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  • Long lobby times though...

    Otherwise I never would have it on, gonna be selfish here but the game would be better for me if I could choose which platforms to crossplay with... like sorry PC but you're gone, people ruin it for you

  • What we need are new maps, updated perks (no idea why all the weak perks still havent been buffed) and events on a more common basis.

    We should get multiple events a year which change/add to the base game. I'm not talking just decoration and BP I mean actual new things like the winter event. While the event had issues especially with certain killers it changed things up abit, we need that but multiple times a year

  • Killer like most of the game is luck and RNG.

    I'm sure playing killer can be fun at a more casual level, it's only really when you get higher and verse survivors which all know how to play when the game becomes stressful.

    I think killer is the most fun role, but it's not as consistently fun. If I end up playing a weaker killer versing a really good team or on a stupidly design map (the game) then its unfun.

    I'd say the main issue I have with killer is 3+DH, The game, haddonfield, cowshed (the really safe maps)

  • Depends at what level you play at.

    Honestly though, wouldn't surprise me if the devs didn't know what to do with the addons if they didnt make some feel needed.

    Think how many pointless and just straight up terrible addons there are, now imagine if killers had some of their useful ones built in...

    Survivors would lose their minds and every killer addon would be pointless or a meme.

    I do agree some killers require certain addons to even be decent, but I know I play against some pretty sweaty AF players while I'd assume most of the community is more casual

  • I mean I just use DS and put on good chases, if I really wanted to punish a killer tunneling I could use DS, DH, UB and this perk.

    Although most maps are open so they will see you even if you run the perk, may help you 1/10 games but other perks are more useful imo

  • @Shroompy said:

    I mean yeah

    so why are you weirdos prioritizing the 4k/escape over your fun and then complaining when you didnt have fun

    it dont work that way

    Well like I gave in my example, if I dont escape I get weaker killers and a worse team. I dont like stomping on people, I like a good competition between good players.

    But some things do force things like challenges etc. And theres alot of misinformed members of the community who only see a 4k as skillful.

    I'm just saying the game should be based more on fun especially as a asymmetric game. I dont even care about a SBMM system as like I said I like a competition but I still want it in a fun way, and in my eyes hooks encourage that more, the other day I just played survivor and every game except 2 was face campers

  • Just balance for hooks, games where a killer goes for multiple chases tends to be more fun for everyone involved.

    The killer gets to feel strong enough to get multiple hooks per game, even if they dont always get lots of kills the game can be like (well done you still done well)

    And what survivor doesn't enjoy getting chases multiple times and having the ability to do multiple things in a trial.

    Games are meant to be fun, while fun is subjective the majority would rather balance off hooks just due to the fact of what I briefly stated before.

    People like to win, chases, lead on chases, save people, down and hooks people, search chest, do totems etc. Etc. Which can all be done in a game for hooks and not kills.

    If I verse a face camping bubba, sure me and someone else can escape. Doesnt mean it would be a fun match and if I had it every game I'd get pretty damn bored. Same goes for killer, while I usually go for hooks it can still put you down being told you're bad or struggling so much because you was trying to play in a fun way for everyone.

    I can escape, I can 4k. But those dont mean I had fun, and games should always be FUN.

  • Blight.

    He has mobility so he can play the 4v1, his power can also be used at certain loops without breaking how to actually loop.

    Hes not fully Anti-loop but he has some antiloop type plays mixed with his mobility and a well balanced killer.

    I'd say demo could be too if his portals were preplaced and would respawn after a small time after being destroyed

  • I'd love to see which killers and the % of them in each SBMM bracket.

    I clearly have to be high MMR, likely passed the soft cap as the past 30odd games iv only died in 4 max?

    All I see is huntress, bubba, blight, nurse and sometimes the odd other killer sprinkled in once a week.

    Still haven't seen some killers for MONTHS, and that's sad :(

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/312036/every-killer-is-camping-every-match

    Translation:

    You don't like it.

    I love this recurring myth that "It is no fun for both sides", when the Killers doing it CLEARLY have no problem doing it.

    Actually alot of killers feel forced to do it, especially those that arent as skillful or dont feel like they have the ability to go for chases in certain games because the survivors had too much control.

