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KingFieldShipper

KingFieldShipper

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  • Funny I said this the other day (as someone who plays 50/50 but mostly more killer these days) but people criticized me shrugs SB is arguably much stronger than dead hard imo. Preventing a chase, or getting further away in a chase is a much stronger effect than almost any dead hard for distance and I think when people see that it's gonna be a lot more irritating for most people.


    @ukenicky said:

    Okay but for real killers will not be happy to see four Sprint Bursts or Overcome + Lucky Break possibly becoming more common.

    I feel like there will just be a war on exhaustion perks in general when/if DH gets nerfed because there's a lot of killers who think exhaustion perks shouldn't be in the game 🙄

    No matter how survivors adapt, killers will not be happy this is the cycle.

    Honestly overcome isn't really a big deal at al, but it promotes a boring hold w playstyle which I am completely against

    That's not even the point, the fact is everyone, including me, are sick of seeing the same 4 perks over and over on both sides. The meta for survivor hasn't shifted in years until COH, and the second it even slightly changes there are calls to nerf it - which is just fact. Or any remotely strong survivor perk for that matter. Remember when lucky break and reworked built to last was gonna kill the game? That doesn't mean perks can't be busted or need to be changed.

  • Just FYI the adepts got changed to a generic perk achievements, they should have transferred over

    here are the new ones:

    image.png image.png image.png


    The first one was adept demo, the second one hawkin's gen achievement, the other two were adept steve and adept nancy (skilled generalist I believe was nancy's)

    Key to escape = where did they go

    this one was demo's shreds

    The achievements should have transferred over, if they are not there and you had gotten them you should make a bug report to see why

  • So my laptop crashed when replying earlier to a few of the other replies here and I kind of don't want to type it up again but I really don't think SB takes an incredible amount of skill to use properly either, and fearmongerer actually makes it easier to 99 as well if they are not in a dead zone (remember, it's only 5 seconds). I would be interested to see everyone saying they'd rather go against 4 sprint burst users who manage exhaustion properly, it really feels a lot worse and I find it interesting some of you don't think so. *shrugs*

    I'd enjoy this actually since I am actually against exhaustion perks (other than adrenaline)- I actually don't use exhaustion perks anymore when I play survivor.. since I think june last year? But realistically, I don't think they'd do this anyways because the only ones that are really problems are dead hard and sprint burst.

  • Mandy has said in the past they wouldn't because killswitch is reserved for perks that are bugged only.

    But also, you know what would happen? Survivors will run sprint burst instead and killers are going to have an even rougher time. I sure don't want 4 sprint bursts, especially when I'm playing a m1 killer.

  • Old undying was completely busted. But just some food for thought, corrupt intervention basekit is unironically a nerf to hexes. When gens are blocked, a lot of survivors just end up looking for totems, including myself...

    Nurse, blight, and spirit do not need those buffs.

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872078#Comment_2872078

    There is a clear win condition for the Killer. Literally t he screen says at the end of the trial if the Entity was displeased or not.

    I am really getting tired of the amount of people saying this game doesn't have clear win conditions, or "you gotta make your own win conditions". No. There are clear win conditions, but you can choose to ignore them for your own.

    The Killer's job is to please the entity, or else the entity punishes them with torture. The end of the match the first thing you see is if you pleased the entity or not, and an idea of just how well you did the murdering.

    Survivors is pretty easy to understand. Escape. It's the first thing you see at the end of the tiral if you died or not. Now sure, some people change that win condition to more escapes for your team, or how much impact you made that match.

    Some people leave their victory up to pipping or not - cool.

    But the game does tell you if you win or not.

    So, I think it's worth pointing out that the message on the end screen is only related to how many pips you got. Are you trying to tell me a 3k + hatch in ash iv - which can result in a merciless (double pip) is no longer a win at silver iv when requirements for pips changes? You will get entity displeased at any rank getting the evil within achievement with myers, but if you get that, does that mean you lost? Emblems were never meant to be a win condition.

    The introduction of mmr is what introduced a win condition, which, I might add, they originally DIDN'T even want to tell us what was the conditions for it so people wouldn't cheese it, or exploit it, until there was a leak and it finally getting clarification in the next q&a. But even then there are factors we don't know about since mmr is calculated (from a killer perspective) as a 1v1v1v1 - survivors with theoretically all different mmrs and it performs calculations by that, so we can't even base a win on that either.


