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Kees_T

Kees_T

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Kees_T
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  • @Seraphor said:

    Rank doesn't mean anything as it is. It only exists to make your games harder the more you rank up.

    They're making that mechanic more precise, and hidden, and so they need to make something NEW for the Ranks to do. There's no reason they need to give us more shards or cells, it's not in their interest to do so, that's less income.

    We're literally getting a new monthly BP bonus for simply playing the game now (or when it's implemented), and the more you play (because you won't be able to de-pip) the bigger the bonus.

    It's literally more, free BP, so what is there to complain about?

    "This free gift isn't big enough! I want a bigger one!"

    Also, is 40 matches a month too much? I can't imagine you're earning many bloodpoints at all if it is.

    You sound like that people when we had the December calendar event saying that gaining 5k each day was a good reward and everyone who was complaning was ungrateful(yeeees because 5k a day helps a lot! yay!)

    You will gain 250.000 BPs for each side if you reach rank 1. So you can gain 500.000 BPs if you reach rank 1 in both sides, but this is the problem:

    The default we can earn in a match is 32.000 BPs. If we play 8 trials gaining this basic value, we can reach (8 x 32.000) 256.000 BPs. You won't be getting 32k all the time, we can get less or more with WGLF and BBQ and other offerings which boost BPs gain.

    This is the problem I see for me: I can get over 250.000 by playing as Killer with BBQ in less than 1 hour. After A WHOLE MONTH waiting, I get some miserable 250k of points which I can make in less then 1 hour? This makes no sense and doesn't reward people who put effort into the game. You can say it helps people who doesn't play the game all the time, but a game designer needs to think in a way that both veterans & new players get rewarded for their playtime!

    As for the post, I agree that we should receive something extra, because literally getting BPs is not a problem. It's ONE REWARD for each month, and you can get max 12 times per year, why it needs to be so bad? It would make sense if you reach rank 1 it automatically gives the reward for you and then resets, but even so the rewards needs to be better.

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078581#Comment_2078581

    https://us.v-cdn.net/6030815/uploads/C8K9LIUGNX6E/unknown-281-29.png

    This never spawned on Gideon. Also the main building on Groaning Storehouse never used to spawn totems near it, they also spawn inside of it now too. Dead Dwag Saloon has had some added to it and some taken away which i've never seen spawn there in about a month and I play that map a lot since it's my favourite map. I don't even want to learn Midwich totem spawns xD

    They change some totems spawn when reworking maps and it makes sense. Groaning Storehouse before the rework always had a totem spawn in the main building, so it makes sense the new one also has. The same goes for other maps like Dead Dwag Saloon, which always has 3 spawn points in the main building. I don't know where you are getting these ideias from removed spawnpoints because it's just RNG on what spawn they will be placed, it's not a surprise that you see one that you never did.

    This new Hay Bail makes the loop better for Survivors. If a pallet spawn there, when a Killer tries to mindgame you, it gives enough time to correct your movement and reach the pallet, before without it it was just a big unsafe pallet that always give the Killer a free hit, so I don't know why you're complaining.

    The railing on Gideon I don't see any problem, that tile 100% always contains 2 god pallets that always spawn (one upstairs and another one downstairs). Such good tile must have some weakness.

  • Wow Survivors are now evolving, from looping skills to bargain techs 😂🤣

  • @Solyc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075056#Comment_2075056

    Ah ok.

    But if the server recieves both imputs, it will always recieve one before the other (usually killer's imput because he's usullay the host or something like that, I don't really know how it works).

    Sof if it recieves on input first, the server doesen't need to prioritize, right? I really don't understand how that works.

    I'm not a game developer but a web developer, the concept of any game using dedicated servers works like this:

    image.png

    "inputs" or any data works in a bidirectional way, the client can send any information to the server and the server can also send any information to their clients.

    For example: If the "Survivor 1" drops a pallet on their game screen, it sends that information to the Server, then the Server will send this information to the other clients(Survivors and the Killer), and in their screen, they will see the pallet dropping.

