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Gandor

Gandor

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  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218587#Comment_3218587

    I’m a little confused about the Onryo comment, she already is usually Undetectable out of chase. Reducing her terror radius doesn’t do much for her.

    she is 24m TR killer. -16 by new furtive chase and -8 by M&A means she does not give u any TR ever... Not just sometimes

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218556#Comment_3218556

    counter-play is being good at the chase and not getting hooked. its also obsession perk and it only rewards killer if they hook obsession, so the perk is also inconsistent on top of that. even if it actually gave terror radius rewards, you would need run oni's nemesis to make it fully consistent, but its so many perks slots investment that killer has no perk variety at that point because the killer player has to fully commit his entire build to have a chance at getting lower terror radius.

    The killer has no chase perks, no information perks, no generator defence perks. it would be so easy to dominate the killer in chase and genrush killers for running the build. wraith and ghostface has zero terror radius and they are not busted. Having low terror radius is not unfair. It would be decent reward for split pressure. I might actually have reason to hook entire team and you know.. not tunnel. Your probably going to lose against strong team for running the build but at least you'll have fun using the build while your losing for not running meta perks.

    You can't "just be good at chase" same way as you can't "just break all pallets". The game is designed so, that it's only matter of time. There are very very few survivor games where you don't get at least 3 hooks (and most of those are curtesy of certain addons on Meyers). It's actually MUCH more possible to get 4 hooks before 1st generator is fixed. And having basically no TR (you can count on it for death slinger) will give you free 1st hit (like legion) with the difference of not being just basic M1 killer afterwards. I still say this would be busted OP perk in proposed state - even if used on it's own without M&A (16m TR on deathslinger is still almost free hit - even more so considering you don't really hear TR if it's on the very edge of TR - it's so silent that it's basically not audible at all).

    Also this would be probably a must-use perk on onryo. The value it would provide to her having absolutely no TR when stacked, 115% speed and intermittent invisibility. Wow. Single buff to make her so damn strong. No additional buff would be ever required on her

  • @[Deleted User] said:

    I’ve rarely encountered a camping Bubba. Hell, I hardly see Bubba at all so haven’t given it too much though. I always thought they could just make his chainsaw work like Billy’s near a hook. That being once it connects with a survivor it stops.

    It's not very common, because it's boring all-around. But it is played. And actually, if such bubba camps in the open, then there are things to do against it. You need multiple survivors, but I was able to break free such a survivor even in soloQ. The problem is, if bubba gets down close-ish to basement. There is 0 counter play at the moment. He will never overheat, because he does not need to pre-emptively run his chainsaw. You don't have enough time to "just do gens", because 6.1 patch and you can't use reinsurence to combat this, because you need to be all the way inside basement (meaning die against bubba) to use it.

    One could argue that it's survivor's fault for falling close to basement. But in the age of agitation and iron grasp + gens being close-enough to basement, this is actually not really possible. So all that such a bubba needs is to catch someone once and it's already at least 1K. Now combine it with NOED and the chance for at minimum 2K is very - and I mean very very high (3K and more still fully possible) for relatively very low effort.

  • I think locker saves should stay. They by themselves are totally valid use of flashlight. The problem is only described scenario where 2 survivors are at the same locker. So maybe to stop this we need to actually address this situation only. One simple way to do this is postpone any item usage for 2s after leaving locker (crackers, flashbang and flashlight should not be immediately usable). It could work the same as you can't immediately use styptic agent when you stop running (there is also a small delay to start heal after running).

  • @gilgamer said:

    I mean you can still use keys to have wall hacks against the killer on command and that's still pretty strong imo

    yes but you just pray you never see one from chest (except the super-rare end-game scenario where killer found hatch and gates are close enough for killer to not need to move an inch to see them both + you know + you actually want to try your luck to find better-then-green key or you went in for item-farming with plunderer's or maybe also with ace in the hole).

    The best buff for in-game chests right now would be to get rid of keys. They provide so little on their own. It's almost same as opening (and spending time for) chest that's already empty.

    Some kind of base kit effect for keys would actually make the game better - I am pretty sure more people will do side-objective instead of gen (making killers happy) and reduce the frustration for survivor when they find key in a chest. I don't even ask for good effect. I want something (I would even take 8m aura of chest as SOMETHING).

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217785#Comment_3217785

    the perk is designed to be used with monitor&abuse to reduce your TR outside chase to 0. Its suppose to reward you for going after different survivors with end reward that you become a stealth killer in the mid-game after 4 hooks. the terror radius reducation is generalist so it works on every killer excluding killer's with lullaby effect.

    Its just that dev play super safe with killer perks so they put condition that it only works in a chase to make the perk useless.

    Its like peanuts with scourge:hook pain resonance. they don't want you to just -hook- the survivor and see your terror radius drop. too strong! /s. I would probably use this perk on some killers if it actually worked properly. The perk sounds fun.

    It does not "just sound fun". It would actually be busted. You can basically get permanent oblivious effect without the icon and no counterplay (so you can't destroy your hex like with plaything) for 4 hooks, because TR on 12m for 32m TR killer does not help you dodge the hit - more so if it's "range" killer (for sure deathslinger, but also demogorgon, nurse, clown to some degree and even wesker with his starting 40m TR to name a few that comes to mind right away). 4 tokens x 4m for each token is waaaay better then monitor&abuse. You would need to make the condition harder (e.g. remove stack if hooking "wrong" survivor - but this sounds really unhealthy tunneling thing so I don't want this one) or make the effect weaker (3m for each token is still very strong, but much more manageable).

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217590#Comment_3217590

    So I can just run those killers and play those maps and have no difficulty? Okay.

    I've tried every trick in the book. Mindlessly Bloodlusting "weak" pallets, because that's supposed to work. Mindgames. Cutting loops efficiently. Bringing Enduring/Brutal Strength/Bamboozle to shut down these dumb loops as soon as possible. There's still teams I had no chance of beating. You can't go in with no strategy, and the survivors SHOULD actively try to figure out and counter your strategy, no matter how ineffective it is anyway. You take into account no whiffs, no strong loops together, no getting cheated out of Bloodlust, Bloodlust not being a necessity, survivors being inefficient, killers having the luxury of breaking all the pallets.

    I get that solo sucks, if that's where all of this is coming from. I'm tired of my survivor caliber being questioned, and it's about time I started questioning y'all's. I get double digit prestiges all the time, and I somehow beat them sometimes. What are y'all getting? 100 hour players?

    I can say the same from the point of survivor. And from point of killer TBH. That's just skill issue. You will always find someone who is better then you - (in practice) no matter how good you are (ofc there will be always #1 in some niche, but there are quite a few players in this game so chances are it's not you).

