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HolyDarky

HolyDarky

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HolyDarky
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  • According to the stats from Nightlight, Dead Hard is the seventh most used perk (ca. 11% usage). DH is on its own good but also works well with other perks such as DS, Made For This, and Balanced Landing. So to say this perk is useless is just wrong. In addition, many dbdplayer would also say DH is not useless or something like this.

    Dash-DH was an unhealthy and broken perk which was the reason why it got nerfed - we don't need it back. Then old-DH was also not healthy due to the wait it out and other things. Now, Dead Hard is in a better spot than before and does not need a buff.

    In my opinion, cureent DH is a high risk high reward perk and this is a good thing.

  • @CammyChameleon said:

    I think what has been seen a lot, especially in competitive DBD play (which is not what I am saying to balance around) - Is having no Duplicate perks for survivors.

    As Survivor, facing META build killers can be annoying, but It will never be as annoying to facing 4 Meta Builds while playing killer, with all survivors having the same perks.

    Seeing 4 Adrens/Sprint Bursts is a lot to deal with in this current (Predrop/PreRun Meta)

    So the idea is, make it so you can't have any repeated perks --- BUT

    The catch is you can't have any repeated perks of the players in your Party. (Randoms and Solo Queues who do not queue up with you originally can have any perks. (That way you don't get screwed over if the other teammates you don't know have a build taking away anti- tunnel.

    I think this would help balance the game more for having 1 Meta build vs. 4 Meta builds, while also not affecting the solo queue experience.

    This would also be fun to organize with your friends on builds that work around each other, instead of just slapping on 4 adrenalines.

    The developers said they don't want restrict players by limiting perks, items ect. As a result, they won't make this feature. In addition, some SWFs play chill and casual while some SoloQ plays like a strong SWF. It would not be fair to punish them because other SWFs go hardcore.

    I personally think it would be better to buff SoloQ to make them more equal with SWF (e.g. let us the builds of the others in the lobby, basekit kindred, get rid of stupid archives that force randoms to throw the game, sharing informations such as Franklin's Demise or Plaything, and maybe messages like "I go for the rescue", "killer is on me"). If SoloQ is equal to SWF this would help a lot. At the same time/then the developers can buff basekits from killers and balance survivor items. At the moment the developers try to improve and buff weaker killers. Next, instead of restricting perks to force players to play uncommon perks, the developers should do another big metagame shake up by nerfing and buffing different perks. I really miss the one time when the developers nerf/buff round about 40 perks at oonce. Same goes for survivor items and addons. Personally, I can understand that some perks and items feels so awful when you see them - e.g. seeing all survivors get adrenalines and are ful healthy and extended the chase by a lot or how quick a Generator pops due to strong toolbox. Similarly issues have the other side of cause too.

    Overall, restricting and punishing players for playing together is not a good idea but balancing everything would be better.

  • Tunneling is not a banreason according to the rules (https://support.deadbydaylight.com/hc/en-us/articles/4408586353940-Invalid-report-reasons), which is understandable because tunneling is a tactic like camping or slugging. Tunneling is a good strategy to win the game (roughly said). However, you cannot blame the killer for tunnling and playing the game normaly - they cannot ignore you just because you brought a cake. In addition, the killer cannot know you run no strong perks due to perk roulette. Overall the killer did nothing wrong, was just playing the match as they like, and it was - I am pretty sure - nothing personal.

    That you feel sad/mad/frustating about this match because the killer was tunnling you quickly out of the game is understandable and many players feel in someway the same because tunneling is one of the issues in this game (there are many posts about the tunnelingissue) and the developers might look at this issue according to their roadmap. But blaming the otherside (the killer) is the wrong way. The best solution for the moment might be to accept the match and moving on because not every match will be like this - not every match will be good but not every match can be bad. It can be also helpful to find a healthy way how to handle frustation like this (e.g. playing with friends that gives you even in situations like this a smile or to take a short walk).

  • @Atom7k said:

    The last few weeks I started to resent this game more and more. Almost every game (as killer) I get the sweatiest tryhards you can imagine. Everyone is running the meta (lithe, adrenalin, windows of oppurtunity, resiliance).

    Every pallet you get tbagged every window you get nodded and or tbagged. I don't even start about the exit gate dances of flash light clickies. I don't really know why people intentionally ruin the fun of the game by being toxic (must be really sad people in real life) but it started to annoy me to the point, where I noticed I entered the next match with the intention to slaughter everyone.

    So at this point I will take a step back and leave the game for a while.

    The question remains. BHVR added an antifacecamping mechanic and though it's not perfect it's a good step. Survivors however can be as toxic as humanly possible without ever facing a downside.

    I think BHVR should do something about it because more and more of my friends and finally I are not enjoying the game anymore and I think I'm not the only one.

    So I assume a fair amount of 'good' players leave the game for a while or forever and if this issue persists it will only leave more toxic people on the platform.

    3 friends of mine already decieded to quit dbd and haven't played for 6 months because of this.


    Players like to run strong builds because they are reliable and good for nearly every match. The sad part might be of cause that everyone is running the same builds. But to change this "problem" is up to the developers and another topic. Overall, it is okay to run strong builds - the survivors can run it and you too.

    Also facecamping is/was never a bad manner. It was more of a strategy like "Ok I get at least one killer or a trade". However, this playstyle was very boring and discouraging which is way the developers implemented the anti-facecamp-mechanic into the game.

    -----

    To start off, it is always an interpretation of why a player act like they act: For example, during the chill bone event I played survivor and threw snowballs at the killer during the chase because it was funny and I had no toxic intentions behind this. However, the killer took this personal and was tunnling me and said in the endgamechat that my behave was toxic. But it wasn't at all. You see, sometimes the behavior of the other party is interpreted as wrong. As a result, there is a difference in teabagging in my opinion: If the survivor tbag you at a pallet or a window they try do keep your attention on them and not on their teammate which might be not so good at chase or they know they have a good setup to keep you busy. It is important as a killer to know which survivor you should chase and which not and when a chase is a good idea and when not. Of cause if you want to improve at chase, it is a better idea to chase the best survivor because you can learn from them more. Also to look if its clever to keep chasing in the area. Tbagging at the exitgate, however, is more of a bad manner cause there is no other goal than giving the other one a bad feeling - my interpretation and I'm open to other views. I personally find this sad and it is even more sad that some players either lost the interest in this game or start to be an ass by their self - a false interpretation of act toxic get toxic. The developers seems to not care about this issue because their rules (https://support.deadbydaylight.com/hc/en-us/articles/4408586353940-Invalid-report-reasons) say it is okay to tbag. Personally, I think the developers should find a solution to this to make the game more healthy in terms of playerbase because you are not alone with this - there many topics in this forum where players complain about it while the devs are silent. However, this is a long time issue. As a result, either you try to take it not personal and to forget these matches - you don't have always these matches and there are many good matches you have not only in terms of winning but also on gameplay experience and fun during the match - or you look for another game - might sound hard but if a game (that you play in your free time) gives you a bad feeling this game is no more second worth. There are many other great online-multiplayergames that are fun.

