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FellowKillerMain

FellowKillerMain

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FellowKillerMain
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  • One less indoor map to get on my first game as Billy/Oni/Huntress! Going to miss it for Ghostface/Myers games, though.

    I'm not going to miss that super loud rat in the cage on the top floor. That thing scared the crap out of me every time I thought I'd hide in that room as survivor.

    I will not miss all of the pallets, either. That place was like pallet palace.

  • So many of you remain optimistic! I always lose my cool and panic, running around looking for totems not caring if I'm seen by the killer.

  • @ChiSoxFan11 said:

    So, while making an attempt at Adept Plague last night, I ended up with what I thought was going to be enough to get the job done. Ended up on The Game (ugh), but decided to protect the upstairs gens at all costs, which worked out well. The match was somewhat lengthy, but I made sure to get plenty of hooks, only slugged once (when someone sabotaged a hook in front of me carrying someone) and at the very end on the last two survivors. I had survivors constantly sick, which meant they were cleansing constantly throughout the match.

    So at the end, I finish with Iridescent medals in everything -- except Malicious, where I got Gold. I saw I had a huge negative value for "survivors healing". Since I wasn't really slugging, and since there weren't instances of people getting healed off of hook or from regular hits -- again, they kept mass cleansing during the match -- can I guess that I was penalized for ... using Plague's power effectively?

    I asked about this for the Q&A stream, it'd be a nice change. But, to get adept Plague, I had to use a corrupt purge focused build. It is the hardest trophy to get in DBD, according to the playstation network.

  • Yeah, the cooldown on victor is really punishing. Often times, I only pounce when there's a lot of space behind the survivor so they can't get to me quickly. But, I don't know if I would focus on attacking with victor if switching to charlotte didn't take so long.

    When announced, my plan with them was to tag team survivors into a corner. But, switching back and forth is too punishing for this to work. Well, survivors also find and kill victor very easily. I also wanted to "snipe" with victor, but people hear him coming a lot of the time. I wish his grunt radius was smaller, but his detection for tracking stayed the same.

    I think they want to move the killer away from slugging/camping as survivors hate that, and I have to agree it kind of bores me when I play them.

    As a side note, I'd love to have an addon that showed the arc of victors pounce. Learning to pounce over things can feel tedious sometimes.

  • @Faen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544720#Comment_2544720

    You will get injured in pursuit anyway. And please tell me how 3/4 can counter it

    To be fair, you have to meet that condition of being injured before you can use it. So, if you're exposed and healthy, you won't be able to use dead hard because you don't meet the conditions. Granted I agree with you, it's not much of a condition, because it's useful in many situations and has few drawbacks unlike other exhaustion perks.

    @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544749#Comment_2544749

    Of course you will always get injured anyways, the point is the other exhaustion perks prevent that first hit from happening or making it take longer, dead hard prevents the final blow.

    Also in terms of how a large majority of the cast can deal with it, here I go lmao

    Wraith, Nurse, Myers, Doctor, Huntress, Cannibal, Spirit, Plague, Ghostface, Demo, Deathslinger, Executioner, Blight, Twins, Trickster, Nemesis, and Cenobite can all directly either avoid the dead hard entirely by instant downing, or by being able to counter it being used for distance. That is 17 killers out of the 25 playable, about 68%, fairly close to 75%. But now note, I didn't include Oni, Freddy, Hag, Clown, or Hillbilly who can also all deal with the effects of dead hard by being very chase oriented and abilities already, I simply didn't include them because they don't directly counter it, just can handle the effects by having strengths in other regards. Now if I include those in my number as well, that is 88% of the cast that really doesn't have the worst time with it, and can still manage against it. The only killers I include as really being hurt by it is Trapper, Pig, and Legion, who is also considered the worst killers. They are the only ones who suffer but they also suffer worse from exhaustion like sprint burst.

    I play all killers, and can attest to Dead Hard being able to counter everyone - there is no killer that can completely deny Dead Hard being used. There are a few problems with Dead Hard: it allows survivors to remove collision at will; it is useful in almost any situation, even in ones you're not trying to avoid a hit; evading the final blow is the most punishing because it provides an escape just as the killer is about to end a chase they spent a lot of time on - other perks extend the chase in certain areas of the map, whereas Dead Hard can extend the chase anywhere at any time.

