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Gandor

Gandor

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  • @itsquiet27 said:

    Make the trap trigger zone smaller so that survivors can't exploit the perfect distance to trigger them forcing you to miss your basic attack. Also rework her add ons

    No

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249438#Comment_3249438

    ah yes because stats and charts mean everything,

    so uhh nurse has a 25% kill rate so she needs buffing right?

    It's 61% so she needs nerf. That's also in statistics

  • @AssortedSorting said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249474#Comment_3249474

    I want the tools baked into the Power itself, rather than being tied with the flashlight. Not sure where you're getting removal of tools. I literally provided examples on how to bake counterplay into the power.

    https://forum.deadbydaylight.com/en/discussion/comment/3249719#Comment_3249719

    For nemmy that couterplay is ok at the start of the match. Later down the match when there are fewer gens and fewer pallets, a problem starts to emerge. That being said the zombie AI needs to actually be in the area to be useful anyway, and it's not like nemmy can order zombies around, yet.

    Only Franklin's counters Flashlights (for Killer's Powers), Lightborn doesn't counter Flashlight effects for any Killers Power so far as I'm aware. All Killer Powers (at the moment), are required to be used in a location where the Killer/Survivor can move to (Victor even has a self-destruct if he lands on a raised surface...), so aiming the flashlight at something doesn't really do much that you could achieve just by moving your character.

    There are a total of 6 interactions the Flashlight has with Killers Powers in the game. 2 of which are remnants of when the game released. If Flashlights were intended to be something to spice the game up by interacting with every Killer Power in a unique way, there'd be more interactions.

    You adapt to your opponent(s) in-Trial. You do not adapt to them in trial lobby. There's a reason the Killer isn't shown to Survivors in lobby, and I see no reason to show Survivors Items so long as Lightborn exists in its current form.

    Properly handling Flashlight charges reduces the ceiling on how much they can be used to be annoying, while improving the base effect can be used to make those reduced number of uses more impactful in other areas than just a pickup.

    The scenario you describe sounds much more engaging than a binary "They hit the animwindow, reset encounter", with the counterplay being zoning, again. And if SoloQ is more likely to rush from a nearby gen to try and hinder the Killer, that sounds like they're falling under the same efficiency trap as you noted bully squads do.

    Pokemon is a game all about type matching with you being able to create an adaptable roster of pokemon to switch through in a battle. And in DBD you can't really swap loadouts in-game, nor is it like you can search the Trial for a specific item (all chests are RNG, and even searching chests takes time).

    Regarding the "basekit" Franklins, I'm not sure wat you mean by "disable" a target on the ground. People fall, they usually drop what they're holding. Is it too much? Maybe.

    You take fun away from survivors. You take item that is relatively easy to counter, but provides great payout/fun when it works and you want to make it "hinder". Who is going to enjoy that? I tell you who. Killers. Until survivors leave that is.

  • at least I play both sides. Not exclusive killer main like you with very skewed sense of which side is actually OP.

    Or forget that. Let's have developers talk who is actually winning:

    https://twitter.com/DeadByBHVR/status/1582008530868920321

    or if we want to include stats for everyone:

    https://twitter.com/DeadByBHVR/status/1582008524804349952

    So "Ok killer main"

  • @KblokoBR said:

    https://forum.deadbydaylight.com/en/discussion/352633/remove-unhook-grabs

    If you want to unhook in the killers face take the risk, you want the game to hold your hand and make everything go well?

    if the killer camps (legit tactics according to killer mains here), there is no other way to do it. So we preferably remove camping altogether, or if that's not possible at least make it harder to do. By e.g. canceling healthy hook grabs.

    But sure - keep healthy unhooks if killer camping hooks would become impossible. I would prefer this solution

  • Planet earth. Playing this game. You obviously live somewhere else. Talk in this discussion once you see dead by daylight

  • @TheEternalOne said:

    Why isnt match making based on devotion levels? This is a true record of just how much you have played this game. I am new to the game. Playing almost 3 months. I just hit devotion level 2, and yet talking to people I have been playing with, they are devotion level 30 +. It makes it very frustrating playing against people who tea bag me the entire game because I cant hit them as they run circles around me. If the developers would make match making based on devotion levels, then the only time I would be playing people so much higher than me is when they make new accts just so they can inflate their ego playing against new people instead of people who have just as much experience as they do.... Just saying....

    Or slightly buff survivors so that Q times are the same (ish) for both sides and killers have enough survivors to choose from (and is not forced to allocate the only available survivors in game - which are from very different MMR group then you are)

  • Buffing this perk means it will be more popular. The stronger these perks are, the more miserable soloQ will be. It would actually be healthy if all these endgame looser perks were even as much bad at what they do as possible.

