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FootMan2893

FootMan2893

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FootMan2893
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  • @Science_Guy said:

    We still have 2 more weeks of the DH meta and we're already complaining about SB? Say it ain't so, and after all those reddit posts I read saying this exact thing wouldn't happen!

    There're people making posts saying we need to nerf sloppy. Both sides are a bit off their rocker.

  • @pigslittlepet said:

    Nothing wrong with a bit of vaulting. I get plenty of hits from people who screw this up.

    Having to function around your opponents making a mistake is a text book definition of poorly designed game mechanics or at least something that's very weak.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418102#Comment_3418102

    There could be room for fine tuning and some buffs sure. But we've seen how oppressive the CoB/OC combo used to be in a 3-gen scenario, that would inflict around a 250% average regression rate, or around 0.625 charges per second.

    Thing is, BHVR appear to believe 125% regression is worthy of being a perk in it's own right. Now the CoB nerfs are most likely more to do with how it stacks with OC, and maybe in a vacuum without OC complicating things, 150% would be a more reasonable rate of regression... for a perk.

    So basekit regression speed buffs, would have to tow that line between the current 100% (0.25c/s) and the theoretical 150% perk regression (0.375c/s), while still leaving enough room for that 150% to be a significant bonus to warrant being a perk. That's not a lot of room to work with.

    That situation would've never happened had they done what the community told them to do and not make those 2 perks stack. The perks were stronger in their original PTB iterations but people were bringing both together. Rather than make it so they couldn't function together they instead nerfed both perks with the express intent for them to be used as a set. And now both of them are completely dead as a result.


    Higher gen regression isn't an issue, it's killer design. If knight or skull merchant wasn't what they are then the game would be fine.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374423/wraiths-shadow-dance-should-last-for-a-couple-of-seconds-after-uncloaking

    No, he doesn't need it.

    Vaulting is counterplay wraith has. That's not a bad thing.

    Light burn was annoying, I am glad it's gone. But spam vaulting is something you can do against Wraith, it's not random item effect, it's reliable counterplay. Wraith can play around it, if survivor guess wrong, you can either destroy pallet or get hit.

    He has plenty of counterplay. Spine chill (or just aware survivors) destroy his stealth mechanics. And thanks to the lunge nerfs he's pretty much just an M1 killer at loops. Other and much stronger killers have pallet destroying mechanics without wasting time on mind games or the same kind of "counterplay". So why is it that an M1 killer whose sole strength is stealth map traversal has to suffer more at loops than arguably the majority of the killer roster? The only one I can even think of that doesn't have anything to counter loops (or at least assist in chase potential) is sadako, and she still has passive phasing which can result in hits if played by a skilled player. Meanwhile wraiths ability to shut down the loops isn't even basekit, it's a addon.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417990#Comment_3417990

    10 seconds of REGRESSION

    Regression is 0.25 charges per second.

    2.5% is roughly 2.5 charges, which would take 10 seconds to regress at 0.25 charges per second.

    In less than 2 seconds of action time for kicking the gen, you inflict 2.5% regression, for 10 seconds of equivalent regression time, which is equal to about 2.5 seconds of repair time. This means:

    • The time spent kicking the gen is fully reimbursed
    • If the survivor taps it and you kick it again, they've lost an immediate 2.5 seconds of repair time.
    • You've scored another 10 seconds of equivalent regression time. AKA, the same amount of regression that would be inflicted if that generator regressed for 10 seconds.

    Main of the day: Survivor

    Ah. That was MB then. But I still don't think that really counters what the OP was talking about. Saying it gives 10 seconds of regression makes it sound better than it actually is for the purposes of a counter argument. Doesn't sound nearly as convincing when you say "Kicking a gen removes 2.5 seconds of repair time". And I think the argument is fair cause I 100% believe gen regression speeds are way too slow.

  • @NotJared said:

    Returning to address the comments: While I think the perks are still decently strong when a killer is attempting to intentionally hold a 3-gen, I'm less concerned about the perks' strength and my main argument has been overlooked, which is the gen-defense passive regression playstyles they encourage by design and the perks should have an entirely reworked functionality.

    These complaints, which have overwhelmingly been the top target of complaint about the meta for the past 8 months, still persist as the perks are currently designed: they reward kicking generators, and when the killer is successful in using these perks it is not fun or engaging to go against as a survivor, in a very similar fashion to old Dying Light, old Ruin, and old Thanatophobia.