    The thing that I was talking about is, when you have skill-wise balanced matches and how big factor the actual map is. If you have 100ms reaction time (which is already nice) and play against someone with 30ms reaction time and better knowledge of looping/mindgaming, you will loose no matter which side you play (in fair conditions - meaning something like LT loop. I am not talking about 1m fence pallet 2m fence and I am not talking about god pallets).

    And this is just mechanical stuff - there is also macro in this game. And different killers with different skills. And different perks that can change stuff. And so on.

  • @Marik1987 said:

    !title

    If u would buff Grim Embrace, so that its worth using, it could be a way to clean up a lot of tunneling in the game.

    But: At the moment u reward 40secs Gen-Blocks after hooking every survivor once. As we all know, thats just 10sec more than Deadlock, which u get for free 4 times per game at max., old Dead Mans Switch had 45secs.

    To benefit the killer for switching targets, you should increase the number significally OR lower down to condition (2 survs = 30 sec all blocked, 4 survs = another 30sec all blocked for example).

    What stops you from tunneling one out and then play for grim embrace? I think this perk does not solve anything. It is still more optimal to first get one out and then use whatever great effect you can get from the perk

  • @K139K05 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217936#Comment_3217936

    Well, it wouldn't be as effective as Insidious for example and you still have a Terror Radius. While it might promote Proximity Camping which is not a good idea, it's better than the current terror radius reduction. But unfortunately strategies will remain strategies, no matter how hard you nerf certain perks to the ground (no perk should reward you for doing nothing). Perhaps this perk should disable if you are too close to the hooked survivor.

    Well what about changing the effect to be useful to killer even after unhook (or even better - to be useful only after the unhook)?

    The thing about camping (and tunneling) is, that it's easy to do compared to benefits it gives. Any perk that makes camping easier or more rewarding is the opposite of what should be done.

    To clarify - I would not be even sad about camp/tunnel, if it was hard to do. Alternatively, it can be as easy as it is, but less beneficial to killer (e.g. longer hook times would mean camping looses objectives so even if it's easy to do, it would be unoptinal thing). Another alternative would be, that it's easy to do and not loose too much, but it would not provide strong benefit (by e.g. 1-time teleport of hook if killer stayed close for too long - you still press survivors on time, they can't rescue easily, but in the end camping does not really help you).

    Your suggestion goes the opposite way - it makes camping more rewarding. Because you keep good effect for longer time in conjunction to standard camping benefits

  • @Mandy said:

    I'd actually go the opposite way and wouldn't be opposed to not seeing any profile in the lobbies and not dodge lobbies - it affects matchmaking and queue times so much.

    I certainly wouldn't want the survivors to see the killer profile - we had this at once point with a 3rd party programme and led to people getting dodged because they happened to be good at the game, or they beat someone before.

    Yes please 🙂

  • @K139K05 said:

    Here's my idea. I would make it into a Scourge Hook.

    As long as a Survivor remains on a Scourge Hook, your Terror Radius is reduced by 8 meters.

    When a survivor gets unhooked from a Scourge Hook, you are granted the Undetectable Status Effect for 16/18/20 seconds and the unhooker becomes the Obsession.

    This I am afraid would promote camping (you loose quite a lot by unhooking for some killers - also unhooker just got huge warning about having big target on his back - another unhealthy soloQ stuff where you suddenly slip into next hook phase too much). Any idea that promotes camping doesn't sound too good to me.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217891#Comment_3217891

    Keep in mind the buff I mentioned depends entirely on the value you set for X meters per hook. If X is 1 meter per hook that's obviously too weak, if X is 10 meters per hook that's too much, so somewhere in the middle is a value for X that is generally reasonable.

    Agreed. But when are we going to get that fine-tuned dark theory? I don't want to force my idea over other people, but making it thematic opposite to STBFL (with stacks and obsession and strong effect once fully charged) sounds nice to me. But I am also ok with other suggestions, if they don't break the game in some other manner.

  • @Kyootie said:

    okok so like heres a thought. i think inner strenght would be way better if it lasted for 2 heals per one totem and 3 for a hex one. i feel like the perk is really low in tier cause of how few totems spawn.

    and about the few totem spawns, what about pentimento but for surv? it wont give debuffs or buffs just allows you to rekindle totems and then cleanse them, also grants 50% bonus bp for blessing/cleansing. you can do it up to 5 times then the perk deactivates completely.

    i think it'd be cool to have a way to get more value from inner strenght.

    The problem of inner strength is not perk itself. It's the risks associated.

    Pentimento, duplicate usage, boons, overzelaous, some random just destroying totem for points/emblem, killer's hex build - especially dhope (everyone cleanses away your heals), bad map (good luck finding 5th totem on lery's), or bad killer (plague and legion)/perk (iron maiden or even darkness revealed).

    And to compensate, the perk is not even that quick, searching for totems takes time, you lack consistency and at most you get 5 heals.

    Now compare it to built to last with good medkit. Or just good medkit. Or even this to-the-ground nerfed selfcare. I would argue even pharmacy (with extra chest offering) is better, because it poses a lot of same issues, but at least it suffers much less from killer perks (hoarder is used only on pinhead) + 1 guaranteed spot.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217080#Comment_3217080

    Midwich, shelter woods and RPD are all killer-sided. RPD pallets and Midwich pallets are all mostly unsafe. The killer can mindgame at least 75-80% of the pallets. Shelter wood is mainly killer sided because there is just not enough pallet resources on that map. its one of the maps where killer can just brute force every pallet and the survivor is almost guaranteed to run out of pallets. Its like only map in dbd where there is not enough pallets. The other map that has this same problem is Wretched shop. I kinda hope that they added a lot more filler pallets to shelter wood and Wretched shop. both of those maps are really not enjoyable for survivor because it just sucks low amount of pallets to loop as survivor.

    On surivvor sided maps, the killer is hard to play. These maps on the other hand are like christmas in comparison to playing farm maps, garden of joy, badham, eyrie crows, red forest maps and so on. Unfortunately for killer, survivor tends burn these map offering a lot, so you better just get used to playing on these maps and forget about any of those maps.

    Fyi not all farm maps are created equal.

    Rotten fields vs rancid (for me personally, thomsons instead of rancid) is almost the same as shelter to suffocation.

    Otherwise I agree (even if I never found the true strength of garden - but that's probably just me)

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217757#Comment_3217757

    Just to clarify I didn’t limit it to 4 tokens or tie it to hooking the Obsession in my suggestion.

    In that case I consider your buff bit too much.

  • @FFirebrandd said:

    Honestly I'd say it needs two things to be decent. First, hitting a survivor reveals the obsession for ~2s. Second, the TR reduction stays in play for 10s after leaving chase.

    10 seconds are probably not enough. Otherwise yes. This could be nice (weaker) alternative to my version.