    When I play SWF with my friends and we get a toxic killer, we turn these negative experience into a funny one by making jokes and other stuff - only in the voicechat with my friends not attacking the player, of cause. Same goes for killer it can be sometimes really funny how hard players try to give you a bad feeling that they act more like a clown. It's sometimes also a good choice to take a break from the game when you feel the bad experiences are too much for today/at the moment.


    tl;tr: Year, having less toxic players in the community is always good and I hope the developers sees the same way. But at this moment it is up to you if you can find a way to take bm less personal or to find a new game which makes you and your friends really happy and you can all enjoy.

  • @[Deleted User] said:

    Map offerings should absolutely be removed from the game. Set and show the map in the lobby. This game does not have the matchmaking system to accommodate one side stacking the deck with a surprise map offering and loadout tailored to the map of their choice. The frustration they add far outweighs their merits. There's nothing fun about losing because one side decided to stack the deck without you having the opportunity to do anything to prepare for it.

    Showing the map in the lobby would result in horrible long matchmaking because every player would join the lobby, see the map, and then leave. They would do this over and over until they find a lobby with a good map for them. Yes, I am pretty sure many players would abuse this feature because according to many forumposts many players dodge the lobby when they saw a p100 charakter.


    @Alen_Starkly said:

    Guys, there is a middle ground solution here. BHVR could make it so SWFs of 3 or 4 people cannot use map offerings, but anyone else can. Then, you won't be able to have a full team fully prepped for a strategy on that certain map. I personally don't see an issue with 1 or a 2-man lobby bringing a map, as well as the killer bringing the map (excluding Nurse, she's a special case).

    I don't see why Myers, Ghostface or Wraith wouldn't be able to bring an indoor map, it doesn't make them OP, it just makes the use of their power more viable.

    Map offerings are some of my favorite things to collect in the bloodwebs. I don't use map offerings often, but I love knowing that I can go to a map I crave when I crave it.

    Another solution would be showing all offerings used before the match starts, so both sides can decide whether they are okay with that or not. Not every killer will go out of their way to dodge Badham or Garden of Joy. I usually also accept killer bringing Midwich, knowing that it's probably jumpscare Myers. I don't go out of my way to dodge it.

    The developers won't do this because this would look so akward - they punish friends for playing an online-multiplayergame together. And even if they would ever agree with this idea, I'm sure it would take years to implement due to the "complex" code of this game - in their latest QMA they said showing the survivor builds for the other survivorplayers in the lobby would take years because the lobby-code don't allow a faster way. Lastly, I'm pretty sure this feature would have a low priroty to them.

    It would also look akward if some killers can use a map offering but other killers not. Instead buffing/reworking these killers would be much better.

    Showing the offerings before the match starts, would change nothing because the players can still do a last second switch. It would be still a nice feature in terms of BP-Offerings but not a solution for this issue.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626430#Comment_3626430

    I understand this perspective, because it is annoying when you get sent to Eyerie / Garden / Badham all the time. The RNG aspect of a random map can be fun.... Until you keep getting just MacMillan and Autohaven, and you get bored out of your mind. Yeap, RNG can do that. At those times I use a map offering to go somewhere NEW, where I haven't been that day, and feel refreshed (even if that map is objectively "bad" for my role). Without the ability to go to a map other than just autohaven or macmillan, I would probably just close the game.

    I always say, things need to be balanced, and then we won't have issues with map offerings. Nurse is too good on Midwich? The problem lies elsewhere - she is an OP killer who is in a desperate need of nerfing. Tired of Eyerie/Garden/Badham offerings? Well BHVR needs to rebalance those maps. Downsize the Garden, and remove the big chain of loops along that one wall, as well as break those OP loops at the house. Reduce the number of safe pallets on Eyerie. That's what needs to be done. Then map offerings won't be really used as gaining advantage anymore, and those of us bored of a boring map RNG on a specific day will get to use an offering for a different map, and/or one we really crave at the moment. :)

    I get your point it is boring to get the same map/realm over and over. Therefore, it was really sad that the developers deleted the feature of map preventing - I hope it will come back.

    I disagree with your second point (not with the nurse nerf, she needs this). Yes, maps should be more balanced for both sides [at this point I have to admit that the developers do a good job at this which is great and I appreciate it, thus they still have to learn] and it would be great if we get to this point one day (balanced in terms of there is no extreme killer- or survivorssided maps e.g. Midwitch and Badham). However, from killer perspective there will still be maps that are better than others and many killer players won't care about the fact that every map is overall balanced because they will still send the match to their best map. Same goes for survivor players they will still use map offerings to get their best map, the map they are most familiar with, or the map that fits the best with their strategy. In the end, map offerings can still make matches unfair/unfun/disadvantage for one side.


    Tl;tr: what should the developers do? Delete map offerings, keep on making maps more balanced for both sides, give us the map preventing (maybe with an upgrade) back. In my opinion, this would make sure that by default both sides will have the same chance to win and, more importantly, a better gameplay experience overall.

  • There are so many posts that talk about the unhealthy issue with map offering and the devs still do not listen to this, which is really sad - iirc, they even never reply to one of the posts which is even more sad :/

    I understand this issue. For me, I don't care if the rng sends me to a bad map for my chosen killer because rng but it feels so bad when I get send to Garden Of Joy or Badham again and again. It feels even worst how easy it is to give one side a huge advantage by just dropping a simple map offering.

    I really hope the devs will finally listen and get rid of map offerings to make it more fun for everyone.

  • @Versalord said:

    I feel that the changes to Save The Best For Last were put in the wrong direction.

    The problem with Save The Best For Last (or STBFL for short) wasn't the Basic Attack Cooldown, it was that M2 Killers (also called Anti-Loop Killers) abused it and would refuse to hit the Obsession in fear of losing their stacks, that they would use their Special Attacks on the Obsession instead, and M1 Killers would completely avoid the Obsession at all costs, even taking refusing to hit the Obsession to the maximum level, if you know what I mean.

    Here's what I think should be changed instead:

    The change "Each Token grants a stackable 4% decreased successful basic attack cooldown (was 5%)" should be reverted...

    BUT

    The change "2 tokens are lost when the Obsession loses a health state by any means (was basic attacks)" should be changed to "2 tokens are lost when the Obsession loses a health state by a Basic Attack or Special Attack"

    I feel that this will be a much more eligible change, and hopefully will solve the main problem with STBFL.

    I am willing to listen to ideas of others if anyone has any and make changes on my post (with Credentials).

    Thanks for reading,

    Sincerely,

    Versalord

    One thing that could be healthy is when the perk can change the obsession. For example: When the killer hooks a non obsession survivor, this survivor will become the obsession once they get unhook. This could be a great way to avoid tunneling with this perk because either you tunnel the survivor out or you chase different survivors and get stacks.

  • This event was pretty funny due to the new snowballs and I really hope they will come back next bone chill event. It was really great that this event was neither survivor nor killersided like the last two. The new snowmen were also cool. The way how players can get the special cosmetics is also really great - keep it up with this way!

    However, Xenomorph and Onryo got a huge disadvantage during this event was really sad, because the pile of snow mad their controllstation/TV spwans really bad/ugly. I felt so bad when I saw that that you threat these two big licences so badly - it's the same issue like with chests but significantly worse. Another sad part is that it seems like you still don't care about accessibility because otherwise the event generators had a different color instead of the similar color for perks like discordance, surveillance. So many players talk about this issue for years and you still don't listen to us. Lastly, it was a little bit sad that there were no special BP Offerings.

