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Flatskull

Flatskull

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Flatskull
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  • No. This is a sentiment almost all killers have been expressing for a long time. The Devs have been adding stuff to try and even out the game without busting it such as breakable walls to help dillute the insane loops and following that this recent update they simply removed the ultra strong to near endless loops some buildings have. They also spaced out some tiles and placements and this maps are notably improved.


    The main problem is that DbD should be dilluted with different interactables, items and tools survivors can use that aren't just pallets or loops. Loops and pallets are insanely strong because they both stop the killer and buy time, sometimes a silly amount of time even if they're moderate loops if a survivor can memorize when to safely vault or run at the red stain radius. Which is why killers tend to feel like they can't do anything besides chew pallets and run circles boringly. It's also one of the reason it's boring to play survivor since you can only interact with gens or loop more or less.



    There should of been like 3 different hiding interactables and chasing interactables for each catagorey at least before release, with interactables that cause blindness effect on killers or help disorient them so a survivor can jape and hide or something. But they don't. It's one of the reason survivor so rarely hide or use closet unless they got head on. The monotony of the map makes the game monotonous.


    The great irony is that the game is insanely hard and distressing for killers but the ultimate fix for this is a new item/interactable update for survivors. The game would be way more fun instead of running to pallet to pallet survivors had to scout and plan routes and see what different interactable are wear and where pallets are. But they ain't.

    also SWF is busted as hell.


    I agree. I main pig. She's great. Nurse is a stun fest. I don't care what rank she is, it's not fun to constantly look at the floor hit or not.


  • Fear.


    It's nice to have survivor scared of me once in a while instead of pallet touring or looping around the same cosntructor with no plays, chain or tactics attempts until I fall asleep.


  • A lot of people don't like FNAF because of Fatigue. FNAF had a good start because it utilized very basic mechanics to achieve an interesting idea and be an entertaining jumpscare fest.


    Then youtuber got on the backs of FNAF and pump out vid...after vid...after vid...after vid of FNAF content. And more youtubers followed and repeated the cycle. Then the dev pumped out FNAF very quickly. Generally it's a rule that you should always space out releases because people can experience hype fatigue as well as just simple over exposure which is what happened to FNAF.


    People are just sick of it. It's wasn't exactly a ground breaking lore or idea to begin-and yeah, I know the lore- Not even MLP hype was this bad because it was purely driven by fans, while in this case the dev and youtubers were in it too.


    A FNAF would be too divisive, most people would groan at it due to said fatigue. If...any fnaf character was to be picked though. Spring Trap. Since he's purple guy in that suit and he probably acts the mostl ike a slasher.


    Another problem is that there is no iconic character in FNAF. All of the killers so far stand out, or at least try to. FNAF all generally look like creepypasta bears design wise. Rabbits...chickens....whatever. Doll woman looks to me like overgrown toddler than a threat. Baby puppet is just a puppet. I dunno.


    Sprint Trap at least sort of look cool because of his movements and animations.

  • I main killer.


    Hawkins is fine. It's not utterly unfair to survivors. But it is a tricky map and without utilizing a lot of the higher sections, shelves and knowing where the holes are most survivors will struggle on it. I don't think it needs a buff nor a nerf. It's ok to have maps that lean to one side as long as it does in a fair way.


    Hawkins dosen't have a lot of loops. It does have a lot ostairs, drops and drop vaults. In theory a balanced landing player could thrive in it .But I rarely see a survivor who can get their head around NOT camping the weak pallets and looping them like usual.


  • I get this most of the time funny enough from people who lost but tend to had one silver lining.


    Like...I hooked them once but they still died and I still got brutal or more.


    It's like seeing someone throw their yugioh deck half in the game and then EZ'ing me because they denied me a few more turns even when I was stomping them. It's mental.


  • This game is really good at bringing out the frustration in people. I don't as a rule get mad at stuff but at times this game has been so bullshit that I literally felt my vein threaten to burst in rage.


    So I'm not surprised it brings out the worse of people on console. This game has always had a very...nearly ultra sweaty competitive atmosphere due to the assyemtric style, time sensitivity, balancing issues, rng map placement and most importantly the "win harder" nature of it. As a rule both survivors and killers know that once a certain momentum is gained or lost the match is less over and we're all clawing the last points we can get.


    I used to be a part of the fighting game community and DBD puts their salty, toxic, comeptitive nature to shame. It's a whole new ballgame.


    What you are trying to do is good though, so don't let them get to you. But sadly this is the nature of the game. It don't help the game is sort of unfinished after all this time. We're still chasing around the same pallets and valuts with no new hiding interactables or items since launch.

  • Looping takes no skill and is just an exercise in frustration. All you got to do to succesfully loop is not commit until you see the read stain clearly emitting from the killers head then vault or just run to the otherside of whatever pallet is about. Down or not.


    Planning, chaining, hiding-like actually hiding. Not just slowly immersing at the edge of the map- and losing the killer takes skill since that requires the most japes and quick thinking. So I'm glad there are killers that punish looping.


    BUT.


    Looping mostly bad because survivors don't have a lot of tools to help them bewilder or lose a killer. They got pallets and vaults and that's it. So I can't blame them for making looping their bread and butter since a straight up full stop in a chase or boring merry go round is all they go. Still surprised killers got a new enviromental interactable and not survivors who need it more. And arugably less pallets and vaults and more other stuff.


    Still nice to have it though.


    Map pressure is somewhat neglected though, mostly because fast killers are barely made without some sort of restriction or condition to them. Legion would of had great map pressure but then they remembered there is nothing on the map for survivors to use to jape him since he can jump pallets so they made him out of breath every few seconds.


    This is the common problem BHVR has. Do we really want teleporting killer number 4 when we already have 3 killers than teleport and do it well. Do we need a legion number two who no one really finds fun to play as or against-except for a for a few exceptions-because he's another stun fest killer who should just be able to run. The most fun aspect of him diminished because the maps are empty of interactables for survivors. Freddy has great map pressure now and loads of people regard him as unfun to play as and unfun to play with for many.


    The best kind of killer, the killer everyone really wants is a fast one so we can reduce the boredom of looping and traversing the map watching gens fly. But because survivors lack anything but limited pallet stuns and loops such a killer would have to have silly lethality nerfs to make him in any way. You know...like legion used to have when he was a rubber spoon stab fest.


    The only alternative I can think for map pressure is a killer with a MASSIVE terror radius and lots of terror radius based powers and perk or a trapper v2.


  • No.

    The only way moris will go is if somehow they become basekit at third hook, which will now become kill downs I guess. Or that moris get a major rework that effectively changes how the map will be played when they used. Like turning the game into timed hide and seek or something.


