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FFirebrandd

FFirebrandd

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  • This is a nearly impossible question. It is very subjective and can even potentially change for one individual based on their mood. Depending on how I'm feeling, Legion, Demogorgon, Nurse, Pig, or Trapper might be the play style I'm after.

    However, DragonMasterDarren is right. Demodoggo is best killer.

  • How about we not switch to a Killer reward system that heavily encourages Moris, Tunneling, Camping, and just generally attempting to murder the Survivors ASAP?

  • So... firstly... no. That is a very integral part of the game. Also fun fact... killers can use that light to fake that they're going around a wall one way when they're going the other and get easy hits.

    Secondly, most killers that are supposed to be stealthy have mechanics that turn off their red light. Myers in Tier 1 doesn't have one. Crouching Pig doesn't have one. Ghost Face in shroud doesn't have one. Cloaked Wraith doesn't have one. Also, any perk that gives the killer the Undetectable status effect also hides it, so if you really want it gone on a non stealth killer, you can do that too.

  • Pretty much what everyone is already saying. Its to get the killer to slap the locker instead of me once to buy a few extra seconds for my team. 360ing is another option, but I get something out of locker diving more often than I get something out of attempts at 360's. Not sure if I'm just bad at 360ing, but I usually get hit anyway... so the almost guaranteed 2 seconds I get from locker diving is usually a bit better if there's a locker..

  • For each Dull or Hex Totem remaining on the map, gain a token. While not interacting with survivors, the killer gains 1/1.5/2% movement speed. This perk turns back on 10 seconds after no longer interacting with Survivors. Interacting with a survivor includes, but is not necessarily limited to: being in a chase, hitting one, carrying one, and stalking one.

    What does this mean? Well it means that during the very beginning of the game, that Clown who just spawned in with zero map pressure and on the far corner of Ormond from the Survivors will be waddling towards them at 125% speed instead of 115%, which will be very handy. The cool down is 10 seconds so killers can't moonwalk to drop chase to get the speed for an easy hit. It would be easier and faster to just get bloodlust than trying to use this in a chase.

  • Kate is the clear choice here.

    You said you are bad in chase and want to get better. A huge part of being good in a chase is being able to spot your options for escape. That's exactly what Windows of Opportunity does for you.

    No one else in that list really have chase perks... except for Jane and Head On... but that perk is difficult to use.

    Zarina has my favorite set of survivor perks... but none of them are chase perks and two of them can easily blow up in your face. I wouldn't recommend them for someone wanting to learn to loop.

  • Legion + Pig/Wraith.

    Usually when Legion goes on a tear with Frenzy, the first 1-2 survivors he hits are delayed, but pretty safe because he's bouncing to someone else. However if Wraith/Pig is following Legion... well now they get to use their stealth to get a free hit on a Survivor who's mid mend.

    I do also like whoever suggested Legion + Oni. Legion is so good at injuring people... the entire map will be carpeted in blood orbs for Oni to be in perma rage mode.

  • Let's go back and look at what the devs actually said, shall we? "For the most part, we are happy with the way The Hillbilly performs."... "Given that we’re already pretty happy with the way The Hillbilly performs..."

    Those statements are not the same as "Hillbilly is fine." That "For the most part", heavily implies there's at least something about Hillbilly's power they weren't OK with... and the changes make it clear what that thing was. They weren't quite happy that god Tier Billies could basically ignore the existence of his hammer with no down time. Did they make the overheat mechanic too restrictive? Yep. Are they fixing that? Seem to be.

  • I have heard that Windows 10's accessibility options has a filter you can put over DBD to make scratch marks much easier to see. I'm not color blind, but one of the streamers I watch somewhat regularly is and they use it all the time.

    That said, I do think colorblind options should be added to the game... and not as perks (looking at you Shadowborn and Bloodhound).

  • Adrenaline and Prove Thyself.

    I don't mind most of the 2nd chance perks because if I get hit by them that usually means that I was purposefully doing something a bit scummy. One notable exception is Borrowed Time... Occasionally the person with the BT endurance decides to be obnoxious. However after that they need to mend for a while, so I don't usually mind that one too much.