  • @Marius1234456918 said:

    The fact survivors can win almost every game if they play swf is just crazy to me. You cant just pick clown or Trapper and have some fun. There are just way too much swf teams who just do all gens in like 2-3 min and then start t baging you and waste you time by not going out. Its just not fun at all if 3or 4 out of 5 matches look like this. Either gen speed needs to be way slower or certain maps and loops needs to be patched or removed.

    Excuse me? Did you per chance come from year 2016 when the game was survivor sided? Right now it's killers who have fun and kill everyone left and right. 3 out of 5 times it's kill instead of getting out. This works also in high MMR not just low. Killers have almost never incentives on their side. Survivors have instant Q times when killers don't. For last 2 years most of the patches were net killer buff (most prominently patch 6.1). And you say it's survivors who are OP?

    Hello. Please open your eyes. There's something terribly wrong with your perception

  • @TamboRhyyn said:

    Would increasing Dark Theory's movement speed bonus from 2% to 3% be too much? I don't know how drastically it would affect things, but considering how small the increment is right now, I don't think it's significant enough for a boon, being an area-of-effect bonus. It's not enough of a boost that it's like running Hope or using a Refined Serum on a medkit, but it still feels too small to have any impact, and it feels like you're running a blank perk slot aside from the pretty blue glow on the screen.

    Then again, I haven't tested Dark Theory extensively, so any insight is welcome.

    no. 3% would not be enough. 4% will probably not be enough. 5% is questionable. 6-7% starts to be OP 8-10% is truly game breaking/unfair.

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248969#Comment_3248969

    This doesnt mean anything if you count on that nurse isnt the strongest killer. I dont say weskers cant win against bad people or solo q people. But he dont have anything to end loops faster then break the pallet. Thats makes him in loop situation even worst then clown or Trapper. Hes good in open space but good people dont move in open space anyway.

    Not true. High elo weskers are able to get hits on many obstacles where most other killers have no chance (sure enough 2 large L-shaped rocks with 1 pallet is not it). If we add into this his slowdown and movement, I fully get why his kill rate is so high. This does not even take into account how easy it is to tunnel with him. Sorry but you want to buff killer with literally highest pick AND kill rate in high MMR - because you call him weak.

  • sure enough. But as a survivor main (that still plays both sides) I tell you it's 100% fair to go for body-blocking person. He asked for it. He threw away his protection to protect another one so it's his fault when he goes down because of it

  • @AssortedSorting said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249065#Comment_3249065

    Nemmy’s Zombie interaction is strong, but I do not know why there isn’t a basic interaction to disable them without a Flashlight. (EG: they keep walking in the direction of the last point of line of sight of a survivor, so if a zombie approaches a gen, the survivor can lead them around a corner, then hop back on a gen while their back is turned)

    I do not know why Hag’s traps cannot be smudged while crouched over them (alerting The Hag).

    Artists crows is an odd one and more often then not, the time taken to burn it away is enough time for Artist to reach you.

    Spirits visual indicator that she is phase walking is if she stops moving. Flashlights just remove the mindgame potential of a fakeout.

    And then these are all interactions tied to an item for some reason. Why? If the general consensus for these Killers when seeing a lobby full of Survivors using these items is “make them not use their Items by bringing Franklins”, why even add those interactions in the first place?

    And yeah, snuff out those interactions and rebalance accordingly.

    regarding charges, aren’t bully squads the largest optical complaint? And regarding Hag/Nemmy as noted above I think their powers should have their Powers tweaked accordingly anyway as it’s odd that they have such a significant interaction with an Item.

    I also don’t think Killer should see Survivors Items in the lobby.

    This change isn’t going to remove the zoning skill for picking up survivors. The hinder (remember, this hinder is only applied while Lightburned and carry a survivor) should be strong enough that it significantly hinders the Killers hook range.

    This change is intended to make it easier to apply a Flashlight effect, reduce application amounts, improve cognitive acceptance of events, increase flashlight use ability outside of pickups, and hopefully, removable of the blinding light screen in favor of something that can be darkerthemqtically (EG losing the connection to the entity causes the Killer’s screen to be obscured with Dark Fog)

    I still think Lightborn’s total negation of an Item class is problematic (from a design standpoint), however I do agree that it’s fine as is for the given effects Flashlights apply.

    Until items auto-equip after being sacrificed I don’t really see people bringing in trash items, and not really even then given the lowered cost of the Bloodweb.

    I still wish that survivors dropped Items on the ground (with its Aura highlighted to them) when put into the dying state basekit. More thematic and engaging than just magically having it on you right off of Hook after being carried.

    so you basically want survivors to have 0 tools and go down immediately. If not, then make their stuff as useless as possible.

