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Firellius

Firellius

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Firellius
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  • He didn't really make much of an effort to throw the survivor off, did a couple of lunges that he shouldn't have, held off on some attacks, too, and he got unlucky with pallet latency. (There were two stuns that definitely would've gotten me hit)

    It's also weird that there was a lack of gens in that entire half of the map, as the rest of the team was able to do all the gens they needed without being pressured by this up-and-down-the-map looping. Normally when I'm stringing cells together, I run into someone on a gen, at least.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168750#Comment_2168750

    He's talking about the times where it's used to get to a pallet at the time where you should of got a hit but can't because of dh so unless your huntress deathslinger or nurse you cant do anything about that consistency

    I don't think they meant that, since they specify a 30-40 range for dead harding to a new loop, I think.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168988#Comment_2168988

    The thing about your idea is...Well, I'll try to explain my view, but I'm bad at formulating my thoughts:

    The risk of totems is that you have to run the danger of the Killer finding you while you search for totems. And you run the risk of never finding all the totems.

    Then SWFs started counting totems as they go, and suddenly Hex perks became absolute garbage. One SWF dude could run detection perks & tell everyone where totems were, and they could share how many they all have cleared. They would know, exactly, how many totems remained, which meant things like Hex: NoED never saw the end game. Because every Survivor knew to clear the last totem before popping the last gen.

    So if you add a solo counter; now EVERY player knows how many totems remain. And unless they are bad, they will stop working gens to ensure NoED NEVER pops. Because they'll know if their teammates did not do gens.

    A totem counter, without a perk, would be the same as deleting NoED from the game. Survivors could run a full meta AND know if they cleared every perk. Exactly like a SWF, sure. But SWF information is a large reason why Hex perks are pure garbage.

    Basically: If every player had a base-kit totem-countdown, then no Hex perk would ever be played, because they would always, ALWAYS be cleansed before the end game. This would basically nerf Hexes into the grave. 4 Survivors running 4 meta perks plus a free totem countdown.

    You're skipping a few steps in your reasoning there. Yes, a baseline totem counter would counter NOED, but how would it affect literally any other Hex? Are you going to suddenly know where Ruin is just because you know a teammate, somewhere on the map, has cleansed a totem?

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168805#Comment_2168805

    You're basically saying the game needs to change, because you don't think it's worth it to replace one of your perks with the perk that counters the thing that's wrecking you. It doesn't work like that. Either it's worth it or it's not. If you're worried about NOED and you cannot play around it, you should take something to counter it. Otherwise, you chose not to use the tools at your disposal and it's your fault for prioritizing other things above NOED removal. That's like not going into a locker when BBQ fires and then complaining that the killer came straight to your gen, or continuing to do gens when Devour Hope gives its 3 stack warning and then going surprised Pikachu when you get moried on your first hook. This game requires constant awareness of your opponent's tactics. When you can't account for all four of the killer's perks, or you're playing someone that seems newish/a Trapper/a Bubba, you should be alert for NOED.

    NOED has counters at every stage of the game. I've never run it myself, but it's survivors' fault for seeing dull totems as an objective not worth addressing. New Small Game works wonders for bypassing soloQ's lack of coordination. Even if nobody was running Small Game - your Bubba would not have gotten a 3k unless people kept trying to extract the first person he caught. If you can't find the totem and you don't have something like Borrowed Time, bail. NOED is powerful, but it's only powerful for a short stage of the game, can be completely denied, and relies on survivors being overly altruistic to get more than a single kill with it.

    Actually, there's only two proper counters to NOED: Checking totems after fifth gen is done, and hoping the killer has identifiable perks.

    'Do bones' is the old adage but it misses the mark in a somewhat subtle way, and Small Game's revamp actually highlights this. Yes, you can scramble up and down the map looking for totems to ensure that all five are down, but the problem with that is that it makes NOED a better slowdown perk than Thanatophobia, especially in solo queue where, unless you have Small Game or Detective's Hunch, you have no way to confirm that all totems are gone. You could be going around an area that someone else already cleansed, too, making the totem in that area suck up twice as much time.

    Additionally, the idea that you should just bring perks to counter it is also a problem, since we only have four perk slots. We need Small Game or Detective's Hunch in case of NOED, Unbreakable in case of a slugger, Borrowed Time in case of a camper, Decisive Strike in case of a tunneller, and Iron Will in case of a Spirit.

    On top of all of this is the fact that NOED isn't declared until it activates. You could say that, unless you can pinpoint all killer perks (For instance: Ruin, Undying, Iron Maiden, Dragon's Grip. All perks that are easily identified), you should be preparing for NOED. But what if there's a trickier perk in play that you can't identify as easily, such as Discordance, Surveillance, Monitor & Abuse, Nurse's Calling or Barbeque & Chili?