    For me, a win is still a 3k w/ hatch or 4k regardless, 2 is a draw. While I don't think you can get displeased with a 1k, I think it's disingenuous to say emblems were ever a true win conditions.

  • As far as bigger streamers go, Tokki. I think she hands down has the most wholesome stream in dbd. Awesome, awesome community

    I think Otz is wholesome, too, but I really dislike chat.

    There are a lot of smaller streamers I've encountered over the past few years that are super chill and wholesome - some still stream - LawrieBird (who I've played against on numberous occasions), QueenGeraldeen, LenaAxios - off the top of my head

  • I got it about 10 days after the chapter release. No one was running hex'es and even when they did my teammates got to it before me even when I was trying to tell them I'd boon it. Oh well. At the time where I got it a lot of people were still playing pinhead and I think half of my amount of hexes I booned were plaything totems.

    @Kurri said:

    Thanks for the feedback guys, keep it up. To add more; Did you enjoy doing this achievement? and Would you like to see more achievements like this for future chapters?

    I think achievements like these are a really huge chore and super grindy - this and triage were so time consuming to do especially since I honestly don't see hexes as often as I used to do. I'd prefer achievements not to be locked behind a perk (like triage the point was to run empathetic connection, bless you requires both a killer perk and survivor perk). That is not to say other achievements aren't super grindy (like tiering up mikey 300 times when you don't really enjoy playing as him), but ya

  • Game balance is fine, for the most part

    Demo is the most boring killer in the game

    MMR made killer matchmaking better

    Survivor is not chill mode

    Camping/tunneling is only sometimes the right strategy

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2870931#Comment_2870931

    There are still people that claim everything is fine, because they have instant survivor lobbies on a monday at 9 am.

    I mean, because it is fine? The queue times for me in NA EST have remained the same since blight's release in 2020 (with the exception on chapter release weeks when queues are long on both sides).

    I used to wait 5+ minutes for killer queues in 2020 at night, up until that chapter when it because instant-30 seconds. Long queues for both survivor and killer during the day and night.

    Ever since then, it's been instant (2 minutes at most) survior up until around 7pm at night, when I switch to killer because queues are up to like 1 minute. Killer queues in the day for me are up to 10 minutes. Longer than I've ever waited in survivor queue since 2020.

    As far as my region goes, there is no change, but people still scream the game is dying? I just don't see it.

  • As someone who plays both sides fairly equally, I massively dislike the idea being injured making vaults slower. If they love a good chase (like I do), and that gets implemented it literally would make EVERY safe loop unsafe, and unsafe loops/pallets even weaker. It would be oppressive and boring and no one who likes chases are going to give up 2 perk slots to do a normal fast vault.

    From a killer point of view, shutting down loops that easily is like, the last thing I'd want because the chase is the most fun part of being killer for me too. I don't want easy downs.

  • Ay my tier list is about the same but I haven't been seeing a lot of blights recently, so I'd replace blight in your list with sprit and demo.


    I've been survivor again recently in the past two weeks and I've gotten so many plagues suprisingly

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862047#Comment_2862047

    You don't think tournaments are evidence?

    You really think a clown or wraith is going to win against equally skilled survivors?

    Tourneys are not a good example in general because they have their own scoring/win conditions that differ from the "official" win condition from mmr.

    Also, yes - they can. If we take a tourney as an example:

    https://www.youtube.com/watch?v=Q9Q4eTJOOFg - first match from swish's tourney starting at 9:11, Wraith 4k'ed

  • @danielmaster87 said:

    Finally someone unafraid to say it.

    Finally someone unafraid to say it? This is said all the time

  • Honestly, I find demo games to be a drag to play because I find his power boring to play, play against, watch, etc. I honestly have suicided on hook in demo games the past because it's just not fun. I would be lying to say if I haven't suicided in the past in demo games because of it (I haven't really done that in general, being suicding, in a long time though).


    I seriously dislike demo, quite a bit, but that's sort of a funny reason to dc against him.