    Beware. There is already few survivors in game as is. If stuff you want goes live, you can wait for match for 30 mins.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249000#Comment_3249000

    Yep, don't bother trying to make the poster understand. Survivor main thinks maps are balanced and bloodlust is a crutch. What a shocker

    @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249044#Comment_3249044

    at least you have a bit of range in your attacks, i play pig and sadako and sometimes i drop chase simply because i can't deal with whatever jugle gyms bs the survivor is going, not because im bad but because its a waste of time and i need TO PRESSURE THE DARN GENS

    @BrightWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248639#Comment_3248639

    Especially for low mobility killers, I play Trickser a lot and it feels like such a slog to get anywhere on the larger maps because I can't cover as much ground as say Blight, Spirit, Legion or Nurse.

    Like the most I feel I can do is hope the survivors trap themselves into a 3 gen situation or play arround the last gen pop, depending on how good the survivors are.

    Killers are unbalanced at everything (see official stats). There are still maps like midwitch or shelter woods. Keep us some maps where survivor at least stand some chance the way they are. You are winning more then is fair already. 3 out of 5 is killer's kill. And you want to buff killers even more. Why?

  • @RaSavage42 said:

    It's all about how Survivors use them and how the Killer reacts to seeing it

    If the Survivor wants to bodyblock then hit them activate the Deep Wounds and continue the chase... it's what they get for bodyblock in the first place

    Well I don't even hit them. Bodyblocking takes time. It's most often just easier to wait out BT for 1 hit down. But to be frank, survivors don't body block me like this very often. Because they know it's very risky

  • @Marius1234456918 said:

    https://forum.deadbydaylight.com/en/discussion/352724/weskers-anti-loop-is-not-good-enough

    Wesker is just weak. Hes good against bad players but as soon as the survivors know how to run short loops he cant do anything... Just dont play him. Its sad but he dont have any anti loop.

    Currently most picked killer with highest killrate in top MMR. And you call him weak? I don't think there is anything more to add

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248789#Comment_3248789

    Please re-read what I original put, since it explains a bit. My entire point is that killers are not OP and the data which BHVR has provided can only lead to theory-crafting since there is no enough concrete information to come to a solid conclusion. We dont know the exact MMR ranges, we dont know the perks and addons used, we dont know the maps played on (since some maps tend to favor certain killers or survivors), etc, we have very limited information.

    Ive always held the idea that DbD is not survivor nor killer sided since DbD has too many random elements and varying factors at play, so I guess you can take my ideas with a grain of salt since there will be bias, but couldnt the same be said about literally everything else said? The matter of such is very subjective, there is no right or wrong answer, but I find it is better to acknowledge to possibility of nuance and factors instead of stating information as if it means something (hence my original response being the way it is).

    As my Biology Professor once put it, "data is probability and never deterministic, all we can do is just use our knowledge to predict and force the best outcome".

    And yet statistics provide one of the most reliable way to predict future (even if it's still just probability).

    And no. There was a very visible swing in balance from survivor sided (years ago) to killer sided (current state). Like sure killers had much stronger mori and better bloodlusts, but survivors had literal infinites, literal insta heals, way stronger BNP's, keys that allowed whole team to escape (if gens were completed), not blocking windows, much stronger shack, perma-destroyable hooks, etc.

    Now we have 2 consecutive stats telling us overall number that kill rate is ~60%. And as we can expect at least a bit uniform data (there is no reason to expect huge artefacts in stats), we CAN take meaning from the data (even if there can be local extremes/nuances that can change it in a single game - but possible candidates like maps, addons, items, etc are already being examined/tracked). So just by accepting "statistical error" you can already say a lot even before match starts if you know some previous information.

  • @dugman said:

    Continuing a series of threads on the least picked perks according to Nightlight, next up is Ada's perk Low Profile (0.64% usage)

    Low Profile - When you become the last Survivor standing, this perk activates. Hide your scratch marks, pools of blood and grunts of pain caused by injuries for 70/80/90 seconds.

    As a stealth effect this perk is pretty solid, having no scratch marks or blood or injury sounds for 90 seconds is quite a long time to be difficult for the killer to find. Of course it doesn't hide auras, but you could easily combo this with Distortion or Sole Survivor for instance and if you're the last survivor I'd feel kind of sorry for the killer trying to find you before you escape!

    The other nice thing about the perk is you don't have to be the last "living" survivor, just the last one on your feet. Which means that it's possible to use this perk to, for instance, save one of the other dying or hooked survivors and get away from the scene while you still have that 90 seconds of stealth. And, assuming the devs eventually implement the Last Survivor Standing mori system they experimented with a few weeks ago, that could actually help you avoid the killer instantly ending the game if they can't find you to trigger that final death on your down. Likewise that new slugging system where survivors can stand up on their own after 45 seconds with no perk or sooner with Unbreakable, etc, could hypothetically allow Low Profile to trigger multiple times a match if the killer is trying hard to slug players and the Last Survivor effect keeps turning on and off. Note that Low Profile's duration of 90 seconds is constant, even if someone stands up soon after it triggers, with no cooldown or limit.