    Face camping has never been so common in all of the 5+years iv played the game. While a small few people may enjoy just sitting at a hook alot dont, you ask them and their response is usually "I had to" "I'm forced to" "I dint want to lose" which are valid reasons.

    I dont get why people like you would even want to courage the playstyle of killers sitting at hooks? The real fun is the chases, games boring as hell if none of that happens.

  • @ObservantOfTime said:

    You know, players can just not give a hoot about whatever the SBMM system is trying to do, and play the game the way they like to. When I play killer, I don't give a damn about hooks / kills / escapes / whatever, as long as I have fun playing the game, and it's liberating to not care about whatever artificial win conditions the game is trying to dictate. I simply make my own, and a win to me is any game where I had fun chasing survivors around and smacking them. They can all escape, I still fell like I played my role well and had fun.

    The same goes for playing survivors. Obviously "survivor" implies that I need to survive, so that's the challenge. Every minute into a match where I'm not dead is a good one, and I do what I can to advance my teams objectives to the best of my abilities. If I get clapped 30 seconds and face-camped into a match, at least I'm buying my team some time. Surviving is the challenge, and it's obviously not going to be possible every single match. I've long stopped seething about these things, I just die and go to the next match. I've got challenges from the tome to attempt, and most of those don't require me to survive the trial, so I'm still working on something, even if die, which statistically speaking, is going to happen more than 50% of my matches. If I play survivor a lot, then dying is just part of the experience.

    Both survivors and killers play a role, and the sooner both parties stop caring about the rules of an invisible, broken "skill" based matchmaking system, the sooner both sides get to play the game in a more relaxed and enjoyable manner. I'm doing my part, and for the most part it's working for me.

    Things that are upsetting and need addressing is the new player experience, which is currently atrocious. Some type of catch-up mechanic is desperately needed to get new players equipped with the perks they need, in order to stand a chance in the current meta and the matches the SBMM system tosses them into. The fact that a Dwight with a single yellow perk and 4 hours on record finds himself in a lobby of players with full meta-loadouts and thousands of hours between them speaks to a much larger issue IMHO. And it doesn't look like it's getting better, what's the plan to close the gap between new players and those who are veterans? Does BHVR have any idea what the new player experience is like? Probably not.

    How can I have fun as survivor if killers dont really play and just camp a hook?

    I also dont think new players need help, the grind is awful no matter who you are and saying they need perks just isnt correct. However does the game need to feel more rewarding? For sure!

    And well the miss matched players is due to bad SBMM and backfill lobbies. Dont forget new accounts are placed so far in the SBMM and not at 0, you also have very good survivors who dont escape and are kept lower in the SBMM.

    I'd also say the devs are closer to new players themselves, they really dont play the game at a high level at all. I believe the best dev at the game infact left (creator or blight) forget his name

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826563#Comment_2826563

    That's something I agree with you on but it's not an MMR issue. It's a big game design issue that the developers keep refusing to address.

    Definitely an SBMM issue as well though, it encourages the worst type of playstyle and rewards it. End of the day games are meant to be fun for both sides, while theres definitely alot of issues in the game a SBMM that isnt based on skill causes big issues as well.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/312036/every-killer-is-camping-every-match

    Killers have always camped and always tunneled.

    SBMMR actually helps you in that aspect, because Killers who are camping and tunneling are pushed up in SBMMR so that they go against players who can handle that type of behavior.

    Not my experience, people use to go for hooks and chases. Yet today just been full on camping, and anyone can beat camping but honestly who wants to even play it....

    If this dont change I wont play, I'm sorry but running round and just hitting skillchecks for gens isnt fun. And if that's all this game is then uninstalled it shall be.

  • @The_Krapper said:

    I'm assuming you just watched a video where a well known streamer was using braindead tactics to cheese kills and prove sbmm is a lie , If you haven't saw it you should look it up it's pretty funny and most people probably know who I'm talking about but I don't want to get the comment removed so I'm not mentioning him by name, it's very possible some people are doing it as a protest but I honestly haven't had that problem alot myself, most killers who camp in my games only had like 1-2 gens left with that being their first hook of the game and in that situation can you blame them? It's not their fault that BHVR ignores actual skill and ranking and just matchmakes you with anyone it can, there's no reason why survivors with thousands of hours should face a killer with only like 100 hours and vice versa it's just not a stable system to keep a playerbase and it's starting to show

    No I dont really watch people, I was just going off my experience today. Legit every killer was camping except 2, so out of my 20games 2 killers didnt camp...

