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  • Killer feels like more of a chore now.

    I can't tell you what it's like to play at red ranks anymore because playing Killer just isn't fun, whereas Survivor is mostly relaxing with a few tense moments. I can't be bothered to play Killer anymore outside of doing dailies / challenges.


    And it isn't solely because of the Ruin nerf, rather the culmination of multiple nerfs / months of literal game breaking bugs for killers (have the devs even tried stalking with Myers? He's not functional and would have been hotfixed months ago by any competent dev) / devs expressing questionable priorities ("Here's 5 underused survivor perks we're looking at buffing. Oh, and Cruel Limits for killers. DS and gen speed are great! There's no need for secondary objectives. But Ruin? Naaah. That's gamebreaking. Let's effectively remove it from the game").

  • "Gen speed? It's fine. Secondary objectives? Not a priority, not going to happen. Decisive Strike? We're geniuses, there is absolutely no issue with this perk whatsoever just stop tunneling bro! You want weak perks buffed? Sure here's 5 survivor perks we're looking at. Oh, and Cruel Limits for Killer.


    But Ruin? RUIN? OH HELL NO. Get that ######### out of the game."

  • @thesuicidefox said:

    I've been a rank 1 survivor for a while and I find Doc seriously annoying to play against. Keyword ANNOYING. He's not hard to play against. I want to make that clear. But just because I can escape from Doc doesn't mean I find him in any way fun to play against.

    IMO these changes are welcome. The only other thing I'd like to see is that they remove the vault stopping power of his ability since he no longer needs to change his stance AND he is always moving at 115 speed. Honestly the most annoying thing to deal with against Doc. Just make it a slow vault. It would be so much better.

    Also you shouldn't be blocked from healing a survivor off the ground. It gives him free slugs and it's super annoying to deal with. Normal healing sure, but healing off the ground hell no. Also also Mend should take priority over Snap Out.

    Do these things and make his add-ons stronger and I'd have no problem with Doc moving forward.

    So.... basically you want to make addon-less Doc have no power whatsoever besides tracking?

  • Long cooldowns are such a boring, lazy way to balance things. Stop tacking them on to every new perk and ability.

    Other than that caveat, I'll wait and see how Doc turns out. Maybe the increased shock range will help him, maybe he'll still have the same issues from the Killer side that he currently does (very few loops that shock can be used on to shorten against survivors that know what they're doing).

  • I really, really, really hate how Devs are plugging their ears and refusing to listen to any complaints about Decisive Strike.

    *Lalala DS is anti-tunnel lalala even if you down and hook 2 other survivors before finding and downing the DS user again, you were still definitely tunneling and should be punished for outplaying the survivors too hard lalala better keep a timer for each and every survivor and hope that no two survivors are playing with the similar cosmetics lalala still definitely only useful for anti-tunneling*

    At least acknowledge the common suggestion of DS canceling when another survivor is hooked while DS is active and explain why that change would be so ground breakingly broken.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/911507#Comment_911507

    But they're testing the features before they releases the PTB. You wanna tell me that they didn't tested his power before? lol

    Combining both a remapped Q + E key and mouse? Yes, they missed that one specific instance of his power. And then they had a PTB and discovered it. Crazy concept?

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/911474#Comment_911474

    Ok, then why it wasn't mentioned in PTB patch notes that it wasn't intented, but only now? Like seriously ONLY the nurse and spirit can still handle against the expierienced survivor while other killers can do ######### against them.

    What do you mean "only now"? It's literally right there in his RELEASE patch notes.

    It wasn't mentioned on the PTB patch notes because the flick was an unintended BUG discovered by players. That's the purpose of the PTB, for players to test out and discover/report bugs before the release. So it worked exactly as intended.

  • @Creator said:

    https://forum.deadbydaylight.com/en/discussion/comment/911244#Comment_911244

    I advise you to re-read the patch patch before writing anything here. OK?

    Maybe you should have read Oni's release patch notes where they stated that his turn-rate was an unintended, known issue. Maybe then this bug fix would have come as no surprise today?