    The reason, though, this perk isn't popular is pretty simple - it comes across as mostly a "save myself if everybody else dies" effect. It's the same reason Left Behind and keys don't see much use, they're only useful if the survivors as a group have already lost the game and you're just trying to get yourself some extra points and a consolation prize by at least not getting killed yourself. A lot of players, though, feel the survivors should be treated more as a group for wins and losses, playing altruistically to save each other for instance, and kind of dislike the notion of hiding when the going gets tough so that maybe you can get out.

    It will be interesting to see if the new team-based MMR they announced last week will have any impact on Low Profile and similar perks. If the new MMR, for example, is such that the survivors go up or down based on how many of them escape (e.g. if 3-4 escape then they all go up with the amounts varying based on their relative rating compared to the killer and vice versa for 0-1 escapes) then that could have an impact on how people perceive perks which primarily let you personally escape after everybody else dies.

    I'm hesitant to have much of an opinion on whether or not this perk needs a buff since I'm pretty sure its lack of popularity is more about how players perceive survivors winning and losing as a group versus whether or not the perk actually does its job of helping you escape in a lost game. It's quite possible that the perk is actually ok if you look at it solely from the perspective of helping its owner escape, and it might even be slightly better once the Last Survivor Standing and slugging system goes into effect in some form in a few months. But hypothetically if the devs did want to buff it, some possibilities would be

    • Increase the duration to even longer than 90 seconds. 90 seconds is certainly a long time but I could see some instances where if a killer is doing a slug heavy game early on then a longer duration could mean the perk lasting a larger chunk of the match.
    • A larger change might be to make the perk give you its stealth effect for a shorter time every time a survivor is downed. So instead of being super stealthy for 90 seconds at basically the end of the game, you get 20-30 seconds of stealth whenever a survivor is downed. That would make the individual effects weaker since the duration is much shorter per trigger but it would allow the perk to actually maybe help the survivor out much earlier in the game with hook rescues and such.

    You hit the nail on the head with it being selfish perk after you lost. It will be completely unusable for me so long as it's main benefit is selfish one.

    Also if I had to take a perk that helps me in this situation, it's going to be left behind or wake up. Solo only loosers end game perks are boring on it's own in my opinion.

    So best buff to this perk is to make it not looser's endgame perk - so I would opt for triggering it for those 30s after each down

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248632#Comment_3248632

    Actually, you are still wrong. Otz went out to correct himself after posting on Twitter/YouTube the information he told. You cant sit here and say that Im wrong because of something Otz said when he literally said himself that he got the information wrong and had to correct himself.

    Also this is coming from someone who is going into teaching/education and with individualized learning and UD being the way teaching is moving, I am more than capable at understanding and using statistics since I am having to deal with it on a daily basis.

    Ok sure. I did not know about the correction. Sure I could have been misinformed. Still as someone who knows statistics - there is no way to get to 50% if every indicidual piece has way more then 50%. At minimum it means killers are OP in whole 5% MMR range (whatever top 5% MMR means, it does not trully change anything. All of pieces are above 50% so tou can't get below 50% for any possible consistent definition of best 5% of MMR - you would need to mix 2 distinct definition (e.g. taking 5% best of each killer and making overall assumption about 5% of all killers) and have brutal extremes/uneven distribution in your data for this to get you visibly to 50% kill rate).

    I don't teach statistics, but I studied them for quite some time and still have some contact with them. I am certain about this.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248439#Comment_3248439

    You do know that the "Top 5% MMR" range is based on the MMR range for that killer individually and not for Top 5% MMR overall right?

    To better explain, let's look at a killer like Sadako which has a high Top 5% MMR killrate, even higher than Blight and Nurse. Realistically, it does not make sense for an overall Top 5% MMR to struggle against a killer like Sadako, so we know the data is based on the Top 5% MMR for each individual killer, she is a basic M1 Killer with less functionality than Wraith, but if people past a certain MMR level stop using Sadako due to Sadako's strength significantly falling off in comparison to a killer like Blight and Nurse, the killrates will remain high but wont change past a certain point since the usage rate stops past a certain point, which makes sense when we know that stealth killers absolutely destroy low MMR lobbies.

    Or to better explain, the Top 5% MMR for each killer would be the highest MMR individuals having their killrates taken for each killer. Let's say the Top 5% MMR range for Sadako is 1500-1200 (for the sake of example), if someone within that Top 5% MMR range 4Ks, the data is taken, but that Top 5% MMR players for those killers can still lower and raise the bar for the MMR range, they just have to be within the Top 5% highest MMR for that killer. Hypothetically, you could take a 0 MMR Sadako, and if they are within the Top 5% MMR for that killer, their killrates are taken, and if they stopped playing the game, the Top 5% MMR shifts to the next highest person who is actively playing the killer until they eventually drop it and so on and so forth.