    But this is a very basic concept, there's a lot more going on behind the scenes, but this is how it sends and receives data. I think the way they can prioritize the Killer input is by everytime a Survivor send their input(if that input has priorities), the Server will try to wait some milliseconds to see if a Killer will send their input, if it does, it ignores the Survivor input and accepts the Killer one.

    "Survivors shouldn't get any priority on hooking progress." So resuming, even if a Survivor sends their input to start the sabotage interaction, if the Killer pressed the button just a little bit late(needs to be lower than 1 second to make it fair), the Killer input should override that Survivor input and allow the hooking interaction to progress.

  • @Solyc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073476#Comment_2073476

    I think it's OK for the killer not being able to hook while sabotaging.

    BUT what's happening here is that the killer gets FROZEN in front of the hook if he tries to hook while sabo. It only happens when he presses the button to hook when the survivor just started sabotaging. Like if both did at the same time but survivor input got first to the server.

    Yes I know you can't hook while they sabo. The priority I mean is like the Hatch closing, where the server prioritize the Killer input.

  • I've experienced this myself and I really hope this is a bug and not a feature. Survivors shouldn't get any priority on hooking progress.

  • Your post is confusing. You're saying that he had no healing debuffs and your bar was red right? It could be other things such you're healing with a medkit and it ran out of charges, so the Self-Care is used automatically and the bar turned red.

    Normally, you put 1 charge per second into your bar, that's why it takes 16 charges/seconds

    Healing with a Med-Kit + Botany Knowledge(33%) = ((33% from 1.0) -> 1.33 * 12) = 16 charges, 12 seconds to fully heal

    Healing with Self-Care + Botany knowledge(33%) = ((33% from 0.5) ->0.66 * 24) = 16 charges, 24 seconds to fully heal

    When calculating debuffs and buffs, first you apply the debuff(Self-Care debuff or any perk/add-on that makes your healing slower) and then you calculate the speed buff (like Botany, Desperate Measures, etc..) with that result.

  • I played some 7 games and I just feel I did so much for so little, I would be better playing bamboozle Nurse the whole time.

    He had everything to be one of the coolest Killers in the game, his lore, design, personality, talking and jiggling during the trial, a nice mori.

    His playstyle doesn't fit with the game speed, which is Survivors rushing gens speed. That's just it, he needs massive changes.

  • This perk is so stale in the meta that It's basically a built-in mechanic that every Killer needs to assume that every Survivor has.

  • David lookin like a snack tho, ngl

    I like my Oni:

    image.png

    And my beautiful ClauClau:

    image.png


  • @Nos37 said:

    Failed Dead Hards should not cause exhaustion

    Maybe using Dead Hard the right way will help?

    Also you don't get exhausted on the ground if you use and instantly go down. If it does, it's a latency problem and a bug.

  • I also hate when this happens, and on my region it appears to happen only during the night for some minutes.

  • @GannTM said:

    People need to put more respect in Dark Devotion. You get undetectable for hitting the obsession and can sneak up on anyone while the obsession has the terror radius confusing other survivors.

    I also like it! I started using it with Doctor and it has it's values.

    I think Botany is AMAZING and it helps so much in solo queue:

    • Heals anyone within 11 seconds or 13 seconds(aprox.), if the Killer has Sloppy Butcher.
    • These extra 5 seconds that you don't need to spend healing helps a lot, it's less time for the Killer to back to the hook if I was healing there or any situation where we need a fast heal, and also helps against slugging.
    • Combined with a Yellow MedKit + 8 Charge addons gives you 2 heals, or you can use Self-Care with only takes 24 seconds
  • Those perks by default are horrible, isn't a surprise they're for free for everyone. But I'm not surprised, they are designed for new Survivors & Killers playing, so we can't except stronger changes to them.

    I would remove the limited use and change like this:

    Dark Sense (based on your idea): When interacting with your objectives(Opening Exit Gates, Repairing and Cleasing) you are more focused, allowing you to see the auras of all other Survivors and the Killer for 5 seconds

    About this, I guess to make more "balanced" and to match the perk lore, it should be the aura of the Killer only.