    In that case it's a complete gamble. Yes, you could run Small Game/Detective's Hunch into it and spend a good minute or two hunting down totems in an effort to block it, but what if it turns out that perk number 4 was actually just Enduring? That means you used up a perk slot and a bunch of time to counter a NOED that wasn't picked up.

    It just boils down to four scenarios:

    A) All totems were done, and there was NOED: Killer got heavy slowdown.

    B) All totems were done, there was no NOED: Killer got -free- heavy slowdown.

    C) Not all totems were done, there was NOED: Killer gets a free kill, possibly more.

    D) Not all totems were done, there was no NOED: Neither killer nor survivor benefit.

    Add Small Game/Detective's Hunch run as counters and the situations get worse for survivors. (Barring the Inner Strength combo)

    The mere existence of NOED is forcing a lose/lose onto survivors. That's why it's creating such a fuss in the community. It's not fun to play against, and the only counter makes it not fun to NOT play against either.


    At the absolute -minimum-, the totem counter should've been a universal, baseline aspect, not tacked onto Small Game. It would at least alleviate the NOED tax a little bit.

  • @PabloLovesMC said:

    https://forum.deadbydaylight.com/en/discussion/comment/2168703#Comment_2168703

    I want it fixed. Its all i see anymore. Free pallets or windows everywhere because a survivor pressed E... my chases get extended from 10-20 seconds all the way up to 30-40 seconds because they dead hard to a new loop (which is of course the 5th super safe loop theyve come across because BHVR dosent believe in unsafe pallets anymore.

    If you lose 10 seconds minimum, you're failing to bait it out in situations where you can.

  • He's certainly become far worse to play against with him being able to block pallets. It's really frustrating to have him chase you, run up to a pallet, and Wraith somehow being able to squeeze past you to stand under pallet and uncloak, because at that point, it's a free hit.

    It'd be more fair if survivors can drop pallets even if the killer is under it, which really should be a thing anyway?

  • @theworshipperofBu3ba said:

    So I opened this topic cause Im not sure if its bannable. I like chilling with survivors and sometimes I just feel empathy to bad survivors let them escape and sometimes I only kill 1 person and let others go is this bannable ? At the other times I just watch survivors to scare them with myers but I only watch them without stalking is this bannable ?

    It had better not be bannable while camping is allowed...

  • Lebanese.

    The issue with 'representation' is that it tends to attract the wrong crowd. I'm fine with things how they are now, and I'd want BHVR to be -very- cautious with any LGBT representation, since the crowd that usually clamours for it tends to lose it at the drop of a hat.

  • It would be a spectacularly destructive nerf to a perk that's overall quite underwhelming. I mean, this would turn it from a bad, situational survivor perk to the best killer perk you can wish for. Imagine All-Seeing Wraith or Scratched Mirror Myers with Open Handed on the field. They'd literally never have to look for anyone since they can see everyone all the time.

    This is like saying Monstrous Shrine should also set survivor's luck to 100% while they're hooked in the basement to 'balance it out'.

  • I'm really grateful for the change, but there's one little nitpick: there's no survival points for holding on, so that still needs to be fixed.

  • I am approaching the BP cap once more, and I am once again asking for this to be a thing. I'd love to prestige some survivors to get their perks permanently unlocked.

  • Most enjoyable... Probably Oni, Hillbilly, maybe Blight. Anything below mastered Nurse is also really fun to play against. There's just more direct confrontations where screw-ups cost you a lot, but outplays also net you a lot.


    Least enjoyable is probably hag. A down is a kill with no real exceptions due to the way traps work. You either crouchwalk away from the hook giving her time to turn back and tunnel, or you eat the trap and get hit, either way, she's camping or tunnelling.

    Spirit is not -as- bad to go against, she's certainly no fun, but a big chunk of her issue is that she's played mostly by extremely sweaty players that will camp, slug, tunnel and BM.

  • I haven't tried it yet, but I'm very excited for its prospects as an intel-counter perk, and actually also as a NOED counter by way of declaring the enemy's aura reading perks. Getting solid confirmation on the killer having Undying, BBQ & Chili or Nurse's Calling is probably quite valuable.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164269#Comment_2164269

    Yes. This is THEIR world; we just play in it. If I take out a Chess board and we set the little fold out rules that come with the cheapies you buy today, we can see how to play. Those are the infallible rules of Chess. You can I could, personally, make any rules we want for the pieces. *Just like you can go and play CUSTOM GAMES with your friends and play by whatever extra restrictions you want to your hearts content, but those won't apply to anyone else. Do you see my point?

