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Jay_K

Jay_K

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Jay_K
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  • @Bwsted said:

    I expect they'll nerf it on sloppy, just because it's slower healing stacked with very fast depletion.

    The base hemorrhage probably will stay, or at worst they'll tweak it down to 5%.

    I don't see why they would ever nerf sloppy. Its barely run right now on majority of killers (that i see) and saying that its slower healing stacked with very fast depletion doesnt really matter. If you stop healing against sloppy before or after the hemorrage update its likely because a killer found you and either your gonna have you heal depleted and then go down to the killer or you will have your heal at 80% (picked a random number here) and still go down to the killer.

    As someone else said the only people who are really gonna complain are survivors who abuse a 99% heal for resiliance.

  • @fernandosilveirasc said:

    Huntress + Bubba, gotta throw those chainsaws.

    Whats the perk called for this. Simply "YEEEET"

  • Some amazing suggestions there. Me thinks this needs to be suggested as an alternate game mode at some point could be so much fun.

  • @Basement_Bubba420 said:

    Nurse + Bubba.

    Blink towards a survivor and chainsaw them.

    Thats amazing but survivor mains everywhere would be quitting the game in a heartbeat lol.

    @Heartbound said:

    Myers and Oni. Stare survivors down to get your blood fury. Hit them to get T3. Run a specific purple add on to pull out your club and instantly bash a survivor to death on the spot.

    This combo would be amazing. Be a new way to play oni by going stealthy to stalk your pray before unleashing your rage to decimate them.

    @EQWashu said:

    Oh that's a fun and interesting hypothetical, I'll give it a go :D

    The first one that came to mind for me was Clown's Afterpiece Tonic/Antitdote bottles with Hag's Phantasm Traps. If a Survivor stepped on the trap they would get an Afterpiece Tonic cloud from it, and maybe if the Hag stepped on it, a cloud of Afterpiece Antidote?

    Legion's Feral Frenzy and Plauge's Vile Purge would be interesting too...Feral Frenzy could infect like a poison dagger that slowly infects over time.

    I'll probably be thinking of a few more this evening while I'm making dinner, but I'm curious to see other people's ideas!

    I love the idea of the hag traps giving effects depending on who steps on them. Hag addon rework idea maybe :).

    The legion idea is also very interesting and could have worked well as an iridecent addon for him. Shame that isn't in the release tomorrow :)

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919492#Comment_2919492

    I record all my matches and never have any other type of lag, my ping is always good, every othert hits register fine. I have ZERO complaints about game performance, but those deadhards are clunky it doesn't happen all the time, it just feelsbadman, but I always just say its dedicated. I see it on streams too so not just me

    This was a common issue with hit validation when it first became a thing. From how I understand it the following things would happen.

    You would swing and hit the survivor on your screen

    On the survivors screen they would use dead hard before hand

    The server validates the interaction in favor of the survivor however because on your game you hit the survivor your game files register it and play the screen sound from the survivor.

    They were supposed to have fixed the issue however with all issue sthey are never 100% fixed lol.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919453#Comment_2919453

    Why is it fair for a survivor to gain free distance for no reason when you would of got a hit? They should of dropped the pallet if they wasnt able to make another rotation, they messed up and should of got hit not given free distance to be safe.

    What about a loop huntress cant throw over and has to waste a bunch of time as 110 mindgaming or catching up just for a survivor to get a free DH for distance?

    Youre using double standards and trying to twist it in the favour of antiloop killers. For example huntress can throw over some loops, GF cannot attack over them, distance will hurt him fat more than huntress. What happens of huntress can't throw over and shes forced to mindgame or waste time catching up for the survivor just to DH for free distance making it all a waste of time.

    You think its fair for a survivor to get free distance to correct a mistake against the weakest thing in the game (basic attacks) and I dont.

    https://forum.deadbydaylight.com/en/discussion/comment/2919457#Comment_2919457

    That more depends on the angle/direction of the power/DH which is why I didnt include it but yes that's also possible for distance which is just another reason to remove it

    Ok i give up. I give a fair and just reason for why distance is fairer than iFrames with the main reason being the iFrames lets you just undo a mistake.

    You constantly say i contradict myself however your first statement here contradicts what your trying to prove,

    "Why is it fair for a survivor to gain free distance for no reason when you would of got a hit?"

    My arguement is why is it fair for a survivor to be able to simply ignore an attack when you would have got a hit due to iFrames. You see how your argument for distance is voided because the same issue happens with iFrames except the iFrames issue is more powerful because you don't have to worry about dodging an attack.

    "They should of dropped the pallet if they wasnt able to make another rotation, they messed up and should of got hit not given free distance to be safe."

    Again this argument furthers my point that distance should remain and iFrames shouldn't. You say its not fair to get distance if they mess up and not drop the pallet however you also want the perk to do the exact same thing but instead of getting distance you just simply tank the hit. the iFrames is the exact reason why survivors can mess up and not care if they greed a pallet because they can ignore the killer when using DH.

    But you constantly say that its not fair to gain distance for no reason but you clearly didnt read the scenario. With distance i'm saying that survivors would need to use dead hard early before any chance of being hit to gain the distance. Similar to how lithe and balanced works if your looping around a window/dropped pallet or for balanced a drop.