    The main problem with moris appearing so much isn't because they're easy to get in the bloodweb. It's because nothing else is worth usingi n the blood web.


    What killer uses shroud. Almost every killer benefits from survivors being close together. Who seriously uses map packs .The only time I do it is for The Game so I can use Amanda Letter without stealthing slowly across great distances. Forget shards. Playing a killer I don't know without any perks at all is unbearable, specially at higher ranks. Although the idea of shards are still neat.


    Coins. Why the hell would I get rid of chests. They are one of the few things survivors can do on the map besides gen rush. That's not just even a direct negative to myself as killer but also reducing fun for survivors.


    or hook branches. Because hooks slightly closer. Big whoop.


    I literally got stacks. Sometimes tens of al lthis stuff because I straight up don't use 'em.


    The only thing offerings are good for right now is moris and blood points. The idea of offerings is great, but I wouldn't be surprised if it's on the devs long list of things to update and rework later. Probably moris along with it.


  • The killers have a basement club called the hookers. They all hang out down there with nea, the entity as they vote on new deisgns, rules and powers and generally complain about stuff. When not reading the survivors rulebook for killers.

  • Most people agree that her red addon is nuts. Alot of her addons are still kind of geared towards how older stuffed worked as well, such as her add ons long exthaustion times.


    I don't think red head should be abandoned. The IDEA of having one hatchete and having to make it count but when it does hit it effect is instant and lethal is good. It's just it shouldn't be combinable with belts to increase hatchete size. I also think that it wouldn't hurt for the addon to make the hachete itself red or something.


    They're going to do their best to dodge the hachete either way, at least now they get a visual cue that it's an instant. Which in theory could be good for some mind game fear alone.

  • No.


    But this is pretty much my experience as a killer facing against roughly 70% of all swf.

  • I don't see it happening.


    3 reason.


    1: All killers are humanoid. It's mostly a modeling thing. it's possible you could have a cultists who's posessed or something.


    2: The main theme of lovecraft stuff is ignorance and the cost of not valuing it. Granted lovecraft suggestied costs of things were not just physical but moral. Which is why some of his "bad guys" are not even evil but detested and feared. Like the life extending air conditioner guy.


    3: I don't see this guy being true to the theme without being OP or at the very least require a butt load of work. We also don't want him to be doctor number 2, which he would probably end up being if we focused too much on the madness effect.


    BUT....


    if we were going to have a crack it I would suggest:


    He has a terror radius ,the terror radius only activates when a survivor sees him. When a survivor has activated it's terror radius they are plagued by all sorts of effects. These effects can changed based on the monsters add on. Such as the radius origin randomly jumping about within a certain distance of the killer, the terror radius randomly fading away as if you lost the chase and then suddenly coming back, false info on a meta level designed to mind ######### you.


    Like while in chase or while you are still suffering with a short lingering effect from...let's call it...madness radius. You see other survivors are all getting downed and seemingly moried. Which actually would be anxiety and fear inducing. When the madness effect ends the true status of everyone returns.


    Other ideas is meta level stuff. You'll randomly see the exposed status appear-it's fake- or you'll get images with message for scores that are not true. Such as chase lost even when you are still hearing the madness effect. Oblivious alert when the madness is faking you out with the "madness radius fade"


    This would fit the theme of wanting to know things but risking insanity, confusion and danger by knowing them since seeing the monster-preferably within a certai nradius so it's actually fair. Can cause you danger. The monster or cultists should also be VERY loud and preferably have some sort of lingering tail behind it. Sort of like ghosts face long ribbon things he got. So you can see where the monster went without triggering its effect.


    The monster gets a very short aura reveal of anyone afflicted with its madness state for something tiny...like 1-3 seconds.


  • I really like freddy. I mean, as a character. When he was released he was so underpowered and while you could pull some wins off with him-I used to- he felts so....weak compared to what he was meant to be lore wise.


    Now he feels more true to what he is as a character and a threat but I got to agree. There is very little to not reason to use his power. If you can put a snare down at a loop or a fake pallet down when indicated. Why not. They are all so powerful and directly do something that importantly impacts the chase that you'd be handicaping yourself not too.


    Freddy should of had just loads of crazy cunning based powers depending on his add on. Like a red letting your disguise yourself as a survivor but if you look closely you can see knifes poking out of their fingers. Or that dream pallets will auto replace certain pallets for dreaming survivors. Now you just spam the powers he has.


  • Demo is sort of ok at everything and excels at nothing. Anyone who knows what the demo is good at will have no trouble looping him since his power does very little in most looping scenarios where it's either a maze tile or a short tile due to his charge up for shred.


    He can be good if you know how to use him right, although, you can say that about any killer I suppose. He may not have great stealth but he has good mobility and of the abyss can be useful depending on where you place your portals. Enter of the abyss/shred charge state more randomly. It details if anyone clearing, standingo on-or near depending on addons- your portals. It also can mind game survivors into changing course or make survivors run out of their hiding positions since they might think you're about to shred them after being spotted.


    Leave a lot of your portals inactive-don'tt use them- place them and try to tactically use them at the best time as choke points or short cuts when the optimal gens to rush shift as some get done. His starter perks are in theory good but pretty bad. The effects are powerful but all so mild and so specific in their conditions that without much needed specific support perks they are useless.


    Cruel Limits-if that's the one that blocks vaults in a radius- should be powerful but because of its smal lradius and it does nothing to alert you to when it might activate without tinkerer on it's worthless. People will very rarely actually finish a gen in your face until they are very confident in their victory or a coordinate swf team. So you need that tinkerer alert and stealth to actually get in position to make use of it.


    Mind breaker, big whoop. It has some synergy with ruin but still. It's so short that it only specifically harms people trying to directly use an ability after you chase them off a gen and your terror radius and feet are so loud they got all the time to get up and start moving for that to wear out. It's ironically a perk that works best for someone like ghost or the shape since they can actually capitalize on that short period with jumps.


    Anyway. I'm getting off point. Try using rat tails more too. It reduces the the length to charge up shred which is useful for actually getting a shred attack out in a chase and lets you use it as a mind game a bit more withl ess speed penalty to yourself. Also...don't be scared to use totems as demo. He's actually one of the few killers that can defend them.

  • @Cheers said:

    First of all, rank 1 player on both sides, Xbox too.

    Over the last week, it takes me about 5 minutes to join a game as survivor, and about 10 seconds to join a game as a killer.

    People do care because new killers are coming up against experienced survivors.

    Survivors are the power role at the moment, but not by alot.

    Also the reason why lobbies take long-ish is because not alot of people want to play killer anymore. It's too frustrating and hard for alot, and many switched to survivor.