    Adrenaline though... literally all you have to be doing to get crazy punished by it is be halfway through a chase when the last generator pops as a killer without an insta down. The worst I ever had was when Adrenaline popped literally the second I downed somebody. So he's running off at 150% speed for 5 seconds and I'm stuck wiping my weapon when he should have a 1 way ticket to the nearest hook.

    Then Prove Thyself... it allows the survivor team to confirm their gen progress way faster than they should be able to by gen stacking. The worst part is that the Killer doesn't even know it is in play. All they have is this vague sense that the generators are going faster than they should with zero indication of why or who's causing it.


  • @xEa said:

    List took me less then 2 minutes, possible it is not perfect

    https://us.v-cdn.net/6030815/uploads/AEI4PADSJZAK/my-image-2812-29.png

    I will do won for killer aswell, when i come home.

    Most of that looks pretty fair. Except Tenacity should be higher than you have it.

    Now it probably shouldn't be any higher than Situational because it does nothing if the killer doesn't slug you and it is no Unbreakable... but it is significantly better than perks like No Mither or Premonition. Seriously, if the killer doesn't instantly hook you, it can save you a hook state and get you up and back in the game much faster. Also it can make the killer waste a bunch of time while he wanders around in the area he left you on the floor but you left 20 seconds ago. It gets especially funny when the killer tries to slug for the 4k and you end up being the slug. Then you get picked up mid chase twice because you can follow them and recover at the same time... then when all is said and done, you end up crawling to the hatch.

  • Question. Other than BP and emblems, what's keeping a Legion player from doing the following.

    1. stabbing someone.
    2. going away
    3. survivor mends
    4. Legion returns
    5. Repeat 1-4 until 5 stacks of stab wound.
    6. Mori the Survivor

    That looks like the most brutal and unfun way to tunnel someone ever.

    Unless I'm mistaken, your rework would allow Legion to be in Frenzy for the entire match except brief bits where they Mori someone. I don't know about you, but facing off against a permanently 130% movespeed killer who constantly forces mending would be obnoxious.

  • Hardest Survivor adept is probably David. Sure Dead Hard is good, but No Mither is hard mode and WGLF doesn't help at all. Ace's perks aren't good but they at least don't actively hinder him and Ace kind of has a discount Iron Will built in.

    Honestly, hardest Killer adept might be Plague. Not because she has bad perks or a bad power... but her power fights the emblem system so bad so getting a Merciless is really really hard. Legion on the other hand has a power that just loves the emblem system. While getting that 4k as Legion with just their perks might be somewhat difficult, you'll almost certainly have a Merciless once you do.

  • Assuming we're talking about unlicensed killers... honestly I can see Deathslinger getting a movie. His lore is actually really really good.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1418010#Comment_1418010

    Here's my question! How do you change her without defeating the purpose of her? The purpose of Spirit is to trick and mindgame survivor's, and yes I read your 'ThErE Is nO MiNdGaMe WiTh HeR WhAtSoEvEr' from a player that also plays Oni, James, and Wraith, there is no mindgame when you have direct LOS on the killer in a loop or when all survivor's have to do is peek around the corner looking for the red stain! That defeats the purpose of a mindgame because your GETTING INFO and not lacking info

    Let the survivors know when she's using her power.

    That doesn't break any of the mind games... it merely informs the survivor that it is mind game time. After the Spirit uses it, she's still invisible. Which way is she going? You don't know, she might even just stay put. However her power is supposed to be balanced around the fact that neither of you can see the other and don't know what exactly the other is doing. However right now... the Spirit can just hold still and fake phasing so she can see exactly what the survivor does and react to that after they've already started their mind game. Which sometimes gets her a free hit because the Survivor went with the "slow vault back into her" mind game.

  • My "Use what you find" build.

    Plunderer's, Streetwise, Ace in the Hole, Exhaustion Perk of your choice or Pharmacy to really go all in on the meme. Also maybe a chest offering.