    Personally, I think the only balancing for Dead Hard is to give it tokens. Say, 4? Once the tokens are gone, it can no longer be used. The other exhaustion perks are so limited that they might need a buff. But, Dead Hard is too strong.

  • @DoomedMind said:

    ... maybe you can revert how did Iron Will, No Mither and Stridor work ?

    Because we all know that these changes were a bandaid nerf on Spirit face. Iron Will was already strong, and now it is even stronger.

    Maybe the changes were overkill, maybe not, time will tell us but at this point, give her back her main perk.

    I think I submitted this question in the Q&A section for the Q&A stream coming up. I don't remember if it got many upvotes though.


  • @EntitySpawn said:

    But they balance around survivors who dont play well? They want survivors who arent efficient, cant loop and not very good in chase to escape...

    Sure seems like survivor is the focus, but it is the vast majority of the game so...

    I only recently started learning about startups and business in general, but from what I've gathered thus far, to be a company worth investing in, you need to focus on growth. The best way to grow is by having a good product, because people will use it and tell friends about it. But, there are ways to grow without making a good product: by gaming the system.

    In my experience, the best PvP games are balanced first and foremost so players can remain competitive. If too much focus is given to one side, that side becomes too easy to play, and the other side becomes too hard; one side gets bored, the other burns out.

    I worry that this survivor sided stuff is becoming an issue. On the other hand, maybe they're just being careful before they buff killers too much. Like, get survivors to a certain performance level before they make any serious changes to killers. There's also the case that I, and other killers that complain are just bat ######### and don't realize we're bad at the game, and survivors aren't really that powerful. I am on console after all.

  • Neither are fun, but in my experience genrushing has led to tunneling and not the other way around. Even though it used to happen, a lot of killers used to make an effort to avoid tunneling and camping. But, recently it's off the charts because tunneling is an effective strategy against how fast gens can be done.

    Survivors have said that chases are the funnest part. So, I don't know why they couldn't run around collecting parts to a gen to repair them instead of just holding the button to repair. There'd be more chases, and tough standoffs.

    Say it took 4 parts to repair a generator, and there are only 20 in a game. If some part is dropped on the far side of the map, they'd have to run all the way over to pick it up meaning more chases.

    That would break a lot of perks that increase repair speed. But, each part could take 10-15 seconds to install, and those genspeed perks could increase the speed at which that is done.

  • Personally, I thought she was fine as is; she has counterplay, it's just a lot of energy to maintain randomness. But, I'm fine with the current nerf, because it doesn't change her too much and I can appreciate not wanting to face her in her current state. I mean, I can play nurse on console fairly well, but I don't like to often because it takes a lot of mental energy.

    I do worry that she will become too easy to evade, though, because people that play a lot already know how to counter her. My brain is predicting that she will be tolerable to face for regular survivors but too easy for survivors that play a lot.

  • @ShakeyGames said:

    Before I began levelling up Laurie, every time I got tunnelled I was like "Damn, this is why DS is meta!"

    Now that I have unlocked DS, I don't think I actually have even been able to use it, ever. It's either because the killer decided to tunnel me 61 seconds after I got unhooked because they didn't find me, or I touched a gen and forgot that it deactivates the perk.

    Even if I was able to use it, I would use it a very little amount of times. It's such a situational perk that uses up a precious perk slot. Why is it meta?

    After being unhooked, go stand near a gen that's almost done and let other survivors finish it. Then run to a locker when the killer comes, climb in. The killer will think you were working on the gen deactivating DS, so they'll grab you. You DS, and run away. It can be and is still abused (I mean if you're looking to get value from it)

    Really, though, it's to save you when you get a sweaty killer which is often these days. Smart killers will avoid it, though.

  • I think the level is just too damn big. But, I really love the aesthetic and running around in it. I like that it's maze-like. But, I can see why some people find it annoying.


  • @WexlerWendigo said:

    And people have the absolute gall to say the devs are survivor sided, when they’ve been obsessed with spirit for years. Half the anniversary quotes were about her and it took teeth being pulled to get her reworked.

    Saying the balancing is survivor sided doesn't mean they don't nerf survivors too, nor does it mean they don't buff killers. They do, and everything they've done the killers appreciate.