    The main issue is that survivor itself isn't so much the power role anymore. The actual survivors base mechanics and perks and just changes to the game on both side have fixed a lot of their issues. The real power role is SWF because once they coorderinate to do anything you're just buggered. Because 4 people doing ANYTHING together...means a killer who can only hit one person at a time then has to wait to hit another is out attritioned even when all logic would dictate that these survivors lining up to get hit and standing in his face should be in the kill zone.


    Good example is when all survivors team speak and gang up on a hook and crouch at it. Hook blocking a hook. Logic would dictate that standing in front of a killer like a tool and letting him slap you would leave you in a bad position but they know you can't do jack. Especially since a killer lacks the ability to push survivors out of the way, allowing for essential SWF body block armor. Body block armor meaning when via coordination and info they should no t have thanks to swf and comms they essentially become a bulwark of hits that you can't navigate around at all. Which is why they all heal in your face.


    Another example is when every survivor also has an aura reveal perk of the killer like OOO and you're basically screwed since everyone now knows everything.


    But swf will never be rectified or punished even though it goes against the very core concept of uncertanity and fear the game is built on. It was literally called "an anti-social multiplayer" once upon a time then they added a social feature. And it's the most broken thing in dbd and always has been.

  • I don't know why. I'm in a bit of a break from the game but as a killer main this would be my thought process.


    If you make yourself TOO clearly bait, killers will avoid you. If you have an a perk that announces you-like OOO- and you're practiced at looping/ running and you're a claudette- the classic go to survivor choice in the past for people who knew meta tricks and utilized her prior immersive graphics- then killers will start to assume you're probably banking on making them chase you, probably so the rest of the team can gen rush.


    The OOO can also give you a good idea as to when they simply give up chasing you and if they think you are SWF they only got two option: legit actual tunnel-consistently hook you and only you for the purpose of offing you as quickly as possible- knowing that like 3 gens will fly as you two loop for an unvoidable minute or two each chase.


    or give up chase and try to make up the points for a win/brutal by avoiding you entirely and just trying to dodge OOO or negate it.


    It's like clicking your flash light at the killer. 9 times out of 10 that actually makes the killer go "That's the guy who good at looping. Otherwise he wouldn't be so conifdent. So I'm going after the other guy"


  • Mori shouldn't be nerfed. At two hooks you basically replaced third hook kill with an animation. It renders the entire power of the offering into an animation. That's dumb. That would be like key letting you skip opening the gate instead of opening hatches.


    Big whoop.


    That feeling of the game ending too fast thanks to mori. That's how killers feel almost all the time. Now you know why they complain so much,


    If you REALLY wanted to fix mori then they would need a mechanical overhaul. The very nature of the game would have to change when these moris are being played. Maybe these moris induce certain base skills in both killer and survivors, maybe they simply straight up change the mode from gen m1ing to hide and seek.


    Maybe some buffs to suvivors and killers when an mori is in play. Like all survivors get a brief haste effect when they are unhooked in order to stop hook camping for an easy mori or getting buggered by a team mate.


    We need more offerings that actually change up the game somehow for both survivors and killers. For killers offering that put additional hazards or enviromental effects would be good idea-such as say placing a number of traps on the map- for survivors potential boosts to certain actions. Maybe even an offering like a rucksack that lets you carry one more item but that item is fixed.


    The biggest problem DBD has, always have had is the feeling of assymetrical EFFORT put in from either side. Killers get angry because m1ing is mindless, then survivors get angry because killers go "I can do that too" then hook camp you and the they feel frustrated because that's mindless. The game need to be fixed so both sides can feel they are contributing without it being a race to the bottom of cheapness for a less stressful experience. Mori's are also a feeling of this. It cuts out a large section of the killer job that they feel unequal effort is now being put in.

    And no I'm not saying "gen rushing" is cheap. But the easiest counter to it is to resort to cheap tactics, hence tunneling to decrease pressure.


    Most survivors hate playing killer for this very reason. It's also the more frustrating to play killers don't show up alot. The game is already frustrating without being slow or getting stunned alot by your own mechanics. Offerings that take the pressure off killers to solely hinder survivors in anyway would be a good start. For survivors offerings, objectives and mechanics in the game that promote them to do something besides m1ing gens or loopingk illers would also be good.


    If they're going to change moris, it should be with these things in mind.


    I would suggest these changes to start off with:


    Cypress - base kit. It's terms to be used are already needle thin.


    Green:The obsession is the only one than be green moried. The obsession is given a notification via a sound they are picked to be moried. The killers radius dosen't appear to the obsession. The obsession gets a spine chill like effect as base kit though while this is in play.


    This would actually give the rest of the team a chance. It's make the killer scary and powerful to the obsession. While this may render some obsession powers a burden-OOO for example- it also makes the killer unlikely to equip many obsession based perks too since most of them become weak once the obsession is dead.



    Ebony: Gens are removed. Survivors also earn points in objective from the amount of time they survive. The killers radius is removed except when they attack someone or enter a chase. If a chase stops in 30 seconds the radius is removed again. The match has an end game collapse-esque timer on. Once the timer is up the gates will automatically power up. When the killer strikes someone the killers aura is revealed to all survivors during this trial.


  • I agree.

    If I had a lot of faith in the devs I would say that they are trying to up the speed of the game and have been slowly introducing changes and perks that feed off the quick speed it has. That's the only logic I can think of for having something like cruel limits-a gen finish perk- and blood echo-a hit capitalisation perk- including the way sabo-works now.


    Breakable walls too would suggest that the mentality of chomping down the time chases can extent to is also being targeted perhaps to help the killer catch up slowly to the survivor side and they're still tip toeing to that end product.


    I WOULD say that if I had a loth of faith in the devs but the way they introduced breakable walls in the saloon has made me doubt they understand the exact time constraints one player has against 4 when they control the gens and how the fast they go and when they are completed. So I have no idea what they are doing or why stuff like this exists and can be considered sensible.


  • How to beat oni:


    When he is raging:


    Hide


    don't group together.


    If he sees you, run to the nearest obstacle, preferably corners and crouch to the side. Nine times out of ten he will charge directly past you. His charge has an exit period if he dosen't attack so it's easy to run around loops if he overly relies on charge. Unless he does some wall grinding 4D brain tactics.


    DON'T VAULT. Everyone assumes vaulting in time will save you but it won't. If anything you should actually pretend to vault or simply rapidly fake out a run to one side then commit to the other. The lung one shot has a bit of a homing leap to it and he will most likely hit a wall and stun.