    I'm not trying to twist anything in the favour of anitloop killers all im trying to get you to understand is that gaining some distance from the killer is fair as long as if the killer swings and it makes contact that its not denied. If you have distance only dead hard and you wait till the last second to use it then most lunge attacks from killers (even the so called weakest killers in the game) will still hit the survivor.

    What your suggesting actually hurts basic attack killers far more than anti loop killers because if you tank a hit with iFrames against an anti loop killer at least they have the ability to catch up quite quickly again. Against a basic attack killer if you tank a hit with iFrames then go back to the loop your hurting them so much. I don't understand why you don't see this.

    You clearly refuse to look at anyone elses point of view but instead twist whats being said making it look like i'm constantly contradicting myself when in actual fact the distance vs iframes boils down to one simple thing

    Distance allows players to extend loops and without iFrames they have to use it earlier in order to take advantage. iFrames allows players to extend loops but they can be as wrecklass as they want because they have a free hit button (E)

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919439#Comment_2919439

    Contradicting yourself again, you say I want the perk to counter most killers and in the next line you say the distance can counter all.

    Also DH would still have an animation, just because the extra distance goes does not mean the player wouldn't still do the animation of ducking forwards.

    I would completely be okay with DH and noed getting removed, while I think DH is way worse than noed and has more counters sure whatever. I'm just saying if a change is going to happen it should be the distance to go, I have explained so many reasons why to you and your main comeback is I'm bad and cant verse antiloop killers.

    Ok fair enough. I shouldnt have just used "survivors are bad" as a reason for distance only and i apologise for that. so you you want a fair and just reason as to why distance should remain and iFrames shouldnt from a killer point of view.

    Scenario 1 - Distance only.

    I'm looping a survivor and catching up. they use dead hard for the distance and make a pallet and/or window.

    This is a fair play from the survivor and no killer would find this to over powered. they have managed to gain distance and extend the loop meaning giving the other survivors more time to work on gens.

    For the difference between basic attack and "anti loop" killers it comes down to when you gain that distance. E.G against ghost face you can wait a little longer than against someone like Nemisis with his whip.

    Scenario 2 - iFrames only

    Same thing. I'm looping a survivor and am mind gaming them on the loop. The survivor makes a mistake and now im in melee range.

    I swing at the survivor for a well deserved down but the survivor uses dead hard and just ignores my hit.

    I do not see this as a fair thing to happen as I worked hard for my down but with one simple click of a button once they see they are screwed they can ignore my attack.


    Now these are only 2 scenarios but you can apply the logic of both to multiple scenarios. however from my point of view as a killer main the distance seems much fairer but still powerful rather than the iFrames which is kinda unbalanced as its free.

    As ive said no perk should let players tank a free hit without working for it (same aguement that NOED isn't fair as the killer hasn't worked for it)

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2919415#Comment_2919415

    It does. And yes iframes is the original intended use of the perk way back when it was first made.

    A huge difference you are missing is you cant bait the distance but can bait the iframes as an antiloop. It also adds a skill cap, it also once again dont make weaker killers weaker and make stronger ones stronger.

    And you legit say you can get any down as any killer providing you know how to play and that's just completely ignoring the DH distance issue it gives.

    ONCE AGAIN YOURE ASSUMING I cant play verse antiloop killers which is just a lie. I'm just saying they're stronger than basic attack killers which is 100% a fact. I HAVE NEVEE HAD AN ISSUE WITH ANY KILLER, I have never asked for a nerf against anything from old spirit, iri huntress, slinger, wraith etc.

    Your whole argument is " you're just bad against antiloop killers and should get better" which is a petty argument while my argument is "remove distance so it cant correctly mistakes against basic attacks, make it iframes only which has a skill cap and counters while not splitting the gap between the weaker and stronger killer".

    I'm done replying to you, you arent even trying to have a conversation you're just calling me bad and ignoring all situations I'm bringing up.

    All your doing is saying Distance is ######### iFrames is better and no one can convince you otherwise. All of your posts about the iFrames have basicly said you want a god perk to shut down half the killers in the game. No perk should be able to do what your wanting without some requirement. Now if you put a requirement for you to use dead hard other than simply being injured so you have to work to get your iframes then i can see how that would be good but all your asking is for iframes to say. Also without distance there is no visual que to show if the perk has been used which then opens the game up to hackers getting away with infinite DH because you don't know if its been activated or not.

    I don't know why your so anti distance perk when the distance part of the perk is a good way to counter both anti loop and basic attack killers. its the all around balanced part of the perk yet the iframes part is so unbalance and should have never been a feature in the first place.

    Heres an idea.... just remove dead hard as a perk. no more crutch perk. go ahead and remove a killer perk aswell to keep it fair lets remove NOED and Dead hard. problem solved.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918964#Comment_2918964

    Well clearly not, I dont get how dodging a range and antiloop attack which would normal down you niche, seems like youre only focusing on basic attacks which even if you dodge at certain tiles you can still make it to the pallet/vault you just actually have to dodge it.

    https://forum.deadbydaylight.com/en/discussion/comment/2919329#Comment_2919329

    And completely wrong again, considering DH is used for distance MOST games you would drastically see a usage decrease not to mention you have to time the DH to avoid an antiloop and unlike the distance part it can actually be baited out or waited out.

    All your comment does is contradict yourself, you say how all killers are antiloop killers yet you say everyone just predrops pallets like its comp. Both are simply not true, if you think GF can be antiloop you clearly lack the understanding of a basic attack killer and antiloop.