    Cooldown: 30 seconds

  • I can imagine the Name & Lore & Power

    Name: The Tunneler

    Lore: Decades have passed, the Survivor was already joining the trials in Madness 3 after all he have suffered from the Entity's puppets, but it was enough, he was tired of being tunneled and camped, so he had an brilliant ideia: "If I can't defeat them, I'll join them". And so, he decided to take on the role of The Tunneler, always chasing that same Survivor, giving him all the pain he suffered through his days as Survivor

    Power: Pressing the Activate Abiliy button near a hooked Survivor will bring a chair from the Entity. Who says camping is easy huh?

    EDIT: I hade an idea for his power.

  • It doesn't need to be a totem counter, but a indicative that a totem was broken (like some weak thunder noise, very weak compared to the normal lit totems).

    I feel like adding totem counter adds too much information without requiring any brain to process it.

  • @TamboRhyyn said:

    @Kees_T Oh no it doesn't do a riff of the killer! Just the killer associated with the map youre on.

    Oh I get it. Would be nice!

  • I would say it a adds a cool immersion to the match, but it would hurt some Killers which can use their seconds of advantage when no one knows yet who's the Killer.

  • I like her because it changes how you play the game. Everyone is so used to just run in circles around pallets that it's already boring, the only fun in this game for veteran players is to be a Streamer to earn money and fame or play with you bully squads.

    Only one side can have fun, either:

    • You're a bad Killer having an unfun match while the Survivor will laugh and have a fun one
    • You're a good Killer destroying Survivors which will have an unfun match

    The situations where both Survivor & Killers are good is RARE, but when it happens, the match will certainly be fun. This game is only relevant because of this.

  • Are you a filthy pallet camper or a unnecessary-early-pallet-thrower to come here and complain about Bubba, of all Killers?

    Old Bubba was one of the most weak Killers in the game. His chainsaw lasted only for what? 3 seconds at max? While being reliant on charge addons + he couldn't punish Survivor in any other way than his weak m1, his power was useless in most loops and eveyrone would make fun of him.

    He received the only buff he needed that was extended chainsaw duration, which helps him dealing with loops he had troubles while also keeping the same weakness: Windows and good Survivors.

  • The switching between characters should've been the rework for Legion instead of the Twins chapter, altough they would probably have the same problem which is being able to have their presence in multiple places.

  • You don't need any advanced programs to change your DPI to do the absurd curve with Blight. My normal DPI is 1400 and my in-game sense is at 75-80%. You just need to instantly move very FAST and attack to do the curve. I never used the macro or anything to change my sensibility mid-game.

    The difference is that you can only make it with M&K, it's not an exploit, anyone on PC can do that, blame the devs for porting the game to the console poorly.

  • They should remove all these stupid luck conditions and make the perk consistent, for example:

    • Every 2 hits on a Survivor, the perk activates for 30 seconds. During this time, Survivors who are repairing generators for more than 10 seconds will have their generator highlighted
    • The perk refreshes if it's active and you hit 2 times again

    It won't be giving information 100% of the time because the condition of 10 seconds, not a strong op perk, it is consistent and Survivors can counter-play it by stoping the repair action and resuming.

    (But to avoid a "exploit" to just tap or stop repairing at the last second, if they have 8 seconds of repairing with the perk active and if they let go of the repair, it will decrease the timer for each second instead of reseting, so if he resumes the repair, the timer will go up again from where it should be)

  • They all are good! But we could resume most of them with just a communication and remove the Kindred part. For example:

    • Totem Counter: We can say "I have destroyed a totem" and "I found a totem"
    • Chase Indicator: We can have messages like "The Killer is near me" and "I'm in a chase"
    • Perk Indicator: Since you can only use 4 perks, you will get these messages based in the perks you are using. Let says you have Borrowed Time, Adrenaline, Decisive and We'll Make It, you can have the messages "I have Borrowed Time', "I have We'll Make It", "I have Adrenaline".