    Don't bait him into chases. He gains pressure and power from injury. It's better to avoid being hit and not bleed orbs rather than allow yourself to be hit when healthy-which charges his power- then bleed orbs constantly -which also charge his power- Oni best counter is actually stealth.


    In other words. You got to actually respect the killer and the injury state to maximizes your chances.


    If you do get seen heal as soon as possible once you get away. Don't be afraid of lockers. Because at least you aren't bleeding orbs and powering him up anyone. He will also maybe miss you more since he will be seeking out orbs. Head on is good against him for this reason.


    Remember that oni rage has a normal swipe hit. So healing either way is a good ideas. It gives him less orbs in the long run and if he gets desperate that one swipe will cooldown waste some of his rage power.


  • Honestly when I heard they were going to add breakable walls I thought this was their intent. What's the point of having loop counters if they aren't made to actually be able to counter loops which are boring and only about squeezing out extra 30 seconds or so of extra time-or more depending on the tier of loop- where the killer can do jack and nothing unless they're hag, trapper, a good nurse or maybe a god curving billy.


    But nope. There are so many of the damn walls that they present as much as an issue as the loops sometimes. I think they were intended for killers to stop, think, and carefully decide which walls to break for max interception tactics and possibly deny new routes to survivor.


    Issue is no killer has time for that, we don't control the speed of the game so we can't leisurely stop.


    Check what walls are around us and where.


    Break them. Which if we want to break multiple between walking and breaking is like 15 seconds off a gen we're not pressuring.


    Then only to find out that our breaks weren't the best and the loop at its core remains thanks to a vault pause in the chase.


    I never had a game where I had time for this. Unless I'm going against survivors who are intent on immerssing themselves all game and want chests and to totem hunt for some reason. Which is a pink moons occurance.


    I don;t know why they added so many walls in stronger loops. Seems to defeat the purpose. Looping needs to die. I never had fun looping. No one ever gone to me "OH WOW. That match sure was scary and thrilling thanks to running in a circle for an extra minute around that thing!" so why make stronger ones after proposing an interactable that's meant to weaken them.


  • I'd like to see the devs go nuts and go crazy with some designs. Some costumes should stray away to the point characters look almost entirely different. A good example is the Wood Hood and Candle Head Wraith.


    I'd like to see costumes that make killers look like new monsters or more monstrous entirely. Maybe by directly adding or obscuring features.


    EG


    A Legion "mask" that's literally just a gaping mouth pretending to be a hood. Longue slathering tongue. Teeth on the rims.


    Demogorgan to have entirely new changing features. Maybe add some fins and make him seem like a sort of monster of the swamp/fish creature deal.


    I'd liked to see some stuff for leather face. Maybe a costume made up of the years of collected skin from the entity crew survivors all patched together. Signifying how long leatherface has been here and how many times he's killed the same people over and over.


    Maybe some cosmetic items that have some animated effects. Maybe the trapper getting a mask with a bear trap incorperated into it as the jaw and it occasionaly opens and snaps shut.


  • It was a bad perk before it too. We already got loads of perks that do this things job better.


    What I don't get is why is a killer with poor gen pressure given a gen monitor perk. Surly this perk should do something to pressure gens, especially for all the conditions its need to activate. Like When passing a skill check the gen lights up for a brief moment and the survivor working on it suffers from oblivious or hindered or...whatever.

  • This is some bait level thread.

    With a bait level name.


    Here's a list of ACTUAL bollocks in this game:


    Optimal looping. It's boring and you can't do jack about it except in special cases. Mind games only get you so far when the survivors know that not committing to anything and getting the feel for the speed of the game means they can just keep shifting sides.


    Pallets being the only thing on the map. That's more of a survivor and killer problem. It's a problem for killers because pallets are all path blockers that stop a chase. It's a problem for survivors because they are all resources that expendable and promote other survivors i ntheir team to pallet tour which buggers others survivors when they find all pallets are goen.


    Mori Spam: Not MORIS but mori spam. Where you can enter and exit the animation over and over to annoy survivors.


    Camping hook: There needs to be a mechanic to punish and promote leaving hook. As long as the killer doen't get in chase.


    Body Blocking: Not taking a shot. Body blocking. It's dumb a survivor can't simply move around another suvivor who is standing. I've seen survivprs get sand bagged by this. It's also dumb a feral killer can't literally just grab a survivor if they're going to stand literally inches from my face and stare lovingly into my eyes. The very least the bigger killers like meyers and oni should be able to push people out of the way.


    The just hitting them crap makes this silly method of play viable and they'll just injure boost away anyway.


    EGC: Literally might as well not exist in its current state. It does nothing to survivors besides limit their tea bag time. If survivors aren't pressured they aren't scared. Whichi s basically the story of DBD. Survivors ain't been actually scared of killers fora long time. Probably because they control when a game ends and how fast a game will end if they don't get totally curb stomped by a killer,. And control ain't scary.


  • I don't see moris being reasonably touched without them reworked entirely from an offering to something that triggers under certain conditions, being base kit,


    I guess....IF...you wanted to touch moris....you could rather than straight nerf them make them something that affects the game more directly for both survivors and killer. Making them actually effects the game mode itself or the enviroment.


    The main problem is you got 1 guy vs 4 and killers have been arguing for a long, long time not that killers are bad-although that was true for a time- but that the killer experience is so sweaty that ti can quickly become unfun. Especially when you see some guy loop a pallet which you have no play you can really make against and watch 3 gens pop.


    No breaking chase don't work on most maps where there's loops all over the place. Especially half wall loops where you can't even mind game the stain.


    Moris are meant to make the game less stressful and make the killer actually feel like killers and not errand boys who get butt danced and looped endlessly.


    I personally wouldn't mind moris being changed into stuff that directly effect survivors afflicted and killer. Changing up the game mode.


    Like....


    Ebony removing gens and putting the match on count down. Maybe massively increasing the killers radius except when in chase then he has none. But effectively revealing the downed/hooked and moried player and killer along with all other players for a short period. Like 10 seconds.

    That could be a way of turning mori from-do gens but I get to kill you after one hook...oh, some dupe unhooked you in my face too bad- to a game of deadly hide and seek.


  • These new killers are working on out dated info.


    The OLD DS is gone. Their only counter isn't just to slug everyone to death anymore. Or they are just being pillocks.


    I main killer but I sometimes play survivor at low ranks but haven't noticed this. Honestly most of the grief I get as survivor is from other survivors straight up farm unhooking me in front of a killers face 99% of the time.

  • @Demogordon_Ramsay said:

    They better do something with the Plague just for the sake of a coronavirus meme. That would be top tier shitposting.

    Everyone should get the plague for free. Sometimes art should imitate life.