    Dude imagine killers defending their objective. Especially when not doing so means they'll lose. Or imagine survivors being punished for letting the killer keep a highly defendable set of gens. What a terrible game design.

  • @Seraphor said:

    Gen tapping was already addressed when gen kicks were given a 2.5% instant regression effect. If a survivor taps a gen, kick it again to apply another 2.5% instant regression, it becomes their loss.

    2.5% regression is equivalent to 10 seconds of regression time.

    Gen tapping was only beneficial to survivors in the context of old Call of Brine or Overcharge where gens would regress rapidly if left to regress. But now with those perks neutered, the basic gen kick is the superior tool.

    Um. What the hell is your math? a gen takes 90 seconds to repair. 2.5% is a little over 2 seconds of repair time. To shave off 10 seconds would require 11%, more than an entire eruption proc.

    Survivor mains on here gas lighting killers with false info to make them play worse and not complain about it.

  • Get better at paying attention and hitting the skill checks. If experienced survivors can power through a skill check build on doc or several years of OG ruin then you can survive an uncommon build on skull merchant. It's a killer power, you're SUPPOSED to feel pressured or at a disadvantage. Plus unlike aforementioned examples you can easily deactivate the drone and go about your day as normal.

    But considering the level of entitlement from the post I'd assume that won't fly. For you it's unfair that you have to sacrifice something to deactivate the killers power.

  • @roundpitt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416407#Comment_3416407

    I'm a killer main, so go right ahead.

    I don't play blight because he's annoying to play. Why they thought running into walls repeatedly would be fun is beyond my understanding. Perhaps there is some primal pleasure in smashing one's skull into objects that I haven't yet discovered for myself.

    If it were up to me, I'd completely rework his power into something where you don't run into walls.

    Because there's a lot of thought that goes into his kit, more so than most other killers. It leads to a lot of skill expression and that's fun for people who like being able to challenge themselves and show off their knowledge and experience. His basekit is right where it should be. His addons are a different monster all together.

  • @[Deleted User] said:

    I still use CoB and Eruption on Wraith because he’s one of the few killers who can use the info of both perks. Overcharge is really really bad though. Like F tier. You’ll catch me with Beast of Prey before Overcharge

    You say that but I got some survivors absolutely shaking and foaming at the mouth at shack. Gives some of em the gawd damn conniptions when they hold the window vault while marked and the ghost face comes zooming round the corner at em with no light but still had TR

  • @roundpitt said:

    Yea games against a good blight feel completely unwinnable and oppressive. You enter "give up immediately, go next" territory.

    I think that BHV is likely relying on analytics data instead of actually playing the game though.

    Mandy said that Hug Tech was a bug and will be fixed.... like a year ago. I still have the screenshot.

    You're correct on how they operate. But don't look a gift horse in the mouth cause if they did actually understand how the game is played then it wouldn't just be killer getting nerfed.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415401#Comment_3415401

    They have literally no plans to do that lmao, where did you hear this?

    There was a proposed system a long while back that made it to the testing phase but got trashed shortly after. It involved 2 different new mechanics. The first was basekit unbreakable with like a 32 second self pickup time or something. The second was an automatic killer win condition where if all survivors were downed then the game would instantly end and pan to a cinematic shot of the killer mori'ing the last survivor to go down.

    The basekit unbreakable was terrible enough but the change for killer heavily incentivized trying to slug to get the insta win.

    This guy somehow thinks it's still in development. I had honestly forgotten about it until I even read his comment.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415452#Comment_3415452

    With tweaks it was a good system, the community who rejected it were players who just slug for the sake of it or have bias towards killers that strongly relay on slugging due to their design (such as Twins, you can find good videos on Youtube of that ptb for Twins), so it's understandable it didn't make it to live because of that. With the Nurse nerfs to prevent her from finish the game in 2 minutes and tweaks on slugging killers and end-game activation, basekit unbreakable would be good to go.

    No. Killers need to slug. It's one of many strategies that, regardless of is the poor little survivors don't like it or not, have to be used sometimes.

    And it's funny because the reason why the patch was rejected in the first place wasn't just because of the dumb changes to survivors. It was also because of that stupid instant loss system. The system actually encouraged slugging even more if you could feasibly speed run the game and down all of the survivors quick enough to beat out the recovery speeds.

  • @adaw0ng said:

    Also once they implement basekit unbreakable (hopefully this year after these healing nerfs we just got) this Sadako gameplay will be completely obsolete too. They really need to find a way to buff her addons or base mechanics.