    Find a toolbox? Do gens. Find a Medkit? Heal your team. Flashlight? Try to save your teammates. Then once you run out of use of the item... find another box and do it again. Admittedly I've not managed to pull together all of these perks to actually do it but I really want to.

  • @bingbongboi90 said:

    New killer perk: the Joke's on you!

    You like to prank your prey

    At the start of the match you make all the dull totems Hex totems until all the generators are completed.

    I would love to use that perk. It would be especially brutal with Hex:Retribution or Hex:Thrill of the Hunt.

  • @Peanits said:

    1-2% per stack sound small on paper, but in practice, it's a pretty massive increase. Even at 1% per stack, that would allow a 4.6m/s killer to catch up 33% faster. At 2%, that'll let you catch up 66% faster. Granted, only at the very end of the match, but even at 4 stacks you'd have a huge amount of speed that never goes away.

    I'm not wholly against a buff for Fire Up or anything, although movement speed would probably be a little much. I do find it to be a pretty decent perk especially when combined with perks like Brutal Strength. Maybe not something you'd slap on in any build, but it can be combined with other perks to be pretty decent.

    Here's a thought... what if the Fire Up was changed so the buff starts at 5% and increases at a rate of 3% per generator? That way the perk ends at the same power level but is more useful for more of the match. Because I think that's the problem people have with the perk. It doesn't really change much until it is at 4-5 stacks and by then the game could be pretty much over.

  • So... I keep seeing people claim that Billy is balanced... but... is he really? Like lets compare just the mobility aspect of Billy's saw to the mobility options of other killers for a moment.

    After a 2.5s charge time, Billy can start sprinting across the map at an insanely high 230% move speed. This ability can take Billy anywhere he wants to go while maintaining all of his normal tracking abilities, has no maximum duration, and has a cool down of 3 seconds at base. It is a bit difficult to steer, but still.

    The only ability that I can find that can actually go faster than Billy's saw is Nurse's blink which travels at 333%. That is admittedly much faster and can theoretically be even "faster" because she can travel through obsacles. However Nurse can't travel well at all without it, can't see what's going on around her very easily while she's doing it, can only do it a maximum of twice in a row, has a maximum distance she can travel each time, and is almost constantly waiting for her blink charges to come back.

    Freddie and Demo both also have pretty fantastic mobility powers. However, both of them are heavily restricted as far as where exactly they can go, both have fairly long cool downs so they can't teleport back to back to back, and both are pretty restricted as to what they can see while they're travelling.

    The ability that comes the closest to matching Billy's chainsaw in the flexibility department is Legion's power. However Legion only runs at 130%... not 230%, can't see scratch marks, and has a max duration of 10 seconds (outside add ons) and has a recharge time of 20s base. So, while you can use Legion's power for mobility and sometimes might need to... if you do, you won't have it available again when you get there.

    All this is to say that... as it stands, Billy could very well have overall the best mobility power in the game. We haven't even discussed the fact that Billy's saw is also an insta down which makes it incredibly strong in a chase too. It is arguably a better chase power than Freddie's snares, Demo's shred, or Legion's Frenzy. Why does it get to be both better mobility and better chase than those 3 powers? It is even arguably better in chase than Clown's power that doesn't even have a mobility component.

    Honestly... I'm not seeing it. I'm not seeing how Billy is balanced when compared to the other killers.

  • Legion and Pig with a side of Nurse. Also I recently got Demogorgon and am working on getting good as him.

  • On Legion I've been running a combo of Make Your Choice and Play With Your Food. Legion's power makes finding the Obsession fairly easy and it is downright nasty if someone activates MYC semi close to you when you've got 3 stacks of PWYF. Good luck looping a 130% killer while you're exposed.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1379886#Comment_1379886

    Yes I understand that its not perfect, but its better than their current solution. I also choose 15k because it usually means you played the game. AFKers wont get it and people who die on first hook wont get it.

    As for farming, that is already a thing, can't help that.

