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  • As a long time Freddy main, I can confirm that you are correct.

  • It is an interesting idea, but, honestly, Deathslinger is fine. He does not need changes.

  • Hopefully Haddonfield and Coldwind Farm.

  • The Pale Rose is fine in my opinion, but Grim Pantry is just pure evil.

  • @IronKnight55 said:

    DH is fine... 🙄

    Agreed. I must say I do not like the idea of a perk that saves you from a situation where you deserve to get downed, but it definitely isn't broken or OP.  

  • Yeah, me too. I hope they fix it as soon as possible...

  • My main survivor is Claudette. She is good for stealth, she has an interesting lore and she is one of the OGs. I do level up other survivors, but no one can replace Claudette.

    And

    My main killer is, and always will be, Freddy. Ever since I watched A Nightmare on Elm Street for the first time, I can't get enough of Freddy. I main him since the last Winter Solstice event, back when he was regarded by many as the "worst" killer in the game (something that I've always disagreed with).

  • @Mat_Sella said:

    Because the map is small and pallets can be permanently removed. Gideon had one of the highest kill rates for a very long time, this merely balances it out.

    No, it doesn't. Have you tried playing killer on this map? Sometimes you can't even catch survivors because there are safe pallets everywhere. Yes, it was a killer sided map in the past, but this isn't balance.

  • It is simple: I would not change anything. In my opinion, Deathslinger is fine. 

  • There is no greater thrill than a Blood Warden kill.

  • Relax, my friend. Those posts are just memes.

  • @GannTM said:

    I swear if they nerf my girl Spirit to the point where she's unfun or unplayable, I will go insane.

    I can say the same about my boy Freddy.

  • @goat_mom_forever said:

    ... cuz I think we can all agree. standing still takes no skill

    If we take out that mind game we simultaneously keep her a very strong killer, and make her take more skill

    Honestly? Nothing. Nothing at all. Spirit has counterplay if you understand how her power work. She doesn't need changes.

  • @BaldursGate2 said:

    Was the tunneling / camping aspect in the game better, the same or worse in 2016-2018?

    Yes, it was much worse. However, loops were awful back in the day (double pallets, pallet vacuum, infinites, and the list goes on...), and because of that it was somewhat of a "necessity" to kill a survivor quickly.

  • Me too, mate, me too. Howling Grounds and Moonrise were so good, and now... Well, it is sad. I just want my Golden Coins back :(

  • @Crazewtboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1937888#Comment_1937888

    Unfortunate. I feel like they really botched this event. You can't even earn outfits through playtime anymore

    Indeed. That is sad, I really want my Golden Coins back...

  • Patch 1.9.2 was released alongside the Howling Grounds event back on 2018. They decided to "fix" flashlight and pallet saves... by making them guaranteed! If you managed to blind or stun a killer he would drop the survivor, no matter the timing. And because of that, a "flashlight squad" was a death sentence and made the event almost unplayable for killers.  

    And, despite all of that, I would rather play it than this one with new UI.

  • My main survivor is Claudette. She is good for stealth, she has an interesting lore and she is one of the OGs. I do level up other survivors, but no one can replace Claudette.

    And

    My main killer is, and always will be, Freddy. Ever since I watched A Nightmare on Elm Street for the first time, I can't get enough of Freddy. I main him since the last Winter Solstice event, back when he was regarded by many as the "worst" killer in the game (something that I've always disagreed with).

  • @Antrapace said:

    Glad to see this post / petition is still going strong!

    One thing I find alarming though is the fact that @DerZuntor @shadowman0105 and @Zagrid took it as gospel that the UI had no way of being reversed, and that’s just 3 users that voiced their belief.

    Indeed, and I am glad it is. We need the Old UI back as soon as possible.

  • Delete

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1930537#Comment_1930537

    Honestly,i'd rather play 1.9.2 than this update.

    That one won't kill my eyes or give me headaches because of it at the very least

    I never thought I would say this... but I agree. As crazy as it sounds, I would rather play 1.9.2 than this new one. At least it did not hurt your eyes and had a nice event.

  • Pale Rose is fine in my opinion. But Grim Pantry... By the Entity, Grim Pantry is evil. For both sides.

  • Mostly Freddy, Huntress, Spirit and Oni.