    This is the game. The rules are not obfuscated. We don't get to add extra ones, only the DEV get to do that. We can disagree with them, and whine away our hour here rather than actually playing the game, but that won't change anything. In the end, we only have power over ourselves and our own actions. Thus, it is more productive to ask yourself, "what can I do to mitigate these obstacles I'm running into in matches?"

    All right then, close the feedback forums. All feedback is hereby declared redundant. The game simply 'is what it is' and striving to make it any better is a waste of time.

    Pallet glitches are fine, you just have to deal with BT bodyblocks, visionary is fine and monstrous shrine doesn't need any changes. No, we're not going to decrease the grind, we're not even sure why we bothered updating the UI, Haddonfield should stay as is, and you all just have to deal with Trickster.

    Y'all are on your own, deal with it.

    I am so glad you're not a dev.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2164239#Comment_2164239

    No. The words hack/cheat are pretty clearly disqualifiers. :) Remember I play this game by three rules:

    1. Don't cheat, either by hack or lag spike.
    2. Don't disconnect; if you start a game, finish it.
    3. Be humble in victory and gracious in defeat.

    If the DEV said tomorrow that Camping is cheating, I wouldn't do it. Player Agency is the legal, valid choices inside the game. The thing is the DEV have already stated, over and over again, that those are valid tactics and it is up to Survivors to figure out how to deal with them in the game.

    Okay, so the only thing separating camping from cheating, in your book, is what the devs permit?

    And you assume the devs are infallible then, yes?

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163495#Comment_2163495

    There is a difference between buffing, debuffing, and reworking Add-on(s) and Perks. You still have Player Agency, i.e. a CHOICE, to choose said things or leave them off. Artificial mechanics which strictly regulate how Players can function in the game remove Player Agency entirely. These are apples an oranges. If you remove agency, you lose Players; it is as simple as that. Nobody wants to be reduced to playing a glorified BOT. Without the option to choose to Camp, Tunnel, Slug, Herd, and/or Mori, Killers are nothing more than chase engines who have to run around like the four Ghosts in Pac Man. Choice, or at least an illusion of it, has to exist to keep the interest of any Player in any game. What you fail to understand is that the DEV tested all sorts of things over the years and came to the same conclusion over and over again. Not only will Survivors immediately abuse any artificial constraint placed on Killers, but Players simply opt out of playing Killer when they realize they have little in the way of choices to make. When it comes to "chase" games there are far better ones than DbD. What makes this game unique is PLAYER AGENCY and the unpredictable (and sometimes unfair) nature of it.

    So let me lay it out for you again:

    1. There are no Bots.
    2. Since both roles are required for the game to work DbD must avoid loss of either role.
    3. Since you need at least one Killer to four Survivors, there is a smaller margin of error on losing Killers.

    So unless you find an ENTIRELY NEW WAY to rebuild DbD from the ground up to provide Killers new, alternate choices besides running around like mindless Bots in chases with zero tactics to apply, these biased (dare I say tunnel-vision) constraints are DOA. Players who take on the role of Killers expect AND DESERVE exactly the same agency as those playing Survivor.

    Take your argument all the way, then: should killers just be allowed to hack or cheat? It'd give them extra agency and might get us more killers!

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163409#Comment_2163409

    What do you not understand about "Player Agency?" Killers are Player too, just like you. They want the same options to make choices as anyone else. Artificial constraints which force them to play like the Ghosts in an old Pac Man game will simply cost us Killers. The game does not work without at least one Killer for every four Survivors. If you reduce them to having less agency than the Survivors, they simply won't play. I wouldn't blame them. The mechanics are fine. Survivors just need to step up and accept that there isn't going to be any Deus Ex Machina from the DEV to fix their problems for them. This is the game; if you don't enjoy it, you know where the door is located.

    I play both Survivor and Killer in equal measure. I manage, playing SOLO I might add, to escape more often than I die on the hook. I have the same probability of running into the niche Killer tactics we are discussing as anyone else. I am, by no means, an awesome Survivor. So if I can manage and get by with a little help from my friends in the match, so can you (and everyone else). After six years, the DEV repeatedly stating those tactics are valid and aren't changing, and countless people managing to get by just fine, I think it is time to accept the obvious and tackle the problem in the ONLY productive manner. YOU are the only part of this equation you have power over. Thus, YOU are the one who will have to find solutions in the match.