  • @Kalec84 said:

    The silence is deafening...

    :P

    In their defence the poor devs are porbably busy having their phones blow up with angry comments about balance while they ruthlessly beat/and being beaten by- people to death with the server towers over the drastically dwindling supply of toilet paper.


    Hard times for everyone ti seems.


  • The Object of the survivor is to survive.


    The object of the killer is to kill...in theory. Don't always play out like that.


    But let's keep it simple.


    If we keep the terms as this then we can reliable apply second chance perks to killer and they are rightly applied to survivor since these perks let them escape certain death scenarios.


    If killing is the object.


    Then:


    Rancor: Since it straight up exposes and lets you kill a survivor when gens are done.


    NOED: Since when you're about to lose it lets you potentially end chases and denies body blocking. It dosen't garuntee a kill but at this point most of the players are probably on third hook.


    I think that's it.

  • @toxicmegg said:

    why is everyone forgetting bloodwarden?

    Because blood warden has effectively been meta'd out of the game.


    For blood warden to activate you need to:


    Have people that don't 99% for some reason. So that's pure luck.


    Down someone close enough to a gate to go and open it yourself.


    While opening gate hope someone dosen't have some info perk that allows them to all sprint and heal that downed survivor. Considering there is actually a perk now that lets you swap one health state to another person you're chance to doing that are now near zero.


    Pick up the survivor.


    Hook survivor.


    Wonder why none of the survivors have been duped by blood warden because you doing all this has loudly telegraphed you had blood warden so they will avoid the gates anyway.


    In it's state it's an F tier perk. Simply because of the many silly conditions it needs to be met at a critical verge of lose point of the game.


  • Most of the offerings are worthless.


    The Shroud of seperation is worthless for the killer since it just makes getting everyone in one go harder whilst survivors are easier to get bunched up. Most powers damn well rely on survivors being bunched up for proper effect.


    Petrified Oak is worthless because why use something might sort of help when you can have more blood points for perks and add ons. Same with the killer stick, whatever it was called.

    Unless you have a mori or a map that's sided to your current side then there's really no reason to use offerings.


    Offerings needs a big update and should actually put stuff on the map that changes how both sides work or grant some sort of ally. You know. Like, one spawns more crows. At least that would be visibly useful for killer.


    One makes lights in certain areas flicker or turn off randomly or something. Right now offerings are BP boosters and good for little else.


  • 1: I want to support the devs. They appear to be trying. And they FINALLY started adding new stuff to the maps. The breakable walls could fix the boring as hell endless loop fest this game is. But I am careful to put too much trust in it. Too many breakable walls can essentially turn the map into a pallet crushing fest too.


    2: When you get a good map with few loops and actually promote running away, hiding or juking it can be fun.


    3: Despite how much the game can ######### you with its silly gen times and broken as hell swf mechanics when you do manage to turn the tide you actually start to see survivors start to panic and get scared. Which is fun, even if you end up losing.


    4: Nerd Rage: The game has good enough fundamentals but so much wrong with it that it inspires nerd anger in me and many others. We stick around because it obviously has a lot of poential and we want to see it improve out of anger and some fan passion. It's also one of the few games of its kind -assyemtrical pvp- that isn't dead or a total turd and even rarer-until recently- horror player interactive game that dosen't look like it was spat out by asset flipping russian trying to get a quick buck.


  • I ain't equippeing an offering for an animation and 500 more blood points.


    That's straight up dumb.


    If you nerf them at that point they are literally a cosmetic that they might as well be basekit. Which would ruin potential for saves.


    Keys are dumb. They still end the game early and with how quick gens are, that can be in a matter of minutes. Same as a mori. The biggest issue with mori is that there isn't a lot of perks to help a survivor freshly unhooked who is normally buggered when a team mate decides to sprint burst from the killer, run off or not provide distraction at all or they "distract" the killer by predictably running to a safe loop then wonder why the killer didn't follow them.


    Keys do have countered to some extent. I mean, franklins demise ruins keys.


    Neither keys nor moris are meant to be fair. They are blatantly broken. I guess the idea is to have something that will always make the other side still fear-and respect- the other sides abilities to an extent since it's hard to tell when either of them have it.


    IF...you wanted moris to be fair I guess you could get rid of them as an offering and have them as something that sort of kicks in when a killers meets a certain condition. With cypress being base kit since its condition requires the survivor under its effect to be pretty much utterly screwed anyway.

    Only issue with that is that there are so little worth while offerings on each side as is. It would thin out the mechanic much more.


  • Movies:


    HAPPY DEATH DAY: A straight up slasher. You could also do some freakyness with time powers for the killer. Maybe this killer can straight up mori. No hooks. But every time a survivor is moried they respawn across the map someplace with full health.


    Plus: Actually scary.


    Negatives: No hooks mean no hook perks. Many of which are actually powerful.


    The Suffering: A bad ass action horror game .There are a lot of monsters or even the main character that would make a good killer. I personally would like to see either a normal person that passes off as a survivor but turns into a monster after a timer or build up.


    Or the slayer as a killer. Those were cool and fast.


  • Pig Needs:


    Her End Game back. She was great at that or they should simply make it when a trap is on someone head it's activated. One or the other. It's annoying there's this weird window for her power to be useful or not. Which can be negated by a good gen rush.


    Most of her add ons are great if you use her helmet power properly. Amandas letter is fun and changes her to a stealth killer.


    Rule 2 though. Utter trash. No one cares if the traps boxes are highlighted or not because as soon as it activates they are highlighted. You're first instinct is to always run to the nearest box so it dosen't hinder or change the RNG search tactics at all. Rule 2 needs to straight up change how traps work.


    Like all survivors start with a trap that's active. No boxes. Double/triple the timer. Whatever the survivors need to keep it fair for them. They must escape before the timer is up. Give 'em a reason to gen rush and make the red actually powerful and scary. Plus it would change how pig is played a little.


    Bubba Needs a straight up rework.


    Not fun to play as. I'd prefer he had little/no terror radius. No m1. He just has his chainsaw. He plays on chainsaw jump scaring people with its rev. Maybe one of his reds doing what the wraiths bell does where the chainsaws rev noise has no clear direction of origin. Maybe when he is revving his red stains gets brighter or something.


    Clown needs a rework to make him more fun. I know he has power issues but also just isn't fun for me. It would be nice if he some addons or reworks to focusedo n making him more scary and toying with survivors.

    It would be neat if he could lay down one of his bottles as like a trip wire trap at certain locations or something. It would go well with his hindering, anti-looping power. And give him some more dimension than just lobbing a bottle and hoping it slows someone down enough at a pallet to hit 'em.