    The others, except Demo and Nurse, I will play for rift challenges, daily rituals, or if I just feel like playing them.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925195#Comment_1925195

    So long as your not a ruin undying or pop corrupt Freddy your good inn my book!

    Honestly, I don't think I have a specific build. Sometimes I run one of those perks. Sometimes I do not. It depends.

  • @Phasmamain said:

    PLEASE DON’T TAKE THESE SERIOUSLY THIS IS JUST FOR FUN

    Trapper: If the trapper is not a clueless newbie he is most likely an otz fan and a try hard. I don’t say try hard as a bad thing though. They’ll try their hardest to win but aren’t toxic about it. One exception to this is Rogi mask trappers. These guys will play 4d chess and know what your having for dinner.

    Wraith: Usually veterans or completely noobs. Respectable players who don’t try too hard but will destroy you without saying a single word post game. If they are running the sword weapon they will completely destroy you.

    Billy: Most respectable players in the game. Won’t sweat but will still 4K and says GG WP no matter the outcome. Default Billys will always camp though from my experience.

    Nurse: Classic sweat. Will defend nurse at any given time because she requires skill and think they are better than they actually are. Will 110% blame the game for their loss

    Hag: A rare breed Hag mains are pretty chill people IRL. Good hag players are annoying to fight against but usually run off meta builds and will say GG in chat. Default hags will put 10 traps at the hook and DC if the person gets saved safely.

    Myers: Hard to pin down one stereotype as there is so many of them but most of them think Myers is a lot better than he actually is. They will never give up chase in tier 3 even if it costs them the game.

    Doctor: Most Doc mains are very respectable. They play fair, Don’t tunnel or camp but do always run meta builds. They will DC if you loop them for too long though. Will say GG even if they DC though

    Huntress: Usually pretty sweaty and will use any tactic available to win no matter the toxicity. They’ll go for cross maps sometimes but miss all of them and will get bullshit hits regularly but call it skill. About 60% want Anna to crush them with her thighs. I won’t judge

    Bubba: These are the kinda people that will do the most stupid thing possible and end up killing you because of it. Don’t take the game seriously and 100% have music on in the background so use that to your advantage. Will camp if you either looped the too long or teabagged them.

    Freddy: This guy is either a Noes fan who runs dream pallets and is a cool dude or a blind meta follower who acts like he’s the best player since otzdarva because he got 1 4K on dead dawg saloon. From my experience non prestige are category 1 and P3 are category 2.

    Pig: You still think boop the snoot is still funny(it isn’t) and you think ambush is actually useful at loops(it isn’t). Either that or your a saw fan who laughs at the misfortune of the now dead survivor since you brought timer and gears. 100% of the time they will teabag on hatch if your the last one alive

    Clown: New clowns are just playing him for his perks and have no clue how to use bottles and act like they are playing a 115% move speed huntress. Good clowns are very scary and will make yo reconsider where you put him on your tierlist. The more cursed their cosmetic loadout the better they are.

    Spirit: I will refrain from saying too much as I will get crucified by all spirit mains but you are either too bad to learn nurse so you compensate with spirit or you 100% want to ######### her.

    Legion: How any of you can main them confuses me. You think they are a hidden gem of a killer but will get demolished most matches. You like BP and get pips even for 0ks. Susie legions are very sweaty though so watch out for them. Can’t forget all joey mains are really chill I love you all.

    Plague: I’ll find out a stereotype when I meet one okay? From what I’ve found they are all playing her for corrupt and don’t know what her power does. Actual plague mains seem to hate dead hard from my experience.

    Ghostface: You know that toxic nea stereotype? This guy is the killer equivalent. He will teabag you if you loop him too long and will abuse his broken stalking mechanic to get a free instadown. Probably has a folder full of art of Danny himself.

    Demo: These are the nicest killer players period. They will say GG and compliment your gameplay even if they lose horribly. Not the best players but will outplay you hard at least once per game. Doesn’t take the game seriously at all.

    Oni: Very chill people but they will slug a lot. Probably have a framed picture of infectious fright. Big exception is scalped topknot these guys are big BIG sweats and will 4 man slug at 5 gens every match.