    Farming is indeed already a thing, but it is relatively uncommon. If earning the crown was tied to BP then the amount of farming games would explode. Honestly I think the way they have things set up is the best way to do it to not incentivise anyone to ruin games.

    Why does Survivor require escaping? To prevent Survivors from suiciding once they have a crown.

    Why does it not require a certain amount of blood points? Because that incentivises Farming.

    Why does Killer not require a 4k? Because if it did, there'd be Ebony Mori's for days and no one wants that.

    Like... right now for Killer, you are incentivised to find the crown and then... nothing. Maybe play a little more dirty to end the game faster but it isn't required. Right now for Survivor, you are encouraged to... well... survive which is your normal goal anyway. On the more toxic end of things for survivors... they're encouraged to Gen Rush and maybe bring a Key which are, well, valid tactics.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1379749#Comment_1379749

    The answer to that is require BP to earn the crown, my example in my thread is 15k BP. This way neither the killer or survivor can hope in the match grab a crown AFK/Die on First hook and get it. Instead they have to get the crown than play the match and earn at least 15k in Blood Points to unlock it for that character. This condition would apply to both survivor and killer.

    That... y'know... I can't see why they couldn't have gone with that. Though one could argue that's still not exactly fair because Survivor has worse BP gains than Killer. Like a sub 15k game as Survivor is reasonably common for me. A sub 15k game as Killer means I got wrecked really badly.

    Oh wait... I know how this could get abused. Everybody just starts trying to do farming games which is a different sort of ruining the game.

  • @Izo_Quartz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1379749#Comment_1379749

    Yet killers can just AFK once they get the crown and deny the survivors of any actual gamelplay or facecamp survivors who found a crown if they feel like being toxic. Killer's should be prevented from ruining the event just as much as survivors. it's not as if killers are pure angels who can do no harm...

    Did you not read what I wrote?

    Sure a killer could do that, but it is theoretically faster for them to murder all the Survivors, which is what they're supposed to be doing. I've seen recordings and even been part of a game where the killer just suddenly won in 1-2 minutes. Also... throwing as the Killer is also boring... making it much less likely a Killer will go that route.

    Survivors on the other hand, without the survive requirement, it is obviously and ridiculously faster for them to throw once they have the crown and not significantly more boring than playing normally.

  • It's not exactly fair, but consider this. Without the requirement to survive, what is the most time efficient way for players to get the crown on all the Survivors?

    The answer is this; Run around looking for the crown. Once you have it, find the killer. Get them to hook you. Suicide on first hook. Requeue as another Survivor. Congrats, whoever decides to do that just ruined that game and... a minimum of however many unlicensed Survivors are in the game at this point. This issue compounds insanely quickly if there is only one crown per match (which I think is how it works? Idk.)

    Compare that answer to the Killer side. What's the most time efficient way for a player to get all Killer crowns? Well the answer is... to absolutely murder the survivors as quickly as possible. A killer who gets lucky or heavily outskills the survivors can end the game through completing their objective far faster than by throwing and letting the Survivors out. Now... you might get Killers playing more sweaty than usual, but they won't be outright ruining games.

    Survivors have the extra requirements to prevent a lot of games from being ruined for the duration of the event.

  • I don't know if there is any fixing this.

    This perk nearly reads: "You can Mori up to 3 survivors IF you get to them again within 30s of them getting unhooked."

    Players actually trying to get value out of this perk will be the absolute worst. It just sounds super unhealthy for the game.

  • So the curse. Two questions.

    First, let's say Survivor A is on the hook, Survivor B unhooks them. Which survivor is now cursed.

    Second, what exactly do you mean by "successfully survives the curse"?

  • @NovaliumTS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1379475#Comment_1379475

    Is there a reason for why survivors have to work for it whilst killers just have to get it?

    Ok consider this. Without the requirement to survive, what is the most time efficient way for players to get the crown on all the Survivors?