    Hawkins is fine. I don't see the issue with it. It has very little boring loops, it has multiple levels. It's has stairs and platforms that can benefit people in chase who use balanced landing. There's little if no chest high walls...which is good because those only resuilt in survivors just looping around them optimally since the killer can't mind game when totally visible. It's killer sided though, for sure. If Hawkins did get a rework I'd say maybe a little expansion on upstairs and the number of gens there. Since upstairs ia a bit more survivor sided but killers have little reason to go up there.


    That dumb farm with the shack, the endless corn, the barn and the cobble wall round about is intolerable as killer. It's just one big jungle gym. It's small but it's so packed with stuff that survivors can use at every segment that It's a nightmare to play on. I'd like to see that go...or at the least. Have some of loopable/ safe vaulting areas reduced. It's like the guy who designed that map literally dumped every farm asset into a tiny map.


    Gideon plants is great. I never have trouble there as killer. It's pretty killer sided so I ain't got an issue with it having a lot of safe pallets. It's more about knowing the map though. If you understand where the drop down holes are, what stairs lead where, you can easily intercept careless survivors.

  • Hex perks suck.


    The Devs forget the whole point of Totems was that these perks WERE OP by design but you could lose 'em early. So many of them are pig spit and not worth running because devs get skitterish about 'em.


    Third Seal: Got to hit 'em for an effect you don't even know if it's working and can be removed. It should just be.


    As long as this totem is up 1/2/3/4 survivors are afflicted with blind. When this totem is destroyed all blindness afflicted survivors suffer with it for an additional 5/10/15/20 seconds.


    Or something.


    Same with Thrill of the Hunt. It should just straight up be a normal perk. Who really uses it for the slower cleansing speed, especially since it takes up a lit totem too. I only ever use it because it at least notifies me a hex is being touched so I can actually defend it. Thrill of the hunt if it remains a hex should have a punishing effect like Hex Retritubtion or whatever Deathslinger hex is.


    Like: If a lit hex is destroyed besides this one. The survivors aura is revealed to for 20 seconds and suffers with exthaustion or something ontop of the notification.


    Huntress Lullaby. Do I need to say something. You need hooks...you need to defend the totem....it requires the otherside to bugger up AND not cleanse the totem...and all that for harder skil lchecks and 6% regression. God damn.


    This thing has SO MANY requirements you think it would grant you a stackable haste effect everytime you hit someone or something powerful. But it don't. It's pathetic. It should either be a hex or just have the hook build up requirement. Not both.


    The Only good thing hexes have gotten lately is that Hex Retribution might have good Synergy with Thrill of the Hunt, intheory, and Haunted Grounds.


    The notification is just the tip of the ice berg on the issues with hexes


  • I always described it as Assyemtrical skill levels.


    Killers don't feel like a power role and it induces intense sweat. It's easy to m1 and loop. It's hard to juggle 4 people by yourself no matter what tools you got. Although I think it would be fair to say that current Freddy and Billy are built way more to handle the game in its current state.


    What this game needs is to focus on reducing loops. Breakable walls can fix this in theory if they don't get skitterish with their amounts. Loops also need to do just because they're boring for both sides. No one goes "wow, gee golly. Intense match. I ran around the same object for 20 seconds knowing the killer couldn't do anything as 3 gens popped!"


    The issues are many in order for this game to be fixed:


    Survivors need more interactables besides pallets: Pallets just stop chases and there go the strongest anti-chase tool. There needs to be different tools on the map survivors can use for versatile tactics and to help facilitate more interesting chases. Pallets should still be there, just dilluted by other stuff on the map.


    Blood Lust needs to actually be reworked to punish just mindlessly looping around an object. I don't know how they would do that reliable but blood lust does jack and ######### right now. I have never scored a hit because of blood lust and if I did I lost the match due to how long it takes to kick in.


    End Game Collapses need to happen immedaitely as soon as gens are popped. Survivors can choose to finish gens or not. If they finish a gen while someone is down or hooked then they bought that scenario on themselves. Everyone can see the status of all survivors in the corner, they have all the control and info they need to avoid this. They don't need the leanience of the timer only starting when the gates are opened and their exit is assured.


    Ranking reworked to not punish killers for relying on end game or 3 gens tactics. There's been loads of times I got loads of hooks or good chases and pressure but 3 gens got popped so Entity Displeased.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150411#Comment_1150411

    Absolutely. The killers need the buffs worse than survivors do. But I’d love to see way more interactive maps. Doors you can open and close, booby trapped basements that are bigger and killer specific. I have an idea where the killer could come into the basement which would be way larger, flip a lever, and the door closes. Now you are trapped in their for like 30 seconds, and if he catches you it’s a mori whether he’s got one or not.

    Oh.


    The basement lever idea is actually pretty good!


    Killer spend the whole game unde the pressure of time which is why they don't feel like the power role. EDC could of changed that but because it only activates when the survivors are mostly safe-gates open- and thanks to 99% that is pretty much lost and might as well not exist. It would make sense.


    I'd like it if there was door and ######### but you just run through them. They obscure your vision and slow you down slightly but you ain't got to stop and make break them. The biggest problem for killers is that they can't do jack about looping and looping is time killing and since survivors control when the game ends most killers get understandably frustrating that such a simple, boring tactic can both delay the game and make them lose it. Especially with half walls. Breakable walls might help but the devs are going to have to be GENEROUS with them.


    The seocnd is pallets suck. Chasing is fun and pallets are just this big...stop...in a chase. Anything that the survivor can just camp at and go "there. I'm safe" shouldn't be so prevelant on the maps. Pallets should still exist but new ######### does need to be added that dosen't straight up stop the chase. We need more jukes and effects that facilitate mind games/speed.


  • This is way too vague.


    What are the killers BEST tools. Moris?

    Moris mostly stomp because survivor run into a match thinking they got 3 hooks and then get surprised and fragged by it. An ebony mori dosen't end chases and it dosen't assure a hook and it dosen't assure that even if you hook someone you'll down them a second time.

    What a killers best is varies from killer to killer. Iridescent Seal or Rule 2 are both junk and pretty much a wasted addon slot unless I'm memeing around or got some weird obscure build idea for example.


    IF ....you play exclusively as the best killer like nurse or billy....and you have a VERY GOOD build. And you put yourself on a killer sided map. Yes. A killer may be overpowered if they also slug and proximity camp and they get survivors without comms.


    But the real power of the game comes about in who actually controls the game. A killer can only gain control of the game by quickly and swiftly either out right stomping the survivors that momentum comes on his side, in which case I garuntee you that killer had to sweat his balls off for that unless the survivors are lagging or made a long series of mistakes over and over in his favor.