    The imbalances become apparent when you parse out changes over time. When they nerf killers they will sometimes buff something to make up for disparities the nerf creates. But when they buff killers, they almost always nerf some other aspect. This isn't the case with survivors. If survivors are nerfed, it's usually to make way for a new perk they're releasing, or the thing was broken. Mettle of man is one such thing, it was broken. Undying was not broken.

    Undying is a good example of how power gets unevenly distributed. If undying hadn't been changed, it would be perfectly balanced in conjunction with the release of boon totems - I don't think it'd be over powered at all. But, alas, they're not switching it back.

    Another example, they nerfed stridor and indirectly buffed iron will which has no counter anymore. Now, they're nerfing the spirit, but they're not reverting the changes to stridor. They're also buffing no mither, which even with stridor will only cause grunts of pain to be at 50% which is what no mither was before the change.

    Change after change like this compounds into an imbalance over time.

  • @Rizzo said:

    They do get replaced by the new addons.

    Thank you!

  • @Rey_512 said:

    Removed addons always get replaced.

    That's what I was thinking/hoping. I guess my doubt is stemming from previous times they've added new addons. Those new addons weren't replacing anything, though, come to think of it.

  • I've stopped playing multiple times. The longest was probably 3 months. I usually stop playing because terrible balancing. Overtime the frustration builds up from the devs doing things like changing ruin without really talking to the community, then giving perks like OoO a year to balance "properly". Or when they tried to change mori's in a hotfix all sneakily. It's insulting, and makes me lose respect for them.

    I'm glad they're not doing things like that anymore, but I'm concerned that 5.3.0 is going to make the game too hard for killers. I've already been struggling from the level redesigns. I don't know if I'm right, but there seem to be more pallets, the loops seem to be bigger, and strong tiles tend to spawn adjacent to one another a lot. I'd be ok with it if genspeeds had been changed.

    I come back because there are very few games left I enjoy playing and I haven't found a good stress reliever other than video games. I kind of keep playing just to level up and hope they make some changes to the base game at some point. Although, I'm thinking if I can get a PS5 soon, elden ring is coming out in January and the PvP there will be fun, and balanced.

  • I don't tunnel intentionally, but I don't go out of my way nearly as much to play by the survivor rulebook like I used to. Survivors don't do gens more slowly for me, so I don't see why I should go out of my way for them.

    As for newer killers, this is just something they do until they realize camping/tunneling is possibly making them lose.

  • If they add a dust effect to the spirit's footsteps, they should also add a dust effect to survivors vaulting at pallets. I don't know why the goal is to reduce the information killer's have access to, when information is sometimes more powerful than the killer's power. This whole controversy about the spirit comes down to information accessibility.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2538905#Comment_2538905

    Mods are not necessarily allowed, no. In fact, most games, particularly multiplayer games, prohibit third-party modifications. It's just that some are ignored.

    Right? I was thinking that, then I realized an exception: in elder scrolls online PC players have access to a programming library to build mods. Granted, that's one game, and the developers created the framework for them to use. But, I've always thought that's why they don't let the two platforms on the same server, because even mods can create disparities like cheating does.

  • @Mwasi said:

    As a PS4 player I only have console experience. But I would like to know, from those with experience on both platforms, are some Killers more difficult to learn or play on consoles than PC? If so, what are the difference that increase the difficulty?

    I've played on a friends PC before and have to say that the difference in framerates is enough to blow your mind. On PS4 if a survivor runs around you, they intermittently disappear every few frames, but on PC this does not happen. Like, playing nurse, after blinking on PS4 it's incredibly difficult to see where the survivor is until after the blink. On my friends PC I could see survivors before the blink finished.

    Playing at 100% sensitivity on console is much harder as well. I've gotten used to it, but it took a while. No matter what, I still occasionally over rotate because the travel area of the joystick is so small, and thumbs are some of the most ######### joints in your body. With a mouse, you have your wrist, elbow and shoulder as well as a giant mouse pad with resistance to help control your movement.

    Also, on PS4 at least, the lowest ping I seem to get is 50-60 in DBD. Whereas, I see PS5 players, and PC players with pings as low as 20-40. *Not to mention, most console players play on a TV, which has a much lower native refresh rate than a PC monitor. Unless of course, you have a tv with a game mode or faster refresh rate.