    Deathslinger: Complete wild cards. Not one deathslinger I’ve seen is the same from perks to addons. Only stereotype is that if the have moniter they 100% have double reload and will sweat for the 4K.

    Pyramid head: You hate DS and think second chance perks should be removed. You probably thought his old 50/50 was fair and want it back. Bring his butt back BHVR pls!!!

    Blight: If the blight isn’t running the classic blight build they are really chill, know how to use him well and won’t give you a chance at winning. If they are running the classic blight build(bbq, ruin, undying, tinkerer) they are using it to compensate for their lack of skill and has no skill with blights power.

    Twins: I’m convinced BHVR have removed these guys because the last time I saw them was like a month ago. I really have nothing to say here.

    Well, I believe I am a "Category 1" P3 Freddy main. I don't run Dream Pallets very often though.

  • Well, you should use whatever you want to use, but if you really want a "seal of approval" from killer mains: I believe it is a decent build. Maybe replace Aftercare with Iron Will or Kindred. Maybe.

  • @Chloan said:

    I like the idea that Michael doesn't care about the Entity. You know, why should he sacrifice people if he can just kill them? When I play Myers I don't care about sacrificing, there is only one goal: kill them all with my own hands.

    https://us.v-cdn.net/6030815/uploads/JPXDOMBNP5CG/michael-myers-from-dead-by-daylight-01.jpg

    And save my little sister :3

    Agreed. As Dr. Loomis once said: "This isn't a man..." Michael Myers is just evil. Evil beyond control.

  • Wrath: Oni, Twins and Spirit.

    Greed: Blight and Legion.

    Pride: Deathslinger

    Envy: Hillbilly

    Lust: Executioner. I was going to say Nightmare, however, in the original script Freddy was an innocent man framed for those terrible crimes. So I think PH is the best choice here.

    Gluttony: Clown

    Sloth: Not sure about this one. Maybe Nurse.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1922474#Comment_1922474

    Thats understandable, it it like an actual weapon or just a toy replica

    Just a toy replica, but I will get a better one eventually.

  • @CryptFriend said:

    Prepare for excessively long post as I get these ideas out of my skull:

    Trapper: With his upcoming change, trapper is basically perfect. No changes really necessary.

    Wraith: With his upcoming changes, wraith is mostly fine--he's hard to play, sure, and he needs add-ons to be really good, but he has the capability to be absolutely devastating. So long as his changes work, any other issues he has can absolutely slide for now.

    Hilbilly: At most, I'd want to be able to control the steering with 'a' and 'd,' but as much as I hate him, he's fine, I guess.

    Nurse: Maybe make the blink window fractionally larger. Other than that, she's hard to play but well-made otherwise.

    Huntress: Iridescent hatchets should deep wound instead of inflicting dying, or force the killer to have one hatchet by overriding other add-ons. Other than that, she's fine--It'd be interesting if her humming functioned as a "soft" terror radius (like Freddy's alternate TR while you're in dream), but I'm not sure if that's possible.

    Shape: Pretty much perfect, but I feel as though the tombstone and tombstone piece should be collapsed into one add-on, they seem a tad redundant. Perhaps an add-on that lets you go back to tier 1 for some godforsaken reason? Someone'd like it and make a horrifying build around it, I'm sure.

    Other than that, maybe more thematic sound effects? Again, he's pretty much perfect as is. A bit powerful with dual iridescent, but that's mostly balanced so long as you don't feed.

    Hag: Honestly, I like her as is now. Maybe change her a little later, I don't know, but she's really rewarding to learn and play as is.

    Doctor: As much as I loathe him, he's actually fairly balanced.

    Cannibal: His power is inherently fine, but I'm not sure I like how he's used. I've almost exclusively seen him face-camp, and that's not healthy.

    Nightmare: Freddy is literally agonizing. He feels off-brand, he's too strong because he has everything, he's a mess. I hate playing him, I hate encountering him. I know they're probably not going to touch Freddy for a while besides some unnecessary buffs/nerfs. I say unnecessary because he needs another rework. A mix of the old and the new, perhaps.