  • Instead of trying to find reasons why Distortion should not get a nerf, you could start a thread/or focusing more why SoloQ needs some QoL changes to make the developers aware that they are wrong what they said in their latest AmA. This would help SoloQ more than the begging for no Distortion nerf.

    However, Distortion needs a nerf because it is unhealthy for the metagame: 1) Distortion players are often really bad at chases which hurts the team a lot. Hiding is not always bad but knowing how to loop a killer is more important and Distortion players avoid this lesson. 2) killers do run less auraperks but more slowdown perks which is not a very good result. 3) auraperks are healthy in that way that they do not encourage to tutuel. Friends till the end and BBQ encourage the killer to chase different survivors while slowdown encourage the killer to chase the same one. if you still worry about tunnling due to auraperks, run Off the record which is overall a much better perk. 4) It is not very balanced that one survivor perk can counter so many Killer perks and addons. 5) personally, it is straight up boring to play against Distortion users because they hide forever and do never give good chases.

    It should take more time to regain stacks and stacks cannot regain during chase.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601045#Comment_3601045

    Does so little? Maybe you've been playing for a few months, but in recent years soloq has become incomparably better. No need in BT anyomre, HUD literally game changing sometimes and gives so much useful info. Hook graps is gone and you don't even need 2 people to save from hook + you don't have to deal with facecampers.

    So when I read "solo in the worst state ever", I immediately think that either this person has been playing the game for literally several months, or he is a very vile hypocrite.

    I play the game long enough to remember how it feels when another survivor unhooks you without BT. Also don't put words in my mouth that I've never said, ty.

    You also must differentiate: The HUD is a specific soloQ QoL change, while basekit BT, anti-facecamp mechanic, and no hookgrabs are a in general QoL change for the survivor gameplay experience - BT because it was unavoidable at this point and the other two for a better experience. Of cause, soloq got a little bit more better than swf with these changes but this is more of a sideeffect. In the end, year I would say they do little for soloq experience because the gab is still huge between a soloq and a swf when one side has to use perks and the other side not or if one side has to play with less information than the otherside. Thus, soloq will never be as good as swf but make it more enjoyable and better is possible but for this, the developers must to more QoL changes for soloq.

  • Year, it is sad that we still don't have kindred basekit (not with killeraura but just with survivors aura), because this would give SoloQ a huge QoL buff.

    In general, it is so sad that the developers does so little to make the SoloQ experiences better - kindred basekit and let the players see the perks of the other survivors in the lobby so I can better play with them. For how long are we bagging the developers for these two things?

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597843#Comment_3597843

    If 2 survivors are left, it's often a slug game where the killer slugs 1 survivor and has 4 minutes to find the last survivor, all because they don't want to risk the last survivor finding hatch before them.

    Ultimate Weapon destroys the last two survivors.

    This has nothing to do with Ultimate Weapon, if the killers wants the 4K by slugging for four minutes it's a ""bad behaviour"" on the part of the killer player and players like these will do this even without Ultimate Weapon because the game allows them to do this due to bad game design - I would even go so far as to say the game rewards you for it (e.g. by giving you the pip, more bp) even though it takes the fun away from many players.

    A little bit offtopic: I agree with you that these situations happen (the killer sluggs for the 4K) and the developers should take action on this because it's just so frustating. I've made a post about the idea that the developers should/could add a surrender option because the endgame where two survivors (and 3/4) are left are often very pathetic/unfun/annyoing/borring - for both sides.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596836#Comment_3596836

    The perk remains functionally the same when there are 4 survivors alive. In fact, it is a buff for killers with terror radii smaller than 32 meters.

    No it would be a nerf for these killers because survivors will get more time to react as they get earlier the information that the killer is comming.


    @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597020#Comment_3597020

    Information perks are busted when there are only 1 or 2 remaining survivors.

    You don't start the match with one or two survivors. If one survivor is left, it's often a hatch game where the killer won't chase the survivor but looks in the area where the survivors is not - hoping - the hatch is there - finding the hatch is a luck game nothing more - with no offering of cause. If the hatch is closed, an informationperk can be helpful to end the game quicker instead of walking between the gates two minutes and nothing happens. Thus, this does not happen often. The game is basiclly over with one survivor left. Same goes for two survivors: either there are two survivors left at 3/4 generators and an informationperk helps to end the game quicker instead of wasting time by looking for hiding survivors which do nothing or it's one generator left and both/one of them survivor(s) can escape when both do their best (doing a good chase/working on the last Gen ect.)

    In the same way: Informationperks are healthy for the game as they enable more creative and funny builds. They are also helpful for a healthy gameplay since a killer with informationperks looks for different survivors. In my opinion. I mean, the other option is a killer with (full) slowdown (Pop, pain, corrupt, and Eruption/Deadlock/something else) that only chases one survivor

  • While I agree that Ultimate Weapon needs nerf, this is not a good solution. Ultimate Weapan should work like BBQ and this would make the perk fine as it's no longer spamable and it has a requirement. They could also reduce the active time like from 30 to 15 seconds which should be more than enough to find a survivor. They could also reduce the blindness time from 30 to 15 seconds.

    More is not neccessary as informationperks are fine and part of the game.

  • @Mandy said:

    I think there's a misconception happening here, the MMR is not stricter, nothing has been changed with the way the matchmaking is being handled - that's the same as it has always been.

    What it means is that players who'd reached the soft cap (whereby they couldn't go any higher), can now go higher, meaning they will be matched with other higher mmr players. This has no effect on newer players who were not at the soft cap.

    ah alright, thanks for explaining it. But then it will still effect players with many hours/games and more wins.

    Can you tell us why you, the developers, did this change and if you will do additionally changes to make the mmr better and/or whether you will make it more transparent for us?


    @UndeddJester said:

    Can someone correct me if I'm wrong please, I was of the understanding that MMR is on a killer by killer basis...

    Doesn't that mean that the argument of having to pick Nurse or Blight doesn't make a difference, because your Trapper/Shape MMR will not pair you with the same level of survivors that your Nurse/Blight level will?

    If you want easier matches, shouldn't you actually play a killer you're not as good at?

    According to the game/developers, every killer has a bit of an unique mmr, but at some point you notice which killer is good or bad and this feels awful. Also, I'm not interested in easier games - never said that lol - I care about the balancing of the game.


    @Devil_hit11 said:

    they are buffing killers. Look at recent Trickster rework. It is just that there is literal pushback on legit really good changes in that PTB. Casual survivors feedback are making it difficult to put killer in a good spot. Skull merchant rework is decent. All they need to improve few add-on's. Why did they nerf yellow low-powered mode? I am still hoping they buff Expired batteries, Supercharger and High-powered mode Add-on's for skull merchant.

    They're also improving perks such as New background player and Furtive chase. It is just that it is at such slow-rate that they need more perk changes. what would be ideal 5 unpopular perks on each side being improved.

    Map offering are not a problem. with enough game-time, you will play all the maps. Map offering just means that you will be playing on that map a bit more than usual.