    I don't know what world you've been on but that entire set of changes was universally rejected by the community and that dumpster fire of an idea is completely scrapped.

  • @Thale20 said:

    I think that the onryo right now is not in a healthy position. While the nerf to selfhealing and coh put her in a better spot with hit and run strategies. Most ppl still play her in a super boring way. Sadako with ring drawing and iri videotape is super boring to face. It would be good to buff her basekit and some of the add ons and nerf some of the better ones like these two above.

    So you want to nerf the unique playstyle and instead force players to play as a mediocre version of demo/freddy. Neat.

  • @Ivanynakov said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412456#Comment_3412456

    1. If ranked league will not be balanced then it means that the game is not balanced. But we are speculating about what Killers and perks are stronger than the others. Ranked league statistics (bans, picks, win ratio etc) has always been the biggest help for balancing competitive titles.
    2. You face the unorganized chaos in Soloq because nobody had a chance to "pick the role". Noone knows what other players pick so you can not adjust. All builds that killers and survivors go are completely blind. That is the reason why we see the same solid perks being so popular. Devs claim perks to be balanced because they counter each other. Very ironic.

    Yes, the game is not balanced. This is literally a well known fact. The perks aren't balanced, items aren't balanced, and killers aren't balanced.

    They aren't failing to balance the game because they don't have enough statistics. If anything they use statistics too much. It's because an asymmetric comp game can never be balanced, and frankly these guys aren't even competent enough to try it to begin with.

    DBD was a casual party game with a fun theme that falls apart at the seams once either side starts trying to win. At which point it becomes a nuclear arms race of each side utilizing progressively more bullshit mechanics until you hit the tip top. At the peak of DBD survivor beats out killer, and that's WITH killer using the strongest killers, addons, and perks that they possibly can. So any system where survivor could remove those options would just turn it into a one sided slaughter regardless of what the killer removes from the survivors in turn. Cause removing any one thing the survivors use would never be as strong as for instance banning Nurse from being played.


    And if you remove the whole coordinated banning system then at which point you just have regular DBD. And anything you could think of adding to the gamemode would instead be better implemented as a general mechanic.


    Finally, they don't want to make the game more competitive. The devs know full well how terrible the game gets once you have 2 very skilled sides fighting each other tooth and nail to win. That's why MMR was such a failure and is forever on and off with them. Keeping the games somewhat random artificially balances things out.

  • @Ivanynakov said:

    There already are tournaments with it's own rules like banning killers, banning perks, picking unique items and perks on each survivor. Why wasn't it implemented in the game and nobody even talks about it?

    How would the game look like

    • Step 1. Lobby is found. It shows the map which was generated randomly.
    • Step 2. Each survivor is banning 1killer and 1perk.
    • Step 3. Killer bans 4perks.
    • Step 4. One Survivor picks it's character, item and 4 perks (other survivors will not be able to take any of those anymore). Killer picks one perk.
    • Step 5-7. Same as Step 4.
    • Step 8. Killer picks his character (can be even hidden from Survivors, so Wraith/Ghostface etc. aren't in disadvantage?)

    Perks would finally become strategic desicion instead of blind hope for counter Killer perks. Also picking the Killer as last step gives the option for a twist.

    How would you imagine it? And would you even want to have ranked league?

    Comp rules don't work for random lobbies. Cause you'd have 4 random people all trying to go their own builds but get cucked because someone else wants some combination of the same stuff. It only works in comp matches because the teams can actively coordinate and delegate roles to members. This guy is in charge of being chased, this guy unhooks and gets deliverance plays, this guy runs the boons, ect.


    It also wouldn't be good because 4 killer bans is enough to wipe all of the strong killers off the table. Bye bye nurse, blight, huntress, and spirit. And other killers just aren't strong enough to be competing at try hard levels. Maybe it'd work for low and mid elo but once you get to high elo GL beating a good team with Pyramid head or some crap.

    And that doesn't even touch the problem that is perk balancing atm. With gen regression perks thrown into the dumpster killer only has so many perks that actually impact the game anymore. Every game would see Bamboozle, Corrupt, and Devour banned at the least.


    Your proposed system looks balanced on paper but heavily favors the survivors more than the killer, exactly how the game functions as skill levels rise and both sides get better at their roles.

  • @Gandor said:

    I don't play the killer as he is too hard. But I think I have a better idea (sure I can be totally wrong).

    First of Billy needs an addon pass. Like if you make this basekit - everyone would just use lo-pro, because that's the only other addon that makes sense on him - making every Billy identical to each other. I would like to see more variability in this killer.