    Here's a question for you: Why are things getting buffed or nerfed, instead of everyone 'just dealing with it'?

    Everything in the game has some margin of possible change. I mean, look at all the complaints about keys. Couldn't we just tell killers to suck it up, too, and just 'deal with it'?

    You can keep pointing to the game's history, but that is meaningless. An old problem is still a problem. You can point to the devs' stance, but that, too, is meaningless. They are not infallible.

    Ultimately, what matters is whether or not camping is good for the game, and pretty much everyone says it's not, even those opposed to changing it. You're the first person I've seen make an actual argument about it, and I don't think it's a particularly strong one, since there's nothing that says that this couldn't be paired with other changes that improve the overall killer experience.

    Camping is legitimately the worst thing DBD has on offer, and there's no one that actually enjoys it. So it's only natural that people start to think about discouraging it more.

  • @Moundshroud said:

    There are already a number of in-game solutions to camping. No mechanical changes are necessary. Seriously, who said you are guaranteed to every get off a hook, or that rescues would be stress free? Why do you think Borrowed Time exists or the Styptic Agent? You should all know about protection hits, shoulder saves, and even taking a hook in tactical trade right? This game has been around since 2016; camping has likewise been around as a tactic since the start. Thousands upon thousands of Players have managed to deal with it; you can too. The reason Dead by Daylight is successful is it is centered on Player agency, i.e. we are not Bots but flesh and blood people who exercise choice over what we do in the game. Situations, just like life, are sometimes unfair and hard. Nobody enjoys their time on the hook, but sometimes you simply suck it up and buy as much time for your team as you can, knowing that you are going to probably die on that hook. Next time it might be someone else. Your team might even surprise you and yank you off safely right from under the nose of that Killer. It happens all the time.

    Threads like this are a waste of time. If even 10% of the energy spent on whining, moaning, and groaning about Killer tactics on this forum was spent practicing solutions in game, we wouldn't even need to have this conversation.

    'Thousands upon thousands of players have managed to deal with it'

    But that doesn't mean they should. Bad mechanisms are bad mechanisms. Much like Warframe deleted so many aspects of its pet system because they were just grievances. Just because people dealt with it didn't mean they enjoyed it.

    And if basically everyone is saying 'camping sucks', then camping is an issue from a game design perspective and should be addressed.

    'Just rush gens' is nice in theory, but in execution in general play it still nets the killer 2 kills because there's not enough time in an uncoordinated team to do all five gens in two hookstates.

    It should just be punished more heavily than it is. Slow down the hook while the killer is nearby and not in a chase. And before someone says 'they tried that and it got abused': The 'abuse' was forcing the killer not to camp. That's just using the system as intended; to prevent camping.

  • What I'm proposing is to eliminate stack PERKS, I'm not speaking of tokens as they were meant to be stackable altogether, as in to say that you limit certain perks to 1-2 per the SWF group, while not limiting it in Free play, as in, no SWF group can all run the same genrush perks.

    I mean... Okay.

    There's two genrush perks in the game, one being Fast Track (Absolutely terrible, maxes at 27% gen progress if all your teammates die) and the other is Prove Thyself. Which already doesn't stack.

  • @DoomedMind said:

    I don't like the fact you have to stay near of the obsession to have the effect, or it will go away quite fast. Dark Devotion is in a pretty good spot, not the best perk, but you can use it efficiently.

    Actually, the thing this suggestion changes is that, currently, it starts ticking down the moment you land the hit. They're suggesting that it should only start ticking down once you're out of the terror radius.

  • At least you're rank seven. Yesterday I had a rank 17 nurse get matched against me (rank 3) and some other high ranks. Poor soul quit after the first chase.

    in deleted Comment by Firellius
  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2159004#Comment_2159004

    No, Survivors used it to get free unhooks that they never deserved. JFC, it's like Survivors think anything that helps them is automatically good, with no actual thought towards balance.

    'Survivors benefitted? Well then it's automatically awesome!'

    How do you determine that they 'never deserved it'? You're describing three people co-ordinating perfectly to stage a rescue and we're supposed to just say "Well, the killer is skillfully staying close to the hook, so he has really outplayed the survivors and deserves the kill!"?

    I still don't understand what's bad about the described situation, because there's two people openly declaring their position to you. The worst thing you can face as killer are good stealthies, because that costs you the most time. You get your pick of two people to chase and down, instead of camping out one person, and this is a bad thing? Especially since about half the roster can close gaps quickly, and another quarter can proxy camp.

    Not to mention the entire thing doesn't work anymore when one person is dead, anyway.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2158914#Comment_2158914

    Ok, so the Killer is near the hooked Survivor.