  • @TragicSolitude said:

    It's really worrying that removing perk tiers might actually be a lot of work. If the game is properly coded, then everything should be compartmentalized and removing perk tiers should be an annoyance rather than a large undertaking. This shouldn't be difficult to do. It shouldn't be time consuming to do. If it is, then the devs need to really put more resources into rewriting their code and getting it optimized.

    Coding is as much of an art as design is. BHVR needs to put some love into their code and hire coders, people who can read DbD's spaghetti and weave it into Shakespeare.

    And perk tiers should be removed. They're unnecessary bloat. They add nothing to the game. It's not like upgrading weapons or advancing through a skill tree where it can feel rewarding; getting perks to tier 3 is a chore. It does not make the player experience better.

    As a software engineer, I disagree - just because something is simple on paper doesn't mean the execution of it is. I've had many tasks to do something that on paper seemed simple but ended up taking months. It depends so heavily on a multitude of factors anmd doesn't even matter how optimized your code is - if you have code that is optimized to do things a specific way changing that to be done a different way can be time consuming. Truthfully, the only people who know the code base are the devs - we have no insight really on how things are coded other than rumors of spaghetti code, and I have no reason to believe the devs are lying about effort to take do something as well. Anything anyone other of what a dev says is just speculation.

    @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857373#Comment_2857373

    Excuse me, but how exactly is removing perk tiers this tedious job for behaviour?

    Sure, I don't say it's just pressing delete, but it also can't be such a time consuming process. It's not like behaviour has 3 employees and is a small company. If they want to remove perk tiers, they can do it.

    And no, the fact that behaviour is slow isn't besides the point. It's exactly the point i'm making: If removing perk tiers is what they wanted, they would be long gone. If they really wanted to fix the grind, they would have it fixed by now.

    They are just too comfortable with the lack of competition so they don't go all in to make substantial changes to improve the game.

    I hate this argument because DBD is not the only thing BHVR makes. Not all 850 are employees that work on DBD - there is hr, accounting/payroll, executives, project managers, graphic artists, custodians/maintenance, pr, qa - none of which actually do dev work. Do we have actually insight on how big the actual dev team is - meaning - per team on dbd (bug fix team, new content team, whatever teams they may have) - how many are actually developers working on DBD at this very moment? I don't think we actually do.

    I've worked at startups, mid size companies and enterprise level teams - The highest amount of people on a team is usually about 3-9. My current team at a 10k employee company only has 5 software engineers, including myself, that work a large project with another team with similar sizes.

  • 4 and 5. I mostly just miss the dark coldwind and aesthetically it was a little bit better - I liked every other rework (so far). I do miss the old foggyness as well


    I am in the minority of the forum/reddit/etc that actually like mmr (my survivor games less so, but my killer matches I actually get survivors that give me a good challenge instead of old ranks) - also, I really like rank reset rewards

    Old hatch never bothered me tbh as killer. From a survivor side, going for the all 4 hatch escape achievement in solo q was a fun challenge though, sorta sad no one can experience that again lol.

    As a billy main, billy is honestly fine as is right now

    DS is also fine as is right now, and I don't know I'd want any iteration of ds again

    I was not around for old sabo, so I can't comment. But either perma-sabo or 99% sabo, I don't think I'd like that

  • How so? From a survivor and killer point of view, the only fun thing for me is the chasing aspect of the game. Stealthing isn't fun for me, neither is a match full of stealth survivors. I really don't care how many kills I get - I mean, I usually 3k/4k most matches, but the looping is the most fun interaction between survivor/killer there is.

    Holding w meta/predropping every pallet and survivors not looking behind them though, is the most boring part of the game hands down and it's honestly the only thing I truly dislike about playing killer

  • @WesCravenFan said:

    I think you do not understand how many Survivor players play this game JUST to get into chases and "juice the killer".

    You add a limitation to that, and you will have the Survivor population nosedive.

    Not just survivors, good chases are literally the reason I play killer. If a nerf like this happens to survivors, it would sever my enjoyment of playing killer too

  • 0.png

    It's funny, my mains I'm not like perfect at (I guess I was a doctor and legion main for a very long time) and my mains now I'm just good/average at best (billy/huntress).