    So everyone has the option to these information, as a Suvivor, you just need to pay attention. Good Survivors will always be alert to them when someone says something about totem counter or perk indicator.

    Example: you and a Ace are running to unhook someone, you see he saying "I have Borrowed Time" but you don't, you NEED to pay attention to the information that the game is giving you and then take your correct decisions, let him unhook. This servers for all kinds of plays.

    I guess this makes Survivors more skilled because you are multi-tasking other things, such as looping or doing gens while always alert for informations.

  • I just wrote a big post about my ideias to implement into yours and it didn't posted!!! well let's write all again

    I liked your idea because I had the same concept as you, a power to allow the use of all members of the legion gang. I would change your idea of their power to be like this, If you could read and give me your opinion I would be happy:

    • You can control all of your gang members one at a time(like Charlotte&Victor)
    • Each member will have their unique strengths and weakness
    • Only Frank can use Feral Frenzy

    So each member will be different and will excel in different situations, and worst in others

    tHe GaNg:

    • Joe(chases): can break pallets 20% faster and successful hits have reduced 20% cooldown, but he can't gain bloodlust
    • Susie(stealth): has reduced terror radius and has no red glow, but her m/s is 4.4
    • Frank(basic and the default one you start the trial with): can use Feral Frenzy, no penalty since he's the basic and default one
    • Julie(patrol): can hear generator repairing noises(progress or repairing) with extra 15 meters and when she's not being controlled, she reveal all survivors within 16m of her with Killer Instinct, but she can't see blood or scratchmarks.

    For example:

    • Wanna chase a Survivor?: Use Joe since he can follow up after breaking pallets and hitting survivors.
    • Wanna surprise survivors healing/doing gens?: Use Susie with her reduced TR and no red glow.
    • Want to injure everyone?: Use Frank and then switch to Joe to chase them while sending the Susie to potential Survivors who are unware after being hit.
    • Wanna patrol gens to get information?: Send Julie there and keep changing her position until you find someone with her Killer Instinct, or control her for better information.

    You start the match with all your gang members, you are going to a generator, you can then send Julie there and if she detects someone, you can then send her to another place to patrol and send Joe there to chase that Survivor and when he's close, switch to him while walking to the next place you're going after the chase would end(presuming you will down him or ignore him)

    You need to know when to use each member and use their advantage to catch Survivors, and you need to have a skill capacity to control multiple members to always be ahead and have your next play ready. In exchange, you can have a strong Killer which can be in multiple places and pressure multiple Survivors very fast.

    If you play him in a bad way, like chasing survivor with Susie or patrolling gen with Joe because you didnt move your other members well enough, you will not get the full potential of their power and you will be punished.

    That is my main idea, there are various improvements I still had in mind but these are the basics.

  • Survivors: Rush gens to get out of the trial as fast as possible.

    Killers: Rush kills because if it takes too much time, all gens will be done and everyone will escape.

    We have two sides my friend, either you're a Killer and you're camping to secure you kill, "removing" the fun of the hooked guy, and we have the other side that just wants to rush gens and get out, ignoring the "fun" of the Killer, cuz, who cares if the Killer is having fun right? You just wanna get some unhooks and gens and escape.

  • Plague + Oni = Oni will be getting his power all the time and can down Survivors very quickly. If they cleanse, then the Plague will have her power all the time.

  • @_NIGHTMARE_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2045514#Comment_2045514

    So the Windows version has the same achievements as the Steam one does? Just asking because I originally didn't think it had them.

    Thanks in advance.

    It does! But some achievements have different values on Steam and Console, so you need to check them to see. I would bet they're the exact same of the consoles since Windows Store = Xbox = Consoles

  • Nothing. The game on Windows Store runs much smoother than the steam version, although steam is more "gamer" way since it register your hours and other players can see your profile in-game, aside from that, no reason to change.

  • Annnnnnnd that's why I love my boy Blight, 100% counter to W holders.

  • They never make big changes after releasing a Killer in the PTB, so I doubt we're going to get anything new for him.