    You're definitely at a disadvantage being on PS4/Xbone. You don't see as much, and when you do, you're always potentially 20-30 ms behind a PC/Next-gen console user. If you're on PS5 I don't think there's enough difference to affect balancing.

  • @bm33 said:

    I'm on ps4. I've been getting alot of I stun the killer but I also get hit and we switch sides we're on when pallet is down. This started fairly recently after one of the pallet stun updates. I think between hit validation and pallet stun changes some of the pallet stuns/hits are feeling a bit wonky lately.

    Yeah, after they implemented the pallet validation, people were able to do something they were calling a "reverse pallet stun". It involved stunning the killer while you're both on the same side of the pallet, and pushing them to the other side. Although, I thought they fixed that recently. But, it's true that on console I am seeing a lot of wonky hits at pallets like you're saying.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2538833#Comment_2538833

    A modder is somebody who modifies the game files to change content. In terms of Dead By Daylight, and most other online games, the only content that can be changed is graphical and audio.

    A hacker is somebody who hacks into the game's code to exploit vulnerabilities using tools and gain an advantage.

    A cheater is somebody with absolutely no technical ability who uses tools created by hackers to gain an advantage.

    Modders =/= Cheaters =/= Hackers. Do not get them confused. Cheaters are the absolute lowest of the low.

    (Also, it's a Cheat Menu, not a Mod Menu)

    Well, to be fair, hacking is a form of cheating. Because cheating is doing anything that gives you an advantage other players don't have access to take advantage of or defend against. Hacks could also be considered mods because you are modifying the game. Maybe mods are changes made to the game that are allowed within the rules, whereas anything outside of the rules is cheating?

    Not that it matters, but I've always heard people with no technical knowledge using other people's hacking tools as script kiddies.

  • @GoodBoyKaru said:

    No. Hits through pallets are still entirely possible and if the server registered that you were hit before it registered you stunned him then you will be hit

    Yeah, I've seen that while playing killer. But, this didn't even stun him, and my ping was fine at the time. I'll have to make a video of it, I guess, cuz its weird. All the rampant cheating lately had me wondering.

  • They can be a benefit or a detriment to both sides. I think it increases the complexity of truly being efficient. Granted, I don't think they need to be buffed. If anything, they need to be nerfed in radius and their ability to stack. It's kinda crazy that one perk can undo multiple others on the killer's end. On top of it, we can't destroy dull totems. :shrug: it's a tradeoff.

  • @Alice_pbg said:

    I don't like event only things in general. because any number of things can stop someone from being there.

    event early? go ahead. have them have it for an year or something before others can get it (like the rift outfits), that is perfectly fine.

    given for free at an event but purchaseable at the store? great.

    but in general, I'm very against time-limited or event only stuff. Because whenever I'm not around for them, feels like #########. and when I am around, it's either "I got this amazing thing no one else can get. that's lame", or "I got this thing I won't ever use. and for some reason other can't get it". if the thing is good, it sucks for the other people because they can't have a good thing. if the thing is bad, it's bad.

    exclusivity sucks and should not be a thing anywhere.

    if they gave prestige to everyone, it will be exactly like the hound mask for the huntress. it will go from "no one uses it" to "still no one uses it but if little jimmy wants to, he can".

    there's no downside to simply allowing people to acquire stuff.

    https://forum.deadbydaylight.com/en/discussion/comment/2537153#Comment_2537153

    Legacy should never come back out of respect to early adopters

    I honestly can not relate to this type of thinking. If I knew this game existed, could get it and play it. I would have.

    but you know, I wasn't born with a lot of money to buy great pcs and wasn't around the correct circles to know it existed. therefore I don't deserve it, right?

    because having the means to do a thing and knowledge about said thing, means that person is more deserving, right?

    Yeah, but that also means that you didn't put in the same work that others did to slog through the early days of a game. It's not uncommon for developers to pay respects to their early adopters. Granted, it is unfortunate to not have access to certain items, even if they are only vanity items.

    Honestly, I wish they would add a new kind of legacy that you're awarded for reaching a certain level of devotion

  • BBQ i guess. It's for the BPs, really. I don't think I've intentionally played a match without BBQ unless I had to.


