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Gandor

Gandor

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  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170210#Comment_3170210

    Actually since 4 killers can potentially be blocked that also covers lets say 20 addons/killer so 80 addons being blocked. I would say thats completely fair, but fine block 4 item types then, so the 1 item i would not put on my ban list will be flashlights cause i can remove them with lightborn.

    it does not work that way. There are no different types of survivors. By the same logic - blocking 1 type of item X 33 "different" survivors. Waaay too punishing...

    Or OK. Block 1 survivor - it sounds like it gives no benefit, but it does. If someone mains 1 survivor and that one is banned, he will not get access to his perks/items. It's very negligible, but it does something. Does that sound bad? Of course it does. Because it is bad. Same as banning 1 of 5 (but in fact 1 in 3 - because maps and keys are totally worthless) item types. Or OK. maybe 1 of 6 because I should probably count firecracker as distinct item from flashlight (but that ain't so for lightborn).

  • There are many posts about making harsher dc's. Many threads about nerf (specifically) nurse.

    Also keep in mind - whats's your preference? 10m wait for match, get instadc, super easy/boring game and wait another 10 minutes? Or wait 12 minutes for good match?

    I think simple ban system to remove single killer would be beneficial - for variety, for soloQ, for game health and ultimatelly for future balance changes.

    It might even reduce queue times because some survivors might play more (because less dc frustrations)

    Not the same thing. We have 5 item types. Not 29. This would be way too limiting. It would be the same as allowing to ban one addon or maybe one specific item (like violet medkit) - which would be really useful only against rainbow maps (that nobody uses anyway).

  • @Youhadabadday said:

    I know a lot of other people have made this exact type of post, but I want to make it clear that none of your proposed in-game fixes are really all that helpful.

    "Flashlights have a very small radius of effect, it makes them really bad!" Well, the ammount of times i've picked up a survivour or interacted with the in-game world and have someone right there ready to point a flashlight directly in my face says otherwise.

    "Only skilled players can use flashlights effectively!" That may be true, but then why in the hell am I being matched up against these people in the first place? I may be a Level 56, but time played in my case does NOT equal skill for me. I still get tossed around daily by survivours that have a pretty damn good insight on what they have to do compared to people who are just trying to learn like I am.

    "If you hate flashlights, then use Lightborn!" I would, if it wasn't a damn perk that in order to unlock I have to allocate Bloodpoints to a killer I have no intention of wanting to get good at in the first place.

    For me, it all boils down to both the horrid matchmaking as well as the fact that the blinding mechanic is out of my control. If I am going to get blinded, I want it to feel like it was my fault that I got blinded in the first place. For instance, getting blinded for smacking a generator is fine. I don't neccesarily have to smack gens to win, so smacking one and getting blinded for it is fair. However, when I am trying to pick someone up to put on a hook and get blinded because some random survivour just so happened to pop into my field of view ready to blast me with a beam of light straight into my face with no time to react to them, I'm not going to think it's my fault. I'm going to think "Well, that was complete and utter bullcrap, what the hell was I supposed to do there?". The reason for that? I have to, yknow, HOOK PEOPLE TO FRICKIN WIN. In fact, it's so bad that I feel like I have no choice but to abandon a match and suffer a penalty because I don't wanna play with "Ruiner of Casual Gamer's Fun McGee" over there.

    Don't friggin tell me to "git gud" either or that I have a "skill issue", that shouldn't be a factor in the first place if flashlights are as bad as you say they are. Either make flashlights harder to use effectively, or give the killer some way to be able to counter flashlight usage on tasks that are MANDATORY for victory.

    Oh, and one last thing: My last post had people call me selfish, and I can see why. However, let me remind you that in-universe, the survivours are put into a situation where they have to struggle against a bloodthirsty monster who is exceptionally good at their job. However, playing the game gives you the complete opposite dynamic. Instead of the Killer running circles around the survivours, it's the survivours that are running circles around the killer.

    Really. Try it from survivor side. I abandoned flashlights because they are so damn hard to execute and have tons of counters.

    Try it first from both sides and then complain...

  • @Albert_Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169366#Comment_3169366

    You just showed that you didn't play Wesker.

    In my opinion 30cm isn't going to be enough because of desynchronizations, lag spikes and probably because they aren't getting rid of his feet collision detection and the close detection like Demogorgon has. The fairest of all must be between 35 and 40.