    But, if you look at killers like Blight and Nurse, which have high usage rates at high MMR, youll notice their killrates are a lot lower for their Top 5% MMR. My theory is that the Top 5% MMR Blights and Nurses still do significantly better than most other killers at a higher MMR range, so you do not see that significant fall off in usage past a certain MMR point leading to lower killerrates since more people are inclined to use them past a certain point regardless of how well they do.

    One of the most important part about statistics is actually being able to read and understand the information given, and while it does require basic insight into the game itself, most of the information presented is borderline useless to most of the community and shows nothing much of value. It, at most, just gives us information to guess with, due to the amount of nuance within DbD.

    TLDR; Killers are not OP, nor are survivors, and a lot of people do not know how to read the statistics given by BHVR. And I am really tired of people using killrates as evidence when they do not even know how to read the information given.

    Every killer above 50%. You can spin it however you want. There is no way to read those stats and not come into conclusion killers ARE OP. Especially with wesker where as you say even his pick rate is highest of them - not just kill rate.

    You can try to read those stats however you want (and according to otz who asked devs about meaning of those stats YOU are reading them wrong - it's 5% of highest MMR that is then split into all the killers), there is no way to come into different conclusion then killers are OP now

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247963#Comment_3247963

    I was expecting you to say that the perk is overpowered like Stridor. It is hit & run perk designed for stealth killer like Dredge and Wraith.

    Stridor is not OP and I never said it was. It would become OP if it's buff would make it loose killer's chase music. For this perk idea I said I don't know what to think about it.

    It will maybe bring too much frustration even if it was perfectly balanced same way as getting downed by meyers by his microsecond stalk into T3 when it's first time he saw you. Or it might be perfectly ok the way spirit fury+enduring feels (but this one gives you prio warning if you are able to notice enduring). I just don't know what to think about it.

  • @Kosturko92 said:

    https://forum.deadbydaylight.com/en/discussion/352805/new-survivor-feature-gut-instinct

    Like you need more buffs, all you have to do is get good and you will have 100% escape rate as a premade team.

    61% at top 5% mmr. 65% at wesker. Every killer way above 50%. If you loose 100% of games at high MMR, it means you are bad. There is no going around it. Match making does not have "even higher MMR". And official stats clearly say that more then 3 out of 5 times survivor dies as a direct number given by devs.

    Overall - it's your personal skill issue. Killers as whole are litterally OP now

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248399#Comment_3248399

    But is the distance you're loosing because you are 4.4m/s not bigger than the distance you gain because your chainsaw is faster? Let's do the math on it... Charging the chainsaw takes 2.5 seconds during which you move with 3.68 m/s... 20% off with the addon makes it 2 seconds... So you are basically 4.4-3.68= 0.72m/s for half a second faster... so you effectively gain 36cm... But then again you catch up 20cm/s slower over all because of the reduced base movementspeed... I mean... you are just taking a lot longer to gain the position to use the chainsaw... But a good survivor won't just walk down a narrow path where he cannot dodge left or right against billy... The situation you're describing is just mostly not a thing against good players... The same goes for the TL wall... Running it as a 4.4m/s killer is not that easy...

    You logic makes about as much sense as saying pallets are useless, because they buy you only 2-3s to break it. It does not matter that it increase looping time. That needs to be ignored....

    Same thing with carburator. If that 0.5s makes difference between hitting survivor at window or running to the wall, then it's stupid to count centemeter difference in absolute numbers. Not to mention that it gives you burst speed instead of slow catching up - which works especially well on unsafe loops.

    Going back to the beginning - it's not the addons fault you have no clue how to use it well.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248383#Comment_3248383

    Because usually you do not just get to back rev people all the time? What do you mean by using it wrong man xD If you get back rev'ed the addon really does not matter, you messed up at this point anyway and will probably go down... Especially when you're 4.4 m/s and need longer to catch up to people...

    I mean.. just what kind of gameplay are you assuming here? People just being in the open with no tiles around and you're right behind them and you just get them by surprise because they didn't start juking the back rev?? You will basically never get to just back rev survivors that know what they're doing ... Unless they're working on a gen in deadzone or something like that... What is this argument even xD

    The whole concept of billy is using your chainsaw all the time... for mobility for curving for everything... What the hell man :D:D

    For example when going for a different loop. When knowing you cat get to that T from LT because he would rev that chain for too long. For knowing you can make it in that long side of 4wall, because activating that chainsaw will take long enough. But if you are pre-reving all the time, then WHAT IS the benefit of the addon? So again. You are using it wrong and wonder why it has bad effect? Like taking scratch mirror and going for most open maps instead of lery's. You are using the addon wrong by what you said

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248360#Comment_3248360

    But billy players wont just activate it right away they will almost always feather it at a tile and position themselves in a way to force the survivor in a curvable spot so in those cases it really does not matter how long the charge time is... The really good billys don't even run that but use engravings... either both or doom engravings and lopro... So I can't really agree with that..