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/899042#Comment_899042

    I love how you use this clip of umbra abusing wall clipping to show off how "op" DS is lmao.

    fair lol

    But irrelevant to the point.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/898854#Comment_898854

    You're not wrong, but I do think the key there is "forget in the heat of the moment". That is something you can work on to avoid that situation from happening. I've done it a few times, but these days, I play around that and don't fall for it as often.

    https://clips.twitch.tv/CogentWiseHamsterWutFace

    The fact that you can down and hook 2 different survivors across the map and get DS's by a third survivor should tell you that there is at least SOMETHING wrong with the perk. You should not need to keep a 60 second stop watch for every survivor, that's just poor design to be frank. There should be something else, very clear for the killer, of when this perk is not active.

    DS cancelling out when another survivor is hooked after the DS user has been unhooked is a VERY popular suggestion because at that point it's a clear case of the Killer not tunneling, but I have yet to see a BHVR member address it. Can you please tell us how this would be disruptive to the purpose of the perk design?

  • Do perks such as Zanshin Tactics, Windows of Opportunity, etc really make sense as DLC perks? They're clearly meant for beginner players, yet the people who are most likely to buy DLC have probably played long enough to see very minimal use from these perks.

  • This DBD forum will whine about literally anything.

  • That salt on these forums is unreal. lol

    Rift's update is delayed. Sucks. But I think I'll live?

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/876767#Comment_876767

    Right...

    And what happens when it's a Plague game and healing is just suicidal? Or it's against any killer that punishes healing?

    At any rate, I'm not sure how your point addresses the topic of whether or not the cooldown is necessary since the entire discussion assumes that there are Survivors injured in the first place. Otherwise it doesn't matter whether or not there is a cooldown at all.

    What, you mean there's actually a reason to heal vs Plague now and she actually gets to use her power throughout the game? Whatever will we do now against the super OP Plague and Legion? D: /s

    I don't understand what you're confused about. The perk punishes survivors for the "never heal, just M1 generators" playstyle and (supposedly) rewards killers for playing well, spreading pressure, and downing survivors quickly. The CD tells killers that he isn't allowed to play THAT well and be rewarded for his perk slot investment.

    The point of my previous post is that there is already ample counterplay and a CD isn't a needed one.

  • @Science_Guy said:

    Blood Echo absolutely needs the cooldown, taking away all Exhaustion perks more than once a minute would be utterly obnoxious. It's hilariously short for a cooldown as is. If you're actually in a position where that cooldown is even coming into play, you're doing fine anyway.

    As far as AMN, it's "nice" to see people still don't understand what an unsafe pallet is. That perk is also strong and deserves its cooldown.

    You could... you could try healing to dodge the exhaustion?

    You have to be injured (which means you were likely in a chase with the killer), the killer has to find, chase, and down someone else, he has to pick that survivor up and hook him, and then he has to find you again. You're telling me that between all of this you have not found the opportunity to heal?

  • @MrsPiggyIsSoSneaky said:

    https://forum.deadbydaylight.com/en/discussion/comment/875863#Comment_875863

    Uh no, that perk makes sense to have a cool down. You wonder why no one is complaining about that perk having a big cool down? Because it is actually reasonable, keeps it from heavily being abused by SWF

    Eh? I wouldn't go that far. Picking up a dropped pallet isn't amazing, pallets worth picking up are destroyed almost as soon as they're dropped. I don't see this being used regularly by any team, SWF or not, CD or not.

    Let's not lose sight. Exhaustion perks make sense. One time use perks make sense. But 9/10 times CD on perks are out of laziness, absent of proper balancing. Regardless of if it's a survivor perk or a killer perk.

  • Cooldown on Killer perks is just such a lazy way to balance them.

    And I'd really like to know where this myth came from that Thrilling Tremors is abusable without a CD. The wiggle meter that advances significantly every time a survivor is dropped already acts as a stopping lever.

    And more recently there is Surge. The devs claim that they added a CD because it MIGHT be abusable in a 3 gen setup. But guess what? If a killer is hard committing to a 3 gen setup then Surge isn't going to matter a whole lot anyways, the 3-gen setup is already going to be bad, Surge or no Surge. What the CD ACTUALLY does is tell the killer that he isn't allowed to snowball, he isn't allowed to be rewarded for committing a perk slot, playing well, and downing survivors quickly, and this hurts killers who would want to use Surge in non-3 gen setups a lot more than the rare killer who actively looks to create them.