    And no I dont blame the killers at all, I dont blame either side for how they play and I completely understand why people play, do or use certain things.

    I just hope the devs realise its hurting alot about the game, if it's not fun people wont play.

  • @Johnny_XMan said:

    I hope he does.

    Facecamping Bubba is one of the reasons survivor's side isn't fun. He basically makes what is already an unfun action even worse.

    Do I think that he is weak without facecamping? Absolutely not, but he worsens a problem that persists in this game.

    Agree, but I dont want bubba nerfed just because of people abusing the face camping ability.

    Him as a killer is fine, the silly face camping for a 2k isn't. Mainly the devs fault with the SBMM.

    Any idea how we can nerf the camping but not his actual kit

  • It's not, it's just not fun or the most skillful.

    It's why I wish we really encouraged go for lots of separate hooks, sadly the game can go too fast to do that so I get it.

    Just a shame the games going in this direction

  • I'd allow a simple 60seconds, I still dont get why I can have multiple perks gone and cleansed in less than 20 seconds.

    Iv lost 3 totems in 19seconds before, so I feel your pain.

    But tbh I'd rather corrupt tier 1 be base (solves the issue of survivors all spawning and working on separate gens) and then turn corrupt into a hex protection perk (lights all totems and blocks them for 120seconds, once the timer ends all totems that was previously dull return back to that state.)

  • Yeah I wouldn't go off what the devs say.

    They compare DBD to hockey, which makes no sense at all.

    Beside I made a post ages ago saying that skill should award more BP and bad actions shouldn't. It's fair to say people was not happy and hated my idea of not giving people unhook points if it wasnt a safe save lol

  • @The_C12H15NO2 said:

    https://forum.deadbydaylight.com/en/discussion/311772/i-hope-bubba-dont-get-nerfed

    Kudos to you for hanging in there for your team. I always do as well if i'm being face camped. Gives them time to get gens done instead of me being selfish. Of course it's frustrating but might as well try to be helpful.

    My suggestion to help end face camping is expand the MMR system to include negative points for hook proximity. The emblem system already does this. Sure some killers will still camp. But honestly i feel like a lot of killers are face camping now out of disgust for MMR and just proving a point. Face camping is a low skill play but the devs have stated getting a kill in any form is a high skill play by making kills the sole win condition for killers.

    If they add more categories into the MMR to rate match making, the newest wave of campers/tunnelers might start to play differently again.

    Well I'm always a team player and my team was smart enough to do gens so I thought I may as well just chill there.

    And that's why I liked the old emblem system better, sure it needed tweaks but it definitely had a better potential in showing what skill is.

    @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/311772/i-hope-bubba-dont-get-nerfed

    I mean how is he not strong?He has the easiest insta down in the game.

    I definetly think he should be tuned down a little and I DEFINETLY THINK something should be done about camping.

    People been asking for years about camping and tunneling solutions.

    Yes he has an insta down, but you can easily use loops against him from windows to pallets. He really isnt that strong providing people can play and know the counters but most people panic or pre drop pallets too fast and it costs them.

    Only face camping with bubba is an issue. A killer is allowed to stay somewhat near the hook (especially if its because survivors are near) and tunneling is fair.

    It's down to your team to not unsafely hook you or for them to at least run BT. Also you can use DS to punish tunneling, but at the moment I cant blame most killers for playing in those ways when the game is balanced how it is

  • @ThatOneDemoPlayer said:

    The devs are going to implement this feature in a future update. When? I don't know

    Oh that's good then, although I fear it will be far in the future same as moris being basekit lol

  • @GoodBoyKaru said:

    I thought this was how they worked tbh because that was how they functioned on PTB

    You get the effects of the perks just not the extra 3 hooks, kinda a shame imo for both roles tbh

  • @Saitamfed said:

    I get it, NOED is pretty much an old perk that has a lot of hate but the way I see it, there are many times NOED can activate and doesn't mean that you're doing a bad job as a killer... i.e. slugging the third and fourth survivor, killing the fourth and closing the hatch, that makes NOED activates and you pretty much already won at that point. Question is. What's the big deal? The killer is playing with three perks for pretty much all the trial, except in late game and just if survivors decided not to do bones... So even if you reach late game, it doesn't mean it will activate. I can easily spot two or three bones in a single match, if I don't take them as a survivor it's my fault not the killers...