    Sure. If you use the addon wrong, then don't expect good result. The addon is strong at surprise factor. If you rev chainsaw all the time, then how could the addon be good for you?

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248083#Comment_3248083

    I don't think it is even close to being one of his best addons... Most of them are really terrible besides mothers helpers the engravings there's really not that much ... I mean his iridescent ones are basically meme addons and the drift king addons as well... So what else does he have? The problem about the 4.4 is it takes him a lot longer to get to a position where he can curve the survivor... and even back reving it is terrible as you take longer to catch up... I don't really think it's a good addon... I'd be happy to be shown the value of it, but right now I just don't see it...

    When I play against Billy, I count on knowledge when his chainsaw will activate. I got instakilled quite a few times thanks to this addon. This works especially well for skilled billies that don't m1 often and use ability to move thru map a lot

  • I have seen meyers never getting T3. It included one of mirrors or killer DC. Very rarely with bad meyers and double iri. With piece? Never

  • On hit exposed. That would make hit & run killers way stronger. IDK what to think about this one

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247720#Comment_3247720

    5% perma speed boost is far stronger than muted chase music and would be useful in almost every single scenario. You can already reduce chase music volume with sound software (I have done it before). Did I suddenly become unstoppable playing spirit? Of course not, it just helped me pinpoint better.

    IDK. It feels almost like wire trap where instead of it being gen that needs to be worked on (and can be kicked), it's you all the time. Without chase music steps are very loud and breathing is clearly audible - you don't even need injured survivor. You just need good headset and maxed out audio for full immunity to all mind games. Like sure aura is a little bit stronger, because you see the distance better, but not by much

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247304#Comment_3247304

    depends how much is base. suppose the pallet is 2 meters and you get 1 meter stun leeway on each side for total rectangle. the perk would grant you 0.4 meters extra. I think its interesting having an exhaustion perk that rewards pallet greeding over pallet pre-dropping/playing safe.

    sure agreed. But it would be quite hard to find correct balance. I presume (but I can be very wrong) that 0.4m would not be enough, because any "respecting" the pallet would respect even smash hit - meaning killer will not see a difference. If it was something like 3m instead of 2, then it might work - but we are risking it that it might be too OP in that case (and yet again I can be wrong and it could be just enough).

    What I am trying to say is, that if normal respecting works the same as smash hit respecting, then it's not enough. But it should be possible to smash hit respect as well (which should give you advantage in greeding pallets).

    I would need to see the effect of the numbers to say if it would be no difference, ok change or OP change. My gut feeling is 50% might do it. But it's just a guess

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247706#Comment_3247706

    that is the point. i am equipping perk so i can hear survivors properly in the chase. Imagine hearing survivors, what a crazy OP perk. DBD 2022 where QOL perk is imbalanced.

    Well there are perks and there are perks. I think you would agree that perk that gave perma 5% speed boost to survivors would not be healthy. What you propose would be same.

  • @Devil_hit11 said:

    only useful for spirit to counter old Iron will. the tracking is too situational to be worth perk slot. This is one of those perks that killer never want to equipped but want base-kit because while sound is important for killer, its not important enough for killer to use perk slot on.

    I would make perk remove chase music on the killer side. perhaps the perk would be more useful in the chase for red glow mindgame purposes.

    if it removed chase music for killer, it would become way too OP. Footsteps would be almost permanent short distance wallhacks. Especially for people with good headset

  • Survivors would need compensation buffs if this was to go live. Most of the killers (61% kill rate as a reminder) would get pure buff or effectively buff. Like ok implement this stuff, but revert hit cooldown time and gen times to version before patch 6.1

  • There's actually a bug with lockers. They don't reduce survivor sounds (so @dugman is not fully correct this time). This helped me a few times already to pick up correct locker. I think one of the buffs (not sufficie t on it's own) is to keep current state for lockers when stridor is equipped - and fix it otherwise.

    Also making the noises generally louder would be strong buff for one specific killer. I would much rather add amplification of other kind of noises - cleansing/booning totems, opening chests, ... And make it start from larger distance (say 6 more meters).

  • Bad idea. Huge amount of perks are irredeemably bad (especially survivor perks, but good number of killer perks too). A lot of perks are good only in combination with another (spirit fury without enduring or pentimento without hex perks) A lot of perks make no sense on some killers (legion never wants to play plaything). Also solo requirement will probably make the Q times hell (killers don't want to play against swf and solo is in bad state even with good perks) - so this idea will probably make normal Q long for survivors and this new Q critically long for killers.