  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2536683#Comment_2536683

    Imagine pressing a button is toxic behaviour. Smh.

    Toxic behaviour is the slurs in the end game chat. Only dbd players consider pressing of a button toxic behaviour.

    Aren't slurs in the end game chat just the result of buttons being pressed? Oh right, words are symbols we use to communicate and express meaning. What other symbols do we use to communicate? Body language is full of them, and tbagging is a well understood gesture, just like the killer shaking their head or face camping is a well understood gesture.

  • Honestly, I try to ignore it because it's what they want. Also, it's been said that when you get angry/emotional, your IQ drops by 30 points or something, which only makes it easier for them to outwit and taunt you.

    Personally, if it bothers me enough to want to punish them, I get really sweaty and efficient: find the weakest looper and tunnel them til dead; slug to snowball; protect three gens where either the most pallets have been dropped, or the three gens furthest from shack/main building.

    Camping usually results in throwing the match, so I don't do it. It's better to trigger THEIR emotions and make them come to you. Tunneling the weakest survivor can trigger everyone else into becoming overly altruistic, especially if they're SWF.

  • @GannTM said:

    She is still invisible and moves at 176% movement speed compared to survivors’ 100%. Survivors just have counterplay now and it feels like an interactive battle between the killer and survivor, even though the killer has most of the control as they should.

    The only thing that was gutted about Spirit was the stand still stupid ######### which I’m glad is getting removed. It absolutely needed to go. It was a cute little thing the first time you witness it but there’s just nothing good about it.

    Good Spirit players like myself will be just fine after this nerf and she’s going to be even more fun than before because of the counterplay she has been given.

    Also, one last thing I would like to say is I know that this is my 100th time mentioning Spirit since the nerf announcement but I’m just very excited for what’s about to come for Rin.

    I'm not too worried, but it isn't live yet. On the other hand, I think a lot of people were concerned about the visual cue - I was. But, that has been delayed, and rightfully so, I would think. I kinda wish they would reverse the Iron Will / Stridor changes.

  • @Baby_Victor said:

    Since BHVR is having fun blending our roles and overlapping our “responsibilities”, I thought we might have some fun with it too. I’ll throw out some starter ideas and feel free to respond.

    • if survivors had a viable perk that was strong enough to promote chasing the Killer, what would that perk do?
    • If Killers could use Franklins or a perk that lets them rummage through opened chests, which items could they pick up? How would they use them?
    • if survivors had a boon perk that could injure (not down) a healthy survivor teammate (not self) for every activation, what would your boon totem do?
    • If Killers were able to remove survivors off of Death Hook (not first hook) and also receive a strong stun (for temporarily disobeying the Entity) to add a token to a Perk, what would this perk do?

    Feel free to also ask others to fill in your own scenarios and let’s blend those lines as much as possible. Pretty soon we will all be chasing and killing each other despite “our roles”.

    xD

    1. "Behind You" - Running within 4m of the killer while his back is to you prevents the killer from lunging. If the killer hits a different survivor while being chased, you become exposed and scream.
    2. "Be Careful What You Wish For" - Open any chest to trap an item. When that item is in use, reveal the survivors location. OR If a chest is empty, trap the chest, and close it. When opened, the survivor is bound to that chest for 25 seconds.
    3. "Don't Hate the Player" - When another survivor runs into the radius of this boon park, reveal their aura to the killer and generate a loud noise notification.
    4. "Who Do You Think You Are" - When a survivor is removed from their second hook phase gain a token. When all generators are complete: hit the active ability button to reverse the movement controls of a survivor within 12m of you for 15 seconds (can be used multiple times before the 15 seconds has passed). When no tokens remain, the survivor's controls return to normal.
  • I think objects and obstacles need to be modified individually, so things like projectiles can pass through them. Even though we can't see the 'barrier', it's there until they make room for things to pass through.

  • @Harold_Shipman said:

    got a "gg ez no bbq stack for you" (last survivor died in end game collapse) and a load of ######### for running "OP" scratched mirror on myers. On cold wind farm. Apparently its the best map for it? I just couldn't comprehend it.

    That kind of stuff actually gets me flustered... Must... have... BBQ... stacks...

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534529#Comment_2534529

    My guess is it's a power trip for them.