    Second thing - as you correctly pointed out, both engravings are a problem to starting players. It's better to have basekit easier for general population (as I am writing this - I do count with addons rework making more strategies possible for him). I think it might be better idea to combine those 2 into 1 that has low rarity (yellow or brown) - so that there are abundance of this addon all the time + it also provides some variability of 1 additional addon to make a little (but not too high) more distinction for all the curve Billys.

    But putting double engravings onto an addon would also kill variety. Even if an addon pass did happen you'd still have 1 mandatory addon for curve billy and then only 1 slot for other things. So since the general playerbase doesn't play him the basekit engravings have the least amount of impact by only benefitting the majority of the people who do play him while the rest are in the minority. The other playstyle is why bubba exists. But if you are a normal player and really want to chainsaw people from point blank range on billy then an addon to kill the curves and bring back default charge speed would solve that.

  • Dead hard has never been easy to bait out and the perk is so damn game changing that killers have to play around it even if it's not actually there. Regardless of the iteration it meant you can no longer lunge as killer unless the survivor using it has the reaction time of a sloth. The first iteration had the same ups as the second while also: Allowing you to use it for distance to make a pallet or window you wouldn't have been able to.

    Get through certain killer powers like trapper's traps.

    And ignore collision with killers and survivors when it mattered.


    Literally the only people complaining about it being gone is hardcore survivor mains who based their entire gameplay around the perk. Meanwhile killer mains across the board, including very objectively neutral killer mains who had skills to back it up like Otz, always held the opinion that it's a dumb mechanic. Unless of course you count the killer "mains" or the people who "play both sides".

    Dead hard needed a nerf. Hell, it needs to be removed all together. If you lost in a chase a survivor should never have an on demand get out of jail free card that saves them from their own mistakes.

  • Negative, ghost rider. I'm leaning about 90% of the way to saying this is troll bait since it's funny watching people flounder at the sight of really dumb takes. But since I do know for a fact people like this can exist I'll give a serious reply. Oni offers plenty of counter play to both sides. Survivors can get strong loops to outplay demon dash while good Oni mains can learn angles and flicks to also get survivors when they don't expect it.


    He's an M1 killer with a slow start up and timed patches of power spikes where he can put down both chase and map pressure. A much more well designed version of Myers honestly.

    And if this is a real post I'm having trouble taking your opinion seriously because A: You aren't even capable of properly reading ability descriptions that clearly explain how the ability works, thus revealing to you that you had insta downs all along. And B: You're playing against survivors that you can still 3 and 4k while basically using half of Oni's kit.

    I'm gonna take a bit of a presumptuous guess here and say if I went against those same survivors as a perkless and powerless M1 killer the results would be about the same.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391555#Comment_3391555

    Survivors would probably complain if it did both, and then BHVR would probably respond by nerfing the overnerfing the perk so it's worse than it currently is.

    I don't see why they'd need to. The problems both sides are complaining about are related to either gen regression mechanics from survivors or healing speed from killers. An information perk shouldn't upset anything, especially not one that's reliant on disturbing crows which would have inconsistent coverage. I could see it being like an alternative to I'm All Ears. Crow gets disturbed, notification pops, and you see their aura for a second or 2. Could help in chase but I think it'd be a good base game version of Nowhere to Hide by giving the killer the ability to find a survivor who is lurking around gens but being stealthy.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371071/how-about-some-love-for-spies-from-the-shadows

    Aura reading would be a nerf, because a sound notification lets you know to look around for the crow symbol.

    Could be both.

  • The problem is a lot of perks were implemented with the idea of countering specific mechanics/other perks. A lot of them were also introduced solely as a bandaid fix to balance issues that weren't being addressed at the time.

    You could run a gen slow down build on killer or you could run mad grit and light born which was relevant in the age of sabo squads and insta blinds. I wonder which is going to see more usage.

    Others were created in a failed attempt to break the meta but they never allow those perks to be statistically or mechanically strong enough to over shine the viable stuff. Hangman's trick was on the fast track to being an A or S tier information perk and would've held a slot in a lot of perk builds. But we couldn't have that so it was nerfed before it ever left PTB.

    A more modern example is Shattered Hope. They created arguably the worst set of survivor perks to ever plague the game and needed an immediate fix to it. Couldn't be asked to tune down numbers or figure out a mechanical limitation to the perks, so they added a killer perk to counter it. However now as a killer you've lost 1 perk slot out of 4 with no beneficial side effects where as you've made a whopping 1-2 slots out of 16 kind of useless for the survivor side.