    Freddy should absolutely be moved back to the old standard of "can't hit unless survivors are asleep." How do we fix the problem of survivors wanting to stay awake? Make it so they're debuffed when awake! Survivors will "deal with" being asleep as long as possible then just for the standard repair speed. Next, falling asleep--I feel as though freddy could do with a very slightly larger terror radius. Why, you ask? To have it carry the primary means of survivors falling asleep! Survivors would fall asleep within your terror radius slowly, rather than just in general--this would also give you a very slight element of surprise, as survivors won't spawn in, see the clocks over their faces, and go "oh, $^&# me, not again" (though hooked survivors should be immune to this as they are now, for obvious reasons) Next up, pallets and snares. Why are pallets better? They're not, they're just unexpected and thus kill more because they're unfamiliar. Personally, I feel as though the pallets should be the basic part of his power, and the snares should be added by the add-on, seeing as they're more powerful in comparison--detection, chase, slowdown--they have it all! Dream Pallets, on the other hand, only handle loops and that's only if a survivor doesn't know they're fake. Finally, his teleport. An simple fix would be to make it only usable when two (three?) or more survivors are asleep. This prevents truly painful snowballing and keeps survivors from wanting to be asleep all the time, balancing the changes suggested higher up--I was going to go with a "in dream or dead" condition, but once there's two or one survivors left, that would make the game horrible, and three would deprive this variant of Freddy from map pressure once two survivors are dead--that might be better, I'm not sure.

    Does this make him different from established killers and more like old Freddy? Yes! Is that a bad thing? No!

    Also, he should probably get unique chase music, just sayin'.

    Pig: Her base power is perfect! I'm not joking, it's stupid strong--she can potentially kill any one player while doing nothing on the other side of the map! It's inconsistency is actually a blessing, seriously. If anything, make it so boxes don't show up until you have a trap on your head--not active, just on your head. Maybe make it so the boxes require literally anything other than skill checks, otherwise it ends up being more "hold m1" which people find boring, I guess? The very slight element of surprise of not being immediately obvious that your in a match with Amanda until you're right on top of a box would be nice, and the vastly superior option if nothing else gets touched

    Her add-ons absolutely need a rework, though: Workshop Grease and Razor Wires I almost never see in use--there's almost no point in stacking them, as good survivors hit skill checks, and great survivors make great skill checks, thus making it even easier to get a trap off (wait, can you get great skill checks on boxes? should you be able to?); Interlocking Razors only work on bad/new players, which means you're basically kicking baby survivors while they're down; Tampered Timer is painful, but technically fair--if potentially very powerful; the Rusty Attachments and Utility Blades also don't really seem worth it for their rarity--sure it's nice to slow their healing, but why would you need to find them? Most times you don't want to find them, and putting them on a hook tends to be a waste; the Bag of Gears, Crate of Gears, Jigsaw's annotated plan, and Jigsaw's Sketch are also fine, if potentially very strong; Rule Set No.2 should actually change how Amanda is played, as is it's off-theme--it should be like Mike's mirror add-ons, or Hag's Very Rare add-ons; Face Mask is strong, and can turn a game in your favor (not guaranteed), as with most inflictions of blindness; knowing how strong her power is, Last Will is fine; I honestly feel like the Combat Straps should do a little more or stack with something; Amanda's Letter is a variation of I'm All Ears, and it's fine, I guess; the Video Tape, John's Medical File, and Shattered Syringe make Amanda more in line with other killers--that's not necessarily a bad thing, but I feel they could be better; Amanda's Secret sort of encourages bad play--it seems to be meant as an information add-on, but it's placed in purple rarity, and I've only seen it used as a way to kill survivors who take traps off, rather than a way to keep a note of where everyone is--maybe have it give one more trap?

    Also, she should have themed music. Please?

    Clown: Hookay, this should have probably been another long section, but the agonizing fact of the matter is that I don't know how to make him better without making him too strong/weak! The new bottles are neat and all, but it seems like (from player response) they're not exactly what he needed to make him less agitating. Intoxication could linger while being less debilitating? Have it stack for more effect (to keep players from staying in loops, but keep him from absolutely dominating them)? Maybe make it more rewarding at base for hitting a survivor with a bottle? I don't know, and I suspect that most people don't know. Still, that's my two bits on the matter.

    His music's pretty sick now though, so that's hella cool.