    Adding a CD to Blood Echo also tells the killer he isn't allowed to be rewarded for committing a perk slot, playing well, and downing survivors quickly but also let's the survivors know that they shouldn't be punished for not healing in these cases.


    TLDR; Blood Echo already has counterplay; healing. A CD is not needed except to punish killers for playing well.

  • The challenges should not feel like a grind. Grindy challenges for battle passes CAN work in other games when they allow you to take on more than one challenge at once. But that isn't the case here; you can make progress in only one challenge at a time.

    As such, the challenges should be quick, less luck dependent, and promote you to try different perks and playstyles (but not at the expense of not actually trying to win the game aka "disturb 25 crows by walking between 2 crow spawn points the entire game").

    A solid example was the This Is Not Happening, Botany Knowledge, and Dark Sense challenges. Not quite meta perks, but by re-introducing players to them some could come to the realization "hey, these perks aren't so bad". I also enjoyed making builds that would make me complete the challenges more efficiently; for example taking Bond, Better Together, and Prove Thyself with a Shroud offering for the Dark Sense challenge so other survivors aren't stealin muh gens.

  • You... You lost me after the title (the title is correct btw).

    Ghostface is a really cool concept, on paper the mechanics sound just like a scene out of a slasher flick; The killer and the victim, for some unknown reason, have a stare down before both take off in a sprint.

    But Ghostface does have a very real drawback despite your claims; Once he is revealed he is a basic M1 killer with no killer power. No other killer has an issue of outright eliminating a killer's power besides Trapper (who is in GRAVE need of dev love).

    And that brings us to Ghostface's biggest problem, the "Reveal" mechanic is way too inconsistant. For both survivor and killer.

    On the survivor side I could be staring directly at him not even 6 inches away and not reveal him. Or he could repeatedly lean/unlean to reset his reveal timer which, which again might sound ok on paper but is extremely frustrating when you know exactly where the killer is and have the center of your screen pointed directly at him but are powerless to being exposed.

    On the killer side, there are an absurd amount of moment where you get revealed from behind a wall or are completely unable to stalk at all despite the survivor clearly being in range and in line-of-sight.


    In general, the killer is just too buggy and was released entirely too early before the devs had the time or skill to tune him properly. And because most of the sales have been made off of him I feel like much of his glaring problems will not be addressed until the much older (and admittedly more in-need) killers receive work.

  • As other have said, they really missed the mark with his portals. He was marketed as a "portal-based" killer. "Shred" is mentioned almost as an afterthought in his killer description page and not mentioned at all in his description on his Steam DLC page. Nearly every single one of his addons affect his Portals. Yet they feel cumbersome and underwhelming, and frankly often just a waste of time regardless of the addons you take.

    He CAN BE decent in the hands of a good player. The issue is he takes quite a bit of effort for comparatively little reward. The time you spend learning him can be spent playing a better killer who takes less effort / one that is more forgiving / gives stronger consistent results.

  • I agree with the sentiments (though I will note that infinites were just as cheesy as what we have now, if not more).

    When I first bought this game, it was simply because Myers came out and I consider myself somewhat of a movie buff and wanted to play as him. But I did so with the understanding the game was an online multiplayer hide-and-seek. And for a while it was.

    I can kind of understand why it changed overtime; it needs a thriving online community that can survive at the highest levels even after the "scares" have long run off. Still, I think stealthy players aren't rewarded enough while survivors literally running at the killers aren't punished hard enough. Allow me to put it this was; I internally cringe every single time I see a killer or survivor referring to the stealthy playstyle as "immersed" in a derogatory manner.

    Though I can understand why they do; its much less effective than running a killer in a circle around a box 20 times while the other survivors hold M1 against generators, knowing full-well that they're in safety. Also a lot of the current killers come in with this expectation from other competitive multiplayer backgrounds that it's supposed to be an action game rather than the likes of horror game fanatics and MGS and Splinter Cell players who wanted to see how stealth games play from the hunting perspective rather than the hunted. To those types of players from the former category the chase and not the hunt is what's entertaining and should constitute the bulk of the gameplay and not being able to find a Survivor right away this very moment is boring and they need their satisfaction NOW.