    Year, the developers keep buffing/tweaking/reworking killers and other stuff, which is good and great - I appreciated it. However, it is so slow and feels sometimes so rushed - we waited for a Skull Merchant rework for like 7 months. I also remember how they buffed Executioner by giving him the ability to torment survivors via its M2, which was awful and never came live - thank god. In this case they said they take later a look at him. I get that they are busy with other stuff - DLCs - but it would be great if they focus more on the current content and then on the new content. Year, PTB feedback is a little bit shacky but there are also many Fog Whisperer that give competent feedback as well as other good players. They also started to make later changes like nerfing Xenomorph after the livefeedback or the addon/EMP changes on Singularity, which was pretty nice. Of cause, some perks are tricky to buff but some are easy to buff (e.g. Background Player by just buffing the speed to make it more useful and funny).

    Map offerings are an issue in the game. But it's okay to have different opinions on this.


    @Foempticol said:

    TLDR: Buff killers nerf survivors, as usual...

    Survivors may as well be punching bags for killers at this point

    Year, by saying nerf nurse and blight, try to fina a solution for tunneling, and making maps balanced for both sides.

  • Year, Haddonfield is such a bad man for both sides. The houses are all pretty strong and against weaker M1-Killer the windows are nearly infitiyloops. On the otherside the middle is so empty and as a huntress, Leatherface, or Trickster you can camp a person easily to dead. The spawn logic of paletts are also sometimes akward. In general, i feels so borring to play on this map.

    Getting rid of the strong windows is a must have - replace them with weaker windows - and maybe add a breakable wall to make them weaker. I also think this map needs to be smaller so the middle feels less empty. Then split the palettloops to make the map more balanced. I also feel like the house of pain should not spwan in the middle of the map.

  • Map offerings are the mainissue. It does not matter if a map is killer- or survivorsided if one side choose the map with the best killer and build for it. It just feels so unfair when one side push the odds to win to their side this way. I really hope they will remove these unhealthy offerings.

    However, some maps are still an issue. Haddonfield has too strong builds while the middle is so empty and weak for survivors. Mount Ormond is still too big and needs to be smaller. Hawkins is too confusing. Ect.

    Honestly, these akward variants of mcmillen and - in the next Patch- yamaoka are so stupid. We don't need more maps - it makes the game more complicated and bigger than needed. I really hope the devs will slowdown and maps and will fix the current maps before they release new ones.

  • The sad part is that DBD Mobile gets a Prop Hunt gamemode while the maingame gets still nothing. I really hope the maingame will get something like this too because it's a funny mode and brings fresh variety to the game.

    source: https://twitter.com/DbDMobile_JP/status/1725695317469770015

  • The Dredge needs so many changes it's pathetic

    - yes, teleporting during daytime should be faster because it feels so awful how long it takes to teleport from one to the other side. 25% faster should be fine, in my opinion.

    - many other killers have this issue. However, the slowdown is fine but it could be less. In addition, it would be better if the cooldown would be less like 8 seconds (basiclly make the one green addon basekit). To prevent a Spam remnant-nightfall, you could reduce the points for this.

    - no, i think this counterplay is good. However, he should break locked lockers faster - make Haddie's Calendar basekit.


    Other issues the dredge has:

    - bad locker placements, many players made posts about this and I really hope the developers will finally listen to us.

    - nightfall should happen a little bit faster - less points for this.

    - the Dredge is way too loud. What's the point of a stealth killer that you can hear and track 20meters away from you?


    I really hope the developers will give our six years anniversary killer some love as he needs it so badly.

  • Perkwise he is not worth it. Genetic Limits is pretty bad, while forced hesitation and machine learning is very situnational.

    Singularity by itself is a good killer. He is not a good beginner killer because you nearly have to use always his podspower to spread infection and cannot "chill" a moment. You must make good decisions when to teleport and when not. Map knowledge is also important to put pods on a good place and knowing where the sluppy cases are is also good. Another issue is that he is map depented as indoormaps hurt him alot. Year, there is much to learn about him and you need to spend time on him to know the tricks and how he works. The issue is at the end when you know everything about him, he is still weaker than some other killers.

    However, he is still a strong and funny killer. It feels satisfying when you get a good teleport snipe via pods or can keep the infection pressure up.

    Overall, if you want a challenge and a funny killer I would recommend him but if you looking for a strong and "easy to play" killer don't play him.

    Hope this helps you!

  • I like to play Singularity because he is a complex killer and you always have to use your power. In my opinion, he is overall a good and strong killer and does not need any strong changes. However, he could get some tweaks:

    1. The Addon Ultrasonic Sensor should be basekit because this add-on is too weak on it's own and it feels not fair that Xenomorph can hear the generators in her tunnels but also see footsteps around her. Why does Singularity need an add-on what another killer has basekit?
    2. The EMP should get a slighty nerf: Firstly, survivors should not get free EMPs from the Sluppy Cases. Either they must finish the last 10% to open it; need a bigger low down when they use it; survivors lose their EMPs when they get hit (like tabes from Onryo); or the Sluppy Cases produce new EMPs once their first one are used. It feels not fair that his infection is so easy to remove when its not that oppressive as the infection from Wesker/Mastermind. Next, Singularity should get a better notification, when a survivor uses an EMP. I mean, why get Wesker/Mastermind killerinstinct when a survivor uses the spray or why gets Plague a global notification when someones gets rid of her infection - additionally, she can also see where the survivor is based on the new aura of her spring. It feels so unfair that Singularity only gets a sounds notification when he is nearby. Otherwise the EMPs are mostly fine. I like the teamworkpart that survivors have against this killer.


  • Grind:

    In my opinion the grind is mostly fine. Yes, it could be less but I guess the devs are afraid that people will play less due to reaching things faster. One thing that is not okay are shards. It would be cool to have another way to get shards- e.g. 100 shards per prestivelevel or something like this. A bigger issue is that dbd might not be very beginner friendly becaue common perks are on both sides bad and beginners have so much to lern - maps, killer powers, loops, perks ect. The tips on the loadscreen are also not very helpful. Giving beginners an easier way to get better things and understanding the game better would make the game overall better - e.g. having in somoq a meg that knows she must go for the unhook.


    Shrine of secret

    year, this feature is oudated as hell. They should rework it and enable players to buy every perk at any given time, so players get quicker what they need and want.


    Genspeed

    Year the genspeed needs to change, because toolboxes and perks on both sides are not very balanced.


    Too many content

    Year, i agree. I would be happy too if there are only three new killers per year but they are good and brings no bugs or something bad for the game. Best example is this year: Skull Merchant was a mistake and shouldn't release her, Singularity, Xenomorph, and Chucky on the otherside are fine and great. With one less release, they could also spend more time on current issues and fix current killers.


    Rework

    Twins will get a tweak in January. Freddy should also get a rework. I understand that this need time. What I don't understand is why Blight does not get an addon pass because his addons are way too good. Also why some killers don't get addons base-kit (map of the ralm and Call to Arms for knight; Haddie's Calender for Dredge ect.). But I guess the devs looks at the avarage killrate and thinks they are fine.


    Horror

    I'm fine with it. Of cause some cosmetics are not horror but they are funny which is fine.


    On my side

    Instadown addons

    I personally think the developers should remove instadown addons because they are either useless or broken and don't feel right. With Skull Merchant they even stoped to give new killers instadown addons.


    Make soloq better

    Show the perkbuilds from every survivor in the lobby, give them a little kinred basekit - just show the aura of all survivors and nothing more.