    1 Survivor does gens.

    Survivors 2 & 3 stand 50 yards away, in the open. They are far enough away that the game does not register a chase. Thus, Hooked Survivor has a slowed (or stopped, as some people suggest) Struggle Meter.

    They are ALSO so far away that they can run away if the Killer walks towards them, thus delaying a chase from activating for a good 5-9 seconds.

    If Killer goes after #2, then #3 walks towards the hook. If the Killer turns around; #3 backs up, #2 resets. A chase never started (due to the distance), so Hooked Survivor still has a slowed Struggle Meter. #1 is still doing gens with all the time in the world.

    In order to start a chase, given the distances involved, the Killer would have to move so far away that one of the free Survivors gets an unhook. This meant that the Killer has 2 choices:

    1. Camp with a slowed (or stopped, as some people suggest) Struggle meter, giving #1 more than enough times to solo every gen.
    2. Commit to a chase, giving one of the 2 Survivors a free unhook, because he can't do anything else to stop them.

    It was actively forcing the Killer to allow unhooks, because it gave Survivors more time to do gens and just stand around. This was why it was never moved past the PTB. Twice.

    You mean to say that an anti-camping measure prevented killers from camping?

    That's like saying survivors 'abuse' sprinting when they run away from a killer.

  • @Power_Guy said:

    JFC.

    The Devs already worked with the whole 'Survivor struggles slower if the Killer camps'. Survivors abused it.

    People need to stop asking for ways to prevent the Killer from winning. That's literally what people are saying when they ask for 'camping' punishments. 'It's not fun that I lost, please punish the Killer for doing something I dislike'.

    How did they abuse it?

  • I mean, I get the Freddy part, since he's got an over-easy kit with a hell of a lot of punch to it for no particular reason...

    But Doctor doesn't strike me as an issue. Sure, he's hard to stealth against, but he provides pretty decent chasing.

  • @HarleyQuin_n2K16 said:

    no that just saying one survivor stay with me ok, is being chase.....one survivor being chased....3*80=240, one survivor per gen that is a minute and a half chase assuming the killer found the survivor at the start of the game but by a min and a half 3 gens should be popped. Lets say the survivor has dead hard and loops another minute (1 minute) total time now is 2 and 1/2 minutes gets hooked last 2 gens gets popped by 3 survivors. Gates are opened 3 of the survivors rush hook unhook the looper and game over easy 4 man escape its not that hard to understand.

    If a dead hard nets you a full minute of extra loop, you are doing something wrong.

    Again, you are assuming that all survivors are spread neatly across the map, immediately on a gen, and not letting go until they're done, at which point they immediately -teleport- to the next gen. And somehow, that one person is capable of looping you in the exact same spot for 2.5 full minutes. That by definition means you used and whiffed your power -constantly-, because otherwise you'd have bloodlust and become unloopable.

    Yes, gens go fast, but you are trying to balance the game around a killer that doesn't know how to play at all, vs. a full swiffer team of hackers.

  • @HarleyQuin_n2K16 said:

    well either way I just saw to complete 5 gens takes 400 seconds which at most is 7 minutes so theoretically a game should be no longer than 8 min if survivors know what they are doing.

    That's under the assumption that the killer chases literally no one and all survivors are instantly on separate gens.

    Like... what?

  • @HarleyQuin_n2K16 said:

    it would take average 2-5 minutes I think we can agree if a normal killer is chasing you to get a first hit or down if they sneaked a first hit. multiply that by 8 for each survivor thinking they are just lined up to take hits and loop that is a minimum 16 minutes how long does it take to do 5 gens? definitely not 16 minutes, so yes if you have deliverance and I go away to check gens I now have to go back find you while three gens pop and two more are worked on while I chase you. Worst case you die three escape if I do not chase you I chase a full health survivor for another 4 min at least which gives enough time to work the last three gens. lose, lose.

    We can't agree, because I am a sucky killer and I don't take 2-5 minutes to down someone.

  • You could've just said "I'm a killer main and I want a free 4K every match" and left it at that, you know?

    I mean, these suggestions are massive, MASSIVE buffs to killers/nerfs to survivors. You want them to not be able to look around, you want them to fail skillchecks and do the killer's intel gathering job for them, you want them to not be able to run, you want to remove half the usable survivor perks, you want a classic mori...

    The ONLY one I somewhat agree with is point 4: Making the game longer. But only under the condition that Spirit gets reworked, Nurse gets a touch-up, and camping, tunnelling and slugging are made considerably less viable, to even things out on both sides.

    Honestly, who on earth thinks Deliverance is a 'second chance perk'?