    Those reasons hurt survivors more. So by your own reasoning - make it 25 cm (I think 30 would actually be sweet spot). If you played survivor and got e.g. hit on a Pale rose when already down on the ground (and walking for good 2 meters) after jumping from the top of the main boat - and killer swinging at you there (on top of the boat) - you would understand how frustrating it is to get lag hit. (And this example sure is extreme one, but getting hit 5m away from a window is not that rare).

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/344097/i-dont-know-but-prove-thyself-maybe-is-becoming-a-problem-3-min-of-match-is-not-fun

    How was Prove Thyself not a problem before patch 6.1 but is now a problem after patch 6.1, where killers got a bunch of buffs.

    This is another instance of killers wanting kills just given to them. I'm sorry, but if you aren't getting kills as a killer right now, you need to practice more. Solo-queue is a dumpster-fire and survivors are DCing and suiciding left and right because it's so bad, and you are wanting even more killer buffs. That's just selfish.

    This! Killers just got easy time after 6.1 and want it to remain the same. It's not imaginable, that their mmr got higher and they play against better survivors now that split on gens (so first chase takes longer and it's not that rare killers get 3 gens completed by the time of 1st hook).

    PT is actually bad perk until last 2 gens. It encourages to coop single gen that is risky AND it's still slower. The only real value from this perk is when survivors need to coop to remove that problematic gen at the very end.

    And if you don't think it's skill issue (and better survivors just being more efficient with gens), just check hours (individually it's not good metrics, but over 10+ games it gives a good picture of the state we are in). Survivors now loose even against killers with half the hours/experience then before 6.1

  • @m4x1m_000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168025#Comment_3168025

    I’m here to not discuss the match which I sent just for example to prove my words about this perk. It’s not even my match, it’s just something that I saw on twitch.

    “Reassurance still has a limited amount of use per survivor, it's not like they can keep a survivor on hook for an indefinite amount of time”. No, it have a limited amount of use per hook, not survivor. One hook = one use. You sound like only indefinite amount of time is a problem. So there’s nothing wrong with 150 seconds hook stage?

    ”Killers themselves are suppose to be powerful on their own, but survivors are powerful when they work together.It's not as simple as pressing a button to destroy your effort, it's people coming together” All these people need to do is repairing gens. Simply press a button, and you have more time to repair gen. Sorry, but survivors have no alternative by this game designe.

    " Reassurance was probably the worst pick for that situation. The survivor on hook would have been better off running Kinship.” Here we go. Did you read my post? Main idea of this perk - press the button and you can go away doing gens or take a chase. With Kinship you can’t repair gens. And while the goal of survivors is to repair 5 gens and leave in gates - Reassurance is better than Kinship.

    And now — “Killers themselves are suppose to be powerful on their own”. How killers suppose to be powerful if you kill their mechanics? Hook timer, which works for survivors, is ridiculous. Hook timer should be a pressure, survivors have to be scared of hook. But it’s not that scary if you can hang for 150 seconds. No reason to hook survivor in triangle, although this is his mistakes. Press the button and no pressure - survivor won’t die next 150 seconds. No reason to hook survivor next to hot gen — press the button and there’s nothing to control. These situations just sound like “go in the corner and let surviors finish the gens”.

    Just stop camping and problem solved. Camping and tunneling got way too easy - so some killers (survivor main was clearly a joke) got mad, that they now need to do something to desearve a kill. Giving survivor extra 30s for being injured (yes 6m means you will almost always get hit if killers do not facecamp or some wall does not give survivor fighting chance) is still way less then what killers got recently.

    Just stop camping and chase for your hook states. Your survivors now have only 3 perks anyway.

    After 6.1 you are still clearly more powerful. 300h killers are now able to win matches against 1000h survivors. What more do you want? 10s hook time for super-easy camp? Remove hook states from survivors? Or push button to instakill?

  • Anything that gets rid of keys in this game is cool in my book. Most useless item that needlessly blocks my bloodweb and makes my chest searches (however rare they are - because they are bad most of the time anyway) create an empty chest (especially if it's green key).

    So I am 100% for this change (or any other that removes current keys).

  • @LeFennecFox said:

    Funny enough BNP skillchecks give hyper focus

    And merciless storm resets skillchecks no matter what you do... IDK. I think it might be OP for 0.1% of players (that don't need it anyway). For 99.9% it's too hard to get right - probably not worth taking anyway

  • @ElleGreen said:

    I didn’t even realize it got buffed is it fun to use?

    it is fun to use. It's still not good though. If you are not on midwitch or not part of SWF that goes all-in on sabo (like using flip-flop, breakout & stuff) you will get very little value out of it, because even after perfect sabo play - killer will most likely be still able to hook the survivor (on some maps like saloon without even breaking a sweat)

  • @Alen_Starkly said:

    It is ridiculously unfun being tunneled out of the game within first few minutes, just because the killer can and fears nothing. 3 vs 1 is automatic killer win in most scenarios. Reducing the DS stun from 5 to 3 seconds was a green light from BHVR (who mentioned they wanted to counter tunneling btw) to killers to tunnel rampantly. I've seen and experienced 3 second DS stuns, they don't give the survivors time to gain distance.