    More perk reworks/meta shakeup

    Some perks and combination are too strong for the metagame and need a fix. Buckle up + FTP is a stupid broken combination. Getting Adrenaline by the unhook feels so wrong. Current Pop feels wrong. Many perks are useless should get a little buff. In general, bigger perk shake ups would be funny so we don't see over the year the exact same builds on bothsides.

  • True. Some maps have really, really, really bad locker placements and it is so sad that out six years anniversary killer suffers so hard. To be fair the devs try to give maps more lockers like coldwind farmhave now more lockers but overall many maps have no good lockers. In addition, these maps not only need more lockers but also good locker placements. This feels sometimes so painful when you have a killer with mobility but you cannot use this mobility to get asap to the other side of the map. I really hope they will work on this to improve maps with more lockers. This would also help Trickster and Huntress but also survivors.

    One first and relative easy buff could be to use the TV (from Onryo) and Controlstation (from Xenomorph) placements and on these placeses there will be spawn lockers when you play Dredge. This would make sure that he can teleport to generators. They could spawn a little bit more far away from lockers for a better reaction time on survivors.


    However, Dredge needs way more love. Haddie's Calender should be basekit, he is still way too loud (what's the point of a stealth killer which survivors can hear 20meter away from them??) ect. But this is different story.

  • True. I'm mostly a killermain and I'm not enjoying this event at all because chases in the void are a huge waste of time due to the great windows and many survivors know this and abuse this. They can also "outplay" the killer by going back into the map when the killer enters the void to follow the survivor, which feels so unfair - not blaming survivors for this but blaming the devs for allowing this. It is also so pathetic that this void can counter so many killerpowers (Oni in powermodus? -> Wait it out in the void! Victor is chasing you? -> Run into the void! Nurse? -> Np in the void! ect.). Of cause, you can run Bamboozle or other perks to block/outplay these windows but how stupid is it that you have to run specific perk because the event forces you? In addition, it feels so painful when a survivor has endurance due to the ghostrelease and you either must wait it out or you hit them and get a longer chase.... Another point is that the voidportals have sometimes really bad positions and you cannot see through them, especially if the open voidportal sits on the shackdoor. Next, I heard from some players that they have some fps and performance issue due to the void which is really sad. Lastly, as a killer, you have no time to go into the void to get some BP from the ghosts - you can do it but then you give the survivors a free win. If the survivors don't play "chill", the best way is to hard tunnel someone out of the match at 5 gens or to slug them all. And both options are so sad and it is so sad that these the best options... I'm mean I don't care about 0, 1, 2, 3, or 4k but I care about the fact that this event puts one side in such a bad positions so they cannot play the game as usual and have fun at the event.

    However, I have to say that this event looks really great: I love the idea of the void and the ghosts and how you get additionally BPs. From the survivor perspective, it is also really cool that you no longer must escape to get the event rewards and that both sides can choose which reward they want first. This is really great and they should keep it for the next events!

    Overall, I see the typical issue Behaviour has: They are okay with an extremly poor gameplayfeeling/unbalanced mechanic if the look looks great (maps are the perfect proof for this - g.e. Garden Of Joy looks really good but has a huge poor gameplayfeeling/is extremly survivorsided). I really hope they learn from these mistakes so the next halloween-event gives fun to both sides because this should be the main goal for an event like this.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570109#Comment_3570109

    The thing is: I get it, Distortion counters your aura build... but this doesn't make Distortion "unhealthy" for the game.

    The Plague just existing counters all healing perks and medkits but nobody is going to complain about her being unhealthy for the game or that she should be nerfed. There are so many perks, powers and builds that counter eachother in this game and each time you load up in a match it's a gamble. Sometimes it's just best to accept this and move on. Especially when Distortion isn't even a top-picked perk nor does it make you infinitely aura-proof.

    No, you didn't get it. It's not about my aurabuilds, it's about the health of the metagame and how Distortion seems to hurt it (the three points in my startpost).

    Year you're right that there are perks, powers, maps, or something else that counter eachother and we have to accept it, when we play the game - the game cannot become perfect over night. However, that does not mean we have to completly accept it forever and move on - there is the option to talk about things and how the devs could change these things to make them better/healthier/balanced for the game. In addition, even if one thing is not popular, that does not mean it's healthy or bad (low pickrate does not always mean its healthy/bad, while high usage not always mean it's unhealthy/godlike or something else).


  • @LapisInfernalis said:

    The day has come when people complain about Distortion.

    Kinda funny if you think about it.

    To be honest, if you play swf, having someone in your group using Distortion is quite nice as you have no indicator about Aura perks or addons being used besides the mental stretch that the killer might have XXX because he knew exactly where I was after doing YYY.

    I don't think it needs a huge nerf, maybe it just needs a larger time to regen tokens or the duration of 1 token needs to be reduced (so more tokens are burnt more quickly).

    I for myself prefer to use Object instead. It also tells you what stuff the killer has but you also get additional information during perks like Lethal Pursuer or BBQ (which direction is the killer going). And Aura addons turn into an UNO reverse card. The only problem with Object is, that it triggers automatically every 30s which screws you once you are alone or in a moment you don't want to be seen. If that would be fixed, Object would be a valid alternative.

    I agree with you! Distortion does not need a huge nerf that it becomes useless (was never the point like some other suggest) and your suggestion or the suggestions from @Tatariu, @Coffeecrashing, @sizzlingmario4 or @Seraphor could be perfect. Like mention in my topic, I also agree that Distortion is good in SWF which is nice. And yes, Object should get a buff, it's a cool one but kinda outdated.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569724#Comment_3569724

    when a survivor is stealth actions with distortion, there is zero interest to intact with the killer. the whole point of stealth perks is to not get found. distortion only became valuable after 6.1.0 patch that buffed it. before this point, nobody used distortion because it was not worth the perk slot.

    The issue is then that you have an active 1vs3 instead of a 1vs4, which is not good.

    @Venusa said:

    No, thank you. We got actually problematic perks to focus on instead.

    @Skillfulstone said:

    No, there are way more problematic perks now.

    If you really hate Distortion so much but don't want to bring UW then bring GearHead, it absolutely chews through tokens without messing with scratch marks. Everytime I went agains't a Killer using GearHead I lost all of my tokens before the first gen was done and had trouble getting them back at all.

    Distortion doesn't make a Survivor a better runner, it doesn't give them good gamesense, it doesn't boost repair or healing speed, it doesn't make them able to self-unhook or self-pickup, it doesn't make them better. All it does is maybe waste a bit more of the Killer's time if they can keep out of sight.

    Yes, this is true and I don't deny it. However, just because there are other issues, does not mean we can't talk about other potencial problems. In addition, there are plenty of discussion that already talk about these other (bigger problems).

    I've never mention that I hate Distortion. All I say is that Distortion is in my opinion an unhealthy perk for both sides. I also use other infoperks such as UW and GH, never said anything else but could made it clearer, tbf.


    @jayoshi said:

    It's like light born on killer. It's a situational perk that might do nothing at all. Just like calm spirit. If you bring both Distortion and CS perks and the killer doesn't have screamy perks and aura perks then the survivor just wasted two perk slots. The perk is fine where it's at now and doesn't need to be changed.

    If you want distortion nerfed to the ground then light born needs to be nerfed too. But let's not do that.