    You haven't even addressed the fact that keeping the distance hurts all basic attack killers but it's fine because you just dont want DH to counter antiloop abilities.

    I find it funny how I must be a bad player because I dont want an easy distance gain and would rather a perk that requires timing and more skill. Not every exhaustion has to be the same, headon is a great example.

    All your idea does is make basic attack killers even weaker than antiloop ones, even more than they currently are. Then again you somehow think all killers can be antiloop so I think that says enough about your understanding of all killers against even half decent survivors.

    What I find funny is you constantly say that distance screws basic attack killers but you want iFrames to screw all other killers. The distace part of DH extends a chase which is the main thing your trying to do with DH. The iFrames part of dead hard gives you basicly a free 3rd damage state. You say I contradict myself but you said in response to someone else u don't want a 3rd damage state but thats exactly what iFrames do.

    I also NEVER said ghostface was an anti loop killer i simply suggest that you would twist it to a way that he was (which you kinda did).

    Bottom line is iFrames shouldnt exist with any perk in the game only for a brief period of time after taking damage. iFrames gives the survivor an unfair advantage if its able to be used whenever you want and there is no arguing that fact.

    If you have an issue with over half the killers because they are "anti loop" then go play another game because fact of the matter is that every killer plays differently and if your unable to change your playstyle as a survivor to counter each killer then thats a you problem. you shouldnt be allowed to simply press E to outplay every single killer.

    On a side note iFrames dicks over every killer both anti loop and basic attack and there really is no "skill" involved in it. because of the server lag that happens in every game as long as on your screen you hit E before the killer swings you get away and the killer gets screwed because of it. So you can drop the whole "iFrames takes skill" bullshit and throw it out the window because your wrong.

    If Dead Hard had distance only and no iFrames it would cause the perk to be used in more skillful ways because survivors would have to actually use their brain to figure out when they need to gain that extra distance instead of "oh ######### i ######### up...oh well i have iFrames now so screw you killer"

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918877#Comment_2918877

    I already explained to you why keeping the distance is the issue and how it just encourages all killers to be antiloop as a DH just ruins all basic attack killers.

    You just want all the weaker killers to be left in the dust likely because you main a antiloop killer or a survivor who just wants the easy distance part.

    Either way you're making the gap between antiloop and basic attack even wider, when my change shrinks that gap and keeps the perk situational but usable.

    But you somehow think increasing the distance is a good choice... yeah I dont think so. I'm going for overall game health for all killers.

    So basicly your saying that the iFrames should stay because killers are to stong. Bottom line is clearly you are not playing effeciently against specific killers and thats why your fighting to keep iFrames not the distance.

    Given that top teir players (most not all) will run loops effeciently by predropping pallets and leaving the loop as soon as they can for more distance basicly renderes killers like Artist, trapper, hag and any other anti loop killer pointless.

    If you keep the distance of dead hard then it balances the perk in line with the other exhaustion perks, Makes the perk fairer as there doesnt need to be any of the bull validation that happens in the game (whenever i get DH validated as a killer its always in survivors favor).

    Bottom line is you have made it clear you just want a god perk that is so powerful that it counters most killers in the game which NO perk should do. No one perk should be able to be used to give you a free hit effectively with no work on the survivors side. You want a free hit go run Metal of Man and work for your free hit instead of relying on a crutch perk like DH to do it for free and multiple times a game.

    You constantly go on about anti loop killers but guess what. nearly every killer can end loops very quickly as long as u know what your doing.

    Your assumption that I either main a anti loop killer or a survivor who just wants distance is way off.

    Yes i play some anti loop killers but for a long time I mained both Ghostface and Legion (im sure you will find a way to make those Anti Loop)

    As for survivor on the rare occasion I do play it i don't run any exhaustion perks because i'm not a fan of using them however if i had a choice of either having iframes for a few game ticks or a big amount of distance from the killer then yes im going for distance because its more powerful. If a killer swings and gets hit by DH iFrames all they do is recover, catch up very quickly and down you

    Maybe you shoud learn to look at the game as a whole not just from your play style because your playstyle seems to be "I need something that makes me immortal" and clearly your not great at the game if you can't loop without DH iFrames.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918870#Comment_2918870

    I apologize. Straight up, I apologize.

    Just because some players are dicks and target console players does not mean we all are. 

    I never said everyone targets console players. I am frustrated because these two issues intersect. When I play on Switch, every Switch killer has tunneled me. Sometimes they throw the game doing it and I still escape, because killer on Switch is really that bad, but more often than not when a killer tunnels one survivor that survivor will die. And I literally can't use DS to help me. The perk exists to help in those situations, and I can't use it.

    I mean if I was to do the same from a killer side were we get slight lag when entering bloodlust causing any benifit to be lost as we lose that distance i would be roasted on here as "stupid killer main", or "entitled baby killer needs his blood lust boo hoo".

    I have complained about that issue on these forums a lot. I don't remember anyone calling me an entitled killer main for saying it, either. The frame drops when Bloodlust activates are notoriously bad. Killer is riddled with damning performance issues, and in other threads I've been very vocal about it.

    I have been extremely vocal on these forums about wanting optimization. I'm a regular in the optimization thread. I would prefer optimization fixes. However, after YEARS of waiting, I just don't have any hope that they're coming. If we can't get the preferred optimization, then getting simpler changes that could make a difference is all that's left to ask for before straight up quitting.