    The answer is this; Run around looking for the crown. Once you have it, find the killer. Get them to hook you. Suicide on first hook. Requeue as another Survivor. Congrats, whoever decides to do that just ruined that game and... a minimum of however many unlicensed Survivors are in the game at this point. This issue compounds insanely quickly if there is only one crown per match (which I think is how it works? Idk.)

    Compare that answer to the Killer side. What's the most time efficient way for a player to get all Killer crowns? Well the answer is... to absolutely murder the survivors as quickly as possible. A killer who gets lucky or heavily outskills the survivors can end the game through completing their objective far faster than by throwing and letting the Survivors out. Now... you might get Killers playing more sweaty than usual, but they won't be outright ruining games.

  • I'm gonna go with a no.

    I semi frequently play with my friends in a 4 man SWF. We are not anything even remotely like a hyper coordinated death squad. 2 of our frequent members barely even remember that Pallets or Windows exist, much less use them. Do we have maybe a little more coordination than 4 randoms? Yeah... usually someone will make a call out of "Hey I'm going for the save" or "Hey _____, can you come get me?" but it doesn't go beyond that.

    I don't think we've ever all gotten out together. Maybe we have once when the Killer picked the wrong person to chase first and ignored our teammates who can't loop. Sometimes our more experienced members might get a hatch escape, but usually we mostly die but have fun anyway.

    tldr: Not all SWFs are sweaty try hard groups. In fact I'd guess that most of them aren't.

  • Alright... let me chime in.

    Gen speeds are arguably not fine in two different ways.

    At the beginning of the game when the Killer spawns in over half the map away and doesn't know where the Survivors are, while the Survivors frequently spawn in next to a gen and next to other survivors... the Gens fly way too fast.

    At the end of the game when the Killer has maybe killed somebody, somebody else is on hook, and the Survivors have gotten 3 genned, the Gens take way too long and become borderline impossible to complete.

    How do we fix that? Do we fix that? There's a lot of things going on in Dead By Daylight that make it a very snowbally game in both directions. If the Devs were able to heavily nerf both sides ability to snowball... would that be the right thing to do? I honestly don't know. I personally would prefer a less snowbally game, but I don't know if the general player base wants that.

  • Yes I have. The shrine is the only reason I have I'm all Ears, Save the Best for Last, and Dying Light. However... I have heard that the Shrine won't pick any perks from the most recent 2-3 chapters or so. Which is why you haven't seen any of Zarina's or Deathslinger's perks. They're only 1 chapter back and a week ago they were the newest chapter.

  • @SpiritLover1133 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365920#Comment_1365920

    its too hard to down survivors as pig because she basically worst version of legion. Any decent player can loop Pig its too easy, looping her is exact same as looping trapper.

    You sir are very wrong. Pig's chase game is much stronger than Legion's. The only way you're looping a Pig the same way you loop post frenzy Legion or Trapper is if the Pig player never uses Ambush at loops. Otherwise if you try to loop them like a standard M1 Killer... you're going to get stabbed.

  • @Kate_cx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367132#Comment_1367132

    But that's only for newer players though which does make Legion easy to play. What about the veteran players though? Legion against a survivor who knows how to loop is bad, the deep wound effect is already his downfall.

    Reading back on your comment, you proved my point. Legion is only good against noob survivors, meaning his downfall is against coordinated strong survivors and the deep wound effect he places.

    Yes, Legion does indeed fall off hard against good Survivors but my guess is that the person who made this tier list is newer and doesn't know that.

    I'm also reasonably new, but I play a lot more Killer than Survivor, got Legion early and Matchmaking has a habit of throwing me against reds even though I'm kind of straddling green and purple ranks. So I am... well aware of Legion's weaknesses. Sometimes painfully so. But I also know that Legion actually gives me some of the most one sided games I've had the most often.


  • @Kate_cx said:

    How the hell is Legion at S tier?

    If you come at this from the perspective of a newer player who relies on stealth and being healthy to survive instead of looping and defensive perks and who doesn't necessarily know all of the nuances of the Killer powers... this tier list actually does make perfect sense.

