, revealing auras and reduce generators repairs. If you are not using them, of course they will pop a couple of gens while you are chasing. But also, what do you expect them to be doing? You want to chase someone for 2 minutes without nothing happening? That just shows how bad you are on mindgaming and chasing people in general. You are getting distracted by survivors who know where to take you and you are just going with it. Also that's why you patrol and use headphones, to hear the progress of every gen, and you need to know that some gens are going to go, but as a killer you can plan which ones are going to be the last ones so you can have a more advantage position later.

    The perks that block gens don't do a thing to slow progress, it's a zoning tool. Even running every gen slowdown perk there is doesn't make a big enough dent.

    The problem with the maps is they each have 8-10 ridiculously safe pallets and the tiles containing these are easily chained together. Those resources alone are enough to wreck the killer. You chase someone 30 seconds too long and the game is over. It's poor game and map design.

    What this game needs is more total pallets, but far fewer safe pallets. If you leave a safe tile, you shouldn't be able to make it to another one, there should be a mindgameable pallet in between. Doesn't have to be Hawkins level of unsafe, but you shouldn't be able to see the killer either.

  • @Luxoshamy said:

    This is a statement i've been hearing a lot. Survivor have been nerfed multiple times (maps included), and usually killers complains of DS, SWF, BT, BL, and all kind of initials. For me survivors now are on a rough place. Killers have a lot of perks that are game changing, don't mean those are OP, but they change so much the pacing of the trial. Instead survivors have no counter play at all, a lot of perks can counter killer but you are always flipping a coin if those are going to work. Killers are always on the offensive side, so they can go whatever they want. Survivors need to choose perks that can work early, mid and end game. Or cover a lot of tasks.

    Survivors task are simple: Do gens, help teammates, waste killers time. Always will be a survivor that knows how to juke, mindgame, and waste killer's time, that's why they are higher rank. Like always will be a killer that knows how to pressure the map. But as some killers just complain about how DS is annoying, or that survivor gen rush every single time. This things are entirely faults of the killer. Like i've said before, killers control the pace of the trial, they can counter a lot of the survivors perks and strategies. If you get DS is like "ok, ill chase you again" or maybe you should wait and sludge or just bait him by picking him up and down.

    Survivors would never control the pace of the trials, and if they do, is because killers are let them do it.

    Now SWF is a weird place. For starter i'll like to say that this game let's you invite people. So is not a crime to play together, that would be a better experience either you win or lose. The problem is that this shows how powerful survivors can really be if they are coordinated. But that's something the killer should expect ALWAYS. A coordinated team. No need to be mad against players who are enjoyning the game with friends or introducing new ones to the community. If you have a feeling is a SWF, then go and tryhard a little.

    Something i'll like to mention also is camping. After all what i've been trying to explain about how killers control the pace, makes survivors adjust to his strategies and how game changing some perks are. I don't see the point on camping, and take this as a good thing. It is a strategy? Or is playing cheap? Face camping is a strategy also? You are risking gens just to let one survivor die, and i think every time i've tried to safe someone from camping was just for the good of that guy playing. No one likes to be targeted and been in a chase at the minute he left the hook. That's why a lot of players go for borrowed time, you never know if the next killer will be face camping someone just because he was looping right, or wasting your time when the other survivors did objectives. That's on you, not on him. It will be a stop for camping? Don't think so, is something that works because other survivors want to do what they have to, is a team after all.

    Camping should be punished. I'm not talking about reports, it's stupid to report someone for taking advantage of that. But maybe by losing BP. When i want to get some easy BP i'll just queue killer do a challenge, make an offering and i'm good to go, 25k secure. Survivors getting camped get like 8k BP because someone was standing right next to him. I've played friendly killer and got more points than that. Make punishment for anti-fun actions. Add that to the emblems. If the killer stays on certain range from the hooked survivor make him lost BP, it's just for a good cause. Newer players don't need to suffer this anti fun mechanics, no one actually. And also, if you don't camp, and just go for every single survivor, you get more BP. Really don't know why there's people who still doing those things.

    Survivors already lost a lot of points by don't doing certain tasks and sometimes there's no need for him to do it but the game will take away almost 6k for that. So i think it will be fair.

    Tl;DR: Killers can control the pace and have more advantages over survivors. People just don't use them right. Camping should be at a cost of BP so they don't get rewarded by spoiling the fun to someone or whatever excuse you have.