    TLDR and Feedback; The game should have more options for stealthing around as survivor and be more rewarding for doing so, while also being more punishing for those survivors who expect to just take turns running loops around the killers for the entire duration of matches.

  • @[Deleted User] said:

    Unless his ability attack gets tweaked to be less...unwieldy.... I doubt he will ever be above mid tier at best. Some folks can use him VERY well, but a lot of folks, like me, can't land a single damn hit with that stupid club.

    Ah yes. Just like the solid mid tier Hillbilly, Spirit, and pre-nerf Nurse. Learning curve = mid tier. /s

  • https://clips.twitch.tv/TsundereSquareMangetoutWholeWheat

    Can you guess what happened after this clip? Anti-tunneling perk btw xd

    Hooked one survivor, downed and hooked a second survivor, first survivor kobes off of hook, into a blind dash for the save on second survivor, into double downs, into getting DS'd by the unhooker/first survivor hooked. But sure, that was definitely "tunneling".

    DS should deactivate if you hook a different survivor. This isn't tunneling, period; this is being punished for playing well and downing survivors to quickly.

  • It was a neat little idea that didn't pan out well, just like a lot of things Spirit related.

    A killer that efficiently hunts (mostly) by hearing but is blind while doing so sounds like such a badass and unique idea for a killer. But the execution was flawed; they overbloated Spirit's kit with too many unnecessary "mechanics" such as the passive-phasing, no vault animation, collision during phasing, lack of indications of when she's phasing, etc, etc and she ended up becoming less of a "hunt with your ears while blind" to a "flip a weighted coin, if the survivor guessed wrong they lose".

  • Not going to lie, you had me in the first half. Then....

    Dumb one, totally rng perk, can be destroyed in the very beginning. And Killer barely need to do something to make this perk useful so he can camp survivors to death. 

    How does any of this correlate? If a killer is camping a survivor to death..... does it not stand to reason that his hex totem is unguarded and ripe for cleansing?

    You're right. Ruin is a dumb perk. Nobody. NOBODY likes the RNG-based totem system. But Ruin is used because it's the best we have. On the other perks the raw numbers are either too low (Dying Light, Thanatophobia), require just as much luck (did I down this survivor next to a generator that has more than 5% done or am I going to have to waste time and walk to the complete opposite side of the map to find a generator that may or may not be done by the time I use PGTW?), or are kept back by arbitrary and unnecessary restrictions (cooldown and radius on Surge, cooldown and duration on Thrilling Tremors).

    Sloppy Butcher is just OK. It's situational and the amount of time added to healing isn't particularly high. But god forbid you Sloppy Butcher against a good team of survivors who don't heal much anyways and just generator rush instead when they see SB.

  • @bubbascal said:

    https://forum.deadbydaylight.com/en/discussion/comment/811362#Comment_811362

    Found another person with a Tapp icon that is just like this. Why is it that all Tapp accounts speak in perfect English but have poor logic?

    Oh really? Name the part where I said you were a Survivor main "again".

    Because you must have read QUITE far into it, looking for something you can use to escape a argument.

    Stay dishonest and biased. ;)

    Also, the majority of the playerbase is Survivors. Who also don't touch Killer. I'm typically right in calling people Survivor mains.

    Second paragraph of your response. Not very far down. I assume the rest of your gibberish wasn't really worth addressing since you started your argument in bad-faith under false pretenses.

    I'm sorry you're so upset that you've been presented with conflicting viewpoints that don't fit your narrative ("only a SURVIVOR MAIN would call a killer OP! AHA I GOT YOU NOW!!1! Not only that, but you have a TAPP ICON! Take em away bois!").

    You can go back to living in your sheltered little bubble now. ?

  • @bubbascal said:

    https://forum.deadbydaylight.com/en/discussion/comment/808483#Comment_808483

    If you're gonna refer to me, quote me directly or tag me.