  • @dugman said:

    Continuing a series of threads on the least used perks according to Nightlight, next up is Ghost Face’s perk Furtive Chase (0.14% use)

    Furtive Chase - You become obsessed with one Survivor. You lurk in the shadows, eliminating your victims one by one. When your Obsession is hooked, Furtive Chase receives a token, up to a maximum of 2/3/4 tokens. Each token decreases your Terror Radius by 4 meters while in a chase. When a Survivor rescues the Obsession from a hook, the rescuer becomes the Obsession. You can only be obsessed with one Survivor at a time.

    So this perk does two things - partial terror radius reduction during a chase and obsession swapping. The biggest problem here is that reducing your terror radius during a chase is virtually useless. The person you are chasing already clearly knows you are chasing them because they hear the chase music and can see you and you still have your red stain. And if you try and swap away from chasing one survivor to a different opponent odds are you will end up either being seen by the other survivor anyway since there are two people running around near them or you will end up breaking chase during the switch and your terror radius will pop back to normal.

    Basically you could even replace this effect with literally being Undetectable in chase and it would still be a mostly useless effect. Terror radius reduction is primarily useful only between chases to help you get close to someone before the chase starts, not when the survivors already know where you are.

    Some people occasionally try and pair this perk with another Obsession related perk like Rancor as a gimmick, but frankly none of those gimmicks are all that effective as a practical matter and Nemesis also allows for Obsession swapping but actually has a useful effect of its own of making a survivor Oblivious for an extended period. (Notice how Nemesis’ effect of Obliviousness is useful because the opponent is unaware of where you are out of chase.)

    So this perk could really use a buff or revamp. One buff that might work would be to make it simply reduce your terror radius by X meters perk hook with no other conditions. Adjusting that value of X up or down could make the perk range from being kind of overpowered to not doing anything so it’s just a matter of finding the right value. Maybe something like a 3 meter reduction per hook, for instance, so that after six hooks you have a total 18 meter reduction for most killers for a net 14 meter radius? That could help you get quite a bit closer before a chase starts later in the match. It also would pair well with killers who have a reduced terror radius of their own like Meyers, etc.

    There are 4 tokens. So 4x3 for 12 meters max. I mean given exactly these numbers, I already see good niche build. Take deathslinger with 1 slowdown of your liking, STBFL, new furtive chase and monitor & abuse and you have quite a strong chaser. But leaving 4m radius reduction (also outside of chase) would make it very strong (changing a lot of chasing killers into stealth-chasing killers).

  • @Xord said:

    Something that bothers me is how they treated Sadako vs how they treat Myers.

    With Sadako, they've been extremely careful to make her power very difficult to grind, considering it's an instant Mori. To a point where it's absolutely impossible to make good survivors reach condemn and her power is basically non existant.

    With Myers, he is just handed instant kill. Anyone saying it's impossible to stalk enough clearly can't play Myers properly. It's easy to stalk if it's your only job anyway. Yes, on some maps, it's borderline impossible, but those are very limited. It's mostly Lery, and maybe Ironically coldwind farm, since it's impossible to stalk through corn apparently.

    Well Sadako is kind of like scratchmirror meyers in this regard. If you get your map, you can have a lot of fun and your power actually does something and can be rewarded. But once you don't get Lery's (meyers)/ midwitch (sadako), well your ability does not work as intended any more.

    Oh and believe me that sadako can build her power up in midwitch very quickly. It took her 16s to give me 4 stacks and 1 lucky TP to the TV I was trying get my (next) tape from to just insta-delete me. (I return tape (not fully condemned) to TV and immediately go for rescue in courtyard + heal under the hook as she is not chasing close by - but then she decides to TP 4 times (and every TP is a codemn hit on this tiny map) with the last one directly on a TV I was trying to get ANOTHER tape from just to kill & mori me right after it).

    Meaning the way midwitch is designed, you need to go for tape runs all the time you luckily find open TV - if the killer is any good and TP's thru them at every opportunity she gets. And just by map selection sadako is high A or low S tier from her current C or D tier.

  • I see you didn't notice patch 6.1 and 90 second gens. Well. The game changed. Genrush is no longer possible against camper

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217344#Comment_3217344

    You're describing each map with the worst scenarios possible. "Just break pallets", huh? "Just create a dead", easy as that? As I said, the survivors don't have to throw the pallets down like they're candy, and if they do, and the killer bothers to break them all, the survivors should have all the gens done. If not, it's their misplay, because that's a huge amount of time wasted even with the killer instantly breaking them. What do you do when there's a deadzone? You just run early, since there's no pallets there, or you hide. Stop expecting a bone when you threw half the map's pallets down and still can't do 5 gens.

    If Shelter Woods has 6 pallets, let's change that, but it isn't the typical variation that comes up, not by far. Midwich has no shortage of good pallets. Do the halls have pallets? No, but then you run forward instead. It's even got 2 floors, like RPD, which is a pain for the killer to patrol. How can you possibly stop the survivors when they're working on gens on 2 levels. Even Dead Dawg has that. RPD as I said hasn't changed that much. There's more holes in the walls so survivors don't get lost as easily, and there's more entry ways to certain areas. Nothing about that is killer sided. If the map being a bit smaller than it was makes it killer sided, I don't know what to tell you.

    Legion beating you out no matter what you do is absolutely false. When he's chasing you normally and you have to drop the pallet so he slides and breaks it, he still has to go into fatigue, just to be able to hit you. and you get distance so use that. He's an M1 killer with a pink add-on that gives fast pallet breaks, if survivors throw them down like candy. Not too difficult to beat.

    Y'all just disadvantage yourselves, don't manage your resources correctly, self-fulfilling prophecy and give up. Survivors have so much power, especially on these maps. You're scared of a few regression perks? Half of them don't even do anything without injuring, downing, or hooking survivors, and the "strong" ones are few and far between. Maybe Call Of Brine/Overcharge/Eruption is challenging, but two of those perks are countered by gen tapping, leaving only Eruption as problematic. But everything else the killer uses, y'all pretty much have that match in the bag, if you're playing efficient.

    I just wish everyone would stop pretending that the game isn't hard for killer.

    If survivors throw the pallets as candy, the game ends at 2-4 gens on every map (except maybe the game map). It will probably end at 5 gens when getting shelter woods (as a lot of the small number of pallets present there are totally useless once dropped). You can't go camping or pre-dropping pallets EVER. That thing was complained about by killers and got fixed at 6.1 patch (longer gen times and shorter pallet breaking and all the other basekit changes).

    For deadzones - if killer camps 3gen (say RPD) - running early means not doing 3gen and letting it regress = insta loose. Once again - the map no longer has ANY loopable place. Not a single LT. Like the "strongest" loopable obstacle is interogation room (ride side bottom floor far end next to main) which killer needs to misplay for it to not be hit straight away. And it's just 1 window so most you can buy in that spot is 20 seconds - and that is the most optimistic outcome where killers falls for everything. Everything else is just pallet = potential dead zone = hit next time this comes up.