    They're so pathetic and pitiful that any semblance of power in a video game makes them think their life is worth anything but the miserable waste of time and space it is.

    Right? Any reasonable person would gain perspective after doing it a time or two and realize how lame it is.

  • ~That's all I really WAAAAaaaaUUHHhhnnttt is some FUUUuuuuUUUHHHNNnnn!!

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2534487#Comment_2534487

    This last guy I was with didn't want a 5 minute match.

    He wanted to drag me and this Leon for over 20 minutes. Leon eventually just told me to just kill him and get the match over with.

    I obliged.

    Oy vey it makes you wonder about some people, lol. Like, the first time I played elder scrolls, I turned on god mode and ran around, and it ruined the game for me. This kind of thing doesn't seem to bother these guys, and I have no idea what they get from antagonizing people for 20 minutes.

  • Considering the cheating is resulting in a lot of 5 minute matches, the devs are getting an ear full from killers complaining the gens are too fast. It's kind of relieving to find out this is why. The cheaters out there are getting bored of being super blatant, so they're being secret jerks about it making people think they just played poorly.

    Honestly, I would like some of my offerings back...

  • Oh, BP is awesome, keep up the good fight!

  • @KillerMain4Ever said:

    https://forum.deadbydaylight.com/en/discussion/comment/2533596#Comment_2533596

    No, they're not allowed because the game doesn't provide in game comms, you have to use external assets to do so, which clearly violates the tos but BHVR doesn't enforce this rule

    The devs have stated they don't have a problem with them, though.

  • @Apexgnifrums said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526423#Comment_2526423

    Yeah damn, those 2 meter extra distance are insaaaane. Like, I can't even believe sprint burst exists it covers so much more distance.

    Fr, it's not that crazy. Yes dead hard allows you to squeeze out one more loop or so. But let's not forget that this is all dead hard can do. Sprint burst, lithe, balanced etc allow you to get from any unsafe area into a safe area. So much better. And let's not forget 99ING sprint burst.

    Every perk has some condition attached to it for it to function. Dead Hard's is being injured, but it does more than dodge a hit, it gives you distance when you're not dodging anything. I look at it like old Balanced Landing, where the stagger duration was always active.

    Dead Hard would function exactly the same way it does now if instead of dashing forward, you just spun in place with iframes or whatever, and you would gain some distance, but not so much you could extend a chase you already screwed up.

  • There are so many pallets in the revamped levels, that it's not fair to make every loop with a pallet an infinite until it's broken. Just make pallets function like window vaults. It's too much progress, for simply holding a button while you vault.

    @yummymarshy said:

    Ever heard of mind games or… breaking a pallet or are you just doing this

    http://youtube.com/watch?v=GSFIs59Bfwg

    I didn't watch the video, but no, I don't struggle with mind games. I'm pretty good at them. The problem with breaking the pallet, when there are so many, is that breaking a pallet takes 2.6 seconds, meaning the survivor gets 10.4m away before the killer can move again. Meaning, it takes ~15 seconds to catch the survivor (with a lunge), assuming they run in a straight line. In 15 seconds the survivor can make it to just about anywhere, like another pallet, starting the whole process over again.

    @MineatomTR said:

    Pallets are meant to be obstacles that grant safety to survivors. Once they are dropped, they can easily be broken permanently by the killer. That is why it is fair to be able to fast vault them, otherwise every killer would freakin just bloodlust every pallet, you're crazy.

    Hey now, I didn't insult anyone or attack anyone. They do grant safety, but why should it be nearly guaranteed safety until it's broken? Fast vaults should require the survivor to be running. It even makes sense physically!

    @Gplays2000 said:

    https://forum.deadbydaylight.com/en/discussion/283092/remove-standing-fast-vaults-at-dropped-pallets

    bro....pallets are there to be broken by the killer xD But I have an offer for you: let's remove fast vaulting at pallets but then also remove blood lust gaming at a pallet ok? Sounds fair right :D

    Oh, I'm down. Let's do it. I lose bloodlust when I break a pallet anyway.

    @Laurie268 said:

    I really hope the devs ignore all the ridiculous things killer mains are saying on the forums. People who have never played survivor

    I have always gotten my survivor to red ranks... because survivor is not hard. I don't play survivor often, because it is boring (most success as survivor is due to the game, not the survivor) or entirely infuriating because of other survivors. Besides, don't worry, they're likely to never remove things like this that protect newer survivors.