    B: used a mori early at the cost of points to gain a momentum.


    C: They tunnel the ######### out of someone and then maybe do so again for good measure.


    The problem isn't that killer is OP. Killer is underpowered, at least in the area it matters most, in the feeling of having power since they have no control over the time of the game and the game time is never on their side. Not unless they're going to waste perk slots for stuff that 3 gen pause for a short while, have massive maintence(Hex ruin/blood warden) or is meta-gamed easily out(blood warden). There's always a sacrefice or a massive...silly amount of work just to not feel under pressure...as the power role.


    Which is the biggest problem killers always had with this game. Killer feel more scared of survivors and gens that survivors do of killers or the world.


    It all comes down to assyemtrical skill.


    It's easy and breezy to m1 a gen in a mad rush and it's easy to loop around a safe area. It's not easy to pressure 4 people even with the best tools you have and the best killer trying to desperately stop the invisible clock ticking to another gen will scream that you failed to apply enough magical pressure. It's easy to run to another pallet and camp at it then butt dance. It's not easy to have to come up with some mad 4D chees mind games with your stain and trying fake out a survivor with every tiny little flinch or flick of your character to hopefully make them make one mistake so you can get a hit while another 2 gens pop.


    Mori are a problem but if they get nerfed anymore they should just straight up be something your killer can do rather than third hook. It might as well be the same #########. I ain't wasting a offering spot for an additional 500 BP and a animation.


  • What are you complaining about?


    The tool box changes were meant to add some level of tactics to the survivors besides just holding m1 like a drone then optimally looping around the same object. Now you got to use your toolboxes optimally for max effect, or you can still just rush with them. Can't really hurt yourself doing that but you might not get most outo f them.


    The tool boxes do their job faster too as well sabotaging is faster. If anything Survivors should be breezing with these changes. It literally fits in flow with the get the gens done quickly as possibly mentality and dosen't make them slugishly sabotage hooks to 99&. Some of the changes even make it so killers can hear the gens getting done from a lower radius so they might pass them by more, especially in chase.


    The only actual nerf I can think that happened here is that since toolboxes get used quicker it might promote survivors to go after chests since they might actually need the new items fairly quickly to replace the use up ones.


    You're acting like you got nerfed when in reality you got a rework to match the speed of the game. Unless there is some other changes survivor got that I don't know about. Is this a bait thread?


  • What are you complaining about?


    The tool box changes were meant to add some level of tactics to the survivors besides just holding m1 like a drone then optimally looping around the same object. Now you got to use your toolboxes optimally for max effect, or you can still just rush with them. Can't really hurt yourself doing that but you might not get most outo f them.


    The tool boxes do their job faster too as well sabotaging is faster. If anything Survivors should be breezing with these changes. It literally fits in flow with the get the gens done quickly as possibly mentality and dosen't make them slugishly sabotage hooks to 99&. Some of the changes even make it so killers can hear the gens getting done from a lower radius so they might pass them by more, especially in chase.


    The only actual nerf I can think that happened here is that since toolboxes get used quicker it might promote survivors to go after chests since they might actually need the new items fairly quickly to replace the use up ones.


    You're acting like you got nerfed when in reality you got a rework to match the speed of the game. Unless there is some other changes survivor got that I don't know about. Is this a bait thread?

  • I mostly use Unrelentint because it can sometimes take survivors off guard how quickly you recover from a missed attack. It also makes you much less worried about just taking a shot because you recover so quickly with it that you actually become unrelenting.


    With that mentality in mind a boost to BP in brutality would fit and promote you to attack more. However it feels sort of slapped on. Do you really need to be promoted to use the perk for its meant to do. Make you unafraid to make attacks.


    I guess I'm saying is if this was to be buffed there's probably better ways to buff it to fit theme. Although this isn't a bad way to do so.

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150541#Comment_1150541

    Don’t forget they nerfed gear head because god knows why

    Wha.


    Wasn't that already weak?


    I mean. It seems like a gen monitor perk that is effectively outshined by every other gen monitor perks in game. If anything it should of been change and buffed. To like...maybe when you hit a survivor twice any survivor completing the skill checks aura is revealed itself for like 30 seconds.

  • The game definately needs new items for survivors. Same with new obstacles to put in maps besides pallets.


    This be said a bit jokingly but there's nothing wrong with the idea in theory. I mean, keep in mind, these killers are empowered by the entity and the entity can constantly revive the survivors in a new place after they are killed so I can only imagine what punishment all these killers could take. I imagine a molotov cocktail would do nothing to stop these killers.


    Although it could be cool to add weapons or new obstacles if they had affects. Like, obviously, a killer hit with a molotov is going to be on fire. Which will make them more visible in dark maps and could maybe reveal their aura in a short radius while the fire lasts.


    Although if they are going to do this killers will need some buffs. It would be nice if the blood lust mechanic was reworked to INCREASE when the killers gets stunned or hit or blinded as long as they remain in chase. Especially with the nature of how fast games go and it would make sense a killer would get more angry for blood if they are getting burned, tormented and slapped with pallets.

  • No.


    That would be Legion. Legion was AWFUL on release. NO DOWNING POWER period. You could stab people over and over like a lunatic though, which was fun but it did nothing and your power guage would empty too quickly. Theny they reworked him and his power is still defeats the idea of having a fast killer.


    I wish they just made him run and have his power go down if he tunnels one survivor for too long or something.


  • If he recieved any buff then I'd probably want to see the struggle on his hook buffed. Struggling isn't fun as survivor and it';s easily exploitable by macroing struggle to a key anyway. The idea to use your terran and obstacles to break it though is cool.


  • That's dumb.


    NOED has a blatantly clear counter play. Jumping into a locker with DS does not have a counter play. It's body armor. I mean, I don't mind DS personally. I don't mind slugging someone. Most of the time when DS is active it only takes one hit to down 'em and they're close so it's easy slug pressure.


    There simply isn't a killer perk that works like survivors do. They all only help the killer if they go out of their way to sweat or under very, very specific conditions that are normally hard to meet. The only good perk that arguably helps a killer without making them sweat to get any actual competent use out of it is probably Cruel Limits since it has an affect that activates purely on survivor actions, actions which the survivor HAVE to do-complete gens-


    But even Cruel limits is so broken right now because it gives you no alert, dosen't affect pallets that are always near gens anyway, and gives no warning when it will activate. That it requires a gen to be fixed so it still preferable to not let it activate since letting gens get done is technically hurting you.


    Even rancor requires you to find ONE SPECIFIC survivor durring an end period where the exit gates will open or be 99% and they run free anyway. It's purely luck if it actually gets used.