    There is nothing to incentivize many killers to go for someone else, since that requires them to take 2 health states away from someone. Why do that when you can just take 1 from the person who just got unhooked (unless ofc they're running Off the Record, but most killers don't seem to care). If you want to curb tunneling, make it a high risk for killers, since successful tunneling is a high reward.

    Some people say that a 30 second stun would be ridiculous. I'd say make DS active for 40 seconds (down from 60), so the killers don't get DS-ed by simply forgetting that the survivor was hooked a little bit before the another one they just hooked. The DS will have expired by then, but in case of intentionally tunnelling killers, it will punish them.

    So, what do you guys think? Are you tunelers who hate this idea (ofc you would)? Or do you have other suggestions for disincentivizing killers from tunneling? The killers got huge buffs in the last Midchapter, and then surely hasn't helped against tunneling/camping. Making the game easier for killers don't seem to matter, tunneling is still the easier route.

    As a survivor main that hates tunnel/camp and that would be willing to add some ridiculous punishments for camp/tunnel (as I consider them game-breaking things). I think this idea is just ridiculous. 30s DS in more then you need to get away and then some. I mean... I think they should have buffed DS instead of nerfining it in 6.1 (duration, not EGC part). But anything above 10s is just pure madness. 7-8s would have been very nice buff.

  • This! I play saboteur for quite some time now. These things happen very often (and it feels especially bad if you also use self-care, because you will always get not-intended interaction).

    For OP - to start healing instead of sabotaging hook, you need to run away from hook for about half a meter (like trying to spin yourself) - after that your most preferred action is healing instead of sabo

  • @m4x1m_000 said:

    This is a perk that breaks the timings of the game, gives resources to the survivors, destroys the hook state itself and the killer's control of the game.

    Now hook stage can last up to 180 seconds. What does this mean? This means that survivors with this perk don't have to worry about unhooking their teammates. All they have to do is press the button one by one and they will get an extra 120 seconds to repair the generators, search for and cleanse totems (which is unfair for Devour Hope). Much more profitable to press the button and return to the nearest generator, and unhook when it is profitable (when the other survivor was hooked for example).

    Imagine that you are a killer who wants to win, and not like a clown running the whole game around the map for different survivors. 30 seconds after the hook, you return to the hook, because either a unhook will occur, or you will not allow an unhook and the survivor will receive the second stage. It's called control. What do you think would be more profitable in such a situation to do the survivor who came for save? Press the button. You can't be grabbed, you don't get a hit, you don't need to save in exchange or wait for a mate to double save. You press the button and you return to the generator.

    This perk destroys the hook stages per se, because the stage can be extended so that the survivors can only save when they feel like it, and not when they need to do it by timing. This can give a huge advantage even in solo, for example when playing against Devour Hope. You have no choice to give the killer a stack of Devour Hope or save the mate. You press a button. Now you also have time to find the totem and not give the killer a stack. The survivor was hooked near you? You come and press a button. As long as you are chased and before you knocked, your mates have an extra 30 seconds to repair the generators because they don't have to worry about saving their teammate.

    Finally, there is no camping problem in the game. Camp is a game mechanic that killers can take advantage of. The counter-play mechanic for survivors is a double save. And instead of adding another push-button perk, solo survivors need coordination. For example, base-kit kindred. Survivors will know where their teammates are and if the killer is near the hook. This information is enough to understand whether a double save is needed.

    SFWs are already good, but now their matches will also not have a hook timer. So far, the survivors haven't experienced the full value of this perk, but we are waiting for a videos from youtubers about what a good perk it is, and it will become a meta. Give coordination to solo survivors if you want to fight the camp instead of breaking the mechanics of the game by the button.

    well unfortunatelly for campers like you. Devs decided that camping should not be super easy mechanic that just gives you kills for free without any drawback. Bad for you I guess. But finally something good for the game.

    And If I have to trade Bubba getting 2 guaranteed kills until last gen pops (proven by a few large streamers after 6.1 killer buffs) + whole endgate vs dhope is slightly nerfed... Then poor dhope. If anything, reassurance should be buffed (e.g. to said 40s instead of 30s it gives).