    @BastardKing said:

    It is no different from how they changed Vaults. Vaults used to always be fast vaults or slow vaults, so they added Medium. Medium pallet vaults are not an unreasonable request.

    Thank you! I agree.

  • Like others have said, remove the iFrames.

    On another note, it'd be nice if all exhaustion perks applied exhaustion, mangled and hemorrhaging until exhaustion wears off.

  • After a match I 4k'd, I received a message on PSN: "STFU you're not good." I hadn't said anything to this person.

    It's pretty common to get people messaging me afterwards to insult me for winning, but that one was weird to me. It's like the person already had a conversation in their head with me, and they'd had enough!

  • I'm a huge proponent of balancing for all. It's the hallmark of a good PvP game. However, I think they want the killers to have a chance, but they want the survivors to have a better chance because they make up the majority of the population. I think most people are looking to play against, or as, their favorite horror film villain. But, as you know, not all horror buffs like to play video games, but still come to check the game out. Sometimes you can see it when playing on a new account: some survivors will be running and stopping every few seconds and they seem to only look straight up or straight down. So, I imagine they want to give everyone a chance to escape.

    On the other hand, I think they're probably under a lot of scrutiny from all kinds of people for making a game where you can kill people. I remember the first time playing DBD I was blown away by the violence, and I occasionally visit gore sites. I can only imagine what healthcare advocates are thinking when they hear about this game. So, to protect their ability to make the game, it might help to make sure there's tons of evidence on social media that humanity is the victor in this dynamic, rather than some crazed lunatic.

    This is all speculation, obviously.

    But, it is frustrating because they tend to contradict themselves a lot. They kept Blood Favor in a straight jacket for a year, but are seemingly about to release the most broken feature for this game I've ever seen. They're not playing it so safe anymore... oh wait, that's right, they have nerfed killers, and some of their strongest addons while only buffing survivors this patch. So, they play it safer with killer stuff, and only sometimes with survivor stuff.

  • This game gets a lot of attention on youtube from survivors making the killer look stupid. Sometimes I worry BHVR indirectly, knowingly, facilitates that for free advertising.

    We haven't gotten any info on how it's going to work, though, so it could be anything.

    We don't even know if hex totems will override boon totems. Can the survivors just occupy all dull totems with boon totems to prevent any killer from using NOED?

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523982#Comment_2523982

    I play Billy A LOT and the only thing that got removed was Space Billy.

    They said they were gonna keep his basekit relatively the same and thats exactly what they did, his add ons were busted, nobody can deny that.

    Only add ons I think should of stayed are the cooldown add ons

    Improving with Billy is incredibly stupid now. You can't simply practice pre-revving now, because if you overheat you have to wait for the giant cooldown. If you go to early you simply miss. I had always hated him because his gait makes his camera bounce weird while playing him, but I started to learn his angles jsut before they burned him. Now learning him is obnoxious because you feel rushed. Unless you're already skilled with him, he's pretty boring imo. He didn't need a change. Slinger didn't need a change. Spirit needed a change, and a non-directional phasing sound would have been great.

    They just keep adding cooldowns/activation times to killers, and they even acknowledge no one likes them in part 2 of the dev update. But, here they keep adding them. Well... for killers.

  • @Baneslayer said:

    As a new player playing survivor these are my thoughts. Survivor is hard but not in a good way, it feels cheap. You see this game requires no skill. The game holds the killers hand the instant we spawn in. Survivors need generators? well here they are highlighted for you. Oh this one is slightly running and making noise? Survivor must be nearby, oh yup there he is, free hook. Teammate comes to get me, whew I'm free. Nope killer was just waiting for me to get unhooked back up I go and now camping me.

    It's not fun nor enjoyable. These mechanics are just plain bad. Why can't every survivor dodge with their own player reaction times? Why can't killers feint attacks to bait dodges? Why do some killers not even have startup attack animations? Why are lockers the only thing we can hide in and not any other objects on the map that logically make sense?

    A lot of people have wondered why feinting isn't a perk available to killers.

    Killers get to see the auras of their traps, if they have them; hooks when carrying a survivor; generators, and whatever their perks allow them to see.