    And the comments about rewarding bad killers... again, having NOED doesn't mean it will activate and if you're that bad of a killer, the most you can do is get 1K instead of 0K, now if you know the killer has NOED and is camping that surv, and you willingly decide to risk yourself even though you don't know where the hex is and by that, the killer downs and kills you... then I suppose you're getting salty because you didn't have your win. Basically, do it at your own risk... if you want to be altruistic then don't go crying because you didn't get the save. You knew the risks and you were willing to do it anyway.

    Anyone that hates noed is either new or just whines alot.

    Its 1 perk that only activates at endgame, it has counters and has only 3 peeks the whole game.

    I versed alot of NOED last time I played, I didnt much care they had it. Didn't really do much for them tbh.

    My only issue with the perk is its ability to twist the stats the devs use, I'd rather the game balanced without noed to help get a kill at the end etc.

  • @pseudechis said:

    Its just people getting pissy because they hang on a hook, that's just part of the game and happens sometimes queue again and stop whining.

    Ol Basement bubba is a lot of fun to play and play against, trying to get a save against that saw is terrifying and one of the few scary things left in this game.

    I just ran around the same pieces of junk pallet saving against a Myers on the game. Yes I dropped about 5 pallets in the end but managed to break los often enough they coudln't get tier three quickly and we popped a bunch of gens before I went down.

    I don't blame that guy for facecamping me, I wouldn't want to chase me a second time. He should have known to leave me but man there was a boon up so its now a sunk cost fallacy moment.

    I don't assume him being angry or anything like that, it just makes sense to get value for that sunk cost given at one gen left they only had one hook.

    Any mechanic that punishes that scenario at 5 gens will likely punish that scenario at 1 gen and be grossly abused by survivors. Built in BT is a terrible idea, there is a perk for that and if you want to make unsafe saves and/or hate camping and being camped then run it, if not roll the dice and take your chances.

    That chance is what makes the game fun.

    So... how am I pissy? I physically didn't say anything except I hope bubba dont get nerfed because of this form of playstyle.

    I wouldn't say being the first player down and then face camped from the very start of the game scary at all, it's just boring. My team done exactly what they needed but he still got the 2k.

    It's not entitlement, pissy or whining to not find fun the first down gets face camped of the hook. Its certainly the most boring and least scary playstyle in the whole game for anyone.

    I personally don't get how it can be fun for the killer barely moving all game, getting about 6k points. Give me a strong chase killer, make me exposed etc. I dont really care if its challenging but I want some gameplay , even if it's just for some of the match before they camp nearer the end

  • @Mr_K said:

    Funny how this thread has/will devolve into how to nerf Bubba.

    Probably will, tbh I'd like his chilli base and then addons adjusted similar to other killers as chilli is always used

    @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823038#Comment_2823038

    Oh, no, absolutely not. I am talking about the people who want free unhooks, as in the saver. Obviously the person being face camped is getting screwed. I would be more open to it if DS didn't exist. I know survivor mains like to pretend it got gutted or that it is "meh." But that perk is crippling and the only one that is actually a guranteed escape late game if they are unhooked. Not borrowed. Not dead hard. Obviously they will have those too. However, that does not really change the crux of the issue.

    That's okay then, and yeah I'm not one of those players. I'm all for making survivors have to play smart etc. And nah DS is an amazing perk, the one perk I always run to avoid being tunneled

    @Emeal said:

    Leatherface is pretty good killer, able to force Survivors to drop pallets fast, Bubba rarely has to facecamp these days.

    If BHVR goes through with the whole Mini- borrowed time by default for all Survivors, I think that would be great.

    I dont think hes that great tbh, few windows and understand the timing of when to drop pallets theres not much issue versing him.

    Alot of survivors drop pallets way too fast without using vaults well, not to mention they farm hooks too much. (You can also just jump in lockers to avoid a chainsaw)

  • @ThiccBudhha said:

    I am all for nerfing face camping... On other killers. This is Leatherface's niche, if they remove it without compensating him with something major, I am hella hella gone, bro. I tolerate a LOT of their decisions. I disagree with dozens upon dozens of them. This would be the straw that broke the camels back.