  • Agreed with slightly increasing his hitbox. But please. Slightly does not mean "make a new nurse". Using power in general vicinity of survivor does not mean 100% grab all the time.

  • I just found similiar bug with virulent bound.

    As a survivor trying to enter a locker (I think I fully got it on my screen, so maybe server validation is included) while being grabbed by virulent bound and smashed against (different) wall. Camera stayed locked in my locker, but my body was slamed ~8m away from me - killer picking me up and hooking me (from this point on, I am blind until match ends). Once unhooked, I can only run and duck. Can't vault, use palets, unhook, do gens, open chest (to cure myself) or heal myselft with medkit. But teammate was able to actually heal me.

  • @Ilovezarina5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156974#Comment_3156974

    I mean a survivor must destroy the totem in order to deactive NOED, just like some perks (sole survivor) blood warden might not work, but DS and OTR are the only perks that deactive for no other reason than "killer should have a chance to kill you"

    Yes. Free win is not cool. I want nurse nerfed for exactly the same reason. Free win is just not cool...

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155141#Comment_3155141

    -"Is nemesis weaker then blight/nurse? Ofcourse. Does that make him weak? No. Because nurse/blight are actually OP. You can't take strongest part of the game as standard (same way as you can't compare strength of all perks to just old DH)."

    This is a trap. Nurse and Blight are so far ahead of the other killers that they are part of the reason why certain perks get nerfed or are set with low limits in the first place. Wesker's aura reading perk got nerfed before hitting live because nurse could be way to strong when using it. By definition Nemesis is weak - defined by you comparatively to Nurse and Blight. Given that you could play Nurse or Blight every round you are implying that people should choose to play other killers instead. Why would they do that?

    Let's consider an alternate DBD reality. When playing Nurse/Blight your gen speed is 90 seconds. When playing Nemesis your gen speed is 110 seconds. Would that be more fair? Yes it would. Would that be more fun to everyone involved? Most likely it would not.

    What I am suggesting is that all the killers in the game need to be elevated to a level where they have the level of control you see as Blight/Nurse or those two killers need to be nerfed (along with SWF, and maybe map design too).

    At the end of the day the answer to the question is yes that Nemesis needs to become stronger. Why? Because Nurse and Blight are way better.

    You started alright. Balance is actually good thing. So if you want to buff everyone to nurse level - and she is OP (the way she just is), then nerf killer as a whole. Or watch the game burn as survivors will leave (game or role) even more then after 6.1.

    Alternatively - bring everyone to some balanced level - say to level of nemesis who is actually fair. Meaning - buff trapper and onrio, but nerf nurse and blight.

  • @crogers271 said:

    I mean...

    If the survivors were able to get 5 gens done

    And the gate 99

    And they take the risk to come back for the survivor

    And they manage to get the survivor off the hook

    And enough survivors are left to body block you without concern

    And you just so happen to not have anything to make them exposed

    -

    Kinda sounds like they've done more to earn the escape than you have a kill in that situation.

    This

  • You can't always go pro-killer if something is 50/50. Like EGC will kill survivors if they don't make it in time. It's not like they auto-escape. Hatch is usually found by killer first, because of movement speed. Gates are usually easier to defend by killers for last survivor, because they can be right next to each other, or you possibly see them both from single spot (or by minimal movement), or you are something that moves fast like blight.

    Also hook trading... If you are bubba, huntress, trickster, ... Or trapper with some nasty trap, or hag with some good trap, or onrio that can ignore bodyblocks. The list goes on. It's not free at all. Survivors have stronger hand in this situation if 3+ survivors are alive and healthy, but it's totally not free...

    Do I have to continue?

  • I would go the other way... Everything is allowed. All the perks, all the addons, all items. And it was done before. See this: https://youtu.be/NpbkGmt-C9o

    @Crowman said:

    I don't see why any killer would choose to queue up for casual mode.

    I get why people don't like tunneling/camping, but you guys really don't play any killer to understand why such things are often done.

    It could go both ways. No BNP, no beefy toolboxes, no proofs, no green/violet medkits, etc.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155323#Comment_3155323

    Killers is very playable now and was before too but just you can't win every game. But survivors already has the potantial to get more bp. When I sometimes farm with last 2 they get each 40K or close but I only get 35K. So survivors already can earn more. Both sides bp earning should definetely be increased.