  • And another one for charms too! The list of charms is so big that by the next 2 rifts there won't be enough space for them, imagine searching for one.

  • Imagine that situation in a real life, the Demogorgon invades your house and at the moment he's going to catch you, you hop onto a locker while screaming "GARGABE KILLER, CAN'T CATCH ME" then he just walks away 😂

    @Friendly_Blendette said:

    Just ignore the unhookedc bgugy and spend the extra 3 seconds finding the unhooker. As soon as the unhooked guy touches a gen he lost DS so then you can tunnel if you want.

    @Breque said:

    No if your problem with ds is because you want to slug people, i am really happy that you can still do the locker thing

    By the time he sees the unhooked person going into a locker the unhooker will be loooong gone ma dude. It's actually the unhooker fault for not taking the aggro for the unhooked one, and it's a unfair situation for the Killer, which is forced to chase the only Suvivor he sees. Slug is the only effective way to counter DS abusers.

    DS + Lockers should have some different interactions.

  • @ManOMaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042872#Comment_2042872

    I feel like if BHVR allowed you to trial killers in custom games will make them more money, imagine if someone wanted to try out Myers, but didn’t want to buy him incase they didn’t like them: Boom no money. But if they hopped into a custom game with a friends and was able to try Myers and liked him: Boom, they buy him and BHVR gets money,

    Well you're seeing the nice side of the things, but that isn't how most company thinks.

    The thing in this game is that people will actually just buy the Killer to test it, if they don't like it's a shame but they can't do anything, that's the best way for BHVR to earn money. So EVEN if they test the Killer and like it or not, they will still earn the money.

    Your suggestion of course is great. In DBD Mobile, you can earn "tickets" to enable a Killer or Survivor for a period of time(normally 24 hours) to test it. But it's a mobile game, it's kinda different of how PC micro-transations works.

  • @Chordyceps said:

    I don't think the engine takes what the killer is into consideration when generating map tiles. I'm no expert in game engineering, but I feel like taking the killer into consideration when generating tiles would greatly increase the load time of matches. And while it's difficult, I have seen plenty of people successfully open exit gates in scenarios like this, you just gotta be pretty patient.

    To be honest that's not any work actually, it's just milliseconds my dude. I don't know how much knowledge you have over protocols and the internet, but all clients (4 survivors and 1 killer) are connected in a "lobby" in their server region. The server knows ALL informations about all Survivor and the Killer connected, and can request any information it wants of any client connected to that lobby(it already does the first time you connect to a lobby). After everyone is ready, the server creates a "seed" I guess that it uses to generate the layouts of the map and sends it to all clients, where the game client receives the "seed" to genere the exact same map. It's not that complex, it's just they don't want to bother with it.

    Well If there's only 1 left he's already dead anyway. Survivors already have the Hatch as an optional second chance(with keys included), adding another 50/50 to Exit Gates is just bullshit at this point.

    The Killer needs to put effort to kill 3 Survivors, why should he be punished by negating him a kill with a 50/50 chance? At this point make the Exit Gates open automatically and let's just roll a red carpet for the Survivor when he's alone so that he has a fair escape 🤷‍♂️.

  • It shouldn't. Camping, tunneling and any other tactic the Killer uses is allowed. A perk shouldn't intefere with the core of the game(we have a lot that does), which is sacrificing Survivors asap.

    Devs probably seen in the initial release of the game that Killer kept chasing the same survivors and had the idea to create the famous "anti tunnel perk" to allow Survivors to have more chances in the trial. Then after the game grew, the community started it calling officialy as a anti tunnel and now we have people who say tunneling and camping should be banned.

    DS was created when there wasn't any other second chance perks, and now we have too much of them. it's a 4v1 game, 16 perks vs 4, a Suvivor alone shouldn't be more strong than a Killer.

    It's hard to balance since both sides are totally different, it's not a 5v5 game like LoL.

  • @TheArbiter said:

    They used to have a killer offering that let you try a killer with no perks, but they removed that for some reason

    I still have some of these on certain Killers, hopefully someday it will turn into something xD.