    Midwitch - as I already said. You do get a strong pallet. But once it's broken, you can't run to next room. Because next room contains just tables and chairs with 0 pallets. That is hit for killer. And if you go for this spot after someone else already used the pallet - then you get hit while all you did is just holding W - which is now (deserved) survivor L. So no. This map does not offer you enough resources. It gives you enough resources for first 2-3 chases. But as pallets don't replenish, map is tiny and you can't even chain resources on this map - it's no longer of survivor looping right, but how much killer misplays. So after a few first chases you just use your one window you can possibly get to and get your down with 0 things to do. This is way before you can finish your generators.

    Legion - once again. The map is not so dense with resources that you can get to next pallet after killer insta-deletes the one you just threw down. Any legion with 1 functional brain cell will run in front of you before canceling his ability (so you need to run over him to get to next pallet or return to broken pallet - it definitelly does not give you any time to run around new pallet - also no mindgames from such a legion. He wants to get stunned for spirit-endurance. And no you can't get to any window as there is none on this specific map). Maybe you haven't tried it. Legion with this specific build on this specific map does not have real counterplay. If you of course don't count baby killer that swings on the air that can get 360'ed 3x in a row and allows you to get to those 2 LT's (which are also not an automatic survivor win) on the map every time to loose him substantial time.

    What I see are killers that camped and tunneled too much that can't really loop. But are put against survivors that needed to learn it. For this reason a lot of killers just cry how maps are inbalanced and how every resource is so much OP against killers and killer can't do anything against any loop because mindgame never works. Well. Maybe if you didn't camp and tunnel, but instead learned to chase the maps would automagically become even (and by even I mean you still have shelter woods against the game and rotten fields against garden of joy and midwitch against eerie of crows etc).

  • I think it's finally time to nerf to the ground camp and tunnel. These 2 cheap things catapult mediocre killers against very strong survivors that can loop much better then said killer. The end result is, that killers think survivors as a whole are busted, skillchecks on overcharge and DS are a joke that everyone can hit all the time and basekit bamboozle should be a thing.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216624#Comment_3216624

    No, I don't think so. Midwich, Shelter Woods, and RPD aren't killer sided.

    Midwich's "killer-sidedness" comes from the fact that the RNG is limited. The breakable walls and a few other things are randomized, but the map is mostly uniform in its generation. That doesn't mean that there aren't strong pallets there. Y'all call a lot of the pallets weak, but you can barely get someone there with Bloodlust. Just be patient, like the killer has to be, and only drop the pallet once the killer commits to going through it.

    Shelter Woods has always been overhated. It's still a big map, it just doesn't have a broken main building or broken loops all next to each other like literally everywhere else has. The rock loops are there when you've used up the jungle gyms, if ever, and you can play them just as I've said above, since they aren't really weak pallets if you play them right. Most killers can't even use their ability at rock loops.

    Maybe it's Sadako's power that should be changed then. Make her condemned not go through walls or at least not from a different floor. Again, y'all find that one niche build of hers and call her super strong. She needs a pink add-on for it to work. And Legion, are we really complaining about them? So what if they can use their power to break dropped pallets? They still go through fatigue to get out of it. Stop trying to stun Legion out of their power and just take the hit, because they can't down you with their power, and you get a sprint burst. Other killers can get through pallets quick, if you drop the pallets. You can bait that you're gonna drop it to get another go-around. They get through pallets really quick because you let them. Even if they do break all the pallets, why aren't all the gens done by that point?

    New RPD is just as big and survivor-sided as it was before. You lost 1 dumb god window. Everything else is pretty safe pallets, god pallets, strong windows, and awkward gen placement (for the killer). You get the middle gens and the killer can't win, because the map is split.

    By your perspective. The game is clearly killer sided. You go in, break some pallets, create dead zone and there is nothing survivor can do. He needs to go there because there are still gens there, but no more resources. Clear killer win. Gg go next.

    I used same weird reasoning.

    But ok. Let's get back to topic and let me explain to you why you are wrong.

    Midwitch is extremely small. Has built-in long dead zones that always separate loopable section - so once you exhaust one section, you need to take hit or use exhaustion to get to next part. Because killer needs to missplay bad for you to get to next tile otherwise. This does not even count survivor misplay - that's why midwitch is killer sided.

    Shelter woods can have as little as 6!!!! Pallets. Best case scenerio you get some long walls gyms which are solid structures, but not safe structures. Worst case you get that hash (#) shaped structure that has 1 unsafe pallet that killer does not even need to break + no window making it about as good loop as Z-wall. The only structure you know will be usable in whole large map is killer shack with basement (which can be completely shut by bamboozel). You can't seriously call this map survivor sided.

    Legion - you predrop the pallet and he immediatelly destrys it with pin (and power cancel is too short to get to next pallet). You stun him and charge his spirit fury/enduring. You don't drop it and get a hit because there are 4 loopable windows on whole map (and they are 2x LT so nothing crazy killer can't outplay). So loose or loose or loose. What is the counterplay again?

    Rpd - sure 2 gens in main, 1 in new main-gate's opening, 1 in top right room - 4 gen that is soooo hard to patrol - 3 of them on guaranteed spot (even if 1 is little bit away) 4th one can move like 5m away (but still on same upper floor). Sometimes there are extra gens close by - like in library or old right-side room next to main or room directly above that one. Yet again - killer does not need to patrol all the gens and deplete whole map. And after each droped pallet a little deadzone is built. If you build a little deadzone around this 4+gen, there is nothing survivors can use. I see it all the time. When I play survivor on the map it's probably lost game. When I play killer on it, I probably win. The result is clearly not survivor sided map. Especially with some regression perk or two.

  • well. 80 hours in this game (no matter how absurd it sounds compared to other games) means you are fresh beginner. But I hope you'll like it for long enough to get all achievements :)

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217009#Comment_3217009

    The thing is the longer they put it off the more they're shooting themselves in the foot,lol. Their codebase is objectively garbage and we can see that as literal players and not devs,which shows. It's baffling that such a huge company with this big of a game is still running on 2016 peer to peer blueprint code in tons of places,just ever so slightly tweaked and converted into C++

    Even if it would be healthy from long-term perspective. Have you heared about netscape code rewrite? The same thing could happen to DBD if they started with it now. Unfortunatelly rewriting stuff like this is enormous time investment.

    Believe me that I am sad about it, but I fully understand why they don't want to rewrite whole codebase.

    Maybe if they started to work on DBD 2 (and they could even reuse some stuff. Like skins) - it might be possible. But you would indeed get a new game. With very limited diversity, 1-3 maps, 1-3 killers, very short list of perks anc maybe no items/addons and it would still take very long time to do.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/349422/hitting-on-hook-could-reveal-killers-aura

    Sure but survivor auras get shown for 8 seconds if they crouch more than once per second

    That actually might not be a bad idea. I might argue for legitimate reasons to sometimes crouch twice in 1,5s (namely huntress with winded up hatchet), but overall I agree with you.