    The fact that you think killers control the pace of this game shows how little you know about this game.

    There are too many map resources and too little time for killer. You can have points for camping when survivors lose points for teabagging and flashlight clicking.

  • @ShrekTheThird69 said:

    https://forum.deadbydaylight.com/en/discussion/167548/thoughts-on-new-ruin

    It should regress at 150% instead of 200% and be a perk instead of a hex. But we know the devs will never do that.

    But that might be annoying for new survivors and give killers free value. Meanwhile ds, dead hard, iron will, and unbreakable are completely annoyance free for killer and require so much skill to use.

    No go enjoy your 4man rank 1 swf death squad as a rank 10 killer.

  • @Almo said:

    Ruin lasts until the end of a match somewhere around 50% of the time, last I checked. So no, it's not instantly cleansed every game. :)

    We were testing one of the upcoming Killers, who was prototyped on an old build. Ruin was chosen, and it was the old one. Oh man I'm so glad we fixed this thing. It's way better now.

    Yeah, because it's such a trash perk that no one cares enough to cleanse it any more.

  • @Dopples said:

    I know rankings don't really matter in the grand scheme of things, and that I should focus on improving more than anything, but I just can't seem to break free of purple ranks on killer. I've watched guides, gameplay of good killers, etc. And for the most part they've helped me a ton just getting to rank 5~7 relatively easily. But from here, it's been a struggle to even avoid depipping vs teams of red ranks. It almost feels like a different kind of game since they typically don't fall for mindgames, and usually are organized enough to pop 2 gens or so in the first few minutes of the match even when I actively go out of my way to patrol them (I typically run Corrupt Intervention to help with this), or corral survivors I do find towards gens so I can injure a ton of survivors at once. If I do happen to get a down in around a minute or a half, gens are already popping even when I do.

    Basically, it feels like I need to commit to chases to cause actual damage/pressure to survivors, but if I do so, I risk letting gens pop. If I only just injure them and then return to the gens, they basically just spread out and get them done slower on their own. So that even if I end up hooking one, those gens soon follow. Could I possibly get some advice? Cause it feels like I shouldn't be struggling this much after practicing as much as I have.

    For the record, I play a multitude of killers with the following perks. Add-ons vary depending on mood and what I see in the lobby (Also, I play Michael as well, but I've yet to get all the perks for him I want);

    Pyramid Head (Corrupt Intervention, Pop Goes the Weasel, Trail of Torment, Surveillance)

    Deathslinger (Sloppy Butcher, Monitor & Abuse, Corrupt Intervention, BBQ & Chili)

    Demogorgon (Save the Best for Last, Pop Goes The Weasel, Thrilling Tremors, Corrupt Intervention)

    Ghostface (BBQ & Chili, Discordance/Nurse's Calling, Pop Goes The Weasel, Thrilling Tremors)

    Legion (Discordance, Pop Goes The Weasel, BBQ & Chili, Thanataphobia)

    Doctor (Sloppy Butcher, Ruin, BBQ & Chili, Save The Best for Last)

    You're having the same problem as me, here's what I did. Stop worrying about the ranks, if you're getting brutal against solid red ranks, you're a red rank too. Bhvr just sucks at the ranking balance.

    There is NOTHING you can do to stop a strong gen rush. I've seen otz, umbra, tru3, bronx, and monto all get destroyed by it. Just accept those games, camp someone and hope for brutal.

    The game is just survivor sided, the devs won't fix it, so either find fun in a different way, or find another game. 7 days to die alpha 19 just released and made massive improvements.

  • @WalkedMoss92 said:

    Every now and then I go against Freddy in a trial and I'm already like "this isn't going to be bad trial"

    I see a lot of people making their own tier list of the best killers and they are always putting Freddy at the top around S or high A and I don't understand. I've always been able to quickly get out of the dream phase he does and because I'm not running around the middle of the map, I go unnoticed the whole game.

    I feel like he's not as impressive as the other killers cause he's easy to spot with that annoying strut he does that makes him look like he's about to T-pose. Plus, like the huntress, he has the music that follows him around making him easy to invade.

    Are people just ranking him that high because of the generator control he has? because other than that he's not a hard killer to go against.

    I agree. He's essentially clown with a teleport. His slowdown add ons are nice though.