    I saw something in your post you didn't mean, and I realized I may have been wrong after I posted my reply, which is why I edited it to say I wasn't intending to be hostile. I used your post as a jumping off point to make an argument. I stand by what I said, but my frustration colored what I read in your post and I'm sorry I was unfair on you. None of this is targeted at you; my frustration with the performance issues in this game is impotent. I cannot make changes to the game myself, and all this comes pouring out on the forums. Again, I apologize.

    Thank you for your appology. You don't get that a lot on these forums.

    I do understand your frustration as I have had it with many other games but with DBD i just accept that this game has and always will be unoptimised. Maybe some day all these issues will be fixed but thats a long way off.

    Now as an alternative to your original suggestion of removing the skill check i still believe that any removal of a check makes the perk far to strong. However....

    Instead of a skill check in the traditional sense simply making it a quick time event (1 or 2 buttons) would fix this issue. There would be enough time that if the game lags for a tick or 2 then you can still hit the quick time event but it will also be punishing to players not paying attention.

    I think my main issue with DS not having any sort of check is it then doesnt punish players who are simply not paying attention (I'm one of them when i play survivor. i get downed i go to youtube till im hooked or picked up).

  • @ThanksForDaily said:

    Yep, another DH thread. Original.

    Sleeping and dreaming about DH every day. Sad.

    Im kinda new to the forums so havent seen to many but yeah so many people talk about dead hard because its stupidly unbalanced. The issue is you get survivor mains like the OP that wants it to remain a god perk that gives you a 3rd damage state instead of using it as a distance perk that literally all other exhastion perks (except head on) does.

    @Marc_123 said:

    Make it a one time use. I like this idea now.

    This goes to far the oposite way from OP and would kill the perk. simply removing the iframes but increasing the distance you go would be the best way to balance the perk. it would mean survivors would use it during the chase not at the end of the chase because they ######### up.

    I feel that anyone who complains about anti loop killers and that they need DH with iFrames because they can be immortal are just not willing to learn how to counter those killers.....Hint hold W.

  • @P3ToxicLaurie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918114#Comment_2918114

    Still making excuses instead of just simply playing as the devs intended you to. Killers chase survivors and hook them, while also preventing gen from being done. Survivors loop and try to do gens. Nothing you can say can change the fact that that is how the game is supposed to be played. I don't care if you have more fun playing as a friendly killer, you're not supposed to be playing like that. You are supposed to be a brutal killing machine lmfao. All of those responses are not valid whatsoever.

    I'm sorry but who are you to tell everyone how to play this game. I give perfectly valid reasons as to why some may choose to farm and reasons why farming can be avoided but you just overlook those and focus on "the way the game is supposed to be played".

    If you want everyone to play how this game is intended then this is how games will go.

    The killer will do EVERYTHING in their power to kill survivors. This means tunnel, camp, slug and all around make it unbearable for the survivors. We are the bad guy after all we are there to make your (survivors) lifes hell.

    All you survivors are allowed to do is do the gens and then leave if you havent been killed.

    No flashlight clicky clicky, No fun interactions, no fun meming, no abusing perks in a way they arn't meant to be used (abusing BT and DS mainly).

    If everyone played how the description of the game sais you should play every single game would be the same and so god damn boring.

    I would also like to add that you use hacking as just a way to "play the game" but you completly miss the point that its a way to cheat at the game....not play the game. You cannot use that as a reasonable defence and your nieve if you think you can.

    If you want to play the game "as the devs intended" then go play with bots. leave the online community and just play against AI that are programed to play that way because you will NEVER find an online game that is played exactly as intended originally by the devs. Thats what makes gaming so great you can find your own unique way to accomplish a goal in a video game.

    Now get off your entitled high horse and just enjoy the game for what it is ffs

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918673#Comment_2918673

    All removing the skillcheck from DS will do is make a lot of (NOT ALL) survivors use the perk even more, and i use this term loosly, toxicly as they don't have to worry about missing it.

    Thanks for saying what most people are dancing around: you don't want survivors using DS, so you'd rather the perk be unusable for as many possible. The reason you give is that because some survivors play like jerks, all survivors should be penalized. It just so happens survivors who get shafted the most are the ones already having a bad time and having to deal with performance issues that impact other areas of the game.

    Players on these forums have admitted they specifically target and tunnel out console survivors. It's not about the globes, either, showing or hiding those wouldn't matter. You can recognize someone playing on a controller because their movements don't have the precision a M+KB player has. So, the players who are tunneled out more often are denied from consistently using the perk that helps with that. Yeah, that doesn't feel like being doubly screwed at all.

    More than doubly screwed, actually. Console players are more likely to die on second hook because those final skill checks get too small, and a lot of survivors wait to the last second for a save... which means the console survivor dies as someone is running up to them. (No, survivors aren't entitled to three hooks, but it is kind of annoying to die because my teammates lollygag.)

    Maybe all the players who are blessed with such good performance should help us console players out and advocate for console-only and PC-only cross-play? Tell BHVR you don't like taking advantage of the opposing side's hardware limitations and performance issues.

    (That wouldn't help all the players experiencing issues on PC, of which there are many, but at least then it wouldn't look like people are trying to keep console players at the biggest disadvantage possible for their own gain.)