    I've never said that I want nerf Distortion to the ground. It is true that Distortion is useless when the killer runs no auraperk but in my opinion the perk is unhealthy if the killer runs auraperks and this unhealthy aspect is bad for both sides.


    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569768#Comment_3569768

    when your on death hook, you do not want to interact with the killer. you want hide the entire game...

    If I was given a choice to have 3 teammates that are good at chases, or 3 teammates that are good at hiding, then I'd obviously pick the 3 teammates that are good at chases.

    i mean if they're good at doing gens, then them hiding is good. they hide and do generators. Also if they're hiding, you should be hiding as survivor. the killer walks around mindlessly while you progress gens. free wins on survivor.

    I guess nearly everyone agrees with you that the death-on-hook-survivors must hide because a survivor that does little is better than a dead survivor. However, if we think that way, OTR would do this job much better.


    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569899#Comment_3569899

    I thought you were generalizing because you brought up something the OP wasn't even talking about. So I have no idea who you were directing this at. "yall" seems to indicate you mean all killer players.

    So where are all these people that specifically complain about not having interaction with survivors and then complain about MFT? I didn't look in that much detail but I don't even see the OP doing this.

    I share this opinion with Simfeliz, @Quizzy

    @GloomySpooks said:

    Basically if you don't like distortion, get better with T1 Mikey. Usually eats my tokens in the first 2 minutes and I never get them back. Other than that, nah so many killers run lethal for that easy first down, so distortion is needed at the start too. I think it's a great perk but yeah it really annoys me when my swf all decide to wear it. I personally only wear it if I have a challenge to survive all game or something similar. Someone said distortion players are usually bad and that's exactly it. If you hide all game, you're never going to be able to survive if the killer finds you because you never bothered to learn looping. Honestly most annoyed at how many times a bad teammate has gotten hatch because they would hide at every whiff of the terror radius and was too worried about being seen to do gens.

    If you have too much misfortune with aura reading, try things that give notifications instead of aura (or replace at least one aura-reading perk with like discordance or rancor or something).

    Survivor perks are to negate killer perks and vice versa. You're bound to run into teams specifically avoiding the killer and it's annoying but just play casual and move on to the next match, don't request every survivor perk that actually works be gutted lol.

    "Easy first down" -> the start of the game is the hardest part for the killer because every pallet is up, the killer player does not know the layout for the map (g.e. where and how are the tiles, whats up with filler pallets and windows), and where exectly the survivors are. Lethal helps with this issue (like Corrupt does it by making the map temporaly smaller and force the survivors to either wait the two mintues out or to go to the killer).

    You get my third point that Distortion players (not all of them, can only judge from my experiences) don't good at chase and miss the opportunity by using Distortion.

    In the topic I've said that I love to run auraperks but I also run other information perks and due to this I relize the unhealthy issue in Disturtion. Of cause, other inforperks have their own drawback or have a bad design (g.e. Discordance is useless if the survivor play smart which is not to group up on generators, while Rancor is such an unhealthy perk too (you can instandly kill one survivor because the rng says you are the obssesion - but I get offtopic).

    I've never said that every survivor perk should be gutted, that I play competitive, can't move on.

  • I'm not a Knightmain but I like to play him, because he has a cool design and power. The Add-Ons Map Of The Realm and Call to Arm need to be basekit, because these Add-Ons make the Knight much smoother to play. He also needs an Add-On rework because many of his Add-Ons are either useless or bad. Your suggestions are overall pretty good and show why these Add-Ons are either useless or just bad! I really hope the devs will finally give Knight this tweak/rework as so many players suggest this since his release. Yes, the path finding of the Guards is terrible and they should hunt smarter as it is sometimes ridiculous. I also hate it that survivors don't get punished for running a bad path - the Guards will follow the same bad path, which is pathetic.

    Overall, you have great suggestion and I really hope the developers will give the Knight some love!

    Two things I have:

    • Make the powerhitbox smaller. It is sometimes really annyoing when you can't use your power and you're moving around to find a spot just to break a pallet with your guard. This happens often in Buildings and Indoormap, especially Larries. This feels so clunky, annyoing, and stupid.
    • Jailer should get a buff. Yes, he is good at finding survivors, but he does not Hunt long enough to either get a hit or to keep the survivor bussy. It also hurt so much to place him.
  • When the Hunt from the Guard starts and you touch the hooked survivor (you don't have to unhook the survivor, just touch them), the Hunt stops. In addition, when the Guard is next to the hook - and depending on the Guard (Jailer, Carnifix, or Assassin) - the Knight has no power for the next chase which is pretty good for the other survivors.

    If the Knight camps with his Guard in the area of the hook, the other survivor can do gens without trouble and go later for trades. Of cause always depending on the situation.

    Overall, Guard camp is very weak and can drawback to the Knight player. It might be just annoying but nothing more.

  • Buffing DS would be a huge mistake, because it would make the rather weaker killers even weaker while the strong killers in Nurse and Blight don't mind it. In my opinion, dbd has enough good antitunnle Perks in OTR, DS, DH, and the Rebecca Perk. There would be also the issue that everyone would run DS and killers slugging more which would make the metagame very boring.

    I can't speak for other killers but i want to explain why killers - myself included- sometimes (must)tunnle:

    1) strong maps like Garden Of Joy and Badham are so painful and terrible for killers. The mindest is kinda "Ok hard match".

    2) Genrushing: a Team with three/four toolboxes (toolboxes are still way too strong and need a nerd) that want a quickgame, so I give them a quickgame.

    3) Distorion: I love to run Info-Perks like BBQ, LP, and Darkness Revealed. However, if like two/three survivors have Distorion, you are forced to tunnle because you can't find another survivor. It is also the issue that most of my games with Distortion-players are just boring because they like to hide forever.

    4) Missing reasons to hook each survivor. In the past we had Bonus BP from BBQ which was a great reason/reward for many killers to hook each survivor and not to tunnle someone out of the game. Now, I don't see the point in hooking each survivor. Of cause, there is the fun part of the Match and I am aware that it is more than frustrating and annoying when you get tunnled out of the game in 2min - I am a Killermain but sometimes I play survivor and know the feeling when I get tunnled even though I have chill teammates.

    5) Strong tunnling Killers: Blight and Nurse are already very strong and oppresive. They can easily tunnle one survivor out of the game. As a result, I think these two need a nerf so they are less strong and not that good at tunnling. Pinhead has also a strong Add-On that enables him easy tunnling - I forgot the name but it must be a purple one and this one should get a rework. But don't get me wrong: It's about the Power of these things and not about due to mistakes from survivors like Pyramid head is good at tunnling but only if the survivor gets torment, which is a mistake by the survivor and not an issue that should be addressed. Or if OTR/Basekit endurance-survivors try to take a hit for no reasons -> you give me the chance to tunnle you out of the game. Same goes if the doh-player is sitting in the on the edge of the map or in a deadzone.

    Now, I think tunnling could be less of an issue if the maps are more balanced, toolboxes as well as Distortiom get a nerf, when the developers give the killers a reason/reward to hook each survivor once, and if Nurse and Blight get a nerf.

    Of cause there are still some unhealthy reasons why killers tunnle like a) Winstreaks (it is so easy to get a +100 Winstreak when you tunnle one survivor out of the match in the first 2 min), b) some players are just sh*t af - I'm so sorry but there are some survivors that want to give the killer a bad feeling but there are also some killers that want to give the survivors a bad feeling. And maybe some more things but it is impossible to remove tunnling completly from the game.