    I am not going to learn some lame killer like Nurse, Blight, or Spirit... according to some, just to compete with high end survivors. Hell no. I want a normal killer that can hang. And he does that by removing that BS that is free unhooks that survivors feel entitled to for whatever messed up reason.

    I dont think its entitlement to not want to just sit there on a hook for 2mins.

    When it comes to actual face camping, and I mean within an arms reach it's not really good gameplay.

    I'm all for making survivors play smart and to actually play well but that dont mean I think face camping is good.

    Like I said I dont want bubba nerfed, and it's sad I only see so many due to this playstyle, but I do worry its these kind of players that will ruin bubba

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822373#Comment_2822373

    I agree but I feel like boons have added a new layer plus a new problem. They have been so hesitant to fix totems since hag came out I have little faith in it happening.

    I dont mind people booning my hexs as it takes way longer, but Im not a fan of boons in general. I wish totems was blocked for the first 60seconds

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822275#Comment_2822275

    Ok I was wrong it wasn't last q&a but they said that they don't want to make it impossible for survivors to spawn within a certain area of Hexes because once you know there's a hex you know that it's not in that area of the map.

    Boons are also a problem because if you make them to hard for the survivors to find then they are less likely to use them. On the killer side if boons are hidden really well and the killer has to spend a lot of time finding it they can become unbalanced.

    Oh you're referencing the distance to your spawn point and yeah that makes sense but that's not the issue.

    The issue is them spawning in the open, in sight when your camera rotates or in sight while working on a gen. None of these should happen tbh.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822259#Comment_2822259

    They said in the last q&a that they don't want to change spawns because then you could eliminate that part of the map as not having a hex.

    I'm not sure what you mean? I have watched every dev update since the launch of the game and I'm not sure what you're on about?

  • But iv used X & undying and lost them in 16seconds...

    The real issue is totems spawns and survivor spawns

  • The games not balanced towards my level of play, especially if I wish to play weaker killers and in a more fun way.

    I want to be able to pick any killer, go for hooks without tunneling and camping and feel like I'm doing well and rewarded.

    I can win if I choose to sweat for it, but i dont wanna have to sweat every second of a match to have a chance or for it to be close. This is before I talk about some terrible map designs and tile setups that can spawn.

    The game gets bland, bad balance, same meta perks, limited new maps, terrible events that are rare etc.

  • Think of us console players, we cant even do anything. We cant grab player ID, while we can record clips it's not the best as there can be issues with it.

    If we face a hacker, we just got to accept it. In game reports do nothing, people just use them as a troll and to be petty nowadays

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821096#Comment_2821096

    If life has taught me anything is that, “life finds a way”.

    Thankyou for making the damn Jurassic park theme stuck in my head -.-

  • @GoodBoyKaru said:

    6 months on from the implementation and damn it's almost like the people that were saying it'd be terrible (the majority of people) were right and it's terrible and it's yet more proof that the community should be included far earlier in the design process to let the teams know that an idea is terrible

    Tbf, most people that was for SBMM probably didnt think the devs would lie and backtrack to the pointless K/E system lol.

    Honestly it wouldn't surprise me if the soft cap and the awful determination of skill is to blame.

    I personally just wanted the emblems tweaked with a harsher rank reset

  • Pretty sure that's his base outfit anyway just covered in blood.

    May get a new mask as its slightly different but I doubt it, alot of hassle for just a mask especially when stranger things flopped.

  • @CashelP14 said:

    Could be wrong but I think cheaters are able to mess around with other survivors movement speeds.

    They can do anything, teleport you, insta heal you, kill you etc.

    @Senpai_J said:

    I'm just kinda confused what cheaters seem to get away with it during a game, it's not easy to spot with human eyes but surely obvious stuff like movement speed, action speed etc aren't data that is hard to obtain for the game?

    Wouldn't it feel much better to have cheaters kicked out of the game when you a detect a sufficient amount of irregularities? Surely the devs thought of this already but I'm curious as to how it doesn't seem to be a thing during a in-progress game.

    Basically theres far too many situations where you can gain increased speed and sadly BHVR isnt the best at coding and I could imagine they would accidentally mess up and get a bunch of people banned or it would take ages to put in.