  • @Ferrari334 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2156363#Comment_2156363

    No they are not. This is how i know most these forums are nothing but an echo-chamber to just disagree with other people.

    Most gens, on all maps, are not out in the open, ever. But thats not even the point.

    It does give you enough time for a very clean get away and if you have more than 2 competing brain cells in deathmatch; it isn't hard to do.

    The skillcheck increase is meaningless because skillchecks aren't hard to do. Nor would any competent player sit on a generator when spine chill is lit up.

    So you are suggesting that, with this perk, it is impossible for most killers to pressure any gen, is that right?

    Then why is it not the top picked perk?

    Yes, skillchecks aren't hard to do. But letting go of a gen when a skillcheck is about to come up makes you instantly fail the skillcheck and lose a bunch of progress. Spine Chill makes that more likely to happen.

  • @Ferrari334 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155752#Comment_2155752

    It does not do that. No amount of mental gymnastics will ever justify what Spine Chill does, which is alert a survivor the killer is looking in their direction from 36m away. That is more than enough time for a survivor to sneak away before the killer can even find them if they are at a gen.

    It is beyond busted, and needs an immediate nerf into the ground. Try playing with it for yourself and you will see how easy it is to juke a killer before they even arrive. In good survivors hands, the perk will literally carry games by wasting the killers time immensely.

    Just make it 16m to counter certain stealth killers (somewhat). Its current iteration is gamebreaking against some of the killer roster which is never a good decision when all it costs is 1 perk slot.

    That's all it does, though. It allows you to -maybe- get to a hiding spot before the killer gets there. But a lot of gens are out in the open, or in dead ends, and at that point, Spine Chill just lets you know you're screwed a little earlier than the heartbeat does. It doesn't give you enough time to make a clean getaway without mixing it with Fixated, and it doesn't give you enough information to prevent you from accidentally walking into the killer. Keep in mind that Spine Chill also increases the likelihood of skill checks, which makes it all the more likely that the gen blows up as you get up to move away from it.

    It's a solid perk, but not spectacular.

    Also, reducing it to 16 meters would make it useless.

  • I don't think that's a lag issue, so much as that the hatchet has the hitbox size of a refrigerator.

    Which, incidentally, also allows it to strike survivors by hitting a solid object in front of them.

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154100#Comment_2154100

    He's a 115% killer.

    He's only 150% when he's cloak.

    also being weak in chase will often mean the killer can't create much pressure. All killers should have some thought of chase potential if it possible and if their ability require to have so little chase would have to give them some sort of ability that could snowball if done rigt. But wraith can't snowball as much even with the hit and run tactic.

    So I made a secondary ability to give him some sort of chase outside of cloak. His burst of speed may help in getting the first hit but once the survivors play it safe and evade his hits. He can't do much

    But do you not realise how much weight that persistent 150% movespeed has?

    He's as mobile as the Demogorgon, and that guy has nothing else in his kit other than a long lunge. No invis, no uncloak speed boost, nothing.

  • @Evilhorst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2153996#Comment_2153996

    If both sides play perfectly, survivors will win 95% of the time by far. The Killrates are there because of survivors in the low ranks not knowing what they are doing. Inexperienced Survivors vs Inexperienced Killers means the Killer is most likely to win as survivors are harder to learn easier to master. Killers are easy to learn and EXTREMELY hard to master. Ranks need meaning, there need to be rewards for winning besides bloodpoints. There needs to be a goal so winning means something to make survivors take the game serious game again. Then you can buff killers which needs to be done. There is no question, that this game is heavily survivor sided if the game is played optimally by both sides, even on the strongest maps for Killers.

    Here's the problem: If even one survivor isn't absolute 100% professional competitive top tier, the game's already killer favoured.

    One slip-up from any survivor costs the entire team a ton.

    Everything about 'both sides playing perfectly' is simply not applicable to general gameplay. Solo queue is hell for that very reason. I'd wager that of the entire survivor base, the average survival rate is probably somewhere around 10%, if not lower. And that's nothing to do with people not trying. Bad survivors can cost good survivors their games.

    You can give blanket buffs to killers, but that'll absolutely end the game. Especially as long as camping and tunnelling are still a thing.

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154027#Comment_2154027

    This won't make him op. Just give him better uses other then the hit and run. Also this doesn't change him overall like the buff but give him another tool he can use.

    Also he 150% movement speed not 160%

    It will absolutely make him OP since he's in a strong spot, and you're suggesting a very substantial buff to the one part of him that's supposed to be weak, to off-set the fact that he has permanent 150% movespeed and gets a massive boost of speed when he comes out of invis.