  • @Masterninja said:

    The only problem is boon circle of healing, compare it to the other boons and they are balanced. Because they work when the killer is nearby, not like CoH.

    and by balanced you mean you practically never see them in game if not with combination with CoH.

    If this is balance, then I think e.g. territorial imperative is also balanced and it's good idea to bring eruption to same balance level.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216397#Comment_3216397

    Butcher it? You are vastly underestimating how strong CoH is.

    Furthermore, again, 60% is the GOAL for killrates by the devs. I can see why since there a lot survivors can do to immediately lose a game (giving up on first hook, solo queuing (base Kindred when?), or generally just bad luck and having someone die early.) ONE person not pulling their weight can kill everyone else. So yeah, kill rates should be between 2 and 3, typically on the lower side of 2, which 2.4 is.

    Both these things were nerfed when base BT was added and buffed. If you want bring perks into the equation, then while DS was nerfed, we still have OtR to ensure the killer has to power through some sort of defense to tunnel, AND had Reassurance added to nerf camping .

    I don't buy that. Multiplayers should not favor one side. Devs should not have favorites. Killers being weak for a long time is as bad as survivors being bad now.

    If survivors suffer for someone else, why punish them twice by making sure they WILL die for bad matchmaking? If anything you should make the probabilities swapped - and yet I don't advokate for 39% killrate. I want fair games. 50%. Ideally across all MMR levels.

  • @danielmaster87 said:

    There's not much to say about the map. There's way too many god pallets. If you don't think this map is survivor sided, you're probably survivor biased. Then again, I think all maps are survivor sided, since none of them have the survivors starved for resources exactly. But this one takes the cake. All it is is breaking pallets, probably getting stunned too since if you keep respecting them, the survivors get another go around. You would think that Wesker being able to jump over god pallets would make this map more bearable for him, but no, because he's got the slowdown when doing that which negates the distance he gained. Maybe all the pallets is great for Spirit Fury/Enduring but that combination has been done to death, everyone knows its counters, and it struggles with consistency. The only redeeming feature of this map is that stealth killers, like Scratched Mirror Myers or Ghost Face, do good against disorganized solos. But Pig, despite it being her own map, is terrible on the game. She can't even get around the loops with her dash attack to hit survivors. Thing is, this map has pretty much been used as inspiration for future maps, as we've seen RPD, Eyrie of Crows, and Garden of Joy get multiple god pallets. It's not fun to have maps designed like this because there's no risk to the survivor after the pallet has been thrown, because the killer just has to break it and the survivor gets 20 seconds of free distance holding forward.

    The game is (usually) truly survivor sided. But you also have a bias. All maps are survivor sided? Well it seems you have never been on midwitch or on shelter woods to name 2 biggest offenders.

    Also there are more killers+build that don't have problem with the map. Mori sadako being one case, iri button + stun-power-recharge legion being other, nemesis, wraith with destroy-pallet-build/addons, etc. And the map does not provide anything but pallets (and 2 LT loops).

    Also to note. Old RPD was in the end survivor sided (still there were killers that thrived on this map way more) - new RPD is killer sided. There are exactly 0 good loops on the map and if killer has anything that helps him against pallets, then survivors will have a bad game - 3gen at main being one of many reasons.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216392#Comment_3216392

    Killers won't do anything but Survivors wasting 16 seconds on something that doesn't help their team does.

    Like, who needs boons when killers decide to not deal with them anyway.

    It's an indirect buff to camping.

    you can't go solo rescue against camper. There needs to be at least 2 survivors, otherwise you get grabbed (almost guaranteed). Also once you rescue, people need to go heal so that they can trade once more (and at minimum 1 newly injured survivor is result of this - probably more). The boon speeds up healing. If it's well placed, boon speeds up this process (but is also potential time sink if booner looks for boon for too long or if he boons too far away from camping spot for it to be worth the travel time). Meaning boons do help against campers. Just not always and of course way less then say reinsurance.

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216074#Comment_3216074

    You can still move during Eruption and go unhook the survivor that just got downed. There is also a difference with stunning survivor(s) and the killer. When you stun the killer, you are stunning the entire team. When you stun 1 survivor, the other survivors can still do things. SWFs can avoid Eruption by telling each other when they are about to go down. You can also potentially determine which gen is Erupted based on whether it is regressing and go work on another gen. It isn't the same.

    "As for your quote to me. What can't you understand? Perk "No way out" has same counter play as blast mine. Just avoid being hooked is the same as just avoid kicking gen that got trapped by specific person. None of those 2 are really possible, because game is designed in a way that these things are not possible. What is so hard to understand about it?"

    The effectiveness of No Way Out is reduced when less survivors are hooked. Being able to hook a survivor is likely but being able to hook all 4 isn't a guarantee. It has counter play in the form of reducing its effectiveness. The other counter play is when the perk activates. It's not like when No Way Out activates, survivors are completely helpless. They can still evade the killer by hiding and looping. Blast Mine is different. When activates, there is nothing you can do but wait out the stun.

    You wait out those 3 seconds of stun (5 only if you count kicking). I am sure this has practically 0 result on a match - not counting killer's tilt factor and him suddenly playing worse (which in this case is intended and the only real benefit of the perk).

    Also from time's perspective. And same as no way out getting 4 stacks might not work out - there are a lot of killers that don't kick gens, killers that kick gens way too late for blast mine or killers that kick different gen.

    You can get way more value then 5 theoretical seconds. Be it from any other perk - like stakeout, proof, resilience (this gives out also other effects), botany knowledge, counterforce, etc or even info perk that will in the end also save you more time (bond or empathy), or each and every single one of exhaustion perks, or items like medkit and toolbox.

    Once again. The perk is already trash. It does not help. It's funny meme perk. ANY. KIND. OF. NERF. IS. TOTALLY. UNDESEARVED. The perk is already subpar to vast majority of survivor perks.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216106#Comment_3216106

    Disagree all you want but... how do these relate?

    If you're being tunneled, a boon won't help. If you're being camped a boon won't help, unless you mean your teammates healing to go for a save.

    Furthermore, it's an absurd whataboutism. BS on one side doesn't excuse BS on the other.

    You want to butcher one of more used survivor perks even though the game is already stacked against survivors (61%). I say ok. Do it. But first fix the most burning issue survivors suffer from. Camp & tunnel

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216106#Comment_3216106

    Boons help camping and tunneling because with 1 less survivors they can't get enough benefit from it though.