    Overall it sounds like a bad idea all around

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245842#Comment_3245842

    My point was that you made it seem like this had anything to do with being able to see the killer when those are 2 completely different convos

    So balance killers that nobody wants to play against. Also close the gap between swf and solo so that killers would not mind going against SWF. The idea of fine solution to the problem by hiding it under rag is not exactly good solution

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246865#Comment_3246865

    Especially because killers would not expect this play. But I have a feeling that 20% would not be enough for respecting killers.

    its really strong because the perk creates something called a form of self-deterrence. Its similar to dead hard. Dead hard existing means that every chase I open with survivor at the start of the game, I cannot long-range swing because there is a chance that the player has dead hard and until they reveal their exhaust perk, I have to respect dead hard.

    With smash hit, its same idea. With every chase, you need stand 1 meter further away from the pallet to avoid getting stunned but by standing further away, it allows survivor to disrespect dropping the pallet in shorter loops and keep gaining extra loops. It makes a lot of unsafe pallet loops really safe as long as the pallet is standing face-up. Normally as killer, its super easy to force survivors to drop the pallet and down them on unsafe pallet with small sides but with this perk, the risk of getting stunned means that you do not get that free hit and those loops become time-wasters for killer. 20% pallet stun hitbox's stun is really strong statistic. It is like balance landing 100% stagger statistic. The effect being permanent on every pallet would be too strong just like balance landing 100% stagger created infinities loops. in theory you could counter the perk by swinging into the pallet but now you need anticipate the survivor dropping the pallet ahead of the time instead of just reacting to whatever survivor does. if he drops pallet, you go around until you hit them and if they do not drop it, you can often hit them before they make to next rotation on max distance lunge. it makes pallet dropping a mindgame instead of reaction for killer procedure.

    scary survivor perk to play against for killer.

    I am pretty sure 20% is not extra 1m

  • @WesCravenFan said:

    Tombstone Myers is one of the best things in this game.

    You are clearly not facing it often. Getting insta-morried out of the blue without any real indication or warning is not exactly "best thing in the game". At least with double iri you know what is happening by not getting EW3 for so long. Against piece you just randomly die

  • @DEMONANCE said:

    camping = agreed they need to find a solution for that but you need to know that if it was easy they'd have done it by now there's no easy way to deal with camping without hurting the non camping killers but for now you have a lot of perks to help against it (reassurance, kinship, kindred, deli, basekit bt)

    tunneling? already dealt with with basekit bt what more do you want? it gives you another chance of a chase if you still can't hold your own then maybe it's a skill issue? and again there are perks to counter it even more you have off the record (a 3 in 1 perk) , ds , dead hard all very helpful against tunneling and if you run them all you have a million second chances.

    last can we stop with the "oh you fixed this but what about that" attitude?

    Reassurence really helps with camping. I will give you that. It does not work perfectly, but it helps a lot.

    For tunneling I have to disagree. Basekit BT does not work to give you second chance. It gives you first chance to actually get away from hook (you are locked in animation after unhook and it takes some time for you to speed up to full speed and killer is still quicker then survivor). The problem is, that real camping tunneler will smack you immediatelly - robbing you of perk BT or OTR or DH value - so now you are most vulnerable survivor in whole team with just a little head start distance. Very easy to tunnel out of game.

    Overall it is now easier to tunnel out survivor then prior to 6.1 patch. Because the only tool that could really help you against tunneling (DS) got nerfed (and I mean duration. Deactivation after last gen pops was fair change).

  • I will mention it also in this thread. I think they went 1 step too far. All they needed to do was disable immediate possibility to use items after exiting lockers (meaning create ~2s CD for item usage after exiting locker) to prevent abuse by 2 survivors in locker waiting to save each other.

    But for all the other cases lockers were avoidable. You just had to make sure nobody is close enough to get that flash save (same as for regular flash saves when picking up downed survivor).

  • The biggest problem with this perk is, that it's hard for survivors to consistently stun killer. And once they learn it, then they don't need the exhaustion, because stun itself will provide enough time to get to another obstacle.

    Also the perk is lying a little. It gets activated at the start of stun - locking you to whole pallet dropping animation. Meaning it looks like this sprint-exhaustion at least provides most distance compared to all the rest of them, but it effectively provides same benefit. This makes it sprint burst/lithe/overcome with worst possible initiation condition (because pallet stuns are hard, pallets are limited and there is no additional benefit).

    That being said. I have no idea what to do with the perk to actually make it good. Parental guidence merge would definitely be buff, but it would become strange perk that requires you to have to know how to chase good enough to actually stun killer, but still want you to hide rather then loop. IMO there is not that many survivors like this.