    Survivors, get to seethe auras of survivors that are hooked, or in the dying state. However, because all 4 survivors can run 4 perks, and a lot of their perks share information, you can often see and glean much more information than the killer can.

    Also, as a survivor you can dodge with your movements - people refer to it as doing a '360'. You spin just as the killer swings, and it forces them to swing incorrectly.

    In time you will come to find the game favors survivors more. If you want to get better, learn to occasionally look behind you while being chased; learn to hug obstacles you're being chased around, and learn to 'string tiles together'. A lot of what people consider skill in this game comes from your ability to get away from the killer, and the killer's ability to catch survivors.

    @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/283163/new-player-experience

    You clearly HAVEN'T played killer, give it a try yeah we get our hand held If that was the case god my hands would be so damn sore and me feel good about 50 people not disconnecting because they "hate the killer I play"

    I agree with this, because playing as killer will give you an idea of how to better play as a survivor. Playing as survivor helped my killer gameplay too.

  • I'm all for this, but like some have said, I'd worry it would divide the community. A lot of players aren't interested in competing at all as soon as they start to lose. But, I wouldn't mind those players having their own game mode, either. I just don't think matchmaking is optimized enough to make it work.

    @Crowman said:

    People will just flock to the mode that let's them use the strongest stuff with the least downside.

    This could work well if they got the MMR working well. Right now it seems like it's tailored towards survivors, lol. I feel like I'm saying that too much, but, damn... I think it's true. In other games I've played, people enjoy the exhibition mode to try things out, but if rewards are restricted to ranked, then people will play it more.

  • I'll agree with you about the first two years, but survivors were overpowered and a lot done were fixes. Most of what you're mentioning took a long time to fix, even though a lot of the issues were game breaking.

    Over the past couple of years, probably since 3.0.0, killers have slowly been 'restrained' and not because they were broken, they were changed to make the game more enjoyable for survivors. Changes to survivors on the other hand have been to make room for a new perk, an addon or because something was broken and needed fixing:

    • Toolbox changes made way for built to last and the buff to
    • Syringe changes made way for "For the People"; they increased overall healing speeds, too, but they presented it as if removing the syringe was for balancing. This perk is being buffed, doesn't need it.
    • Sabo changes were necessary because you could 99% most hooks then just troll; this has since been buffed to allow sabo from any side of the hook.
    • Balanced landing fall hindrance was broken on certain maps.
    • Decisive strike went through many changes, but it was an abusable perk until the most recent change (and can still be abused)

    I mean, can you think of a change to survivors after patch 2.5.0 that wasn't to fix something that was broken, or make room for future changes that just returned that functionality in a different form?

    On top of that, dedicated servers, hit validation and pallet validation are presented as benefits for both sides, but mostly have benefited survivors. Yet, killers haven't seen grabs working since patch 2.7.0?

    Ultimately, I think it's ignorant to deny that the average of positive changes have been greatly directed at survivor. I mean, just consider that Huntress Lullaby and Nurse's Calling synergies with the doctors power were nerfed, and Ruin+Pop, but were any of those really a problem? Hex's are easy to undo. Meanwhile, I haven't heard the devs mention anything about nerfing anything regarding gen speed perks and items - if anything they're buffing them.

    I agree with you regarding getting solo queue up to speed with SWF, but they need to stop buffing SWF first, lol. Boon totems aren't going to help, that's for sure. As for the basekit buff you mentioned, that would help mid-tier killers a lot, but killers without insta-down/Ranged/fast-travel need more than just faster actions. Cooldowns need to be reduced globally, or movement speed needs to be faster.

  • @nikodemo said:

    EAC has prevented DbD from working on Linux through Proton. With the Steam Deck coming, Epic has updated the SDK to allow support for this.

    I ask the devs to please enable this feature so I can play DbD on Linux and Steam Deck! Thank you!

    https://dev.epicgames.com/en-US/news/epic-online-services-launches-anti-cheat-support-for-linux-mac-and-steam-deck

    Wow, I didn't even know about proton, but I support this message! I would actually be able to play DBD on a PC!

    edit: Holy shart! There are a lot more linux users than I would have thought. Personally, I had given up on linux gaming a long time ago.. but it took me years to delete my windows partition. Only did so for security reasons.

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