    I refuse to play some killers. I'm fine with them if I have to, I just really despise them and how they play

  • my-image.png

    Billy is my favorite killer to play, ever. And against. The caveat to my tier list is I don't really play blight or nurse too often, compared to every other killer which I play fairly regularly except the bottom 4, but I have fun when I do play them.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2838341#Comment_2838341

    And I help take care of my cousin who has autism n is an epileptic no one knows what can make him tick. Like I said, most people don't know until they learn the hard way and this may come as a SHOCK to you but epileptics dont want to live in fear of every screen they see in fear of an episode

    Ok? I am aware of that, but how is this relevant in the sense that OP, a player who has played this game, KNEW his cousin was epileptic, and didn't tell his cousin that this game, which is already known to trigger some people with epilepsy with doctor and flashlights and the like, that that was a possibility? It's literally the exact reason I don't let my partner watch me when I play this game..

    Also, I never said epileptics don't want to live in fear of every screen they see, but they need to take precautions. NO ONE has said that in this thread.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837698#Comment_2837698

    I hope you know even for epileptics sometimes things aren't 100% sure. Some epileptics can handle things others can't and at the end of the day sadly most don't know until they find out the hard way. If OP knew he was epileptic and the player knew then they both probably assumed it would be fine since similar events hadn't caused an epileptic episode. Im sorry you'd rather be a douche and say "They deserved it cause they should've known better." than just admit BHVR has a problem lol

    "If OP knew he was epileptic and the player knew then they both probably assumed it would be fine since similar events hadn't cauFsed an epileptic episode"

    OP Knew - first few words are literally "My cousin suffers from epilepsy"

    Also, since no one here is offering the epileptic perspective, for what it's worth I asked my partner, who is epileptic, about this topic, and is sort of in agreement with what Voodoo said to a T. That being: a) BHVR needs a warning and/or do something about accessibility on it in general, and b) that OP, an experienced player, should have let them know since the epilepsy was known. Also he really took issue with your comment about assuming things, since it's never a safe assumption if epilepsy is already known.

  • @Tricksters_Wife said:

    I completely agree. I feel like a lot of times I'm one of the only people on here that find the challenge of killer engaging, and fun. I don't need to play a top tier killer to have a blast either.

    However, I have gotten extremely toxic survivors before. Both in gameplay and end chat. It just makes the game more engaging and rewarding. And honestly, as long as you had fun, those end game chats won't bother you as much because you can just laugh it off and keep having fun in the next games.

    This. The stress and challenge from playing killer is why I play killer in the first place and it keeps me playing, on top of there is always something to improve upon on with your gameplay and there is always something to learn, and that keep me engaged and stuff. I find survivor stressful but for different reasons, but I don't find survivor fun anymore so I rarely play, if ever.

    I don't get tilted by bm/whatever, but I do disable end game chat. I get far more negativity/toxicity from that than ggs/etc so why keep it up? Turning off the chat only makes the game better tbh, and I get so confused when console people want the chat.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2827025#Comment_2827025

    Ok cool... but then how does one qualify to be "competitive"

    That is what needs to be changed (an actual Competitive mode and a Causal mode) not both at the same time

    Doing that will lessen the MMR talks (cause they'd mean more in the Comp mode then casual)

    Hopefully less Camping and Tunneling in casual... but more in Comp (which then would be complained about so.... yea)

    To be a comp player you join a comp team? Compete in tourneys? I don't know how you go about that, I'm not a comp player, and I only watch the tourneys tofu puts on.

    I feel like I don't know what you are trying to ask me though, and it feels like we are talking about two completely different things when we say comp.

  • @RaSavage42 said:

    @KingFieldShipper They do that for the most part.... but there isn't a mode for causal players

    This game wasn't meant for Competitive play... so Srims don't count... nice try though

    There is only one mode and it's already the casual mode because this is a casual game.

    I also never said that the game was made for comp, which I agree with you, all I said was that comp players scrim and they don't play pubs together, which is true. I think comp dbd is stupid (and boring to watch).

  • @RaSavage42 said:

    On top of not splitting up Comp and casual play... that is needed

    Comp players don't play together in pubs, they scrim, so they are already split.