    "I'm sorry, I just have a difficult time taking seriously people who assume that anyone who wants Spirit nerfed "must be a Survivor main!1!! git gud!".

    I've seen not a single high-profile killer main claim that Spirit isn't overpowered and does not deserve a nerf. ZubatLEL, Scott Jund, UMBRA (who is top 10 in the leaderboards for most sacrificed survivors).

    https://clips.twitch.tv/FantasticTangentialMonkeyMikeHogu

    I know it's a crazy concept, but it is entirely possible to make an attempt to see both perspectives.

    PS: Suggesting taking a perk that you otherwise would not have for a single killer (Iron Will x Spirit) is not "counterplay", it's a blind-counterpick and does not even address her main issues in this case."

    "I'm sorry, I just have a difficult time taking seriously people who assume that anyone who wants Spirit nerfed "must be a Survivor main!1!! git gud!"."

    And I don't expect you to. It's easier to just throw your hands in the air and demand something has "no counterplay" and then scream until it becomes easier for you. Spirit has a myriad of weaknesses, you just aren't harnessing them.

    Also, the majority of the playerbase is Survivors. Who also don't touch Killer. I'm typically right in calling people Survivor mains.

    "I've seen not a single high-profile killer main claim that Spirit isn't overpowered and does not deserve a nerf. ZubatLEL, Scott Jund, UMBRA (who is top 10 in the leaderboards for most sacrificed survivors)."

    So what? Doesn't mean they're right.

    Also, of course pros will claim a Killer is broken if they're good at the game. >.>

    "I know it's a crazy concept, but it is entirely possible to make an attempt to see both perspectives."

    Oh really? Nerf Survivors then. Nerf the gen times, nerf the maps.

    I know it's a crazy concept, but you MUST compromise if you want to take the last Killer who can deal with elite SWF away from Killers. You shouldn't be able to just demand nerfs over and over again and not lose your tools to ruin the game for Killers.

    You must make a attempt to see from BOTH perspectives. ;)

    If you won't compromise, Spirit stays. Period.

    I play both sides, and I won't listen to Survivor mains unless they are willing to compromise. Their reasoning for Spirit nerfs is typically trash anyways.

    "PS: Suggesting taking a perk that you otherwise would not have for a single killer (Iron Will x Spirit) is not "counterplay", it's a blind-counterpick and does not even address her main issues in this case."

    Iron Will also countered old Nurse. And it counters all Killers, as a lot of red rank Killers and good Killers in general either use headphones or have good ears. Iron Will is completely underrated.

    I can tell you're one of the babies who cries about "no counterplay" until it's extremely easy for you to win, huh? Or until you have safe, consistent methods of repeatedly defeating Killers (which is what most people who use words like "counterplay" want: Nothing that requires too much thought or prediction.) until all gens pop so you can teabag at the exit gates and pretend you're good.

    Stopped reading when you once again referred to me as a Survivor main. No ragrets.

    "You're a survivor main because I JUST KNOW BRO!". Try again in a less-spastic manner.

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/810883#Comment_810883

    I’m referring to slugging mostly. Instead of Adrenaline being a perk that essentially trolls the other side (like noed would be if you know, bones weren’t a thing you can eliminate from the getgo) it now gives an answer to slugging and those games where it’s suddenly all on you.

    There's already an answer to slugging. Recovering on ground while others do objectives, running Unbreakable, Tenacity, Flip-Flop, or No Mither, OR just all around playing better since there is not as much of a time restraint for picking up a slugged survivor compared to a hooked survivor and tracking a slugged survivor requires a perk investment from killers.

    And again, how is slugging "bad behavior"? There are entire killer perks built around it. If it weren't an intended strategy then Survivors would simply be able to pick themselves up off of the ground and the Unbreakable perk would not exist.

  • What if instead of causing toxicity for killers, it countered the bad behavior of killers? Maybe if everyone is either hooked or incapacitated, Adrenaline kicks in.

    I'm sorry, since when is hooking everyone as killer "bad behavior"???

    Are killers not allowed to snowball anymore? Should I not be going for domino plays with T3 Myers? Is Infectious Fright not allowed?

    Playing well = bad behavior, apparently.