    Take Legion. If Legion gets that first Frenzy hit (which they almost certainly will) stealth suddenly goes out the window, and if the Survivors don't know that Legion will get several easy Frenzy stabs. If the Survivor team don't know to split up, Legion is going to inflict a lot of damage on them in a fairly short amount of time and buy themselves so much time if the Survivor team tries to fully reset before touching a gen again. If the Survivor that Legion goes for a down on isn't good at looping and doesn't know to get in a good spot for when Legion hugs them in Frenzy and cancels... they're going to go down really quickly. Essentially, Legion is a newbie stomper... which is why Legion is S tier on this tier list.

    Huntress on the other hand is in the basement of this tier list because understanding her power and how to counter it is incredibly simple. Run, dodge hatchets. Doing so against amazing Huntresses is much easier said than done, but this person is almost certainly not going against amazing Huntresses.

  • So... I don't think this is bait. What I do think is that the person who made it is not very high rank.

    Why do I say that? Legion, Plague, and Bubba are all incredibly high up on the tier list. Legion can absolutely run a train through a group of newish Survivors who don't know how they work and how to beat them. Seriously... if the Survivors let Legion start off the game with a triple Frenzy chain into Locker pull, it is basically impossible for them to recover from that but only newer Survivors will ever let them pull that off. Speaking from experience, newer Survivors are going to rely on stealth a lot more than Looping or Defensive Perks and are very much not comfortable playing while injured. That's why Plague is so high up, once you get sick stealth is not on the table and you either stay injured or give Plague the best ranged attack in the game. Bubba is absolutely nasty if he catches Survivors when they are too far away from a window or pallet, but red rank Survivors know to not get caught like that vs Bubba. Brown and Green ranks though... yeah they're gonna get caught out somewhat frequently.

    On the flip side... Nurse, Spirit, and Huntress are all significantly lower down than most people would put them. Why? Because a newish killer playing any of those 3 killers is probably going to be a bit of a push over simply because those killers are quite hard to play.

  • @GodNap said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364926#Comment_1364926

    that's too little. Legion is good if survivor don't split up too much. The problem is that in high tanks swf split up, do 4 gen at time and get you #########. Legion is also annoying as survivor so some surv will quit when they see a legion. We have things like nurse, spirit, billy and oni and then you think legion just need that? Really?

    That's not all they need. Their Status Effect Buttons could easily be buffed to apply on every Frenzy hit and Frank's Mix Tape and Stab Wounds Study need to do something... really anything else. But one thing I'm trying not to do is over buff them.

  • I mean... that's not a terrible idea, but Legion is already really strong if the survivors don't split up and they can frenzy chain through them all. Even more rewards for doing so would mostly just make them much more newb stompie than they already are. I'd be more interested in making it so M1's only eat 25% of your power bar instead of 50% and making it so picking up a slug in Frenzy didn't eat your whole power bar.

  • It is intended. No perk that involves getting hooked or unhooked activates on the cage.

  • Some maps have a lack of crows, some maps have way too many and the perk gets super annoying.

    It'd be nice if it would reveal the survivor's aura for ~2s. But for now, I pretty much only use it on Nurse to make reacquiring my target after the blink fatigue easier if they run into a crow.

  • That's the one that's shaped like a H right? I actually really like that map specifically because of its odd shape and the reasonably obvious game play implications of it.

  • @Aven_Fallen said:

    Killer is easier than ever. If now STILL people want to have it easier, they really should consider if they are not as good as they think they are.

    Gens dont pop in 15 seconds, as long as not every Member brings a BNP and they spawn together. And if you are 15 seconds into the Chase and 2 Gens pop, this means that you spend around a minute to find Survivors, which means that you should consider running something like Whispers and/or learn about the Spawn Points on the Maps.

    I am always open for second Objectives, however, I have the feeling that people who complain about Gen Speeds want a second Objective which leads to a Objective Time which allows them (and especially them) to get 4Ks quite consistently...

    If for example BHVR introduces a second Objective by collecting fuel for Gens (as an example), I am fine with it, as long as it is not 80 seconds on a Gen + whatever it needs to collect fuel. If fuel collection takes like 20 seconds, Gens should take 60 seconds.