    Spirit: She needs a touch-up. A simultaneous buff and nerf would be best. make her base speed in power faster, but give the survivors a better way to tell that she's using her power (I've heard people suggest a flickering flashlight like the Halloween add-on when she's in-power, maybe it has to be facing a certain degree towards her/within a certain distance)? Every game I've had against a spirit, they've run down the person off hook and only that person, until they were dead--dry, rinse, repeat. In every game I've played both as and against her, I've never seen a survivor escape chase, ever unless she let them. Maybe I'm just bad/good, I don't know, but she seems a touch too strong.

    Legion: Maybe reward inflicting deep wound on the entire team? People apparently hate playing against Legion, but I'm not sure how to make them fun to play against, which is a shame, because I love playing legion...

    Plague: With her recent-ish change, she's actually fair to play and play against--no changes really necessary.

    Ghost Face: He's actually fun to play and play against. As far as I can tell, he doesn't really need any changes.

    Demigorgon: His base power is fine, what he needs is a touch-up on his add-ons. Perhaps some stacking effects, a bit of shuffling in rarity, and he'll be perfect. #Barb's Glasses best add-on.

    Oni: Very fun to play and play against, if incredibly frightening! Not sure if he needs any changes, maybe a slight shuffling of add-ons to better reflect what they do?

    Deathslinger: I hate how often he jumpscares me by walking around literally any object, but he'll be better when maps are better--as is, he's pretty fine. I'd almost like him to be slower, but that'd be cruel to those who play him and make map pressure extremely hard. His chain would have to be substantially longer and take longer to break as balance, and I'm not sure that'd be worth it on either side.

    Executioner: I'm not sure his change promotes good play, but he's pretty fair over-all.

    Change his chase music back to the old one maybe? It seemed a bit more on theme, but I suppose that's up to the devs.

    Blight: I don't play him or against him enough to have an informed opinion. I'm told his POV is garbage, though.

    Twins: They reward unsportsmanlike play! If there's way to make them operate a little on their own, it'd be healthier! When you control Vic, Charlotte patrols around where you left her (attacks survivors if they get too close, I donno)? When in Charlotte with Vic loose, let him run down survivors to jump on them--not to down them, just to cling on them?

    I know it's hard but to make them less physically painful to play and encounter, it should be done. It's not easy, it's worth doing.

    OVERARCHING CHANGES:

    Easy way to keep killers from camping besides an appeal to sportsmanship: Have unhooks reward points to killers somehow--maybe in the deviousness category? Safe unhooks might add a bit of additional points to keep them from straight-off tunneling the unhooked survivor? That should encourage players to play with their food in a more literal sense, rather than face-camping someone until they die (and new players rewarding that behavior by hook-bombing).

    I would love every killer to have unique chase music, and certain killers to have slightly unique TRs.

    Those are less of buffs/nerfs, though, and more mechanically rewarding better play, which'll make the killers better inherently.

    As a Freddy main, I wholeheartedly disagree with you. This would make Freddy a very weak killer, which is unacceptable. Freddy does not needs a full rework, he just needs a few adjustments, something that the devs are going to do alongside Demogorgon and Huntress add-on pass. However, they should add an option to play as his pre-rework version. I would love that. 

  • No, you should not stop playing as your favourite killer because your adversary complained about it.  

  • I have a replica of Freddy Krueger's glove, and I absolutely love it. I mean, ever since I watched A Nightmare on Elm Street I can't get enough of Freddy. It is not hard to guess that he is also my main killer.

  • Territorial Imperative

    I was doing Adept Huntress and a Feng decided to go to the basement at the very beginning of the trial. Post game chat was quite... something.

  • In my opinion, Spine Chill is fine. Ok, maybe, just maybe, it should have a reduced range for stealth killers. 12 metres sounds good. But it is not a necessary change.

  • I don't think so. New OoO is fine.

  • @AnimatedAaron_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1920890#Comment_1920890

    Again, your a killer main clearly. In what way is this perk worth using anymore unless you want to be unproductive for the whole 60 seconds its activated.

    Just because you are using DS, doesn't mean you need / deserve to stun the killer at some point during the trail. DS is no longer an anti-momentum perk, it is an anti-tunnel perk. If the killer decides to kill you and ignore everyone else, you have a chance of escaping. If you are not being tunneled, do a gen or cleanse a totem.