    They disabled it, but for what reason? I heard that it could bug and allow people to use the Killer and level him up without using the offerings in other matches. So instead of fixing they just disabled? we will never know

    And my other guess is that some people just play this game with their friends in custom games, by making the Killer & Survivors allowed, people wouldn't buy it to play with their friends, so that's a loss of money for BHVR.

  • @Smeagolthevile said:

    It is literally a timed dodge skill, the entire point of the perk is the I frames, not the movement speed bonus. Removing it would make the perk do nothing.

    You shouldn't rely on DH* to avoid hits and then complain in the forum about being exhausted on the ground. The best use of Dead Hard is to get distance, the i-frames are just a bonus.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2038593#Comment_2038593

    "I was a Freddy main with the OLD one before the rework, and I loved that mechanic"

    Oh, just like me then. That is nice! It is always a pleasure for me to meet fellow Old Freddy mains.

    While I do agree with you to some extent, I still think things like proper Snare placement and Dream Projection mindgames takes skill. And, even if it doesn't, it is not enough to justify a nerf.

    Well I expect his snares and teleports being changed, these are the main thing on him that many M1 Killers would wish and are the reason he's going to be changed.

    I still miss my favorite build with the double block addons, can't count how many times I grabbed cocky survivovrs 😂

  • I kinda like the extra curves of Oni and Blight, it adds more skill playing with that Killer. Also I need to say it's not 100% of the time we can land it, but with enough practive, you can get good enough to land them 90% of the time.

    The tedious hold M1 in loops to catch the Survivor is boring, so at least that's something available for both of the two and another thing which good Survivor needs to be aware of.

    They should just enable console users to use keyboard/mouse and then there's no more unfair advantages.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2038493#Comment_2038493

    I hope so. I just don't want to see him gutted.

    And damn, look at me now, defending a power which I never wanted in the first place. I wasn't very supportive of his rework back on 2019, I just wanted a few buffs and QoL improvements. And now, I am scared of a major nerf. Well, I suppose thing change.

    https://forum.deadbydaylight.com/en/discussion/comment/2038503#Comment_2038503

    People ask for nerfs because they don't want to adapt. And what makes you think that Freddy doesn't require skill?

    As a long time Freddy main, I assure you that if you play him wrong, you will lose. Let me give an example:

    https://us.v-cdn.net/6030815/uploads/NMHCAZEHTYDR/freddytakesskill.png

    A screenshot from a recent match. Ruin got cleansed early on and Swing Chains alone can't stop gens. If I had played this match "without using brain cells", I would have lost. And I am not saying I am a very good killer, as I am honestly not that good. All I am saying is that Freddy does require skill.

    I was a Freddy main with the OLD one before the rework, and I loved that mechanic(great concept, bad implemented in game). Being a main of him after his rework won't surprise me.

    Playing with Freddy requires skill? Yesn't. It requires basic Killer knowledge to play with him, of course a rank 20 won't do well with him. You see, there's nothing special about him which requires skill, his power, his teleport, it all requires just your basic knowledge as Killer such as:

    • I will fake my red glow here to get a hit
    • I will double back here
    • I will fake this window
    • I will fake this grab
    • I will drop this chase it's not worth
    • ######### that corner gen

    He's just a basic M1 Killer with extra less work to do, he doesn't need to walk to gens and has free slowdown at loops which both requires nothing special about the Freddy gameplay except the basic sense of playing Killer. Like I said, too much reward for less effort.

    About the screenshot of your match, you won that match because of your knowledge as Killer, and not because of your skills with Freddy. Also I'm not despising your work of being a main Freddy and calling you bad, I'm sure you know how to play efficiently with him, but the work you have to do in that match probably wasn't that big for the reward you gained.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/236139/hatch-hoverers-are-the-worst

    If there are only two survivors left then there is no longer a “team”. It’s down to either him or you. In these situations I’ll try to get the last gen fixed if at all possible, but if there’s more than one then repairing a gen means giving away your position with still no way to escape. In those situations I can understand the strategy behind staying away so I bear no ill will when that happens. Sometimes there are scenarios you aren’t privy to. Maybe he was doing the challenge where he needed to escape through the hatch 3 times.