    @JonahsTablet said:

    This post is comprised of 100% facts. The Rank system was by no means perfect, but it actually gave casual players a reason to grind the game and was a great gateway into the general community.

    I'd argue this system we have now, specifically, ranks now being grades and not used to matchmake, gives casual players more of a reason to grind to get the bp rewards at the end on the 13th. Climbing the ranks before literally gave nothing to casual players and didn't give a purpose to grind the game, besides an achievement.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815008#Comment_2815008

    So, modding. The thing we can't talk about on the Forums + has been patched so the only real way to do so is to follow the exact same process as hacking.

    I posted the link because what I typed reminded me of that, didn't realize that was a mod because I'm stupid lol, removed the link

  • I don't want taller survivors, I want thicccer characters. Imagine swole huntress, david, dwight, jeff, clown.

  • I don't think limiting to their teachables would be really broken especially since it would prevent my main concern (stacking 5 oppressive perks, stacking slowdowns) because let's be real, most perks are absolutely garbage (ie oni's, pigs, wraith) and a lot of perks don't really make sense for that specific killer's playstyle - ie iron maiden on legion, huntress lullaby. I don't think prestige should be the consideration, either. I have p3 killers and survivors that I don't even play just because I needed something to pour bps in at that time.

    I think there should be something more to prestiging than some bloody outfit and a slight increase to rare items and whatever, but I'm not convinced an extra perk slot (especially as limiting to the killers own teachables) is sorta worth it

    @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2808291#Comment_2808291

    Actually, I think super good survivors are interested in dealing with them... otherwise game will be too easy.

    I don't think so personally, it doesn't necessarily make it harder or matches more interesting it just makes it boring, on both sides.

    @Steel_Eyed said:

    I think if they go the route of additional perk slots, they'd have to add limitations to use of perk slots PLUS make certain perks take multiple slots up.

    IE one tracking perk, one gen regression, one chase, one end game, etc.

    No ones interested in playing against Blights and Nurses with five gen regression perks.

    I like this, in theory, if it wasn't for the fact there are so many inbetween perks. IE Undying can be tracking perk + utility, rancor is both a tracking and EG perk,

  • Hottest take:

    I think demo is boring to play as, play against and watch people play as or against. I despise him. I think he's one of the most balanced killers in the game but my god, it's so boring.


    Slightly warmer takes:

    Probably placebo but I have better killer matches with MMR, but it completely destroyed my survivor experience to the point I do not even play survivor anymore.

    I don't mind the updated maps, with the exception of coldwind being just teeny tiny bit too bright

    Tunneling isn't always the right call, and is more situational than people like to think.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790047#Comment_2790047

    I mean survivor game is pretty much like dying, what other games take 10 minutes to que up...

    This really all depends on your region and time you play a specific role. Survivor is instant during the day, killer is instant at night - it's been that way for me for a very long time. I waited 15 minutes to get one stupid killer match in yesterday during my lunch break. Doesn't mean the game is dying, just means there are far more killers in the day than survivors and the opposite is true at night.

    @SentinelCaptain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789807#Comment_2789807

    Truth, as a survivor you have a chance to at least escape yourself up until the last second. As a Killer there is a definite point of no return where you know you're screwed.

    I'm not saying this isn't necessarily true, but survivors can throw soooo hard leading to a big snowball. I was playing a pig match just yesterday where I only barely got 1k at the time the exit gates was open (I think they meant to 99 but accidentally opened) - in either case they tried to save one of them clicky clicky boiz that taunted me all match who I had hooked right before the exit gates got opened. ended up with a 3k (one slug crawled out). All that to say is sometimes you think you are screwed and think you will lose a match, but things can snowball and escalate, it happens to me fairly often. I don't personally give up hope easily. But also, pig just needs nerfs too, so there's that. /s

  • @Adjatha said:

    Two point solution:

    • Make killer powers FUN TO USE. Killer powers should feel intuitive to use, responsive to aiming, rewarding to land, and not absurdly punishing if you should miss. Killers are already contending with survivors who have zero input lag on 100% of their actions, why do they need even heavier weights on what makes them special?
    • Make chases shorter. It is idiotic that any one survivor is able to run any killer for the full length of 5 generators. That's just bad game design. The whole deal is based on a give-and-take of chases, hits, downs, hooks, rescues, and heals. If survivors can evade being hit for the entire game, you have a busted game. Instead of taking out bloodlust, you need to double down and crank those numbers through the roof. If a survivor has you in a chase for a minute, you should be flying until you down them.

    tl;dr - Make killers fun by making their powers easier to use, not harder. And make chases shorter, not longer.