    You can't have a 150 killer that's also good in chases and loops.

  • Wraith needs no further buffs. A permanent 160 killer that can burst up to 172.5 and that comes with near perfect invis really shouldn't get boosted too much further. He should be weak in chase and loop, because his first hit is almost impossible to avoid.

  • @BSVben said:

    https://forum.deadbydaylight.com/en/discussion/comment/2153959#Comment_2153959

    Kill rates don't mean anything. Nurse has officially the lowest kill rate in the game, yet she is widely acknowledged as the strongest killer.

    Pig has the best kill rate, yet she is pretty much trash.

    No offense to any Pig mains out there.

    Doesn't change the fact, though, that in the average match, all survivors die. It's only the absolute top tier survivors that slightly skew things out of killer favour, in probably about 70% of play, 4Ks are the norm and any escape is a deviation.

  • @Mineguy said:

    More killers play the game, means more people buy skins and dlc killers

    Survivors can actually play in the evening and don't have to wait 10 minutes for 1 game. Survivors more playing game = there is a higher chance they buy other suvivors and skins.

    So it's a win win for the players and the devs. Just Balance the game and everyone has a better day :D

    You want to evenly balance the game, killers are going to have to get nerfed, judging by most killers having over 60% kill rate.

  • No Mither is currently a terrible perk because it trades off your ability to chase, loop and stealth (While also hindering any altruism related perks your allies might equip), with the only benefit being that you can't be slugged. Which is also immediately communicated to the killer, so they know not to leave you slugged.

    If you're running half a survivor, it needs some severe benefits to make it pay off. So my suggestion...

    No Mither renders you immune to blindness, mangled, oblivious and hindered. You recover from exhaustion 20% faster.

    It's either that kind of counterweight, or making No Mither have its own timebank where spending enough time injured or accomplishing enough stuff while injured turns it into a benefit and removes the broken effect.

  • @TicTac said:

    When we talk about balancing killer there are two different types of suggestions. Changes to gameplay mechanic or a change to a specific killer.

    But if a gameplay mechanic gets a buff, S-tier killer get stronger, too. Nurse with her power is hard to nerf without making her frustrating. For exanple a longer cooldown for her blinks would nerf her, but it would be a bad playing experience.

    So would adding more LoS-blocker (a nurse counter) work or are there better ways?

    I think there's a better way.

    Nurse becomes a problem due to being able to correct a mis-blink with her second blink. At some point, you're not gonna be able to double-juke her, and she will catch up. This is also why the double blink recharge add-on combo is quite popular, it means you can always do a double-blink.

    So my suggestion would be: Increase blink recharge time by X% (Maybe 20, 25?) but then also make it so that if you don't have any blink charges, it recharges faster to compensate. This keeps the single blink on the same cooldown, but makes a double blink-whiff slightly more punishing.

    Or just have double blink incur a slight recharge penalty. Either way, having double blinks specifically be punished a little harder.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2153601#Comment_2153601

    And just because people claim she wins all her matches does not mean she does.

    Seriously, whenever a Killer has a power that denies loops, Survivors promptly claim said Killer is OP and 'wins all their matches', because all those Survivors want is 10 minute loops and their safe meta. They don't want to learn new tactics, pick new perks, or have to do something other than loop.

    They want to log in, do gens, loop, twerk, and leave. Anything that breaks that chain is 'OP', 'Anti-fun', or 'Broken'.

    Really? Because out of all the killers that are strong at denying loops, the only ones that get complaints about it are Nurse, Spirit and Freddy.

    Trapper gets no complaints about loop-breaking, Hag gets no complaints about loop-breaking, Huntress gets no complaints about loop-breaking, Deathslinger gets no complaints about loop-breaking, Clown gets no complaints about loop-breaking, Doctor gets no complaints about loop-breaking, and Pyramid Head gets no complaints about loop-breaking. And the last one in that list has a power built from the ground up specifically for that purpose.

    This forum is pretty killer-biased, so if there's any complaint about a killer that gets any kind of traction, there's probably a reason.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2153531#Comment_2153531

    If Spirit was half as strong as Survivors like to pretend, she would have been nerfed already. She does not 'always win'. Not by a long shot.

    And yes, people can win as any other Killer, perkless. And even Spirits lose with full perks. You have nothing but hyperbole; if Spirit had a 100% win rate (you said she was 'always winning'), then she would have been nerfed long before now.

    This is just more 'I can't EZ loop her, nerf!' couched in hyperbole.