  • Cause it can and will be picked back up. So knowing if it's a strong item that can come back to bite me later would let me plan ahead.

  • @WesCravenFan said:

    Why do you need that overly specific information? It is on the ground, unused.

    And the perk used to destroy items. It was removed.

    I gave an explanation as to why. It'd give the killer the ability to see if anything strong is at play. Like I stated: Did I just knock a brown medkit out of a survivor's hand or did I just knock a ranger medkit with the best charge addons out of someone's hands? Better yet, did I just knock an instaheal or styptic out of someone's hands? Well the answer to both is I now have the ability to play around it if they are.

  • @not_requested49 said:

    No, you will have 6 minute heals and you will like it

    I'm being serious with wanting Self Care to be viable, but don't test me child. My name is SelfCaringInACorner and I WILL spend the entire match in that corner if that's what it takes to use my favorite perk.

  • @bunnyfengenthusiast said:

    Or, stay with me, they remove overheat completely since it should never have been added.

    Listen. I'm all for that. But realistically speaking that's a mistake that will never be acknowledged or rectified. So I'd just like a funny add on to play with if it's gonna stick around.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372338#Comment_3372338

    If you tag a survivor with Feral and you don't hear killer instinct (or the killer instinct aura is big, meaning they're far away), then use your power to catch up with the survivor you injured.

    The survivor may as well be exposed, since they're 1 shot away from a down and are unable to use Dead Hard. You get to negate their injury speed boost, and you don't have to worry about body-blocks because survivors will be splitting up. Legion has an easier M1 chase for those reasons (relative to other M1 killers with no chase power).

    Old Legion had chase power by using Feral to repeatedly hit the same survivor and drain their remaining deep wounds timer. They even tried to adjust it, but it was still abused by moonwalking.

    Yes, I know. I've played a game of legion or 2. But if you haven't noticed that isn't overly useful. It only helps you close a gap if they've gained distance, but you still have to play loops as an M1 killer and frenzy doesn't change that. Depending on the circumstances they can still gain good distance from you just from the cooldown of coming out of frenzy. Plague makes the entire match broken for the entirety of it and she can still struggle. Cause what matters in DBD is whether or not the killer has something to defeat looping and how effective it is.

  • @Nos37 said:

    A killer that can quickly get across the map AND completely negate stealth (unless the survivor is wasting time running circles to avoid mending)? And you call that a lack of map pressure?

    A killer that can put a survivor into the deep wounds state (disabling Dead Hard) and use their power to catch up with them after their speed boost from being injured? And you call that a lack of chase power?

    Yes. Cause in reality none of those work exactly how you describe them besides countering deadhard.

    Your power doesn't take you that far and the speed is slow. Compared to other mobility killers you're going to lose momentum and pressure trying to run cross map with it, and you won't even get to hit someone with it which makes you an M1 killer without a power. Stealth also doesn't mean anything because a good player will know that it's better to just run from the killer and if they do run they'll also outrun his power.

    Deep wounds means little more than being a time waster, and not even a good one. But countering dead hard is nice if you for some reason are chasing a survivor who hasn't mended yet. You're also using the wrong definition of "chase power". Chase power means being able to efficiently defeat a survivor at loops, AKA chasing a survivor, which he can't do. Even if you injure someone you're still a base speed M1 killer. At best you can use frenzy to cover a large gap if they ran really far but that's about it.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/330553/legion-still-feels-terrible-to-play

    I don't know ... I got quite a couple of matches were I felt bad for hooking someone for the 3rd time, because it was so easy and fun to just dash between the 4 of them and downing the last one with a second stap. Once you are down to three survivors it becomes much harder, as you have to cycle back to one of the earlier ones .. but at the point you might already have the upper hand, so it might even out.

    If you need some help, may I suggest the yellow add-on "Never Sleep Pills" and the yellow sketch book? The pills take away your speedboost while frenzying, but give you a massive +10s duration, while the sketch book gives you +0,3m/s for each consecutive stap, so you will soon speed about the map and stabbing everyone, downing the last one. So muc fun :>

    Appreciate the sentiment but I don't think those addons solve anything. I'm already using the movement speed boost addon and the sleeping pills would make my problems with the killer worse. It just seems like I can't catch up to people. Even if they're nearby instead of being on the outer edge of the terror radius it can be a close shave if they just get to a loop.