    Farming is special thing. Not the norm. If you play the game normally, you will 100% get more BP on avarage when playing killer. Or said in a dofferent way... The best way to prestige your nea is to play killers as spend points on survivor. That's a little bit messed up. Don't you think?

  • If it worked a bit like old BT. Meaning unhooked can unhook without loosing the effect (useful especially in basement with 2-3 survivors hooked) and maybe allow bodyblocking? (IDK about bodyblocking part though - from game health perspective)

  • @SpaghettiVase said:

    You mean the combination that was so hard to pull off that it was basically random unless the killer somehow was either hacking or extremely aware? This combination didn't need nerfs, nor did PR+DMS need to be brought back. All people had to do was let go and you don't get a missed skill check explosion. BHVR panicked over twitter meme videos of "OMG 40 MERCILESS STORM SKILLCHECKS SO BROKEN!" when they were in-games that they were intentionally trying to make this interaction happen.

    Agreed. This can only happen if survivors screw up (someone dies under scourge hook or someone else starts merciless storm regardless of downed survivor) so leave it the way it was.

    If it's still problem and you want to limit it, then give cap how long can merciless storm run (say mentioned 10s). But that is not really needed.

    Just re-remove dms+pr combo please (you can even revert dms nerf that way).

  • I am all for removing keys altogether from game. The item makes very little sense since hatch rework (I am not saying anything against that rework). Getting a key now is such a disapointment. Maybe if you use ace in a hole and are lucky, you can track killer. But it's easily item's version of buckle up. Biggedt buff to chests would be to delete keys from game (or at least from chests)

  • @gatsby said:

    Idk why every map got reworked except the swamp maps and red forest.

    Like the Devs promised to update every map and ran out of steam 90%+ into completing their goal

    Pale rose got revork. It's much smaller then it used to be

  • My group always uses map offerings. We cycle them so, that we don't play same map twice in a row. We don't really change our builds specifically for some maps. The idea is basically to not go to lerys, midwitch or RPD (even if I personally like RPD).

    Don't take away my map offerings. Or at least give me option to not go into those terrible maps.

  • @SuzuKR said:

    This is extremely and completely busted. Increasing hook stage timer/pausing hook timer/etc are ideas BHVR has literally tested and scrapped for that exact reason. Punishing camping isn't how you reduce camping. Rewarding not camping is how you reduce camping from those that use it as a strategy. People that don't care about it being a strategy or not will do it regardless even if you make every single possible nerf to it.

    People do it mainly because it's easy to do, poses very little risk and gives huge benefit. Make it high risk and people will reduce it as "questionable" tactics.

    You will still have some people camping, but only in rare ocasions when it's beneficial or if the killer is dedicated to throw the game just to camp - and that is ok. Just don't support easy/low risk/unengaging tactics.

    Make it hard, or high risk, or low benefit. I don't care which option you choose, but pick at least one (or combo from them).

    PTB reassurence was a good step, but the nerf it got makes it harder on soloQ. But maybe it will still be enough. I don't know yet

  • One of the reasons why perks like camaraderie are beyond useless in soloQ is, that nobody knows to trigger it and return back doing gens.

    Also there are things that provide team benefits if you know about teammates builds. I could take leader if I see someone taking saboteur. Or I will show myself to killer for a second if I see teammate on the ground having flip-flop+power struggle (and then leave).

    On one hand we want to buff soloQ so that it's not miserable, because killers don't want to balance around solos to get absolutely destroyed by swf, and on the other hand "this idea is wrong". Make up your mind.

    Give soloQ buff like this (and then some - and remember - swf already has it) or revert all killer buffs from 6.1. Your choise.

  • I don't know if the issue comes from autoaim, but I saw 1 additional problem with hits after blink. Or to correct myself - during blink. Sometimes when I blinked barely behind survivor and pressed m1 before blink finished on my screen, I was able to land that hit.

    It does not happen often, you need to barely blink behind the survivor (or little bit next to survivor), byt it's still a hit with your back. That does not feel right to say the least. It's not always against survivors - mind you. I had several instances where autoaim locked on a barel/tree/wall etc instead of continuing the lounge. That also does not feel good.

  • @Ilovezarina5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156563#Comment_3156563

    My problem is that behaviour makes anti tunneling perks disable during EG, they are like "okey lets make some survivor perks useless so maybe our baby killer can get a kill"

    Play some killers please. What you propose is unfair towards them. Having DS/OTR at endgame active means loose/loose situation for killer. Not fun at all. And I say that as 90% survivor main.