  • "You either die a hero or live long enough to see yourself become the villain" - Harvey Dent

  • @Ivaldi said:

    Expect to see an increase in BT users because another downside that no one is realizing.. This essentially means that if a killer has 2 people hooked in the basement it's now a death trap for them.

    Survivor A goes down into the basement for the save but gets hit before unhooking; Survivor A saves Survivor B but then gets downed. Survivor B attempts to unhook Survivor C and then gets downed. Now Survivor B doesn't have DS anymore.

    Now you might say "Leave them and run out.. heal and come back".. But the cycle will just repeat itself if you even get a chance to come back; barring the death timer or if you can even make it out without being downed again.

    "Then you will know that there is no escape. When hanging in the depths, you face the dark one."

    The Basement is supposed to be a death trap. In my opinion, it is meant to be a very scary location, rewarding for killers and dangerous for survivors.

  • @chargernick85 said:

    To play me as killer cuz I suck already dropped to rank 3 LOL. Sorry thought you might like to read something other than DS post.

    Good luck, fellow Freddy player :)

  • @JustZed32 said:

    Booba said sth like: "you dont have to enjoy killing. Some things are just have to be done."

    Innocent (?)

    No, i didnt watch his movie and know nothing about him.

    PHub tortures people. Guilty and toxic.

    Hag... As a kid she was tortured actually, slaved, but now shes a cannibal so MEH

    Actually, it wasn't Bubba who said that. It was Drayton, his brother.

    "I just can't take no pleasure in killing. There's just some things you gotta do. Don't mean you have to like it." — Drayton Sawyer

  • @Ghouled_Mojo said:

    I think this is a step in the right direction. It’s a wonderful sight for old eyes.

    I agree, my friend. I agree.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916330#Comment_1916330

    Oh yeah, i still get a twitching eye, whenever someone mentions Howling Grounds...

    Very well, think about Moonrise then. It was a very good event, certainly better than the upcoming one.

  • @dezzmont said:

    The main thing killer needs IMO is a lot of QOL love.

    The game is killer sided. Killers are the stronger role. A good killer playing perfectly should win every time.

    But killer is also the more frustrating, busy, and hampered role. Basically everything about killer is designed to be as infuriating as possible. Stuff like constant camera locks, the ability to be blinded while you lack control over your camera, loops as the main game mechanic over stuff like hiding or break aways (and to be clear survivors need loops, juke based gameplay died with the survivor speed waaaay back when), and lots of other mechanics that allow a survivor to openly 'brute force' past you or otherwise have power in a situation they shouldn't.

    DS+UB is actually really important to consider, because while is meta and strong, it isn't so strong killers can't win if they play well, it changes basically nothing about the 'ideal' win condition of snowballing save adding an extra step. But it is so ABSURDLY INFURIATING to killers because it creates a scenario where despite the survivor not even trying to escape you they have more power than you.

    Other problems include stuff like lacking a real way to concede (End game collapse actually upsets me because it was downright OPTIMIZED to let survivors bully killers), a refusal to buff killers to be interesting or impactful, and nerfing tools killers have that make the game smoother and less frustrating. For example, ruin undying was too strong, but it also solved a problem where good killer play moment to moment wasn't rewarding at all unless you were playing amazingly the entire time. It gave you a concrete reward for correctly pressuring gens and allowed you to meaningfully extend the game for good tracking. Did it need a nerf? Sure. But its no wonder killers are furious because their tools are constantly nerfed in ways that remove the positives of them while survivor tools get nerfed in meaningful ways that maintain the intense negatives for the killer.

    Killer is also physically exhausting. The camera locks are some of the best in gaming so it isn't physically nauseous save for nurse, but it still makes killer gameplay fatiguing. And killers have no downtime, they have to be constantly doing things all the time, so every little bit adds up and causes killers to quit.

    And to be clear, its obviously why most of this stuff is in the game, mechanically it mostly works fine: Camera locks allow survivors to try to do more jukes and evasion based strategies which are cool. Its just that it all adds up in a really negative way for the killer experience which makes winning a killer game not feel good unless its a total blowout, and losing a killer game a nightmare as your forced to continually actively participate in your loss to do dumb stuff like run people out.

    So what do I think killer needs?