    Edit: That bolded text is a general statement aimed at everyone. It's not necessarily aimed at you, Jay_K. I'm not trying to be hostile. I'm just generally annoyed at the state of the game.

    https://forum.deadbydaylight.com/en/discussion/comment/2918675#Comment_2918675

    Yeah, equipping DS on Switch is a wasted perk slot.

    "Thanks for saying what most people are dancing around: you don't want survivors using DS, so you'd rather the perk be unusable for as many possible. The reason you give is that because some survivors play like jerks, all survivors should be penalized."

    This quote here has been taken WAYYY out of context and is not at all what i was saying.

    firstly i couldnt give a damn if a survivor wants to run DS or any other perk for that matter. Anyone can play how they want. I in no way stated that i wanted the perk to be "unusable" for anyone. I believe everyone should be on a fair playing field. But that aint ever gonna happen because there is a big difference between the console and PC version of the game clearly that the devs are yet to address.

    I also didnt say that all survivors should be punished because some are jerks with the perk. I was simply saying that it gives more power to those who miss-use the perk (yes they can use it how they want but many survivors use the perk as an attacking perk which isnt its intended use).

    "Players on these forums have admitted they specifically target and tunnel out console survivors."

    Just because some players are dicks and target console players does not mean we all are. I will target any player in the game thats toxic towards me if no toxic players i will try and play the game as fairly as possible despite it usually cause me to throw the game bceause i don't wanna tunnel even though its the best play.

    I get your pissed at the state of the game but your trying to suggest improvements that would work to help this single issue but also harm the balance of perks which isnt what you should be fighting for. Instead you should have address the issue as a whole not singled out a single perk to fix especially a perk as controversial as DS.

    I mean if I was to do the same from a killer side were we get slight lag when entering bloodlust causing any benifit to be lost as we lose that distance i would be roasted on here as "stupid killer main", or "entitled baby killer needs his blood lust boo hoo".

    Bottom line is this game isnt optimised for console. never has and given how the devs focus their workload never will be. Its not just DBD its a lot of games that are cross platform that are much easier and optimised on PC. And yes the Hardware in the consoles/PCs will come into account when dealing with issue like this just not the entire reason for the lag.

    I find it funny that I try to stay as unbiased and fair when i respond to forum posts but because the OP (not just you im not singling you out) is so fixated on their original post they try and twist the words of others. I mean i could have just said "Boo Hoo console players are struggling. Buy a PC Scrub" but im not a dick and would never post that.

  • @EntitySpawn said:

    Yep another DH thread, seems to be alot of these about and people suggesting changes (I don't know if you have seen the suggestions but they're nutty and actually create more broken perks lol)

    The DH change is pretty simple, reduce the distance. This change is not only pretty easy to do within the game but it actually removes the biggest issue with DH

    The distance being removed will help so many weaker killers and stops the ability to correct mistakes. This will mean weaker and basic attack killers will be better balanced, more consistent and not be so far behind the stronger anti-loop ones.

    If you think DH is pointless without the distance you clearly have been using it for it's free and easy mistake correcting distance which is causing the big issue. DH should be focused on the iframes and this gives the perk a set role/feature of avoiding hits.

    What can Iframes do? Surprisingly it has so many uses, you just dont see them used as much because it requires skill and itsnt always free like distance to a pallet/vault.

    Iframes can be used to dodge any antiloop abilities (artist crows, hatchets, slinger shots, Pyramidheads ranged attack, pinhead chains, corrupt purge etc. Even bear traps! Or if you're insane doctor shocks...) And obviously normal attacks, which even puts nurse into a fatigue!

    Edit: SILLY ME! I forgot to add you can DH iframe through fast killer abilities, turn towards them and time it to avoid oni, billy and blight! This means you can use DH iframes alone to counter 12+ killer abilities? Some very strong abilities too!

    You can also DH into a downed pallet/vault and when the killer misses and goes into recovery you can vault over and be safe, just requires timing.

    Or my current favourite thing, have DS active jump on a gate and DH as they swing to finish the gate.

    As you can see the distance isnt the only use, if you think it will kill the perk... you haven't even been using it to a high level, just the busted easy part which makes basic attack killers so unviable.

    As a killer main the distance isn't what i have an issue with when it comes to players using DH. A well timed dead hard is a wonderful thing and i do applaud players who use it well.

    The thing that sucks is when as a killer you get a real and fair hit on a survivor but because they hit E they are able to tank a hit (something that all other perks u need to work to get such as metal of man). The iframes that come with dead hard are basicly a way for suvivors to be immortal for a single hit. So unless you really suck with the perk you take 3 damage states to be downed each chase. As you stated in your post there are countless ways you can basicly abuse the perks iFrames to get an advantage.

    Now imagine if dead hard was just distance not iFrames. Dead hard would be used then to extend loops and make windows/pallets that you wouldnt normally make. This removes the entire "Press E to outplay" stigma that dead hard has achieved and instead of it being used as a perk that literally fixes major mistakes survivors make whilst robbing a killer of a hit/down it is used at specific situations to extend loops and even escape chases.

    This would make the perk fairer and i believe still widely used by many survivors but it would also bring it down to the level of other perks that could be run instead (causing not every match to have 2, 3 or 4 dead hards in it)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918321#Comment_2918321

    I feel like maybe you don't understand how bad console dbd is.

    This is a clip from @DarKStaR350z

    https://youtu.be/k7t-uITZPyI

    The game can and WILL cuck you out of hits, downs, chases, skill checks, vaults and even entire matches.