    @Ilovezarina5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156457#Comment_3156457

    Fair point, but have you ever been face camped at the EG and your randoms team mates just leave you there cause it was to risky? That is the most afwul feeling in this game

    If you get to higher MMR, you will get better chance of survivors that will actually try to rescue you. That is if you contributed to team escape...

  • Wreckers yard same as rotten fields are totally killer sided in my eyes. I would argue that it's almost as bad as shelter woods.

    The map is small, killer can see you basically all the time and there are no really strong spots on the map (if you have bad RNG with bus). As a survivor I would 100% take any other suggestion mentioned in this thread.

  • @Ilovezarina5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156265#Comment_3156265

    Strategy = standw in front of the hooked survivor preventing anyone to rescue them

    It still can be done. Even against bubba or any other killer (if it's 2-man save at minimum).

    Also you should try to play killer more to understand it. Because killer really has no other options considering gates take 20s and can't regress (and are never THAT close to each other). I mean if camp/tunnel at endgame would be forbidden, then just make survivors autoescape on last gen. Because endgame would be just boring wait for killer to loose virtually all the time.

    One more thing - at the endgame, survivors have best chance to get together, heal up and actually do something about camp/tunnel - making it most fair time to do so in the game. I see no reason to deny them this time to do it.

    Sidenote - this is one of the rare ocasions I fully agree with @SuzuKR . Maybe it's because this does not concern nurse specifically 😁

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154766#Comment_3154766

    Well clearly my experience has been different, and again, pretty sure I am better with killer than survivor.

    When you say abusing the strongest stuff, what exactly does that mean? Because I do agree that camping and tunneling need to be nerfed. Blight needs his techs removed and op addons nerfed, and Nurse just needs general nerfs. Eruption and in particular Pentimento are also the 2 slowdown perks I still think need some small nerfs as well.

    And I would love to see solo queue information buffs as well in the future, but that would perhaps have to happen alongside, or sometime during map balancing, otherwise queue times could become too long for survivors again, which I don't want either.

    Though to be fair, I feel what would help solo queue the most at the moment is better matchmaking. That and maybe even better tutorials for survivors, that teach people how to play survivor more efficiently, and don't only teach survivors the absolute basics. Sometimes I fear that there are simply too many survivor players that don't know how to play survivor more efficiently. Considering all the complaints about bad team mates.

    But yeah, there are a bunch of buffs that survivors could still need. I do agree there. In my experience though solo queue is just not as bad. Again, I have been having decent success even with solo survivor. What I also surely don't want is for any of the killer buffs to be reverted, except the bloodlust buff of course. Instead, I hope the devs continue on their current path and try to improve the game for both sides step by step. Really happy about the upcoming anti-tunneling buff, and I hope we get some decent nerfs to camping next.

    Killers being improved is a great thing, now they simply need to improve the game for survivors as well, addressing the frustrations and weak points of survivors, instead of nerfing killer in general in any way.

    Very cool perspective. I would also buff some weakest killers, but otherwise fully agreed

  • Acceptable maps to me.

    It's not that I like them, but it's much better then say larys or midwitch or family residence.

    in Swamp Comment by Gandor
  • I think blood lodge is little bit surv sided (but not by much). Temple is better.

    For me one of most balanced maps would be saloon (even if I hate hooks on that map). But I know that people consider it killer sided for some reason. Maybe it's because I am BL user.

  • Endgame with hatch play is like 70% killer win (considering some high mobility killers). 99% if killer slugs for 4k.

    I don't believe in all the issues in this game this is THE problem for killers. And if I am mistaken, then it's clearly time to look at survivors problems for a change.

  • The whole reset of bloodwebs is kind of sad. I liked my large lvl 50 bloodwebs where choise was allowed. That was also the reason why I never prestiged before the update

  • @hailxsatanxeveryxday said:

    Hasn't it always been like that?

    The trick is to find an area where chains can't spawn to hit you, like one of those small |_| shaped structures or an area where you can squeeze between rocks. I can't ever get the box done unless I'm surrounded on 3-4 sides with objects, but it works.

    No. Usually you look for wave (of 3 chains) dodge 3rd one (so you have a short break) and immediatelly start solving the cube. If it hits you, then you will be interupted, but if you dodge the 3rd, you are free to solve it (if no bug happens).

    But the power is bugged. If you are lucky, it can be survivor-beneficial version that even if chain hunt is active, no chain will run at you and you are free to work on a gen.

    If you are unlucky survivor, then you can get version where more chains then expected spawn at you after you break a chain with environment.