    Killer waiting on 1 spot won't do anything to boon. Only active killers snuff boons. Campers don't have time and don't move thru map. Boons have better value against campers. So it's the opposite IMO

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215626#Comment_3215626

    Yes. Hence me saying they need to fix hook placement. That was literally the point I made that has been argued. There are several areas in the map with only one reachable hook, and some that have no reachable hooks. One sabo play, which has no counter if done right, ends all your work. Getting a kill is punishing. The usual counter is leaving them on the floor slugged so someone else has to come get them, but that isn't an option anymore. There is literally a zero counter play way to shut down all possible killer progress. And if you have one person on gens during this, you inevitably win.

    What they need is to stop hooks from despawning if someone is killed there, and to make hook placement not adjust for vertical distance unless there is a stairwell nearby. A base buff to how many hooks are on the map would help to. Nothing major, but two extra per map could make things a lot more reasonable.

    As I noted before - the only problem I see are corners. This is also the reason why I never saw this issue in my games. As survivor you basically never see any reason to go to corners as corner = death (as a rule of thumb, there are no loopable objects at the corner with a few exceptions on some map). So only comp players that know, that they can't loop any more (this is real sacrifice and nerf to these people), or sabo abusers from your video (something legitimate that needs to be addressed), or total beginners would ever go to corner.

    So why can't we fix it by adding artificial hooks into corner and call it a day? Situation like this never happens otherwise (not counting midwitch, which is whole different problem altogether)

  • @kingcarl2012 said:

    To all those complaining about 61% your looking at the percentages wrong.

    There are 5 endgame states

    0K, 1K, 2K, 3K, 4K

    A 60% kill rate means

    20% 0k

    20% 1k

    20% 2k

    20% 3k

    20% 4k

    Which means guess what we are currently 1% over a 2k average instead of 7% below a 2k average.

    The game is actually more balanced now than before.

    Omg learn math. 61% out of 4 kills is 2.44k. meaning you get 2 or 3 every game on avarage. Meaning you are handed free wins. What you provided is equal distribution. Which is a (perfect) example of balanced fair games, because 0k*20%+1k*20%+2k*20%+3k*20%+4k*20% is exactly 2k or 50% kill rate. But the killrate is 61%. So one example to get this result would be 0k*9%+1k*20%+2k*20%+3k*20%+4k*31%=2.44k per game on avarage. Basic math.

    @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215634#Comment_3215634

    I also want enjoyable games. And if I want to enjoy games, I need a Survivor dead as quickly as possible or you lose the game automatically from being unable to apply enough pressure to four spread out Survivors, especially on low or zero mobility killers.

    Survivors love to say "We want enjoyable games", and will then openly laugh at killers on stream with their friends with flashlights, sabo boxes, flashlights, etc.

    "We want enjoyable games" is a double standard in this community. The killer can get rekt while you teabag him in the exit gates, but WONT SOMEONE THINK OF THE CHILDREN if he dare hook the same one of those brats 3 times in a row. NOW WE'VE GONE TOO FAR.

    I am talking about balance. You cry about toxicity. I can also say those damn killers always head nodding and hitting people on the hook like little children. But that's not productive discussion that is also totally irrelevant to the topic & balance. Even more, because I same as most people don't play just one side. And from experience I can tell, that there are idiots on both sides (which is true in all aspects of life and there is no reason why DBD would be an exception).

    @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214677#Comment_3214677

    To answer your question regarding bloodlust, mostly because the hold w strat was both ridiculous and boring.

    Shift W does not get into play in this case. Time to start bloodlust 1 (after getting into chase - because you can't get bloodlust outside of chase) is much shorter then time to close gap. And they adjusted timing for bloodlust 2 & 3. Meaning with bloodlust change - they don't punish shift W (that was done by shorter speed burst and cd after hit). They punish good looping of the killer and reward killer that is unable to hit that survivor (because after so long - there is clear skill difference).

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216138#Comment_3216138

    Your mistake is to think that DBD is a multiplayer game like any other.

    This is not the case.

    It is an asymmetrical game.

    All the scenery in the game and these mechanics are designed for asymmetry.

    The very principle of asymmetry is the total opposite of equity, of equality.

    So that means game should be unfair to one side? The fact that killer does different things to survivor should give him for some reason license to (some) free wins? Because of what? I mean I get the fact that the game is different for survivor and for killer. That doesn't mean it should be unfair to one side

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216105#Comment_3216105

    It's an asymmetrical game where the killer represents an unkillable force.

     The only way to survive for the survivors is to escape the killer.

     The killer has a weapon and the power and skills to crush the survivors.

     The survivors have pallets, windows, walls, skills to try to slow down the killer.

     The outcome of the game is that all survivors die, but they have several chances to delay their deaths as long as possible, the ultimate chance, the bonus gift is the opening of the exit door, which gives them the ultimate chance to escape. escape their fate.

    Agreed. But it still provides 0 reason why the game should be unfair? Why shouldn't the survivor escape rate be 61%? For me there is currently just 1 good argument and that's game fairness.

    For game to be fair, survivor should have equal chance to escape or to get killed. On the same note killer should have equal chance to kill the survivor and survivor escaping from the killer.

    It's still a multiplayer game so any developer goal that breaks 50:50 chance means, that developers favor one side over the other (and current survivor incentives and queue times confirm what I just said).

  • @darkshadows8326 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214602#Comment_3214602

    The game itself isn't fair, it is 4v1 the killer literally has to have control thinned out over 7 gens, chasing 1 survivor at a time and getting three hook states on each survivor. Survivors only need to focus on doing generators and not getting hooked a third state. It is 2 sides so giving the side, that has more to focus on, a little more room by having greater map control, characters specifically chosen and favored by the Entity to feed it, would lessen the numerous amount of tasks on killer. Maps have very little impact on survivors but some maps are better and worse for certain killers.

    Sure. Because killer has same speed as survivor and no extra power. Also survivors can remove killer from game. Or... The game takes into account that it's 4v1. And it taked it so much into account, that single killer wins on avarage more then 3 out of 5 games by official stats. And this works like I described even as survivors have easier time to pick their map right now.

  • @johnlikesguns2 said:

    So survivors can just boon in a few seconds, we kick the boon, they do it again. Repeatedly. The most problematic case here is CoH. It gives a huge advantage for the survivors. And they can just boon and boon again. I have got nothing else to say. CoH is a problem.

    100% agree. Right after you nerf to the ground camp+tunnel. But not before

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216062#Comment_3216062

    It is easier to kill than to try to survive.

     These numbers are not surprising.

    "It's true, because it's the truth". Well yes. But why should the game be balanced so that killers kill easier then survivors survive?

    @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216062#Comment_3216062

    Because then it will be closer in top mmr where survivors escape usually and killer can only get 1-2K and 3-4K if survivors mess up if they don't play top killers.