    These are my 2 Cent because tunnling is an issue in the metagame.

  • Same here: I restarted my game twice in a row and still don't get neither my eventpoints nor my void-charme - I should have 8 points as I also unlocked all of the tome-cosmetics and -charmes.

    BUGß.png


  • Hope is a fair perk. The survivors must finish all the generators and make it to the endgame - only then this perk works. This is enough to make it balanced. I mean, this perk is completly useless untill the endgame and helps them not at all if they die early/the killer wants to see the survivor with hope dead ("wasted" Perkslot, because it does not help with tunnling, camping, teamwork ect.).

    The main issue is Made For This. This perk is unhealthy, since it's does so much for just getting injured and makes the gameplay unhealthy for many killers. But this is a different story - and I hope the developers will finally deal with it. However, Hope on it's own is completly fine.

  • Don't know the gameplay from you and Jane but based on my experiences I would ignore Jane because player with a map offering use map offerings for some cheap and annyoing "strategies" like in this case. In best case Janes follows you tries to get attention (tbagging and clickyclicky), which means Jane is not working on a Generator and useless for the team. Yes, Jane has a flashlight but playing around a flashlight is often easy possible. Since you have many aura reading perks, I would Ffocus on Claudette because this Player could have a strong toolbox and its great when this player is unable to use it - My honest opinion; don't play nice when they send you to a map like this and play like this.

    These are my two cents, hope its something useful.

  • @fussy said:

    some players, which have issues with colors

    I think it's common problem. Nobody has ability to see red on red. So +1 to this.

    It was most common complain about this map since origin PTB. I don't know why they ignored it even on rework.

    Just make Freddy's Dream world colors by defaults, BHVR.

    That's a good idea. I remember that Otz once played as freddy on this map and said that the dreamworld-grey-Look fits for this map and you can see Scratch Marks, Auras, and Pools of Blood good.

  • I agree: Dredge needs some buffs and tweaks but also a slightly rework

    Basekit:

    • In my opinion the Add-on "Haddies Calendar" should become basekit because this Add-on feels so necessary on Dredge since locked Lockers slows you down so hard.
    • Make the Dredge quiter. You cannot make any mindgames because survivors can easily track you due to its loud noises. Its loud noices also makes the undetectable status during nightfall so useless because survivors hear you from a mile.
    • The Dredge should also get points for nightfall when he downs a survivor - i mean - why does he get points for injuring and hooking survivors but not for downing? This is such an akward choice that makes no sense.
    • The Darkness of nightfall should get a slighty buff for survivors because according to some friends and other players nightfall is so disgusting on console/TV (PS4/5, XBOX, and Switch) - I play on PC and on PC it's fine.
    • In my opinion the cooldown for teleporting to the Remnant should be a little bit shorter than 12 seconds during daytime.10 seconds would be fine.

    Locker Placement:

    Firstly, I have to appreciate that the developers improved the locker placement on many maps like the Coldwind Farms have now a better locker placement - still not perfect but better. Garden Of Joy has also now more lockers. This is really nice and I am happy the developers care about this gameplay element. However, the locker placement is still not perfect on various maps such as Badham, Haddonfield, Red Forest, and the labyrinth gym that can spawn on Ormond and Yamaoka Maps. A better locker placement would also help Huntress and Trickster but also survivors since they have some lockerdepented perks such as "Built To Last", "Head On", "Inner Healing" ect.

    Add-ons:

    • Burnt Letters should be buffed because currently there are little reasons to use it over Malthinker's Skull.
    • Malthinker's Skull should become a purple Add-on because this Add-on is so great to get nightfall fast.
    • "Destroyed Pillow" is also such a useless Add-on because the duration during nightfall is fast enough and there are little reasons to reduce the cooldown even more.
    • Tilling Blade should get a rework: Remove the Blindness effect and the 60 second duration and make it a little Sloppy-Add-on. Otherwise this Add-on is so useless because Blindness is not very strong and since Dredge is a pure M1-Killer it can run the Sloppyperk anyway.
    • "Sacrificial Knife" and "Iridecent Wooden Plank" should get a rework: Exposed-Add-ons are either useless or unhealthy and the Iridecent Wooden Plank is a useless one. Sacrifical Knife is just too unreliable and gives little reasons to use it over more reliable Add-ons.
  • I agree with this, the hitbox of the turrets feel really bad. I had some matches where I missed some M1/M2 on turrets eventhough I was on point. The result was I lost my crawler mode due to a bad coded hitbox. This is so sad, because otherwise this Killer is so fun to play in everyway. It is also fun to play against Xenomorph because the counterplay (using and placing the turrets) is fun and mindgames with its/her Tailattack are funny.


    @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/389691/eta-on-flamer-hitbox-fixes-xenomorph

    Have they ever Killswitched a killer a day and a half after release? I'm not saying this deserves it, just asking.

    As for a timeframe, since Sony & Nintendo & Microsoft all individually have to review and approve game patches I'd say next Tuesday at the earliest. If it was only Steam they could do a dozen patches in a week if they cared to, but it isn't.

    This issue does not need a killswitch, because it's not gamebreaking - just annyoing as hell. If they fix this with the next patch, it should be fine.

  • year this challenge is buggy. I hooked three survivor in one game in the basement but the game did not count it for the challenge. Today was the same issue.

    This is really annoying and hopefully the devs will fix this issue

  • Hey,

    I like to use Lethal Pursuer and in my opinion this Perk is fine and does not need a nerf. The weakest point of every killer is the start of the match because killers have often no clue where the survivors are while every pallet is up. Lethal Pursuer helps with the former one by giving the information where to go and where the survivors are. Leathal Pursuer also works only at the beginning of the match. It's second effect to give other aurareading Perks and Add-Ons two additionally seconds is also fine because this motivates the killerplayer to run other Auraperks. Running aura or information Perks is also helpful to keep the game healthy and getting better at playing killer.

    Yes, you can say that this Perk is too strong on Nurse and Blight because due to their high mobility they can immediately go to the survivors and give them no chance "to get into the game". However, the issue here is rather that Nurse and Blight are unhealthy/too strong and not the Perk, Lethal Pursuer, is unhealthy/too strong.

    Overall, Lethal Pursuer is in a good spot and needs no nerf or something else.

  • @DavidHypnos said:

    If all the maps are so imbalanced then why the heck does anyone care which one they get sent to? I like map offerings. I only play them when I’m in the mood for a certain as ambiance, when I haven’t seen a map in a while or if it’s an event and the map fits the theme.

    You can always bring the offering to cancel map offerings if you’re worried some SWF are all gonna bring the same one. I had a match not long ago where 2 survivors and the killer each played a different map offering - we ended up going to the killer’s map of choice. Strangely enough, it was Ormond.

    It is not only about the maps, it's about that one side that brings a map offering is prepared to play on this map - they know how this map works and which perks and strategy pairs well with it. This is the big issue and the reason why this is possible are map offerings.