    I also disagree that NOED is a punishment for either side nor a reward. It's an end game strat, an end strat that is easily countered by the busted 99% meta that effectively removes the end game. A segment that is already heavily survivor leaning if hatch hasn't been closed since exit gates are safe zones where almost every time you get a down near them the survivor will crawl to freedom during your attack cooldown anyway.


    END GAME strats should be valid, otherwise why have end game perks to begin. It can't be both ways. You can't survivors zip zooming gens like lunatics and getting 3 done with the time extentsion the many...many...MANY...busted ass uncounterable loops because then you'd have to admit that if the killers sole job is to get gens protected then gens are busted to the core with how quick they are and how easy it is to extend chases with loops...especially the maps that have a heap load of unmind-gammable half wall loops where everything the killer does is seen.


    So either the game is utterly and totally broken on survivor side who can cope with the mind numbing boring play of "optimal looping" aka the 3 run around a circle gimmick or that end game builds are valid.


    I mean...for what it's worth. I do understand how it feels to work hard and have nothing you can do when the strat is in play. That's how I feel when I see a survivor loop and know that I can do jack about this even if I curve like a lunatic and do some mind bending oni plays. Except you know. Killers have to eat it and then get told to pressure more.


    You can just do the bones.


  • Yeah. The 99% ruins the end game collapse and there go ruins this challenge and there go ruin blood warden.


    Saying you can open the gate yourself does jack and nothing. Opening the gate is meant to be a concession and it plays like a concession, if you open the gate you better have NOED OR you better hope they didn't immediately heal that one survivor you downed somewhere for your blood warden.


    That's ignoring the fact most survivors will go "oh, blood warden, why else open gates after someone downed" and then avoid the exit gates in stealth. Watch that one minute you did all that krump for swift by for nothing.


    The end game is pretty bad right now. There is a lot of problems with it for killers...


    some problems for survivors too to an extent. Having a challenge based around it is pretty silly and requires toxic/boring plays. Or you get lucky with randos that don't know the meta.

  • SWF with comms are as a rule untouchable when they are remotely competent because they are always optimally loop and there is simply nothing a killer can do to stop optimal loops. They are effectively illusionary additional 20 seconds of safe of "chasing" where you can't do anything as killer.


    Combine this time wasting tactic with pallets, dropped or not and you're buggered. Unless you're like Not Otz who has some big brain specific killer plays, knows exactly what they're doing and has no problem being max sweat. But most people will just get mad if they havet to sweat like crazy while the otherside is lazily dropping pallets and looping over and over.


    I don't know what to tell you on how to counter pallets. As they create new loop zones. Even if you break them they just run to a new loop area. It's a flaw in the game at a fundamental level that is massively exaggerated by the fact that survivors control the time of the game-gens-


    You can try some perks but if you get put on a map with a lot of pallets and a lot of loops you're not going to get much out of them. Some killers cope with pallet storms better than others like Oni if you give him Spirit Fury and longer duration rage but that don't help much if you don't want to be him.


    As a killer I guess the only thing I can suggest is to maybe invest in some more stealthy perks like devoted and tinkerer combined with I'm all ears. That could mess up a loop pallet or no pallet in theory. But without the right perks you essentially got no counter play.


  • People do blame the devs though, don't they. Like half the jokes on this forum is people making dev competency jokes.


    Honestly I like the game and the devs. The game is buggered in a lot of ways, I feel it was released before it was finished and that would make sense since MOST of DBD true issues are the fact that these maps have got nothing on them which is why looping and time wasting are such valid tactics. If the maps were more broken up by varying useful...sometimes even useless thing for both killer and survivor in the chase and hiding the game would be a lot more enjoyabe. Most of survivors toxic and boring plays are purely down to loops being so valid as well as exploits.


    Same for killers really.


    But I never felt the dev gave up on their game. They've made a lot of choices that made me mad, some choices that were geniunely surprisingly effective but I feel like I've watched the devs stumble at asyemmtric pvp games. A genre of pvp games that other bigger companies have tried...and failed fantastically at. It's a very niche...very hard to balance genre so I'm willing to give them a bit of leeway. The devs get ######### alot but I believe that love or hate 'em. BHVR team will probably be the ground work a lot of other teams and devs will look at when more asyemmtrical pvp games pop up.


    Hell, they probably are. It's not exactly surprising that AFTER DBD has been out for a while all the games that crack at PVP assyemtrical are horror. Last Year and Hide or Die for example. Before that This genre was mostly just....evolution. That forgotten game where you're a monster fighting against sci-fi hunters.


    Also they're FINALLY adding new stuff to the maps-granted it's only breakable walls but at least it's something- most people don't remember the dark days. The days where the game was utterly buggered. Killers were slow and constantly nerfed while DS was literally body armor. It was so powerful that people never picked up obsession or went after them due to it.


    Slowly but surely. We got perk overhauls-sloppy butcher went from meh to fantastic synergy for one- killers got buffs and reworks. Freddy got lifted from F tier to S tier. I think the devs are FINALLY finding their feet. It took a long time. I don't know why the game was released like this.


    But they managed to build faith from me even if they nerfed ruin.


    I don't think focusing on fairness is a good way to go to fixing DBD. This type of game is not built for fairness due to the assymetrical state of it. Because no matter what one player has to outcompete 4 with perks, possibly swf, possibly with comms. I think fairness is out the window. The best way this game can fix itself is to try to make killers scary again, focus on immerssion, verstaility, variety and atmosphere. Getting rid of the ranking system would be nice. I hate to have a fun game then told I didn't chase a survivor for a proper alotment of time so ENTITY DISPLEASED.


    The games most fun parts are when chases have actual dupes and not just safety areas and loops and the perk variety. If the maps and hiding could have 1/6th of the variety the perks have then the game would be less toxic and more fun. I think.


  • Don't know if that's exactly fair. I'm a killer main and it seems the old days of the devs forever nerfing killers to the floor are near their end. The doctor update release caused an up roar but he wasn't really nerfed in actual play from what I can tell. It's mostly because how it was worded in an divided community and a killer community that still got PTSD from endless nerfing and no counter play second chance perks that caused that.


    It looks like if anything that survivors are getting better tools to remain stealthy and use up items quicker. So I guess that potentially Overwhelming presence could become a lot more viable in this update if anything. I do worry about the items being used up quicker but doing more quicker but it seems like the devs are trying to focus on making the games a whole faster rather than focus on what the sweat spot of slowness is.


    It would explain why killers got things like surge, cruel limits and nemesis. All stuff that have immediate effect in reaction to either you doing something or survivors doing something. Even if some of the perks like that need a buff-god knows cruel limits does-

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