    Appealing to dev actions are a fallacy, since the devs also aren't fixing Huntress' obviously broken hatchet hitboxes, nor are they doing anything about camping, which is absolutely terrible for everyone involved.

    Just because she hasn't been nerfed yet doesn't mean she's fine.

  • I would like to talk about the censor, but you have to admit, [REDACTED] [REDACTED] and [REDACTED], so if you really think about it, [REDACTED] [REDACTED] a [REDACTED] [REDACTED].

    But that's just my [REDACTED]. I don't know what everyone else [REDACTED] about this.

  • @Power_Guy said:

    No. There was already an attempt to make the Struggle meter go slower if the Killer way nearby, and Survivors abused it.

    Gen Survivor would work on gens.

    Bait Survivors #1 & #2 would stand far enough away from the hook that the Killer could not chase them easily. Thus, the timer was slowed.

    If the Killer went after #1, #2 would go for a save, forcing the Killer to back up, and thus keeping the Struggle meter slowed.

    Flip it if he went after #2. Again; the Survivors were visible, but far enough away that the Killer would have to work for the chase.

    This meant, either the Killer had to camp hook (thus slowing the meter, thus giving Gen Survivor ample time to solo gens), or he had to give up and let Survivors unhook their friend.

    As for the third idea; really? No. Why should the Survivor get a free unhook just because they got caught? This is, like the first idea, just a way to punish Killers for attempting to confirm a kill. Do you see any perks that shove Survivors off generators & lock them if they hit too many great skill checks in a row?

    Why do you want to punish Killers for doing their job, which is to kill you? Sorry, but your ideas are, in order; an idea that was already abused, and an idea that just gives a free unhook for no reason.

    I do agree that Survivors should get points if the Killer stays nearby, however. To take the sting out of being camped. Something about being distracting, or keeping the Killer's attention while on the hook.

    Okay, but your argument here is that these super well coordinated survivors can punish a killer for camping... If this anti-camp mechanism were implemented.

    That's not a very strong argument. Yes, he'll have to give someone the unhook, but on the bright side, two survivors have just shown themselves to him so he doesn't have to waste time tracking down a stealth player! And there's two, so he gets to pick the one with the most hookstates, too!

    But what about because 3 gens popped, and this is their first hook? They feel pressured to make sure this Survivor does not get away, lets they don't get ANY kills.

    At that point, you have to recognise that the problems are interlinked and both need to be dealt with. You can't slow down gen speeds because tunnellers and campers would be way too OP. You can't punish campers and tunnellers because then gens go too fast. So why not heavily punish camping/tunnelling AND slow down gen speeds at the same time?

    I would definitely want to make that trade-off. Less of a time pressure on the killer and no way for the killer to just run you out of the game immediately after downing you once. Win-win.

    Or how about when I hook someone, and all 3 remaining Survivors hide nearby? Why would I walk away, and why should I, as the Killer, be punished or otherwise have mechanics work against me, just because Survivors are trying to get a 4K escape? I mean, I have all I want right there; someone on the hook, and 3 people not doing gens because they all want to rescue their friend.

    At that point, no one is doing gens, so the slowed down hook timer doesn't affect you -at all-. You can just roam around to your heart's content until you find one of them and murder them while the other two go for the unhook. Survivors aren't progressing at all in that scenario, and the killer is still steadily moving forward with his objective.

  • Not so much escape cake, but holy smokes do Gateau and BPS bring in killers that try to close the match in under two minutes. They'll be going for the four slug, tunnelling, gluing themselves to hooks, anything to massively decrease the points everyone gets.

  • I will restate it: Prestiging should make that character's perks permanently unlocked for all characters, either one by one at tier 3, or all at once, tier by tier.

    So either: You get David on P1 and everyone gets tier 3 WGLF

    OR

    You get David on P1 and everyone gets tier 1 WGLF, No Mither and Dead Hard.

    Making prestiging only benefit itself would be kind of a waste.

  • I mean, Autumn Beard Felix out here looking like a damn model but go off I guess.

  • Had one just today where I had saved someone off hook while the killer was chasing someone else. I was healing her, hear the heartbeat, see the killer approaching, so I use FTP and bolt.

    For some reason, the Kate I just gave an extra health state to just glued herself to my back, meaning we were both in a chase as opposed to splitting up so he'd lose at least one of us.


    Also, literally any dumb unhooks. I could be sneaking in for a safe unhook and then someone comes screaming in with the killer on their tail to go for the points.

  • Makes me think of the Mannequin from Control. Littering the map with fakes, any one of which could spring to life any moment and hunt you.

  • I'd say I prefer Lord_Tony's killer bias bait posts.

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