    SBMM took years. That's kills and escapes only...

    Now imagine a system that tracks loads of different situations from exhaustion perks, increased speed on hit, boons, clown bottles, medkit addon (event) etc. Etc. So many factors can result in a change in speed

  • Considering theres only 2 EU servers it's a gamble what my ping is tbh

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819621#Comment_2819621

    1) What do flashlights have to do with Dead Hard? What I said a while back about flashlights was they’re the weakest item compared to tool kits and medkits, so a possible buff would be to give them a secondary effect. Or are you claiming flashlights are actually good at high MMR?

    And I know you have a whole post about Dead Hard, I just disagree with you that it would necessarily still be broken if you took out the invulnerability and left the distance intact, and I’ve likewise explained why. But apparently you think I’m disagreeing with you simply because you seem to think I’m biased toward survivors for some reason even though I’m a killer main.

    1. It's not about DH, it's about the statement on being fair and since you think that would be fair then I get why you think what you do about DH.

    As for flashlights The ability to save multiple people in a match, counteract some killer powers as well blind them during break/vault animations to possible mislead the killer.

    Even if the killer chases you off the save then hes wasting more time while 2 others are on gens.

    So yes flashlights have so very many effects and uses and are good. Killers cannot always look at a wall, but flashlights are something you have to be good with in order for them to be worth using.

    Even toolboxes can have a strong and good use but fact is most players will immediately use them on the first gen which is a mistake.

    And I'm explaining to you why the distance is so bad for the game, I dont see 80% of killers because theyre weaker, DH is a huge factor to that with basic attack killers. I'd rather not have a perk that massive screws over all weaker killers more.

    I'm trying to explain that the distance should never be a thing, how it's unfair to correct mistakes or being outplayed because you have a perk. It hurts the weaker killers more than stronger ones and we should aim to make all killers closer together instead of making the gap even bigger.

    It's why may replies ago I said itd be interesting to see how the weaker killers do after the DH change (the distance gone) as it basically kills those killers potential. Have a perk with 0setup that fixes mistakes or being outplayed that can be used on every loop isnt good for health or balance, that's what I'm trying to explain and my opinion.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818704#Comment_2818704

    I'm not sure what flashlights and maps have to do with anything, but whatever. 🤷‍♂️

    And killers have perks that give them instant downs, that's basically taking an extra health state with one button press. They also have perks that undo 20 seconds or more of gen progress with one kick, or that block gens with virtually no button presses on their part at all like Corrupt Intervention. All of it is ok, though, because there's nothing inherently "unfair" about someone having a perk that gives them a boost in the game from pressing a button.

    Also what you said regarding Huntress was "... the evasion is only used against very few killers like huntress etc. Who have antiloop anyway, meanwhile the distance can hurt all killers and the basic attack ones far more." Which I said is incorrect, I've seen plenty of matches where players Dead Hard both for distance and to dodge basic attacks in the same match.

    Distance is the most common use, but it's not the only use. And in some cases the ability is used for both distance AND evasion simultaneously. Splitting the two effects would weaken the perk to the point that it probably is no longer overpowered, even if the distance is kept the same.

    1. You said about what is fair, and in your opinion survivors being able to have both at the same time is fair. So it's not a surprise you think DH is fair.

    2.exposed effects require certain conditions to work, from killers having to stalk (move slower during this stalk) or perks which require x number of limitations. That is very different to press a button to fix your mistakes.

    3.yes both are used. However the distance is the biggest issue, people would just use the distance part and nothing has really changed. It would remain a strong perk and keep basic attack killers way lower than the others.

    Basic attack killers are made so weak due to DH, it's a big downfall. Dodging an actual hit is fine.

    And if you read I said yes people do use it for BOTH uses. Just the DISTANCE is used most and the biggest issue with the perk.

    Why keep the strongest part of the perk which hurts more killers (especially weaker ones) when you can just keep the avoid hit which hurts less killers, has less uses (more specific use) and doesnt allow you to just correct mistakes.

    I have a whole post explaining all these factors.

    DH is getting a nerf, one things will be reduced and it will likely be the distance. I get you and more casual people may not see it as often or the full use of the distance especially against basic killers but it's just a fact the distance isnt good for the game.