    What killer powers do you not find fun to use?

    Also, I heavily disagree with that second point. Part of being a good killer is knowing/having the game sense to know when to drop a chase. If you are chasing for like, x amount of time, it's really a good idea to pressure the other survivors, and look for a weaker link, even if that means the survivor you were chasing heals up. I especially disagree with pumping up bloodlust numbers. BL is already a bandaid mechanic for map design and I really don't think we need to keep applying bandaid fixes for other issues. Keep in mind BL was nerfed already, the numbers used to be much higher (I wanna saw BL3 was double what it is now?).

    That being said, I want smaller maps. I think a lot of issues killer has are because maps are so damn big, especially for 110 killers. I'd like more maps to be the same size as, say, coal tower and similar.

  • @fblurbg said:

    That's a weird way to spell "Hillbilly".

    You both, I like you. Billy is honestly the only killer I think I truly, genuinely love to both play and go against. That being said, I've been really digging playing huntress too these days.

  • @Ravenlord4711 said:

    nah,for me its his dismissiveness that does it in for me, he is smug and arrogant and dismisses any real concerns. at least thats just how he presents it. he could be meaning a different thing entirely but his tone makes it seem a certain way to most people.

    I sometimes feel like I watched a completely different Q&A than everyone else did. I don't think he was smug/arrogant/dismissive, it just feels like he was trying to explain their side of things and what them, as devs see to try to defend things. I don't agree with several things BHVR does or says with the game, but as an engineer I guess I like hearing the other viewpoints as well because I see a lot of where they are coming from.


    @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763442#Comment_2763442

    And we wonder then why they don't communicate with us... I was disappointed too by the stream but I don't think we need to insult the developpers. We don't work with them, we have no idea what's going on, the real reasons some things sound strange (like the SBMM working because killing/escaping = skills). It's frustrating for sure, but I agree with the OP.

    Also this (except I wasn't as disappointed as most people were, IG)

  • @DyingWish92 said:

    I wasn't around for old ruin undying. Can someone explain to me what was OP about it? Like a worse case scenario happening to survivors against old ruin undying.

    Old undying could prevent a hex being cleansed up to 4 times, unless you cleansed undying first. Killers also saw the aura of survivors on hex totems as well. One thing to note was it didn't transfer tokens as it does right now (ie didn't really work too well with devour, lullaby, etc). So I guess worst case was a high mobility killer with ruin, and ruin being cleansed at 5 totems (if at all).

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732010#Comment_2732010

    How is it a good step forward if, by your own admission, it does nothing to actually stop harassment or racism against POC?

    To me then, it looks like an attempt to mask the issue without actually doing anything to help people affected by it.

    All it does is allow BHVR to say, "See, we care we're doing something about it" when in reality, they've done nothing at all.

    I mean, for one, I am not going to be targeted anymore by some bubba wearing Claud's skin with a name like killnaggers or whatever. That isn't a singular instance, in my experience, that has been literally EVERY Bubba with her face on that I have ever faced. It's objectively a step in the right direction removing this sort of harassment, I don't really know what else to say.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731981#Comment_2731981

    Obviously, whatever they are doing is not helping our POC community.

    Will removing Bubba's faces dissuade anyone from targeting POC streamers? Unlikely.

    Will banning them via a new and simpler reporting system dissuade them? Maybe not, but they've got to spend money to buy a new game now.

    I mean, to be fair, the POC community were mostly the ones calling for the cosmetic(s) to be removed. POC are of course not a monolith, and we are aware that it doesn't magically solve racism, nor is it going to stop harassment of us - nothing ever will bar humanity ending, but I mean, it's a step forward in a good direction regardless of how other people think the idea is dumb/does nothing.

    I personally have reported users being racist in pre-game lobby and end game chat for racist and homophobic comments and followed up on the users to find later they end up with a game ban, but I mean nothing is going to stop them from just creating a new account, like you said.