  • I'm sorry, I just have a difficult time taking seriously people who assume that anyone who wants Spirit nerfed "must be a Survivor main!1!! git gud!".

    I've seen not a single high-profile killer main claim that Spirit isn't overpowered and does not deserve a nerf. ZubatLEL, Scott Jund, UMBRA (who is top 10 in the leaderboards for most sacrificed survivors).

    https://clips.twitch.tv/FantasticTangentialMonkeyMikeHogu

    I know it's a crazy concept, but it is entirely possible to make an attempt to see both perspectives.



    PS: Suggesting taking a perk that you otherwise would not have for a single killer (Iron Will x Spirit) is not "counterplay", it's a blind-counterpick and does not even address her main issues in this case.

  • @SeducedByDaemonette said:

    Revert post ptb changes to whooshing sounds (being able to hear her power in a terror radius) , remove collision in the phase , gut wakazashi/katana tsuba/prayer beads , make her either deaf or at least make her hearing omnidirectional while she is phasing .

    As a compensation make it so she has undetectable for the first few seconds after coming out of power?

    Agree with all minus the "deafening". She's supposed to be a killer that relies on hearing, not eyesight. It's a good design in theory, gives ample space for skill expression, and does not need to be taken away.

    The problem is that the way she is played now doesn't require much eyesight or hearing; she can rely on ######### coinflip "mindgames". And calling it a "mindgame" is a bit of a stretch. It is the equivalent of hiding a coin in one of your hands, putting your hands behind your back, and asking someone to choose which hand has the coin. I picked left when I should have picked right. Such mindgame, wow.  "I guessed she was phasing but she wasn't phasing! Darn, such outplay".

    I'd go as far as make a visual indicator on her character model when she phases since the sound design of this game is finicky at best and breaks every other patch.

  • @MeridianSky_ said:

    I've been a rank 1 killer and never used ruin. I've been a rank 1 survivor and every time the killer has ruin there's this feeling of having to do a chore and put the fun on pause while I literally scour the entire freakin map looking for one tiny one-foot tall totem.

    I've had three games in the past few days where the totem couldn't be found by anyone and we just wandered around like idiots for a joyless 30 minute game. I'm not gonna play survivor anymore for a while, and I might not play DBD for a while actually. There's just been so many negative emotions like boredom and frustration that the thought of the game just seems boring to me now.

    How about we do something about Ruin.

    X

    Oh yes. Holding M1 next to a generator while staring into the void is so exciting. Actually having to move around the map and look around simply cannot compare to the thrill of expertly hitting my space bar at just the absurdly precise moment of succeeding a skillcheck once every 30~ seconds.

    /s

  • @SleepyWillo said:

    Why even bother with a PTB if they go this hard-core anyway. I thought the PTB changes made them useless but this is just OTT and actually funny...

    Is it me or is it just hilarious that the more common addons seem to be better on almost everything these days?

    ?

    The PTB worked EXACTLY as intended in this case. They made changes to Syptic / Syringe. Put them on PTB to test if they were balanced. Made changes accordingly.

    In this case, there was no counterplay. If you saw someone pop a medkit in your face as a killer you'd deduce that it were with one of those 2 addons. The problem was that both of those had 2 very different and opposing counterplays.

    The counter to Syptic was waiting 15 seconds for "Endurance" (Borrowed Time) to run out. The counter to Syringe was downing them quickly (within 8 seconds). There was no mindgame. It was a straight up 50/50, coin toss, guessing game. If you assumed it was one when it was the other then you just gave the survivor an extra health-state + speedboost. There was no way of knowing which it was until you swung. Now there is legitimate counterplay as opposed to being a coin toss; downing the survivor in the precise window of 8-16 seconds.



    Man, this community really has an issue with at least ATTEMPTING to see things from both perspectives.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/786439#Comment_786439

    Most people against voice chat simply want to keep the immersion they have along with not wanting the toxic nature of some random people to annoy them in game.

    Showing an icon is like singling someone out for using that choice.

    Telling those who are toxic in nature a person isn't using voice chat could lead to them blaming those who opt out for why lost and attacking them.