    It's a feel thing.

    Think of the best and most common killer perks in the game.

    I bet all (or almost all) of the perks you thought of give Killers additional bonuses when they hit someone, down someone, pick someone up, or hook someone. Those perks are all fine and dandy if the Killer is doing well, but what if they aren't? If a Killer is having an off game or gets matched with Survivors who are much better than them, the Killer 'meta' perks fall down flat. Now, are there any perks they can pack to help them out when things start going badly? Well if we're looking specifically towards perks that attack or slow generators the answer is... not really, no. They've got like... 3, maybe 4? slow down perks that don't require them to hit or down survivors, and at least half of those are just bad.

  • Keep running straight and hope I get to the Pallet/Window I was heading towards in time. Occasionally I'll see if I can dodge the M1 by jumping in a locker... which isn't much of a solution but it buys me a second or two. If I'm not by anything, then I'll go for the 360 and probably fail it.

  • The answer to the question "Are Gen Speeds too fast" is both Yes and No.

    Why Yes? Because if for whatever reason, the Killer cannot exert pressure, the generators just... absolutely fly by. At this point it is incredibly rare for a gen to not pop before I get my first survivor on a hook. Usually it pops around when I'm picking them up. Whether that reason is that its the start of the game and the Killer is on the opposite side of the map, or just the Killer messed up for a bit and just lost track of all of the survivors... the Survivors can bust through gens very quickly if not stopped.

    Why No? Because if the Killer can exert enough constant pressure, they can slow the game to an absolute stand still. Between the natural pressure that scoring hits, downs, and hooks exerts and numerous very strong perks that further reward Killers for getting those (either with direct gen regression or information), any killer who is on top of their game can snowball like crazy and steamroll the survivors mercilessly.

    I think it is far more accurate to say that Dead by Daylight is incredibly snowbally. Which is actually why the Survivor meta is what it is. Every single "meta" Survivor perk has the potential to prevent or shatter a Killer's snowball. While the Killer 'meta' perks are all designed around making that snowball grow as big as possible and as fast as possible so the Survivors can't break it.

  • I've been playing for less than 6 months, so... frequently. I got pretty lucky though. My first games on both sides were in a Kill Your Friends so I was able to go through and read all the text on the perks in the game instead of on a Wiki.

    However, some of these I feel deeply. Exposed absolutely sounds like the Killer can see the Survivor and not that they can one shot them and because of that I briefly ran Noed on Huntress and thought it wasn't working because I couldn't see the survivors after gens were done. The first game vs a Tuft of Hair + Tombstone Myers was... an experience. I still occasionally run into people that do not know how Legion functions despite getting to rank 9ish.

  • Generally speaking, I love DBD. I love all the different potential builds and play styles you can get out of the different killers or items, perks on both sides and add ons.

    However, what I'm currently not loving is the Bloodweb and Plague. Bloodweb because I'm trying to put together a gimmicky "Use what you find" build on Nea featuring Streetwise and Plunderers. My bloodwebs have not been cooperating. Now... I don't want any of her perks in anyone else's bloodweb. I know BL is pretty good, but none of them fit my play style outside of this one gimmick build. I've gotten her to level 33 and... wouldn't you know it... Teachable Balanced Landing keeps coming back. I DO NOT WANT IT and the fact that it keeps coming back is making it extra difficult to get Plunderers or finish ranking Streetwise and annoys me maybe more than it should. I am very much hoping that when she hits level 35 I don't start having both teachable BL and teachable... whatever her level 35 perk is as permanent fixtures on her bloodwebs because that will make it nearly impossible to finally put this build together.

    Plague... with Plague... you better hope you didn't want to either heal or be stealthy, because against her once your sick that just straight up isn't happening ever. Also her power is just... straight up beyond gross.

  • The thing about Nurse is that she's either crazy scary or crazy pathetic with nearly zero in between. She has the strongest killer power in the game bar none. She has the weakest killer base kit in the game bar none. Add in that her power lets her practically ignore windows and pallets... every Nurse game comes down to only how well the Nurse can manage her blinks vs the survivors' ability to dodge her blinks.