  • @Marcavecunc said:

    Making it only for people with the perk would be useless, everyone might as well just bring self care if they need the boon perk to self care within the boon's radius in the first place.

    Not really. The point isn't just the self care but also the healing speed boost. It takes up a perk slot but if someone else brought it and set it up then that's a self care with a 90% boost at no extra work to you. Having a team wide buff, a strong one at that, that requires no additional cost or effort on the other player's part is just not gucci. Having a trade off, in this case investing a perk slot, is a very needed change at the moment.

  • @Haddix said:

    I would just change how the perk functions.

    Change the heal speed boost to ONLY altruistic healing. Then change the self-heal so it's not a Self Care boosted by a speed boost, and just make it a 20 second self-heal. No more busted medkit heals.

    That also sounds fine.....but I want more heal speed lol. I need more powerful self cares! That or add in some more perks that are self care only speed boosts and I'll be happy.

  • @DoomedMind said:

    After Diversion for survivors, Pebble for killers xD

    Dark devotion but actually good. Imagine being able to place your terror radius in a static location or throw it.

  • @TerrorUnleashed said:

    I mean, technically Oppression...

    You know I actually love Oppression. But in this case it has too high of a cooldown and still requires you to kick a gen. I'm talking just like a single gen, within no more than maybe 10 meters, and no animation required on a low CD.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1480695#Comment_1480695

    what you're talking about would only really work on killers that need a better base kit like the 2 you listed. also going by pretige ties it to bloodpoints which makes bbq nearly madatory if you want to play as well as other players which is a level of pay-to-win i can't stand

    As I said multiple times, if there are problem child addons that are too strong then they can just be tuned down like they should've been in the first place. And while I respect your opinion me and you have 2 very different opinions on what Pay 2 Win is.

  • There's no particular reason why addons shouldn't be permanent. The only issues that'd arise are from poorly designed addons that break the game, but they can just be nerfed to tune them to the change. The reason why they haven't been nerfed yet is because they were rare and couldn't be ran every game, so RNG was the limiter and thus made them "fair" by the devs standards.

  • @zoozoom6 said:

    please god no. i understand where your coming from with the trapper and wraith and maybe "the ghost" should be in wraith's base kit and the brown trap bag should be in trapper's (base kit) but i don't think permanent addons are the way to go

    I mean why not? Part of the reason things are the way they are is because there's conditions for them to work that the devs think of as balance. We all know Iridescent head huntress is bad. No one likes playing against it and you couldn't pay me to actually play it, but because it's a pink add on and thus based on RNG the devs say it's kinda fair.

    By making everything permanent you're given more room to clearly knee cap the problem children and open killers up to building more off meta things.

    I've said it before but If I could do pallet breaker wraith every game I would.

  • @[Deleted User] said:

    Now that you've removed a lot of the Bloodpoint grind endgame, what will Players 'earn' each match that lets them 'spend' their effort? More Bloodpoint offerings that they don't really use? Map Offerings and Mori's? Will they just be doing the motions on the bloodweb?

    For leveling up and getting prestige 3 on every other character. The grind is far from being gone. The amount of bloodpoints needed to prestige 3 every killer and survivor + get all of the perks on them is astronomical.

  • @[Deleted User] said:

    I'd go with once you hit level 50 as a Killer, browns are unlocked by default and removed from the web (stays as a permanent feature on prestige) then on reaching P3 yellows are unlocked, so greens only show up with a increased chance of Purple and slight increase chance of Pink (We dont want mori's ending up being used every match).

    Addons do not need changing (unless actually underpowered/overpowered) as you would normally unlock another of the same type of addon anyway per match.

    Well apparently my luck is just trash then. Even green addons seem to be in short supply, and the worst part of it is that if I want to get more addons I have to spend the few points I'm earning to grind through the bloodwebs which takes away from my ability to level other characters.

    This relegates me to having to always run BBQ for the points and try to play a farm character who doesn't need to buy addons to stay in the green.

  • Exactly who do you think killer mains are? We actually play the game you know. The only reason people quote/cite streamers so much is because they have video evidence of the problems that we're trying to discuss. It makes a much more powerful statement if you can actually see people gen rushing truetalent in 4 minutes compared to just saying you got gen rushed in the same way.

  • I'm currently hovering around rank 4-5 on survivor (as a killer main who doesn't play survivor) while running Autodidact, empathy, botany knowledge, and solidarity, and NEVER touching gens. Like actually not doing any gen repair at all. I'd say it's not really that big of an achievement.