    Why stifle the modernization and growth of the game to cater to toxic players? If someone uses opting out as an excuse to grief or verbally abuse someone through post-game chat, that is IN THEORY a reportable and punishable offense, no (assuming BHVR someday revisits how efficiently reports are handled...)?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/786439#Comment_786439

    That's all well and good, but it doesn't change the fact that you're not communicating with them. Now you know that they can't hear you telling them that the killer's camping, just do a gen.

    The end result is the same. You're not communicating like a premade team.

    It doesn't have to be all or nothing; Not everyone has to communicate as if they were a 4 man premade squad all with voice comms. Just having 2 random players opt into voice chat could make a huge difference.

    If a team wants to put themselves at a disadvantage with poor or non-existent communication, then that's what they've chosen. What matters is that the option was there.

  • @Peanits said:

    Not everyone wants voice chat with strangers. I obviously can't speak for everyone, but I usually turn it off when I'm playing online games these days. It's just not worth it. Half the time you get someone who leaves their mic open the whole time as they listen to music in the background, argue with their mother about cleaning their room, or talk with a friend (not realizing or caring that everyone can hear them). Even if you don't, usually everything's peachy until someone starts dying, and then they turn on you and start screaming over the mic.

    If I couldn't opt out, I just wouldn't play survivor anymore. And I can opt out, you're already missing the point of adding it (you have no idea if the person you're talking to can even hear you).

    If you want to use it with friends, go for it, we won't stop you. But talking with friends and talking with strangers are two different things. Your friends aren't going to throw a fit, get mad at you and start throwing the match when things don't go their way.

    You can easily solve this problem by making an indicator above the survivor's name that tells you who on your team has opted out of voice chat? It takes like 3 seconds to think up this solution, c'mon now...

  • The portals just need to be more useful. They were meant to be the focus of Demo's kit but feel even more of an after-thought than Freddy's teleport (which legitimately was just tacked-on to Freddy).

    Freddy does not have to place his teleports beforehand, his ability to teleport can't be destroyed (until all generators are done), there is no travel speed but there is a charge time and cooldown.

    Hag has to place her traps (like Demogorgon) and they can be destroyed, but there is no travel speed, charge time, or recharge time.

    Demo gets the worst of both worlds; portals have to be placed, can be destroyed, and have a charge time, travel speed, and cooldown.


    With that said, they should just remove the cooldown completely. Sounds crazy, I know, but when you factor in having to place the portals, having a travel speed, and the fact that each portal has to be traveled through at least once to active it's detection ability, there is already quite a bit of time investment in using portals. Cooldown time is an unnecessary one.

  • All of the DLC maps are pretty bad for killer except for Father Campbell's Chapel (the most balanced map in the game imo).

    Fractured Cowshed can be annoying if survivors abuse the barn, Iron Works of Misery's main structure is annoying if survivors abuse it, and Rancid Abattoir can be annoying if the slaghterhouse has good window spawn. Of coarse corn can always be annoying.

    But for the most part the older, non-DLC maps have one very good structure and not much else whereas DLC maps have a lot of mini-abusable structures throughout the entire map no matter where you are, especially with Balanced Landing.

  • Good.

    Everyone, literally EVERY SINGLE SOUL who plays this game regularly: "Nurse is the strongest killer in the game, in a tier of her own since she released."

    Also, "surprised pikachu meme" when she gets nerfed. Like, come the hell on. This has been coming for a long time.

    @martin27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/760200#Comment_760200

    Do us all a favour and stop being a dirty liar, no killer actively calls for the nerf of characters or complains there isn't enough variety when playing as "SURVIVOR"

    Don't try to speak for everyone. Hexy rants about Billy all the time. Zubatlel and Scott Jund do the same for Spirit. Takes 2 seconds to figure out if they're killer mains or not if you're clueless about who they are.

    I'm a killer main and I think the meta is stale for both sides. Nurse and Spirit should be nerfed and other killers should be brought up to between Hillbilly and Freddy levels. Survivor "get out of jail for free" perks should be nerfed to the ground and other perks should be buffed to take their place. The same should be done with perks deemed "mandatory" for killers (Ruin, Enduring+Spirit Fury, etc).