    Second buff to activate it on "every stun" would not help, because blindness is not a stun. If we included blindness, then maybe that would be a buff.

    As for secondary effect of making stun area larger. That would probably work to semi-reliably extend chases. Especially because killers would not expect this play. But I have a feeling that 20% would not be enough for respecting killers. On the other hand you probably don't want to make the area too large, because that would probably create too much frustration with killer players.

    To say the truth, I don't know what to do with the perk. Maybe extend sprint duration for additional second or two to make it really longest effective sprint in game to counter worst possible trigger condition. But I don't like it super much, because this just promotes holding W and does not bring anything extra interesting.

  • @ProveKa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246440#Comment_3246440

    Find the survivors who made the gene and finish the game easily.A very simple problem with a solution.

    They are also together. You just swapped real persons, but they will do the same to you (2 on gens will enter locker and 2 in lockers will go to different part of map to do gens).

    Realistically the only counter to it is to hope survivors screw up somewhere (timings are hard) or pick them from the locker as many times as it gets so they run out of juice (the game will be long anyway, because only 2 people will ever do gens)

  • @AssortedSorting said:

    And remove the requirement to aim at a Killers face.

    Flashlight stuns just make one uncontrollable animation lead into another uncontrollable animation. The counter is to look into a wall, and the face requirement causes some cognitive dissonance when using a Flashlight on Killers with no face, while being a needless hurdle to cross to use the basic functionality of an Item class.

    If you shine a light on a Killer, it causes the Killer to gradually be Lightburned. NOT STUNNED like Wraith and Nurse. But a Lightburned Killer no longer sees scratch marks, has The Stain Hidden, and is Hindered while carrying a Survivor. If you shine it in the Killers face though, you get the added benefit of the Killers screen getting obscured (so there is something to practice).

    This Hinder while carrying is present at any time the Killer is both carrying a Survivor, and also Lightburned. The Killer can be Lightburned at any time (unless using Lightborn), so there are no animwindows that need to be considered at all, just map placement: "Is the Killer far enough from a Hook that this Hinder will let that Survivor escape, or to let another Survivor get to the Hook to sabo it?"

    The Suppressed scratch marks help Flashlights become a chase tool as well (the duration on the scratch mark suppression should be longer than the Screen Obscure if the Survivor gets a Lightburn in the face on the Killer)

    The Stain suppression is there to represent the Killer being separated from the Entity, and to make it more of a tit-for-tat deal unless addons for the Flashlight are equipped.

    What would be the benefit? I only see worse gameplay

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246338#Comment_3246338

    I'm finding that hard to believe.

    Video or it didn't happen.

    Indeed 1 out of 10 bubbas will take baboozle, scourge hooks, sloppy, etc. These will probably not camp and will not hook you in basement even if it was closer then hook. They do exist! They are just rare

  • @Marik1987 said:

    What is the point in Locker-Blinds? The killer is stucked in an animation and cant do anything against it. This mechanic needs to go.

    Regular locker blinds are very similiar to normal flash saves. If you miss that other hiding survivor, you loose your down. The animation was a bit longer, but the timing was somewhat harder. I will miss this one interaction (even if I was not able to pull it off). And yet I find it fair that double locker saves are no longer possible (from next patch that is)

  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246429#Comment_3246429

    What I mean is that, from a game design stand point, cj tec shouldn't be a thing. The killer wants to break the pallet, but is forced to pick up which gives the other survivor an advantage that shouldn't exist. I know that it's not a big deal, but were flashlight saves from locker really a bigger issue?

    Yes they were if you ever encountered bully squad. 2 people in locker. You can pick any single one of them, the other one will flash save the other. Then they leave. Other 2 survivors are working at the gens. And if you go for them, they will just enter lockers together... Sounds like fun right?

    Compare that to CJ that usually ends up in killer's hit on survivor.

  • @Cybil said:

    I'm surprised they're addressing locker saves before something like CJ tec. You would think that players having the freedom to perform their desired action would outrank a locker flashlight save.

    I don't understand. CJ is a gimmick that only works on less experienced killers. For every killer that knows what is about to happen, it's a free hit. Was it totally screwed by some update? Or what are you trying to say?

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246378#Comment_3246378

    "everyone says this thing is uncounterable but this other thing is also uncounterable so they're wrong!"

    Agreed

  • I think it was very good step, but they went a little too far for no real reason. 2 people in locker both having flashlight and being able to get it WAS unfair.

    Having someone close-by ready to be attacked on the other hand felt like a fair game. They should have removed the former, but kept the later. Alas they decided to remove both which is a shame (especially against insta-mori meyers)

  • No.

    I would uninstall this game immediatelly after these changes

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