  • @Todgeweiht said:

    Dude, if 5 gens got done in 5 minutes I seriously doubt you were playing good.

    But anyways, the devs have already said they are implementing an early game mechanic to slow down gens so hopefully that will help.

    I don't care if you have the worst start ever, the game shouldn't be over in 5 minutes. Not when the maps spawn with enough resources to keep the killer busy for an entire match.

    If you want 5 minute games, you shouldn't be able to chain multiple tiles together. This game is about mindgaming people at tiles, which you need time to do, but they don't give you time. Hence the total frustration and scummy play that survivors hate so much.

    Why should I bother pressuring gens when I know someone is coming to unhook?

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402053#Comment_1402053

    Then totem spawning logic isn't what should be changed, the perks themselves should be buffed.

    It's a little of both. The totem spots don't have to be invisible, but the ones in survivor spawn points and ones that are just impossible to miss need to be fixed.

    But yeah, most of the perks are just too weak to be a hex. When it barely affects the game when fully powered and tells the entire team that you have it, it's worthless.

    Devour is the perfect hex perk. It has game changing power and doesn't reveal itself until it's too late. Compare it to lullaby, where it has game changing power, but everyone knows you have it from first hook, so you rarely see 5 stacks.

  • @OnryosTapeRentals said:

    Hex totems are supposed to be high-risk-high-reward. If you don't want to risk losing a perk, don't equip a hex.

    Except for the part when they're not. Devour hope and noed are really the only ones that qualify.

    Ruin is just bad. The third seal is very situational, knock out is better. Huntress lullaby would be strong if it didn't need stacks, or at bare minimum didn't alert you. Haunted grounds is trading a whole perk slot for maybe a single down. Retribution is a joke, bbq is far better. Thrill of the hunt basically just tells you that you're fixing to lose a totem, because you can rarely make it before it's destroyed.

  • The redeads from Zelda ocarina of time. Scary things. Imagine a lumbering zombie that can freeze you in place temporarily.

  • The problem with adept is that we're in the gen rush meta. If your killer has no gen slowdown, you're getting silver lightbringer.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1393695#Comment_1393695

    North EU, versing mostly Germans and Russians. I can't remember having so many and so constantly sweaty matches in my entire dbd playtime (4k hrs) than these past few days. Every single profile I check is a longtime player and every loadout is minmaxed optimised and played up to its potential.

    I'm not asking to play against noobs all the time. I don't mind having stronger opponents. But pls, not all the time. I want to play against beginners or mediocre players aswell here and there.

    Ngl I have a concern that MMR might burn out players. That's to stressful, especially when we have no casual game mode.

    Yep, same here. I don't like stomping every game, but damn, I get sick of playing the people that know every tile down to the pixel and run some form of dh, ds, bt, unbreakable, spine chill, iron will, and adrenaline.

    They always loop the pallet, dead hard, then loop it again. Lose 2 or 3 gens in the first chase, the a gen per hook.

  • @Fran1994 said:

    I was playing as killer, nurse, and found a team of 4 newbies. I'm not a pro nurse, but they were absolutely green.

    I downed 2 of them in less than a minute, and sacrificed 2 of them before a single gen was done. Then i hooked the 3rd and the last survivor was trying to save his partner, but i downed him

    I felt so bad that i took him and lead him for a tour around the map to do every single pallet stun, gen, totem and so. I closed the hatch and let him power the gates. Then downed him and allowed him to crawl away.

    After match ( a solid +2 pip) i saw i got barely 17k bp. He did almost 30k. WTH?????

    I feel like i won't be so kind ever again 😂

    So, what's your story? Did you feel good after that?

    I have mercy quite a bit if I am just dunking on them, or if they get a suicide or dc early. Only rarely will I give mercy for special circumstances, so I will tell that story.


    Was playing huntress on sanctum of wrath, which is like having a pine cone shoved up the back door. Had three absolute potatoes and this one really strong survivor. He wasn't using b.s. tactics, just flat out playing me.

    I quickly massacred his team, 3 gens left, it was a hatch game. He ran me for a good 5 or 6 minutes around a jungle gym, before I finally downed him with a sketchy hitbox.

    I gave him hatch. In post game, he couldnt believe that I let him go, since most killers would be tilted after the chase he led me on. I respect quality play without using the many survivor crutches, and he deserved the escape, so I gave mercy.

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