    1: More punishment for 'longer' bodyblocks such as it auto-damaging you after 2 seconds or something of uninterrupted contact with you not moving away. Pinning the killer to the wall should be an insane strategy, you should be trying to eat a hit or buy a few seconds not physically halt the killer entirely.

    2: Get rid of camera lock blinds. Yes, this makes flashlights even worse, but as we learned from Deathgarden maybe having a major interaction component be '######### with a player's vision' is not fun and contributes to a lot of burnout.

    3: A real surrender system. Killers should be able to end the game with a 'GG you win' rather than have survivors run around them and teabag until they start chasing again despite the gates being 99'd.

    4: More base regression in kit. Killers seriously need this, like I think killers should get a 'mini pop' base kit so that killers feel way more rewarded for winning a chase. Bonus points: It teaches killers not to camp without a very good reason.

    For meta changes that I think are more critical, because I think the killer die-off was way more 'Ok this game doesn't treat us well' rather than 'the game has a lack of balance':

    5: Actual consideration to the EMOTIONAL impact of changes for killers, like they do for survivors, rather than just making it purely for the survivor's emotional needs. The devs treat killers and survivors EXTREMELY differently, and the mori nerf is a prime example of, frankly, scummy behavior. Its so telling they didn't warn the killers about the mori change because it would make survivors feel bad to have a week or two of killers using their moris, but killers have to just deal with keys for an indefinite period still as survivors burn through em as fast as they can. Like holy ######### that was just awful and its no wonder survivor Qs are 20 minutes now you treat killers like garbage, that was the kinda stuff that lead to the killer strike but now killers don't even want to talk to the devs anymore because its so clear its all appeasement.

    6: Get off the stats based balancing holy crap. OoO needed to go a year ago how the hell is it still in the game? Actually think about what things do to the gameplay loop when it negatively affects killers, rather than just what it does mechanically. The idea that OoO or Keys weren't a problem because their win rate wasn't high is so amazingly dumb and ignores why people hate these mechanics. Its way more critical for the game to feel good to play than the game having a balanced win rate: this is why its ok that NOED is bad for example, because emotionally its a powerful perk that does good things for the game. This is why its bad that Adrenaline is so good: It feels awful for adrenaline plays to happen for the killer and while this high point is great for survivors that is ultimately what most killers feel is the only consideration here and it combos awfully with DS-Unbreakable.

    A very, very pleasant read. Thank you, my friend.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916315#Comment_1916315

    Well, this was known since December.

    The Lunar Event will not have ingame currency or anything, it will probably be Hooks, Gens, Offering and ingame Lobby. Maybe Firecrackers or Items for Survivors/Add Ons for Killers.

    The only events which will be bigger will be the Anniversary and the Halloween-Event.

    This is sad. Howling Grounds and Moonrise were so good. And now... At least we get some extra Bloodpoints, I guess.

  • @Yamaoka said:

    Fire Up.

    The perk design is healthy for the game as it rewards killers for not slugging. The perk rewards the killer for actually "playing with the survivors" and losing a few gens in the process as the perk effect / action speed buff gets stronger the more chances the survivors get to fix the gens.

    However the perk values (4% per gen at tier 3) are a complete joke making it only somewhat interesting for Myers (due tier 3 vault action speed buff) and Wraith (due to his addons that buff action speeds) and even then only in their vault master fun builds.

    I would buff the perk by increasing the values to 7% per generator.

    Agreed, but I think 7% is not enough. I believe this perk should just return to its original version:

    The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.

    Each time the Survivors complete repairs on a Generator, Fire Up grows in power and grants a speed bonus to pick up, drop, Pallet break, Generator damage and vaults.

    • 2 Tokens: receive 6/8/10 % action speed bonus.
    • 3 Tokens: receive 8/10/12 % action speed bonus.
    • 4 Tokens: receive 10/12/14 % action speed bonus.

    "Now why don't you just [BAD WORD] die?" - Freddy Krueger

  • @sonia_delos said:

    I don’t really care what people think but when you play Bubba, use the chainsaw as a crutch, face camp, NEED NOED and still can’t get the job done, you’re just about the worst killer there is.

    Change my mind.

    First of all, using your power is not a crutch. Second, there is nothing wrong with Bubba.

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