    If Nurse can out skill the survivors, they're going to go down and go down ridiculously hard. If Nurse can't, she's a minor annoyance at best. For that reason giving her a single numbered rating is simply impossible.

  • I would only be OK with this if they simultaneously added a new Killer with Feral Frenzy as their power. I agree that Legion's current power and play style does not represent the fact that there is 4 of them, but I do not want the stab happy play style that Feral Frenzy gives removed from the game.

  • Cruel Limits:

    Your ties to the otherworldly manifest when your prey attempts to get away.

    Each time a Generator is repaired, all Windows and vault locations within a radius of 32 metres from the Killer are blocked for all Survivors for the next 20/25/30 seconds.

    Alternatively:

    Your ties to the otherworldly manifest when your prey attempts to get away.

    Each time a Generator is repaired, all Windows and vault locations within a radius of 16/24/32 metres from the completed Generator are blocked for all Survivors for the remainder of the Trial.

  • This is what happens when the killers are practically only given slow down perks that award it on a successful chase and the Survivors are mostly given no good incentive to not rush gens as fast as they can. Survivors need more perks that reward doing things besides generators (like inner strength) and killers desperately need a handful of perks that slow down the early game in particular.

    I mean really... think about it. Infectious Fright, BBQ, Thrilling Tremors, and even Nurse's Calling all give lots of perfectly accurate info... but only if the Killer has successfully completed a chase. Pop, Surge, Sloppy, Thana, and even Dying Light all give slow down if and only if you have at least hit, but usually downed a Survivor. Where are all the perks to help Killers who's power requires them to not be chasing 24/7? The answer was Old Ruin... but... RiP.

  • Trapper: At base, let Trapper carry two traps. Still start with one.

    Wraith: Buff move speed while cloaked. Windstorm is too required on him.

    Hilbilly: Don't play him, but I know he's missing some add ons.

    Nurse: Go on a bug hunt. Also buff her movement speed from 3.85 to 3.90 with a similar buff to her move speed while fatigued.

    Hag: I'm not entirely sure, but maybe somewhat nerf flashlights vs her traps.

    Doctor: Uh... I honestly don't know. OH WAIT! Make it so Mending takes precedence over snapping out of it.

    Myers: Vanity Mirror needs a buff. Probably just less movement reduction.

    Huntress: Iri head + Infantry Belt is really her only issue. What if Iri Heads made her hatchets start giving out Deep Wound?

    Bubba: Similar issues as Hillbilly and also his Chilli add ons are worthless.

    Freddie: Freddie's issue is basically that he has a whole lot of minor powers that have nearly zero punishment for using it wrong. That's not fixable in one fix.

    Pig: RBT Rng. There's way too much of a difference in a survivor getting it off first box or last box. Also, a lot of her add ons are... not good. For more info on that look up Scorpionz on youtube.

    Clown: Increase movement speed while reloading. Also maybe make it so his reload time is dependent on how many bottles he's replacing?

    Spirit: Add some sort of animation or sound cue as to when Spirit is using her power. I honestly don't know why she's the only killer who doesn't have something like that. The lack of that makes her way to difficult to outplay.

    Legion: Make it so landing an M1 eats 25% of their power gauge instead of 50% of their power gauge (maybe even less). Also Frank's Mix Tape and Stab Wounds Study are artifacts from when Deep Wound could actually be used to down and they're currently worthless. They need to do something else.

    Plague: Honestly I don't know. I find it incredibly annoying that her power allows her to counter both healing and stealth basically for free and the only counter play involves giving her access to arguably the most scary power in the game. I don't know how to fix it though.

    Ghostface: No idea. I think he's too dependent on his power refresh add ons, so maybe buff the timer at base and nerf the add ons so they aren't as necessary?

    Demogorgon: No clue.

    Oni: I don't much like him, but he's fine.

    Deathslinger: Not sure about him either.

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