    But not every thing can happen at once. Balance is a process and I'll take Nurse nerfs+insta-heal reworks in the meantime.

  • Spirit's mindgame = "I guessed she was phasing but she wasn't phasing! Darn, such outplay."

    Nevermind the fact that I was on a map with no grass, there was no audio / visual cue for her when she began phasing, and the footsteps in this game are in no way consistent or reliable. The mindgame was the equivalent of hiding a coin in one of your hands, putting your hands behind your back, and asking someone to choose which hand has the coin. I picked left when I should have picked right. Such mindgame, wow. Absolutely exhilarating gameplay, boy let me tell ya.

  • You're asking a pretty redundant question. Obviously they intend to go back for a pass on the older killers without the 2 ultra rare addon standard and obviously they won't give a date any time soon.

  • Mind game = "I guessed she was phasing but she wasn't phasing! Darn, such outplay."

    Nevermind the fact that I was on a map with no grass, there was no audio / visual cue for her when she began phasing, and the footsteps in this game are in no way consistent or reliable. The mindgame was the equivalent of hiding a coin in one of your hands, putting your hands behind your back, and asking someone to choose which hand has the coin. I picked left when I should have picked right. Such mindgame, wow.

  • You're either delusional or being disingenuous if you actually claim that Nurse was 100% fine besides her addons.

    That's all. Thanks for coming.

  • Edit: seems my example clips aren't working


  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/741241#Comment_741241

    First off it isn't even a sure thing.

    I'm red rank (3-4) and still can NEVER hit the skillcheck which is why I never use it.

    Second, this kind of situation literally never happened to me in two years. So if it is possible it must be incredibly rare.

    Downing and hooking 2 different survivors then finding the DS user again is rare to say the least, yes. But having the DS user come off hook, downing and hooking another survivor across the map, then being hit by the DS user again is extremely common.

    But since we're on the subject of "rarity", it's much more uncommon for a survivor with a working spacebar to miss DS in red ranks.

  • @TheUnendingNightmare said:

    Couldn't you just go for the unhooker instead of tunneling the unhooked survivor ?

    Wouldn't that prevent both BT and DS to even work ?

    It blows my mind that people still try to use this argument.

    I've hooked a DS user, downed and hooked TWO other survivors, then found+downed the DS user again only to be hit by DS. And that was tunneling, how?

    Not to mention all of the times DS users will play like complete idiots (running straight at you, doing a generator in your face, hopping in a locker, etc, etc) just because they know that they have DS.

    It's not an anti-tunnel perk, it's a full minute of killer immunity that punishes the killer for downing the survivors too fast.

    It should de-activate if A) another survivor is hooked B) the DS user is full healed or C) the DS user begins working on a generator/exit gate because clearly safety isn't his priority at that point.

  • @PalletOrWhat said:

    I see people getting upset about DC's here all the time. The Dev's wouldn't do anything about it etc.

    But what are they supposed to do? You can't force people to play against ######### they don't want to play against. If they can't DC anymore they'll kill themselves on the first hook. If they can't kill themselves on the first hook they will just go afk. What does a really good solution look like?

    Even if a survivor kills themselves on hook or afks they are buying some time for other survivors by forcing the killer to transport and hook the survivor rather than immediately go look for another survivor. They also are not denying the killer BP and are giving him some time to look for the hatch in a 2v1 situation (death animation before hatch opens).

    And the devs have expressed interest in being able to punish DCers once dedicated servers are introduced so get used to the idea.

  • He's good. I'd put him just below Freddy (Nurse>Spirit>Billy>Hag>Huntress>Freddy imo).

    The issue is he takes quite a bit of effort for comparatively little reward. The time you spend learning him can be spent playing a better killer who takes less effort / one that is more forgiving / gives stronger consistent results.


  • @MegsAreEvil said:

    https://forum.deadbydaylight.com/en/discussion/comment/727345#Comment_727345

    First, camping is not intented. Its more over against the whole game concept. Second, those changes were never tested before this way. Just stop lying to justify your cheap play.

    https://www.twitch.tv/deadbydaylight/clip/SuspiciousUglyWhaleStoneLightning

    From the game designer's mouth itself. Thanks for playing!

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