    So balance MMR brackets if that is really the case (AFAIK devs did not provide high mmr stats)? The game should be fair for everyone. This applies also to all skill levels.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215860#Comment_3215860

    Sure it does they can get back up if the killer camps the survivor the other one can get a whole gen done in 2 slugs, if the other one doesnt do gens you crawl to them to get picked up with that mechanic the other person has no excuse to be hiding instead of doing gens and deserves to be caught because they are griefing their teammate on the ground

    No. The killer will camp you. It's last 2 ppl and killer will not stop hunting you. If you are not hard smurfing, killer will not loose you. So it all ends up in you being constantly downed/picked up/in a futile chase, while killer camps/tunnels you and the other survivor is hiding.

    The game gets boring quickly, but you don't have any good option to quit. You can DC for penalty, wait an hour to finally bleed out (picking up after hit takes a short time during which you bleed), snitch on the other survivor or go afk watching youtube or something (in hopes someone looses his temper from the 2 other people and ends the match for you)

    Btw very similiar thing can happen to killer if last 2 survivors decide to hide until the other one is caught and dies. Killer's version is tiny bit better, because you at least have some chance to find one survivor (they have to move to dodge crows). But it's not much better situation.

    And I have been in this exact situation both as survivor and killer - being held hostage like this. I hated it from both sides (as survivor I snitched after like 30 minutes and got hatch for it and as killer I found one survivor after 10 minutes). Horrible experience in both cases. I would gladly "loose" on a spot to move to next game quicker.

  • @adsads123123123123 said:

    I bet survivors wouldn't like it if they gave killer the Blast Mine perk. New perk: whenever a killer kicks a generator, that generator is booby trapped for 60 seconds. Whenever a survivor repairs a trapped generator, they are blinded and stunned for 5 seconds. Imagine the survivor salt when I run Blast Mine on killer and get free downs because they literally can't move.

    https://forum.deadbydaylight.com/en/discussion/comment/3213528#Comment_3213528

    As mentioned in my original post, not kicking gens is terrible counter play design since it removes a core mechanic from the game. Ruin can get cleansed early into the game then you have no counter play for Blast Mine again.

    https://forum.deadbydaylight.com/en/discussion/comment/3213628#Comment_3213628

    I have no idea what you are talking about.

    https://forum.deadbydaylight.com/en/discussion/comment/3214198#Comment_3214198

    Forcing the killer to run perks to counter a specific thing has always been poor design. Whenever this was the case, it was patched out in the past, e.g. Iron Grasp was necessary to counter Sabo when Sabo permanently removed hooks then Sabo got nerfed. Enduring and Brutal Strength used to be necessary on every killer in the beta before they made them base kit.

    Even when running these perks, it still removes the core mechanic of kicking gens. I think being able to remove any core mechanic from the game with a perk is poor design.

    It's called eruption and it disables all survivors working on all kicked gens for 25 seconds AND it also regresses those gens just by downing any survivor. So killer's version of the perk is actually useful in comparison to blast mine (even if it has harder, but more probable trigger condition). It's so useful, that it's considered one of the meta perks.

    But if they made same kind of perk against survivor (so 5s stun+blind and no warning to killer - same as blast mine), I am pretty sure the usage would be abysmally low (less then 1%). But sure. I am all for killer's blast mine. But with your numbers and no buff to them.


    As for your quote to me. What can't you understand? Perk "No way out" has same counterplay as blast mine. Just avoid being hooked is the same as just avoid kicking gen that got trapped by specific person. None of those 2 are really possible, because game is designed in a way that these things are not possible. What is so hard to understand about it?

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214494#Comment_3214494

    The devs have stated they wanted the kill and escape rate to be somewhere in the 60% and 40%. By this logic, dbd is extremely balanced.

    Source: https://youtu.be/lHRAMxiGNxg

    Yes. But I question why they want the game to favor killers. It makes 0 sense to me. Why is it ok for multiplayer game to favor one side? I really don't know what the are the devs thinking

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215857#Comment_3215857

    It feels like you read the last sentence of my post and ignored everything else.

    I'm not seriously advocating for removing skill checks. I'm saying that they should be SKILL Checks, not merely Checks. The "just remove them" was a position of absurdity by way of illustrating how pointless they are if they aren't actually a challenge, as the poster I was quoting indicated when he said "Skill checks aren't designed to be difficult though."

    I'm all for removing random failures outside of all survivor control. But ONLY if they actually, dynamically scale the difficulty. They have this MMR success number for you and they ought to be using it for something other than an extremely loose interpretation of matchmaking. If you're top MMR, the non-killer part of the game should be harder and that's as much a fact as how new players and low MMR players need a leg up with way easier skill checks that they are struggling with.

    Oh but it's already part of the game and part of survivors skill expression (and number of tools available for survivor to successfully escape)

    A, simple regular skillchecks.

    B, unnerving presence.

    C, huntress lullaby

    D, doctor

    E, BNP/OC/DS

    F, coulorphobia/hyperfocus

    And you can also get combinations. That's pretty huge scale of skillcheck difficulty. And I am very sure there are very few people (if anybody), that can hit combo of B+C+D+F+F.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/349346/endgame-suggestion

    What about if anytime all the other survivors are down hooked or dying when the last person gets downed all survivors are automatically killed.

    In exchange survivors get a basekit 45 second unbreakable.

    This does not solve the issue OP is talking about. If killer decides downed survivor will not bleed out (picking him up and down them after + immediate pickup) and the other one does not do gens but hides... You are looking for an 1hour game. Or DC. Or snitching on the other survivor.

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215610#Comment_3215610

    Isn't that a problem, though? A game is supposed to be a challenge, right? Every part of a killer's gameplay is challenged by the survivors, from finding them across the map, to chasing them off gens or off healing, to hunting them down, to successfully hooking them, to finding and snuffing their boons and so on.

    Why should the gameplay that is occupying the majority of survivor time (since the killer can only ever chase one person at a time), be unengagingly simply? If people were actually focused on the task at hand, you'd have survivor less 100% aware of their surroundings at all times, perhaps. If there was a legit chance that they'd fail skill checks if they mess up even slightly, gen rush would be diffused organically rather than requiring 10 more seconds on each gen.

    The point of the skill checks was to divide attention enough to make the presence of a killer something of a spook and give players a task that is supposed to be difficult, even in the absence of the killer actively adding challenge to your gameplay. I'm pretty sure they didn't put it in just to be 'less boring' alone. If that's the case, why not just remove skill checks from everything? If survivors can 100% every check every time, what's even the point?

    Because most of us can't do that reliably all the time. Otherwise every survivor would bring hyperfocus without stakeout. Overcharge would be useless across whole MMR. Flash saves and locker saves would be easy for everyone and killer would always loose on most loops and always get hit by pallet and nobody would even know what huntress lullaby was supposed to do. Doctor's antiheal build would also not be a thing (all of these things are about reaction times).

    It should be pretty clear that is not the case. And I see 0 reason why random chance skillcheck with 0 counterplay is still part of the game. What is the real purpose of it? Forcing survivors to stay on a gen if they touch one? Why?