    How is it possibly fair that they get to miss a skill check because BHVR can't fix their game?

    I get that it sucks for console players but there could be multiple factors as to why lag occures on a game. Now im not defending BHVR here because yes the game isnt overly optimised for console however other factors could and will come into play when lag is an issue. The ping of both the survivor and killer will play a part, The console your playing on (Next Gen consoles will have better performance for example).

    As many have said in this forum post none of these issues means you should change a huge part of a perk just because its unoptimized on console.

    All removing the skillcheck from DS will do is make a lot of (NOT ALL) survivors use the perk even more, and i use this term loosly, toxicly as they don't have to worry about missing it.

  • @Kurri said:

    Hex: Devour Hope, Detectives Hunch, Lithe, We'll Make It.

    the new meta. survivor running devour hope XD. Sorry just looked like u put your build up for what u currently run lol

  • I kinda enjoy mixing meta and non meta together.

    As survivor i currently run Flip Flop, Power Struggle, Tenacity and Windows (very fun build but very situational)

    This results in a saftey net if killers want to slug me which has resulted in some fantastic escapes.

    As killer i currently run Devour hope, Franklins (screw flashlights), Lethal and BBQ.

    Very risky build as devour could be clensed before you get any benifit. Lethal is there in place of corrupt so i can find people and BBQ for BP. Franklins because SCREW FLASHLIGHTS lol

  • @gatsby said:

    Circle of Healing cannot be balanced in its current state because it's too efficient for one perk slot to provide self healing to the whole team.

    The issue isn't the Boon mechanic. All the other Boons are balanced or underpowered. In fact, I think that boons could have their range increased back to 28 meters once COH is taken care of.

    Circle of Healing should have self healing removed, boost healing speeds by 100% and increase the efficiency of medkits by 50%. Strong and worth the perk slot but not crazy.

    Let me start by saying im a killer main not a survivor but try to remain as unbiased in perk discussions as I can.

    I agree. CoH cannot be balanced in its current state however removing the ability to self heal will destroy the perk as it to heavily relies on other players at that point.

    Instead the buff from someone else healing you within CoH could be removed but increase the healing speed of CoH self heal to the same speed as someone else healing you. This would potentially make the perk stronger than it is now as it wouldnt require 2 survivors to go to the boon to get a fast heal (leaving other survivors free to do gens) but it would make the perk a bit more risky to use to counter this as if a killer finds you there is no one there to take the hit.

    IMO CoH as a perk was a bad idea to begin with due to the fact that its incredibly hard to balance but having it a fast self care only perk would be on the right track.

    Your suggestion of 100% healing speed AND 50% medkit effeciency is silly OP as it would result in such fast heals a killer wouldnt be able to counter it (other than breaking the totem).


    One other way they could re-balance the perk is to leave the way it works the same but each time you have to boon the time it takes is increased. So for example first time is 14 seconds (28 on lit totem), second time 28 seconds (42 on lit totem) and it increase from there. Maybe a little less on the increases but u see where im going with it. It would mean that snuffing a totem has a negative effect on the survivors as it takes longer to re-set up.

  • @P3ToxicLaurie said:

    Still waiting on valid reasons lmao, so far it's just angry people who cant accept that not everyone likes to play boring matches.

    Firstly most of the responces are correct. you can't tell someone how to play the game. Using the description of a game for a reason is kinda bull as no matter how a game was built to be played players will always find alternative ways to play it. This is why Camping, Tunneling, Gen Rushing, Chain Stunning and Farming arn't punishable in the game because its how players want to play.

    However I do agree with you that Farming games can be very boring. I main killer but do play some survivor games (when i can stomach it) and ive been in many games were players want to farm.

    As a killer if survivors look like they want to farm and i don't want to then i will just do everything in my power to kill them as fast as possible (yes that means tunneling and camping).

    As a survivor if the killer is looking to farm then i will just rush gens, get out and start a new match. and if the other survivors want to farm with the killer they can't stop me from doing gens only the killer can.

    Having said all of this there are some reason I will allow survivors to farm no matter how boring it is.

    The main reason is if they have 2 d/c or afk survivors. Its never fun for a team to be cut in half because 2 players can't be bothered to play. If there are D/Cs or AFK players i will make the other 2 survivors aware that they are ok to do the gens and get some BP if they want. This results in them either just slamming the gens to end the game or doing gens but also pointing at pallets/lockers/gens as a sign that we are gonna both grab some extra BP.

    I do belive there should be punishment for AFK players both killer and survivor as if you have queued for 10 minutes u kinda want a decent game and i think a timeout similar to the D/C penalty would be a good option for this. For BP farmers i don't think there should be punishment as it requires all players in the game to agree to farm BP for it to be effecient (most of the time not 100% of the time).0

  • DS should for sure have its skill check. It shouldnt be a free "im immortal" perk. Yeah it sucks to be tunneled (which is only acceptable in certain situations) but 80% of survivors abuse the DS by going down on purpose just because they can't be picked up or jumping in a locker to bait the killer taunting them. Personally whenever a survivor uses DS as an attacking perk rather than a defensive perk i will eat the DS then chase them down and kill them. Whenever I have used DS i have never seen the perk lag what so ever for me so maybe its a console issue but DS needs to remain with a skillcheck else it would be even more powerful as there is no risk of missing it.