    Exactly.

    It depends on the situations. With a gen nearly done the best play there is to just finish it, while the other one is getting chased. But if there's no gen being done and you know the other dude is being chased, the best play is to go for the Hatch. There was nothing he could do, because:

    • If he decides to unhook you, most likely both will die
    • He can't do gens because the Killer will find him

    I will always suicide on hook if there's only me and another Survivor. There's no reason to struggle, and I hate the act of people who don't do the same.

  • @GeneralV said:

    Regarding Nurse, I agree to some extent. Playing against a good Nurse is a fun and challenging experience, but when you go against an actual god-tier Nurse there isn't much you can do.

    Regarding Spirit, I disagree. Playing against Spirit is... unique. And that is what it makes it fun. I don't think she need changes, but then again, I am not a Spirit main, like you are. If you say that she needs changes, then she probably needs changes.

    P.S: I am glad you've decided not to include my babe. I already had to deal with an entire thread of people asking for nerfs and it was a very displeasing experience.  

    People ask for nerfs to him for some reason right? Devs informed Freddy will have some changes and I hope it makes Freddy players use at least some brain cells.

    There's a Nurse level that requires you constant map awareness and muscle memory to do well with her and there's Freddy level that requires literally no work for his reward.

  • I guess they could but in a different way(you will not see Neas charging at walls xD). For example, they can interact with it for 30 seconds to remove it. Depending of the map, they will choose to break some of them but at least it gives the Killer more time to his things.

    The animation could be them kicking or forcing it with their backs.

  • I guess it's too much for one perk? Exhaustion, exhaustion on healthy and also scream and with conditions?

    I would make it more simple and replace the second part with a reverse effect of BBQ:

    • When hooking a Survivor, all other Survivors in a radius of 32m from the hook will scream

    Now it also gives you information about Survivor nearby for you to chase and it inflicts them with Exhausted if they are injured, which makes chasing that survivor alot easier, and a plus for the lore, it fits the "the agony of one is inflicted onto others"

    All of Oni's perk are weak, this one could turn to be good, especially for him if he has his power after hooking the Survivor.

    The problem I can happening is that Killer can "camp" if they know someone is nearby, since BBQ incentive Killers to leave the hook, this perk could incentive them to stay near the hook IF they hear someone.

  • Jane should be nerfed to a point where she can't escape via hatch, I mean, how that fat *ss can go through it?!?

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2038169#Comment_2038169

    Mmr

    It's pretty hard to make

    You have to look at all the variables

    1 was the match a win or loss

    2 then you have to determine what made that game that way possibly chase time

    3 what killer are they playing

    4 how often do they use their power effectively

    4.2 how effective are they at doing the objective

    5 how long has this player played said killer /surivor

    6 was the match close enough to move their match makeing number

    7 how long has this person been in que

    8 are there people near their mmn

    There's more but I dont want to take this page up but you get the point

    Did you read my post? I said MMR system isn't hard to make EXCEPT for DBD, since it has a lot of thing(such as you mentioned) to be considered.

  • Well a MMR system isn't hard to make, the problem here is a MMR for DBD, since the base balance of the game is awful, the MMR also is awlful to make it work.

  • @RepostRiposte said:

    So the Meg who pre-drops shack pallet at 5 gens will be high MMR because her chases are long?

    Yes? I see nothing wrong, she's just outplaying the Killer 😂😂

  • @Ruma said:

    Problem is that since there are 4 survivors, maps will always be in their favour.

    For Survivor, their vote should have a "weight" separated. For example, the Killer weight vote is 1.0, and for each survivor, their weight vote is 0.25.

    So If 4 Survivors votes on the same map, the weight of votes in that map will be 1.0, and if the Killer votes on another map will by default be 1.0 too, so it will be a 50/50, RNGJesus takes cares of the rest.

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