  • @Reshy said:

    Problem is that part of that statistic is from survivors killing themselves on hook because they don't like going up against the current killer or just don't want to be in the game for whatever reason. Unless the kill count also accounts for all of the survivors escaping on a killer DC I don't think it's a good measurement.

    DC's don't count as stated by devs some updates ago. About sacrifices - you don't know the effect or if it's counted. Same way how you don't know how much giving hatch and farming killers and killers that give up/go afk or DC change stats (but I presume killer dc's also don't count as per devs announcement).

    But if I had to guess, then both teams stats "inflations" should probably even out. But I might be wrong and survivors could be suffering way more then official stats let us believe.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215587#Comment_3215587

    Cool motive, it's still trying to play gameplay police.

    I just want enjoyable games. I see all you care about is winning, but you can get the same thing by playing solitare. Nobody would be sad about you doing anything there. You are even free to cheat! Just let the rest of us have as engaging and fun game, as possible

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212645#Comment_3212645

    https://www.youtube.com/watch?v=4YylV9xqt9A

    He jokes that it is 'not that OP', but if you watch they can easily have someone on gens and just choose not to, Tofu himself admits it is because being on gens wouldn't make for good footage.

    You can also watch TruTalent's display of how with Unbreakable and Soul Guard, you cannot down people quick enough to get all four down without STBFL or insta-downs.

    Also, the idea that it is a '5% chance' is falacious. Any game with multiple floors can be exploited ALREADY. I have had people use hook offerings and the game map, and it ended up that there was not a hook on an entire quarter of the bottom floor. The closest hook couldn't have even been reached with agitation and iron grasp. Below, I circled the closest hook on the map. Please not, the stair case is NOT in the next room. There is also basement off screen to the right, but that is far beyond reachable. None of these hooks have been saboed. Because the game registers the hook up top as being 'close' it doesn't feel the need to spawn one on the bottom. It did this so many times in a row that the only bottom hooks are off in the far sides of the map. All they had to do was run to the pig slurry machine, jump down, and they were safe. So I just slugged them. But if they could just get back up, then I basically have no way to win the game.

    https://us.v-cdn.net/6030815/uploads/MXDTZLD954ZL/image.png

    (The hooks above and to the upper right are closer distance wise, but the stairs do not go up near them, so they are further travel time wise.)

    Ok I see the problem. Thanks for the clip.

    I will not acknowledge what tofu said about it being balanced, because it most of the time ended up with 2k. This is not the way the game should be played.

    There is one other factor I saw in each and every game provided (your's included). It's always about corner abuse. Most of the maps don't use corners, because they are dead zones (see ormond from tofu's video) - meaning survivor will go to corner only to abuse hooks/sabotages. So all we need to fix the issue is just fixing the corner (see that they "never" played in the center of the map, because this would not be possible).

    Maybe forced-spawn hook in each corner (and each floor if it has multiple floors) would solve it. After corner hooks are spawned, let RNG generate all the other hooks with standard hook rules.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214609#Comment_3214609

    Can I ask a question? How exactly is Wesker pretty strong when he seemingly gets countered at basically every loop?

    I've been playing him for a while now, and he feels fairly weak. He gets stuck on everything at loops and his power refills very slowly.

    Well he is hard to get right. But I already see better weskers being able to get most loops. From my experience - any obstacle that huntress can play around, wesker can too (but sure, huntress has higher range so there are situations where she is better). But there are obstacles, that huntress can't play around and yet wesker can - by going a bit away from the loop and aim for his 2nd hit.

    But sure. This one is harder, because many people still can't go away from loop to catch someone at the loop. Also his aiming is hard - meaning there is quite a high skill ceiling. But if you learn him properly, I know he is stronger than most killers (ofc nurse and blight are stronger). Because he doesn't have just strong chasing power, but also built-in slowdown and a way to win war of attricion (defending 3-gen).

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214600#Comment_3214600

    Camping and tunnelling is playing normally. Stop trying to demonize those two things as if they are things you are not allowed to do.

    It's about as normal, as genrush.

    The difference is, that killers got +10s to each gen. Survivors got OTR instead of DS - where OTR does not work against true tunneler (that will hit you within 3s of unhook) and no change to hook timer so camping is more rewarding (baring reinsurance that helps a little - even if you need to be under the nose of killer to use it).

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213186#Comment_3213186

    How so, alot of players can exploit alot of things; like impossible to pick up down Survivors location, or closed windows in dead dog Saloon in which you can used a flashlight through.

    My buffs is design to reward the killer, a free "pop" on any completely Gen on the map, and be able to delay the Survivor's progress of escape alittle longer.

    If all five gens are done, and you got a hook or two; you can go kick some gens and forced the Survivors to work on it again. It would reward good killers with more hooks, and punished camping killers whom farm for just one kill and one hook; as they cannot stop some completely gens over one.

    Yeah, a 3 gen can happen; but it would then become a strategy and be more in favor for killer in Endgame and makes that part more exciting. Plus, if the killer is bad and hasn't gotten any hooks and spend to long in chase; then Survivors can easily Breese and win.

    No. 61% and you want to force 3-gen every game. Wesker is too oppresive already for 3gens. Regressions can allow any killer to defend 3gen for 10 minutes (provided 4 survivors are alive. Otherwise he can do that indefinitelly).

    I am totally against making the game boring camping 3gen every single game.

    @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213151#Comment_3213151

    Then how do we address the elephant of the room, which is Survivors having a shorter time span then killer; when it comes to Objectives goals. Survivors just need to finished 5 gens and open the exit gate and leave. Killers's goal is to kill, yet you cannot normally 12 hooks, or achieve a couple hook in a regular game; as survivors have the number advantage (4v1). Killer are more likely to camp, tunnel, and somewhat slug for a chance to down and kill one Survivor; in order to maximize pressure, by reducing that number down to 3 or less.

    If Killers cannot have regular 12 hook games, and are more pressure to camp and tunnel; won't adding some sort of reward towards hooks be beneficial like taking back one completely gen's progress at a time.

    It's interesting that this is not possible. Then it means I am some kind of miracle, because I can do that sometimes. Killers that play against me can also hook 12 times sometimes. It usually works when killer is capable of pressuring multiple survivors (so not by camping). Must be some kind of miracle if it's not possible.

    @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213154#Comment_3213154

    What kind of buffs would you do, to give killer the need mobility/lethality/map pressure they need for any killer (that isn't a strong one). And if by chance i am over committing, it shouldn't be my fault that some of the game's map balances designs are so imbalance and sometimes lean towards survivors; that experience Survivors can easily ruin your day by exploiting these loops and tiles, and killers are pressure into a lose-lose scenario more.

    The only reason survivors are favored is, that killers camp/tunnel which catapults them to play against much more skilled survivors. Stop camping and tunneling, loose a few games that were handed to you by this cheap tactics and suddenly you will be able to loop/pressure survivors just fine

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