  • Most likely. I just stood and watched as i found it so funny

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2911879#Comment_2911879

    Absolutely. This, among other reasons, is why we don't consider this to be a 1:1 test of the old system. We made sure to call it out in the post. We did what we could to give it the fairest shot we could, but we definitely do not consider this a conclusive test of rank matchmaking. There is simply no way to test a system like that in 1-2 days.

    Could this be something that you would be willing to test on a larger scale (more than 1 - 2 days). Also what chances would there be for grades to work like the old rankings did were you could lose grades as well as gain them? Or are grades just pointless now?

  • @Peanits said:

    To clarify a few things:

    1. We did not say the old ranking system was good in this post. I'm not sure where you got that bit.
    2. The reason why we did it right before grade reset is to give people as much time to settle into their grades as possible. We ended the test before grade reset because that would set everyone to 20. This would cause absolute chaos matchmaking. This is different from the ranked system where you'd only reset a little.
    3. The test was not going great until the reset. It was fairly mixed, although the grade reset (in its current implementation) would have made it a lot worse.

    The Grade based matchmaking could work but you did it for 2 days only using a grade system that is very flawed.

    Running this test over the course of 1 - 2 months with allowing players to lose grades as well as gain them would most likely result in a really bad start of the test with everyone having better games near the end of it (as their grades will have settled to their skill level)

    The beauty of the Pip system is it ranks you based on what you did in the match not on if u just escaped or killed. It ranked you based on what you did in the match as a whole not just on how it ended. For example as a killer if you camped the hook you would gain less ranking because it has a negative effect on the emblems. this to me is a lot better judge of skill than if i killed someone. Also is it really a "skilled" killer if 3 survivors just decided to kill themselfs on hook just because your running a certain addon (pinky finger clown for example).


    Also if your going to hide the grades from everyone apart from yourself then just remove the entire system. Hiding the grades renders them kinda pointless.

    I personally use the grades to determine why the match went the way it did. If as a killer i destroy the survivors (5 gens remaining all 4 dead) but i see all low grades I assume that the matchmaking was a bit scuffed and thats why it happened. On the flip side if i get destroyed and i see 4 irry grades i assume the same.

    I understand that grades can be seen as just play time but anyone who plays more in a month will of course be better at the game as they have more practice. I never leave bronze rank as i don't play enough but when i did play more often i would often hit irry rank (back when it was ranks not grades).

    If you don't want to show grades then remove the entire system and instead award BP for each side based on the amount of kills/Escapes you get in that month on a scale.

  • @Tsulan said:

    If they gen rush hard, they might not be able to pip. Since they had no killer interaction.

    So it might be that they try to get some chase points.

    I guess but simple solution would be don't gen rush and go interact with the killer. I think the main issue i have with this argument is that survivors try and get those extra points when they know they will 100% survivor. no risk what so ever.

  • Hiding grades entirely renders the whole grading system pointless. If MMR doesnt take grades into account the ONLY reason they are there is to give you an idea of how much players have played this month. Yeah a lot of players complain about "unbalanced" matches if grades are all over the place but those sort of players quite frankly need to get over themself. I like to see the grades so i can understand why i either destroyed or got destroyed by a group of survivors. As an average killer main if i get destroyed and i see a bunch of red grades i just put it down to they are clearly better as they play more. If i destroy survivors and they are all a lot lower grade than me i just put it down to the oposite.

    I would love the grades to be replaced with something that shows the "MMR" level of players but that won't ever happen due to the fact that SBMM doesnt actually work due to the fact this is a asymetrical game and any SBMM system won't work most of the time unless you want to sit in queue for 4 hours whilst more of your exact skill log in.

  • Valuable feedback thank you XD


    @Ashendale said:

    I think completely breaking boon totems would be interesting counterplay, but would probably need to be its own perk, possibly combined with a secondary bonus, like preventing survivors from being able to overwrite a lit hex totem with a boon.

    Having the ability to break Boons as a perk is an interesting Idea. This could also work as either a killer addon or a "secret" offering for killers.


    I will say that the "back and forth" agument would be valid if it was 1 v 1 but given that this is 4 v 1 with the possibility for up to 4 survivors being able to boon means that each time you snuff a totem there could always be a survivor hiding around the corner to reboon it.

    I believe that the way boons work for snuffing and relighting needs some work. Even if they can never be broken having it require longer to re-boon a totem each time its snuffed would work well. that way it at least punish's survivors who just reboon the same totem and rewards (ish) survivors who boon an alternate totem.

  • @Laendra said:

    OMG, the amount of whining by survivors (I play ~50/50 killer/survivor, so I see it from both sides). The counter to NOED is so simple that it should just be left alone. It's a basic perk, with a basic game-play counter. It is a useful tool against gen rushes. I'll use it against toxic players, but if it has been a good match (good chases, great moves, etc.), I will a lot of times use it to down the survivors at the gate and have a slug race.

    Yes, there are meme end-game killers, and those that rely on NOED for their kills, but I am not seeing that so much as survivor (mainly because my groups tend to cleanse all but the boon totems).

    Instead, more should be done about tunneling. Make DS and/or BT default or something.

    All im gonna say is making DS or BT base kit will kill this game in my opinion. Tunneling is a method of playing just like how survivors run 4 man bully squads lol. Not saying tunneling is fun but it should never be punished as sometimes (more often than not in my games) tunneling happens because survivors who do the unhooking just up and hide leaving the killer no choice but to go for the only survivor they can see which happens to be the one just unhooked.