    I don't want to use a green hand (I don't even have enough green hand offerings to use them every match) everytime just in case the survivors could send me to a map. The survivors don't need to be a full SWF ( I mean if you think this is a swf and they likely use a map offering, you could just dodge the lobby but what's that?) to give the killer a bad time due to a map offering. Same goes for the survivor side, I don't want to use a green hand just in case it could be a Midwich-Condemned-Sadako, Skull Merchant or McMillien Blight. You can never tell if the Killer brings a map offering to give the survivors a bad time. I just want to use BP-Offerings and have a good match. Not a match where I have to play against survivors that are prepaired for a match on Garden Of Joy.

  • It is true that the real issue is bad map design (good examples are Garden Of Joy, Midwich, and all Badhams). In theory, instead of removing map offerings, they should rework all of these problematic maps. However, this is very unlikely because a) look how long it takes for the devs to rework bad maps such as the swamp maps and the farmmap got reworked twice to balanced it, b) some maps are licensed maps, and c) they release nearly every 3 month a new map so they are rather bussy with new maps instead of focusing on the current maps (I'm not blaming them for doing that because maybe they have no other choice).

    It is also no validate point that they can't remove map offering due to achivments. Removing achivements is possible and I think it is better to remove achivments when we get better gameplay by removing map offering. So yes, I agree with removing map offering because it is for both sides often not funny.

  • I agree with both GrimReaperJr1232 and Gandor.

    Pain Resonance is still a good Perk but the 4 Token - each for one survivor - makes it balanced and fine. In addition, survivors are still able to let go off of the Generator before the hook happens and also keep in mind which token is already used. Even the combination of Dead Man's Switch and Pain Resonance is still fine like Gandor already explained.

    Surge/Jolt is also a fine Perk too. The screaming and interruption addition is a nice buff for this Perk but it is still a balanced Perk. You can only use it on M1-Killer and it is also rather weak on big maps. The combination of Jolt and Dead Man's Switch is even weaker and another slowdown or regression Perk would be much better than DMS if paired with Jolt.

    Overall, in my opinion all of these Perks are fine and don't need a change.


    @Gandor said:

    I will have to agree with @GrimReaperJr1232 here.

    How often do you even get this problem? For me it's so rare that why even bother? Why try to fix something you might maybe see in 1 game in a month, when there are a lot of clearly very broken things in game that should get priority?

    Also I would even begin to ask if it is problem at all. DMS is conditional 30s stall. If you play it right, the perk does nothing (maybe u later come to gen so it gets blocked for say 10s, but chances are nobody would be able to work on that gen anyway). So it's clearly not OP. So why would such an interaction even be problem? (Especially compared to deadlock).

    The only thing that needs to be fixed is early survivor cries and pain res activation. But that looks a lot like bug and I presume/hope it will be addressed

    If I remeber corretly, Otz said that this early survivor crieses on the hook are the correct way of when survivors have to scream. But only one of the developers can tell us if this is a bug or intended.

  • I really hope they will fix this map. The main building is way too strong, while the other part of the map has many good tiles that often connect into each other.

    I am also afraid survivors will send Killer now more often to this map since Cowshed became more balanced with this patch.

  • I think Anti-Hemorrhagic Syringe needs a rework. The problem with this Add-On is that survivors safe 24 seconds (or 16 seconds when you use it on another survivor) by healing passively. These 24 seconds can be spend into a Generator. Another problem is that survivor can dependent on the situation, the place, and the killer just pop an Anti-Hemorrhagic Syringe during the chase and make this chase a huge time waste for the killer. I had some situation where survivors did this and it worked out for them - they just droped pallets and played ultra safe. In some other situations it did not work out but its pathetic that this is still a thing. Another problem is that survivors have no reasons to not run an Anti-Hemorrhagic Syringe, because every other Add-On from the Med-Kit is either borring or useless. A Med-Kit can give you only one heal by default, so why should you sit somewhere in the corner and heal yourself for 24seconds, when you just can pop a Anti-Hemorrhagic Syringe? Lastly, after this event and due to the lower BP-cost, many survivors have many of these Add-On, Med-kits (there are no real difference between a brown and lila one), and - again - no reasons to not run it every match.

    @LapisInfernalis said:

    It is not an insta heal. It is actually more like a heal over 24s similar to Renewal. If you get hit, the heal is canceled, which is a lot stronger for the killer than if you could transfer medkit charges at once.

    You proposal would actually be a massive buff which would make the Syringe as strong as it was years ago if you would use it with a full heal remaining. No thanks.


    When you know that the killer is in a chase and far away from you, you can safely pop an Anti-Hemorrhagic Syringe without worring about to lose it. In addition, to activate Renewal you have to heal another survivor before you get hooked. It is the same with the Perk Inner Healing: You have to find a totem, cleans it for 14 seconds, and then find/go into a Locker for 8 seconds. So its not as free as this Add-On. On top of this, Anti-Hemorrhagic Syringe is an Add-On (of cause only one time useable but still) while Renewal and Inner Healing are Perks, which is ridiculous.

    Overall, they should rework Anti-Hemorrhagic Synringe but also some other Med-Kit Add-Ons. Make them more interesting, useful, and/or fun to use. Currently, they are either borring or useless. They should also rework and buff some healing Perks: Resurgence could get a buff to make it more popular (g.e. do not lose progress due to the Haemorrhage status). Increase the Skill Check chance for the Perk Autodidact for the first 2 - 3 tokens.

    tl;tr: Anti-Hemorrhagic Syringe should get a rework but also other Add-Ons for the Med-Kit to make them more useful and/or fun to play. But also buff some other healing Perks to make them more popular/useful.

  • If we were honest, map offerings are not the issue - the bad design that some maps have are the real issue. So idealy, it would be better to focus on this and try to solve it. However, making every map balance is nearly impossible because the devs seem very bussy with other stuff - look how long we have to wait until we get the swamp reworks. In addition, the licensed maps are probably hard to change. Lastly, I am also a little bit afraid that some map designers do not really care about gameplay but rather on the aesthetic - g.e. Garden Of Joy and Borgo are so bad maps for so many killers but also have the problem with their red elements that some players confuse with scratch marks. Another example is Mother's Dwelling wich is after its rework even more worse than before.

    So the best way would be to remove the map offerings. From my personal experience it is for both sides really annoying to get send to a map from the opposite side: Survivors using map offerings to play on maps such as Garden Of Joy, Borgo, or Badham because many Killers struggle on these maps. Killers on the other hand want their specific best map like Skull Merchant wants Midwich, Nurse and Blight want McMillan ect. It is so unfair that one side is perfectly prepared to play that the other side has not many option.

    Of cause, the game can still send you to Midwich and you play Ghostface or the game can still send you to Garden Of Joy and you play Ghostface. This might give the opposite side an advantage. However, it ""doesn't matter"" that much, because chance decided and the opposite side couldn't fully prepare for it. So you might still lose or get a bad experience but it would not be so huge like with a map offering.

    The only reason why map offerings should not or can not be removed are achivments (like repear Generator X on map X and escape 25times, escape on Map X without getting hit ect.). However, it should be no problem to remove these achivments because the gameplay should be more important than the achivments and gameplay expierences are often worst when one side send the other side to a specific map and wins or give them a bad time. I also think that some players would play more fair or for the team if they do not have to care about their achivment - its like the issue survivors have with some tome challenges but this is a different story.

    tl;dr: I agree that map offering should be removed because it would make the experiences for both sides better.

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