    The killer is headache and not really fun because of these things...

  • @Spirit_IsTheBest said:

    • Decrease her TV cooldown from teleporting from 100 seconds to 60 seconds, make her Well-Water add-on base kit, make fully condemned survivors exposed, increase the time to retrieve/insert a tape, make survivors who witness a teleport within 16 meters gain 2 stacks of condemned, and remove her lullaby.

    https://us.v-cdn.net/6030815/uploads/LHG7BYTD5NUJ/image.png

    Poor girl needs some love.

    Pick 1 MAYBE 2 of those and I agree. Do all of them and she is broken and needs compensation nerfs

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154563#Comment_3154563

    -"Nemesis is already strong enough"

    Not really. You would be foolish to Pick Nemesis over say Blight or Nurse. As you mention Nemesis is far to dependent on his zombies that quite frankly are not good enough for him to be considered "good enough".

    Almost all of the addons you have to choose from on Nemesis are "meh". Let's consider for example Nemesis should have some kind of base stat reduction when he infects you. Maybe it's you do everything 2% slower except movement speed. When you look at some killers like Blight they have addons that give a 40% buff or more - which is nuts.

    Make the licker addon give survivors 2% movement speed penalty. With the base 2% change that would be significant and it would make people want to cleanse ASAP. That is what the base power lacks right now which is dumb.

    Change Jill's sandwich so that you become injured when you use the vaccine and become broken for 60 seconds - that would be decent. Nemesis is one of the few killers that doesn't really need the KI info thanks to zombies. If you are already injured then using the vaccine would give you deep wounds and broken.

    The broken coin should probably have one more additional effect : you can only cure yourself with the vaccine once per game. If you use it more then that you become broken for the rest of the match. This would make survivors have "2 health states" again.

    The NE-a Parasite should read : you are oblivious while infected - infinite duration.

    The shattered stars badge should be a stacking +20% movement speed that lasts forever whenever a generator is completed. So +5 gens = +100% movespeed forever.

    Is nemesis weaker then blight/nurse? Ofcourse. Does that make him weak? No. Because nurse/blight are actually OP. You can't take strongest part of the game as standard (same way as you can't compare strength of all perks to just old DH).

    Also if they make better AI for zombies, then nemesis has 0 issues. His addons will suddenly also be ok as he has some concerning zombies - which is bad now, but suddenly they would be good.

    Or ok. Let's make everyone nurse level. But make survivors 4,6m/s as a compensation. Is it broken/game breaking? Sure is. It would be awful. Same as making everyone nurse-level strong

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155082#Comment_3155082

    We thought tunnel/camp happens because its effective tactic, which it does. Devs try to soften by making tunnel/camp less effective.

    But most of us dont know that there are people play the game only to be toxic on other players as possible.

    Yes. You don't really need to try to solve those toxic cases as they are rare (in comparison) and there are more pressing issues. Just fix the efficiency and that would be enough

  • @C3Tooth said:

    Perks only soften, if killer dedicated to do so, they will do. Reassurance only make camping useless, doesnt mean camping will not exist anymore. If killer wants to camp, they will.

    The big part of complaining on tunneling & camping is, it makes the game not fun for the targeted survivors. Even if Reassurance as basekit, its still doesnt fun for the camped survivors, it only helps to punish the campers

    That is true. But right now huge amount of killers camp/tunnel. Because it is easy to do and because it is very strong.

    So in order for most killers to stop doing it you need to make it harder to do (by e.g. removing hook grabs) and/or making it less rewarding (e.g. reassurence perk).

    You will not cover 100%, but you don't need to. If you lower camp/tunnel from 50% of all games in some MMR brackets to 3%, then you solve the problem in eyes of most survivors.

  • @RaSavage42 said:

    It's not the only way to get rid of Camping

    I say increasing base Gen regression should help... cause what's a Killer to do with a Survivor on hook (look for another Survivor, make Loops more manageable and kicking Gens to start the regression process)

    But with base Gen regression the way it is doesn't offer that much regression by far (.25 charges per second)

    Cause right now the regression will take 5 minutes and 47 seconds to completely regress the Gen

    And yes with regression perks it does shorten the regression times but

    PGTW: 4 minutes (an estimation)

    Ruin: is the same as normal regression

    PR: around 5 minutes (an estimation)

    Call Of Brine: I can't do the math for it (LOL)... thanks Choy for a video about it -4 minutes and 46 seconds-

    Overcharge: Same as Call Of Brine (LOL).... thanks Choy for a video about it -3minutes and 3 seconds-

    And progression being 1 minute and 30 seconds (without hitting greats and no other Survivor, perks, and Toolboxes)

    Careful with regression buffs. There are already some killer-players that look at the map at the very beginning, identify their 3gen and never move out of it (equiping 4 regression perks and sacrificing 4 gens in the progress). Right now it's loosing tactics, but not by a huge margin.