  • @Barbarossa2020 said:

    Because removing a survivor perk from the game is bad, However removing a Killer's perk is fine.

    All dbd players are equal, but some are more equal than others.

    This made me physcially laugh so hard.

    @Phasmamain said:

    Because 3/4 boons aren’t strong enough to warrant that?

    Its not about if they are strong enough to warrant it but being able to break the boon would limit how much survivors can use them

  • @Sakurra said:

    So you can have free 5 hooks by doing nothing, just losing gens...

    Yeah you could look at it this way however how it current works is you can get 4 free kills by doing nothing, just doing gens. Plus survivors can clense the totem. Think about devour hope. if they don't clense before they know what it is you can snowball a 4 man slug with devour hope at 3 stacks very easily.


    @Yankus said:

    Lol you just buffed NOED so much. Your idea would be balanced if it just gave a speed boost with no exposed...I'm a 4k hour killer main and I have zero issue with NOED being gutted. Remove it from the game, make it useless. Idc, I'm tired of people whining about a perk I don't even use.

    I don't see it as a huge buff as such. yeah i see that its powerful how i proposed it however with the ability for survivors to hunt the totem during the match makes it a risk. on par with devour hope. FYI no where in my post did i moan about the perk. I don't use it (unless im doing end game) and when i do play survivor don't care if they are running it because i either do bones or die.


    @Exxodus21 said:

    Nah. Hexes don't last long enough as it is. As soon as they know you have it they'll break it within 30 seconds.

    The only change NOED needs is for survivors to do bones during the trial. They're an intended side objective and NOED is a risk to ignoring them to rush gens.

    I agree. Hexes don't last long enough however survivors don't break dull totems much anymore. its just not needed, especially with boons being a thing.

    @Yankus said:

    Lol you just buffed NOED so much. Your idea would be balanced if it just gave a speed boost with no exposed...I'm a 4k hour killer main and I have zero issue with NOED being gutted. Remove it from the game, make it useless. Idc, I'm tired of people whining about a perk I don't even use.

    @JamnJelly said:

    Would anyone think its an okay idea to just slightly buff the haste effect, and remove the exposed status effect?

    That was it can still be used in endgame to better protect the gates.

    I was thinking something closer to 2/4/6%

    To remove the exposed status completly would render the perk useless. The speed boost u get isnt huge and the ability to protect the exit gates comes down to if you get good spawns (for most players).


    Maybe instead of Exposed untill dying state exposed for 60 seconds would be a better idea. Similar to Haunted Grounds timing. This way it wouldnt guarentee a down but still be useful.

  • It didnt change anything. The matches are still unbalanced in terms of real skill level (just like old system) and as some others have said all it did was make more people run meta perks...

    I myself run random perks and experiment regardless of what survivors are running (im killer main)

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775543#Comment_2775543

    There is far too many maps that can be abused by such thing.

    Maybe its not boil over that needs looking at. Maybe the way that hooks spawn is the issue. I think changing the perk to much would take it back to a useless perk once again. I think its fine how it is but maybe re-work hook spawns in the locations that its being abused in. Also to counter the boil over simply run Iron Grasp or Agitation or both.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760882#Comment_1760882

    “gives that extra little help when i get ranked against higher skilled players”. And what happens when you face surv about your skill? How many times you 4k?

    Honestly its about 50/50 if i 4k or not. and if im facing survivors at around my skill level then blood lust doesnt usually get used because chases don't last that long. i played a load of games last night and i saw bloodlust proc in about half of the matches and in those i got 2k or less.

    Your post seems to imply that im just destroying survivors left and right and its all because of blood lust when in actual fact blood lust is there to give a helping hand when you either come up against a really hard loop or higher skilled suvivors.

  • I think if they ever did decide to remove bloodlust from killers it would cause a lot of lower ranked killers and even medium ranked killers to potentially take a step back from playing. I myself main killer and average anywhere between rank 10 and 7 but im by no means "great" at the game. Bloodlust (for me at least) gives that extra little help when i get ranked against higher skilled players which happens more times than not.

    As a lot of others have said instead of bloodlust changes right now (and yes i know its just for the weekend) they need to look into changing the maps to make loops not as infinite in the hands of good players.


    On a side note i did have a spitball idea. why not (if the devs truely wanted to remove bloodlust) have bloodlust as a killer addon that killers can equip if they want. it would allow lower skilled/new killers the extra benifits of the buff whilst giving higher skilled killers the challenging gameplay that us lower skilled players can't do.

  • As a killer main yeah i hate DS. its a perk that is great when going against toxic killers who like to tunnel one person till death then move on but recently I have found that its become the perk that a lot of survivors (not all) will abuse and use toxicly. I think DS is still needed in the game to deal with extreme tunneling however the 60 seconds is just far to long and turns it from an anti tunneling perk to a "i'm untouchable for 60 seconds perk". Enforcing the same nerf that pop goes the wheesel had would be great IMO as it would still remain useful against killers who tunnel but won't stop killers who are playing the game fairly from getting a honest hook.

    Just a side note to survivors who complain about camping and tunneling. We are killers. we are the bad guys not the good guys. Yeah i don't like to tunnel or camp as it is no fun but sometimes we just gotta do it in order to get some sort of a win. I myself will tunnel the ######### out of a survivor who is being super toxic towards me.

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