  • Do what I do. Autodidact heal only build with soloqueue. Solidarity, botany knowledge, autodidact, empathy. No items. Only thing you can't do is touch gens. At all.

    I actually have a lot of fun doing this for chill point farming when I don't feel like doing killer. Only time I ever care about anything is when people are really dumb and refuse to let you heal them in one way or another.

  • @Scream_Queen865 said:

    @FootMan2893

    I personally don't run DS. Im just a huge Micheal fan. I don't really know the issues with it since I never run it. I'm also a solo. Playing for 3 yrs. I just never cared for the perk.

    The problem is that it's designed as a defensive perk that gets abused in an offensive way. Where as the perk SHOULD be used to actually prevent tunneling the perk is instead used by optimal survivors as a 60 second shield. Same with Borrowed Time, but DS is far worse. If the killer downs the survivor and picks them up then they'll get hit with it. If they slug them then that's either 60 seconds the killer has to wait out or a relatively free pickup for their team. Another option is diving into a locker forcing the killer to either leave you alone or eat the DS without being able to slug.

    When I mean offensively they can do things like freely dive to save a hooked person because they're protected, so the killer can't punish nor stop them. They can just immediately hop on a generator near a locker. A generator takes 80 seconds for an unbuffed solo survivor complete. That's 75% of a fresh generators progress bar that they can repair for with almost no fear of the killer, all the way down to fully protected if a locker is nearby to prevent slugging. And if the killer doesn't eat it they can pull this atleast 2 times per match per person with DS.

  • That just makes it worse. If they honestly think this perk is how the game should be and that it's fair then they're actually worse developers than I thought.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446179#Comment_1446179

    They didn’t nerf ruin because it was overused. They nerfed it because of WHY it was overused.

    Another person already said it but the dev blog back then was pretty much exactly what was said. Ruin negatively impacted newer players, and also that was when they started working towards removing gen slowdown all together. They want blindly fast matches and that's how we've ended up.


    So that was all the reason they needed to basically take it out of the game, and the only remaining part of the post was them basically saying that it was horribly inconsistent because of the several layers of RNG attached to it so killers wouldn't miss it anyways. Then they yeeted it into the ol' scrapper.

  • @Throwaway123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446815#Comment_1446815

    Oh there was a big influx of anti nerf pro billy posts but that's because the changes are ludicrous. Literally everyone that isn't a pure survivor main on a hate train doesn't want these changes. Even Otzdarva, the most lenient towards the devs guy I can think of, says they're bad changes and that man will give infinite benefits of the doubt.

    If a new update came out and said "Survivors now have a point buy system for perks, each survivor has 20 points to work with. Btw DS, DH, BT, and Unbreakable are 10 points each" then almost every topic would be about that. And I'm sure that everyone would be against it, except the one of two extremely biased pure killer mains. The same way that Billy's changes are being treated.

    But this forum is far from biased, people just see what they like to see to confirm their own bias.

    I'm starting to get the feeling that DS hate is slowly building to an all time high. People are making more vocal and widespread opinions on nerfing it and reworking it to a proper anti tunnel only perk. Streamers are constantly mentioning it's problems, youtubers are making a video about it, community managers are discussing it to an extent, and people are in some form all coming up with the same idea for a nerf that disables it if survivors perform any actions. I believe It's not entirely impossible it could actually happen in the near future, and if it does I'm gonna be interested in seeing how hard survivors flood the forums with posts right after they told us we deserved this billy nerf.

    Personally, if DS gets all of it's offensive capabilities gutted I'll settle with the billy gutting.

  • @Throwaway123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446205#Comment_1446205

    I find this hard to believe when, checking my front page for topics right now, there are 12 clearly survivor sided topics and 11 clearly killer sided topics posted (including this one). Even in the wake of the big billy changes, which to be fair has slowed down a bit. This may be circumstantial evidence, but I'd hardly call this place an echo chamber.

    Hell, look at any topic posted by a killer or survivor, one of the most upvoted comments will ALWAYS be from the opposite side saying basically "nuh uh you're wrong."

    You're showing quite the bias by saying this is a killer echo chamber

    Might've just been because I've mainly been on the billy threads, but definitely for sure there were more anti nerf posts than pro nerf posts. But you're definitely correct that one of the top first comments will always be someone against whatever the thread is.

  • @Tactless_Ninja said:

    People like streamers?

    I thought they purposely went out of their way to make them miserable in game (which got its own term coined, stream sniping) because they're self entitled loudmouths with cult of personality sheeple backing them up.

    Watch me be toxic montages on youtube.