  • @SuzuKR said:

    "Why does BHVR not listen to community idea X?"

    Community idea X: Based off objectively false and nonsensical claims and proposes absurdly extreme measures

    I am done. Master troll. Cherry-picking extremist that is "never wrong" even when shown otherwise in same thread.

    It's true. Just "do not feed trolls".

  • @SuzuKR said:

    Live today on DBD Forums, people refuting every inconvenient example. I can't say I'm even surprised at this point.

    Maybe some day, people will actually learn how to play against things instead of demanding changes because they themselves are ignorant to the solutions. Nah, who am I kidding?

    You said something which is just *wrong* and you try to persuade us otherwise. By giving example from different game situation. And then blaming us....

    That's like saying you can't unhook survivor ever... And then showing youtube videos of trying to unhook self in struggle phase. Like. You can show such videos. But you will just cement out how much troll you actually are with your arguments...

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153332#Comment_3153332

    Depends on how efficient survivors are. Unless it's a Bubba, he will almost always get a 2 kill sadly, but that's also a design problem with Bubba.

    But I do think that BHVR should definitely still nerf camping at base, that's for sure. It's nice we are getting a nerf to tunneling, but camping needs it as well. Increasing the hook phase duration from 60 to 70 seconds, and removing hook grabs would go a long way for the start.

    Not just bubba. In basement trickster would be actually more efficient. Huntress on the hill. Piramidhead in interiors like RPD (block one entrance and aim at the only other that survivors can use). Etc

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154762#Comment_3154762

    Are you being disingenuous on purpose or did you forget she moves at 96.25% and her blinks require charge-up? If she's slower than survivor, it's literally just worse Blight. If she moves at same/faster, then it becomes more oppressive Nemesis that just walks to pallet/window and then blinks.

    https://forum.deadbydaylight.com/en/discussion/comment/3154757#Comment_3154757

    https://forum.deadbydaylight.com/en/discussion/comment/3154770#Comment_3154770

    https://www.youtube.com/watch?v=Ig_iQ5S-ABA 5:35

    https://www.youtube.com/watch?v=xnjfG_sLfQg 7:47

    Quick question, are you two being serious or not? Cause I'm slow at picking up on sarcasm. Cause if not, this is getting a bit embarrassing.

    Are you for real? Again. Open map. 1 example. You gave 0/3 so far

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154742#Comment_3154742

    Ah yes, clearly the game-changing firecracker that somehow saved Ace from being hit by the chain blink, for which he was in LoS for the entirety of charge up and travel time. But that's inconvenient, so it doesn't count as evidence I suppose.

    This is embarrassing. Can you like, at least try to make an actual argument?

    It was done. You just blind yourself to not see it. THIS IS NOT OPEN SPACE EXAMPLE. No amount of this/that made such and such effect will change anything. Clearly it had effect, because otherwise nurse would have gotten the hit

  • @SuzuKR said:

    Man, No True Scotsman out in full force today I see.

    You can't even give correct example so you just twist your own words and hide behind non-applicable fallacies. Not cool man

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154693#Comment_3154693

    Ah yes, the tree and rock that Ace never broke LoS with ever during the second blink's charge up or travel. Can you actually check what you're talking about? Thanks! :)

    https://forum.deadbydaylight.com/en/discussion/comment/3154695#Comment_3154695

    Ah yes, the tree and rock that Ace never broke LoS with ever during the second blink's charge up or travel. Can you actually check what you're talking about? Thanks! :)

    Also no, the result of a blink attempt comes down to whichever side makes the better call. Sometimes it'll be the killer. Sometimes it'll be the survivor. Interestingly, people cannot see the future to make a perfect call, so they make a prediction based off how the other person has been playing and other clues to make their best guess.

    The existsnce of this LoS blocker is enough. There were also walls from gym also adjusting nurses blink. They did affect nurse. So no. This is 100% not "open" situation. Because if it trully was cathing surv on open, then it would have been hit (ofcourse beamer/flash save excluded)

  • Might be you didn't watch your own video. What I see is jungle gym breaking of LoS with conjuntion of tree and then also 2nd tree+rock. That is not negligible. Certainly not "no los blocker". Refer to your own post

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