  • The fact is all the killers can be fun to play (few exceptions for me). Now iv been playing many years and I wouldn't say I enjoy playing them at high mmr but I do find I get alot of enjoyment when playing them really well.

    Sad truth is usually winning with them is due to them not being as efficient or as strong as the usual teams I verse.

    Personally I liked clown as my underdog, he could be so good with some small tweaks yet hes viewed as one of the worst.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818399#Comment_2818399

    I know for sure you're wrong about the evasion never being used by good players, I've seen plenty of games where good players use Dead Hard for distance in one chase in a match and then use it to evade a hit elsewhere in a match. It does get used for both against more than just Huntress.

    And like I said, your definition of "fair" isn't mine. I think it's perfectly fair for survivors to use an ability to gain distance and running their loops accordingly. Saying this is "unfair" isn't much different from when survivors complain about how exposed hits and tunneling are "unfair".

    Never mentioned good players.

    And yes I know you dont think it's fair, you wanted survivors able to use flashlights and maps together...

    If its not unfair to press a button to correct mistake or being outplayed then it's okay for a killer to get the ability to press a button and take a health state even if you outplay them.

    Iv gone through examples and explained it while you tend to overlook all the points and stuff I'm actually saying. I never said you dont use it to avoid a hit I even gave example like huntress.

    But the distance is the most common use, the most impactful and hurts the weaker killers vastly more. All of which is bad for the game

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818385#Comment_2818385

    I still don’t see how it’s “unfair” to have a burst of distance. In your above example for instance, if you mindgame someone and are close enough for a hit then if the perk ONLY gave a speed boost but not invulnerability you could still hit them in that case for example. It’s that they get both the evasion and the distance that makes it really work in that scenario.

    Like I said earlier, distance alone is ok, invulnerability is ok as a perk, but the two combined is what makes it too flexible and powerful.

    No you couldn't, the distance gets you to the pallet or window and that's the issue with the distance. You're correcting a mistake or being outplayed by pressing a button to make you safe again.

    Like I said hurts all basic attack killers way more, but you can still DH to get round a corner faster to dodge a hatchet for example.

    It's not fair to avoid a hit after being outplayed, if you get outplayed you should be hit. If you outplay a killer but they can press X button to injure you then what's the point?

    Like I said I have a post about this, so check it if you want as this will be my last reply but the evasion is only used against very few killers like huntress etc. Who have antiloop anyway, meanwhile the distance can hurt all killers and the basic attack ones far more.

    The distance should never be a perk, if it does then all the issues will still exist. Basic attack killers and antiloop killers will be pushed even further apart when we want them brought closer. The distance is the issue nothing else

  • In all my 5 years of playing a few, maybe 10?

    I'm currently on a break, been 2months since I played.

    Theres just not much holding me in anymore, SBMM is a joke, lack of content through maps is a drag, I get we get new killers but I dont see 80% as survivor as they're too weak and if I do they get 3hooks yet if I play killer I get very sweaty meta squads (I play at off peak but seeing 4survivors high skilled all same perks? Yawn)

    Map imbalances, if I get game or some other broken map as a weak killer theres not much point playing. I still get hackers, I'm happy they fixed stretch though.

    But it's hard to relax and keep entertained when you see so many limitations or issues not get addressed or addressed fast enough. Killer can be very stressful, kinda waiting for the DH nerf so I dont see it 3+times a game but survivor... versing 5killers is boring....

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818365#Comment_2818365

    I keep seeing this argument that “you shouldn’t be able to use a button to undo a mistake”, but the really good players who use Dead Hard for distance aren’t correcting mistakes, they’re intentionally accounting for the extra distance during the chase and know whether or not they will be using Dead Hard to reach a vault. It’s not messing up a loop if you know you have enough extra distance to do something you couldn’t get to if you moved a bit more slowly.

    It’s a bit like saying a perk that shows survivor auras shouldn’t be in the game because “killers shouldn’t be able to make up for losing track of survivors with a perk”. Or that there shouldn’t be gen slow down perks because “killers shouldn’t have a perk that helps them of they make a mistake and don’t exert enough pressure.”

    If I mindgame someone at a loop and catch them off guard which would normally result in a hit but they can DH for distance so I dont then no that's not calculated at all.