    I watched the 'just a little bit guy' and he was a #########. People look up to the guy.

    Yeah..... Some of them are definitely not good. On one hand you have people like Otzdarva a kind lovable guy that's nice to anyone and everyone he meets. On the end you can have people like Ochido who incite and breed toxicity of the highest level, and their only goal is to rile up that disgusting part of the community who only exist to ruin the game for the opposite side.

    I'd say there's a lot more of the former than the latter though.

  • @CakeDuty said:

    The devs are known for making controversial changes to their game that no one asked for, getting a big backlash and yet they are sure it's the best thing to do.

    Remember the huge backlash when they changed Exhaustion? How their game went from positive reviews on Steam to mixed? Ruin change also gave a backlash, the window vault changes nobody asked for was controversial as well. Nurse basekit changes was probably the newest besides Billy basekit.

    All these have been controversial at the time it happened but then people calmed down about it once they got used to it and realised it really isn't that bad (except the few people still complaining about Nurse). I am sure Billy will still be strong, but just toned down and he will still be played frequently. I am glad the devs are bold enough to take controversial decisions at times, though gotta be honest.. less glad to see some of those addons they've made for him.. some of those are just.. yikes... Who would even come up with those? And why did anyone think they were good?

    I don't think it's people like the changes as much as coming to terms with the fact that these devs have a history of never moving an inch once they have their mind set in stone. They realize that they could complain for the next 5 years and it'll accomplish nothing, so they just give up and go quiet. The game continues to grow because their qualms with the devs have absolutely 0 influence on the increasing new player population.

    What's gonna happen? Someone makes a negative post on reddit to vent their frustration, gets a few upvotes, 1-2 people comment saying "Yeah! screw these devs!", and that post will just fade away into the sauce never to be read by anyone of importance.

  • @anarchy753 said:

    There's lots of potential reasons.

    I know devs have expressed in the past that they will flat out ignore people who become angry, get rude, or express such bad behaviour in their titles. It's their job to make a good game, and addressing feedback is done on their own time, they don't owe it to people to take abuse and still do that person a courtesy.

    There's also the fact that they may have been asked the same questions time and time again, and simply be done repeating the same answers. There's plenty of good reasons that plenty of people have talked about for nerfing Billy the way they did, none of those good reasons are going to satisfy or change the mind of a rabid Billy fanboy who just wants to argue.

    Thirdly, humans have this thing called a sense of humour. The title in question can quite easily be taken as "I know I'm about to get an onslaught of BILLY MOST BALANCED, so how about be nice about it?" As with the forums, I'm sure all feedback was considered, but that doesn't automatically mean 'every comment means the game will be changed to suit it.'

    Edit: And opening the vod, literally in the first minute of talking; "Why are you nerfing Hillbilly? I think that's addressed fairly clearly in the dev update." So clearly he's not there to debate the view one way or another, the devs have made their statement clear and available to you.

    They've given no reason at all. Not even a vague one. They quite literally said "Yeah we're happy with him. So here's how the nerf will work."

    And they refuse to comment further. Why are they nerfing him? If people are complaining then show us. Who are they? What are their credentials? Why are you listening to their opinion over everyone elses? Do you just not like the killer for some reason?


    "Keeping with the theme of everything chainsaws, The Hillbilly is also receiving some changes in this update. For the most part, we are happy with the way The Hillbilly performs. His power is very versatile, allowing him to quickly traverse the map, zone out Survivors and instantly down them. From a Survivor’s perspective, there is also a reasonable amount of counterplay, leading to interesting chases where the best player often comes out on top."


    "Given that we’re already pretty happy with the way The Hillbilly performs, the changes to his base kit are minimal. We are not removing any of the options you have with his chainsaw (traversal, feathering, curving, etc.). Instead, we want to focus on the skill-based gameplay and put an emphasis on using your chainsaw effectively, only adding a small drawback to misusing your chainsaw."

    The way that second paragraph kicks in kinda made me chuckle when I first read it. I took it as like they had the intent on blindly nerfing him regardless so since billy was already balanced he'll just receive the "minimal" treatment.

    By the way if you can find some sort of reasoning that's hidden within the text like some 500 IQ cryptic message I'll be glad to listen. If the devs want to chime in I'll definitely be glad to listen. I'm not picking fights, calling names, or throwing petty insults. This is legitimately valid criticism. But if they think giving criticism and calling them out on clearly bad decisions is rude to them then I honestly don't know what more that could possibly say about who they are.

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