    DH is very free especially against basic killers, it's not calculated to have a press button to be safe. Imagine if a killer could press a button after you dropped a pallet to get a free hit, its be a joke. It's the same thing but not look at for an issue.

    Basic killers are most hurt by DH, it's no surprise I dont see half of them. I get people dont want the distance removed as it's the strongest part of it, but it's not a fair perk.

    Remove the distance and I bet killers like legion etc. Can do better and I'd like to see these type of killers more often tbh.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818365#Comment_2818365

    I agree with this, but on the other hand some part of me thinks that the distance part is consistent with the other exhaustion perks, ie it gives you distance from the killer if a certain condition is met, even though if this condition is easily met and you can acivate it at the press of a button. For me all the other stuff is the more problematic, ie the i-frames,losing collision while DHing and dashing through traps, killers and powers alike.

    And right now its not one or the other, the perk is running double duty, and both applications are pretty valid on their own and have a nearly 100% chance of becoming useful during any trial. The double duty part and versatility is what makes this perk so frustrating: there are a myrriad of ways a survivor can mess up or purposefully greed that can be covered up with this perk, you have to keep in mind distance to vaults and pallets, if the survivor could dodge one of your powers with a miss cooldown, if they could stop and dash through you. So frigging versatile :V

    Well the reason the other perks arent as issue, or at least to me and what I find is they have some form of drawback or setup required, things like lithe and BL require a certain structure and for you to be a good position to use it and make it worth while, and if you do use the perk you can often distance into an unknown area which a pallet may already be gone.

    SB is abit different when 99, but it forces players to not do actions as they will get it back, it creates inefficiency getting it to 99 and to keep it at 99.

    Unlike DH which just requires the injured state and can be used at every good against basic M1 killers and even against special attacks at certain loops. You can physically greed a pallet when you normally would of needed to drop it as you can DH for distance, also if a killer respects a pallets too much and it's a smaller loop you domt even need to use DH.

    DH is a free counter to being outplayed and tends to hurt already weak killers even more. I wish it was removed for the sake of both roles, I'd bet I'd see more killers if my team didnt all have DH and make basic killers redundant, just not healthy imo

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818031#Comment_2818031

    FYI If Dead Hard was split into two perks they actually wouldn’t function together at all because they both would use the Exhaustion timer.

    That's true, I did overlook that part. Still rather the distance never be a perk, just ruins alot of outplays and hurts weaker killers even more.

    If you mess up on a loop against an M1 there shouldn't be a press button perk to fix it. I'm sure I have a post explaining why I dislike the distance so much

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818103#Comment_2818103

    I disagree. If huntress have higher ping than you you shouldn't get hit from meters away because of that

    It's not based off ping alone, sorry to break it to you

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817514#Comment_2817514

    Did the devs ever say they're nerfing Dead Hard? I mean personally I think it should be split into two perks, one that lets you lunge for distance but that doesn't make you invulnerable and another that makes you invulnerable briefly but you get no speed boost. That's just my opinion though.

    I'd say it was pretty much confirmed in the stream, while they didnt say nerf they said they was looking at DH which every other time they have said that about something it received changes.

    I personally hope that's never the case, while that's a great way to do it in other games I'd hate to see that in DBD. If the perks were split I'd imagine they would be made abit stronger and even if they didn't running both perk recreates the issues.

    I know lots of people would say they need to use two perks for it but think how many killers things was considered too strong even if they had to use multiple perks to achieve it.

    I'd just like to see the distance nerfed tbh, I feel its massive help the basic M1 killers out and if that's the case I'd likely see more of them when playing survivor

  • @dugman said:

    Here's an interesting table. This is the counts of survivors that had Dead Hard per match and their relative kill rates. There's definitely a correlation between number of Dead Hard users and lower kill rates. (This doesn't prove causation, it could simply be that really, really good survivors tend to use Dead Hard because it's popular, but maybe they'd be able to escape anyway for example. But it is a correlation.)

    https://us.v-cdn.net/6030815/uploads/1EBGKZVVHOYT/image.png

    Interesting to see, but expected tbh. I'd be excited to see stats after DH gets changed.

    I wonder if killers will get nerfed after the DH change

  • Oh, well I'd personally disregard all games with a DC.

    Cant really use data from a DC for good stats, winning a 3v1 isnt hard. Maybe you or the op could have stats on non DC games, thatd interest me more

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