  • Pretty good post.

    One thing I want to mention about re: addonless billy to start with. I don't think it's a terrible idea to start with him at his weakest, but I personally would recommend starting off with at least one engraving - I found it really hard to go from no engraving to one engraving to doubles - it really ######### with my muscle memory after playing him for hours and hours basekit. Like, I guess to rephrase, I had a lot harder of a time getting the muscle memory from basekit -> single than I did single->double, if that makes sense. shrugs

    I think it's worth noting if anyone does double engravings and only plays with them, be prepared to spend a LOT of bloodpoints - dooms are surprisingly inconsistent in the web and expensive. gtVel at one point gave me the advice of have a secondary main to farm bloodpoints with and just dump em into billy, heh.

  • @PlayTwink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729207#Comment_2729207

    You literally didn't played against 4 man SWF against this perk with flip flop and unbreakable. They down themselves under the pallet and the other survivor is pressuring you, wasting your time to activate power struggle and the survivor pressuring you also has power struggle and is under the pallet and the process repeats again.

    I wish the survivors I face had meme builds. I mean, I don't care if they are swf but I just want meme builds in general.

    I also fail to see how this is a swf problem, people act like solo players can't and don't do this too.

  • Back in the old days? SWF was added in literally 27 days after the game officially launched.

    Also, nothing is stopping me from already getting random teammates not going into solo. I play swf sometimes, but I mostly play solo.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722053#Comment_2722053

    Yes, but that was because it made hexplay viable, enabling a wide variety of builds.

    Ruin probably needed a small nerf, but nerfing Undying was actually a pretty sweeping nerf to a lot of killers.

    I disagree, old undying was completely busted, especially on high mobility killers from the aura reading and definitely needed a change. Also - a 5-totem ruin/undying wasn't as rare as people make it out to be.


    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722712#Comment_2722712

    Also the same guys that took about a month to fix Blight's Lagflick

    They can actually do things pretty quickly when they want to (and the problem is simple enough)

    Also, my point was that they had in fact given a response, which is what the comment I was replying to was on about. Not how long it would take to fix it, but if they even knew about it.

    I find people who complain about the devs working slow have never been a developer before and have no idea what it is like to work at a bigger company as one.

  • @Midori_21 said:

    ya know you can disable post game chat.

    Underrated post. Disabling the chat as both killer and survivor is one of the best things I've ever done.

  • @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720394#Comment_2720394

    3 gens can pop in the First minute of the game. That doesn't mean the killer sucks and isn't breaking chase it means, 20 seconds to find a survivor at the start, 30 seconds to down them, 10 seconds to pick up and hook, leave hook. Assuming the other 3 are on separate gens which swfs do a lot that's 3 gens done. Killer does nothing wrong and gets destroyed.

    Gens popping early kinda means nothing and I don't like the mentality this presents, tbh. You can have a slow start, still win. Hell, I've had matches where I didn't even get a hook until 1-2 gens left and it just snowballed from there. On the flip side, just yesterday I played a match against a pig where 4 gens popped at 3 hook states and then it just snowballed from there and she got a 4k.

  • Oh I think I got the most unpopular one of all!

    Demo is the most boring killer to play, the most boring killer to go against (next to the Twins), and the most boring killer to watch (next to Pinhead). No lie, I watch streams while I work, and if it's demo gameplay on literally either side I turn it off. I literally can't do it.

  • So, I like this idea, but lore-wise, would it make sense? Since they are being sacrificed to the entity, wouldn't it make sense for them to disappear from the trial and go back to the entity?

    That being said, I want to tbag on survivors that have sandbagged me in the trial after their death. lol

  • @Chordyceps said:

    I don't have anything really long or drawn out or deep to say here, I'd just like to see more survivors that are dudes. Guys with beards and/or long hair like Jeff would be pretty cool.

    Agreed, especially on the beards part. Long hair I can take it or leave it, but beards 100%.

    I might be a LITTLE thirstier than I ever thought I'd ever be in a a video game. lol.

  • @James4125 said:

    Sprint burst isn't a problem at all. You don't get sprint burst mid chase. You don't get to sprint burst without saving it for the right moment. You don't get to erase a mistake with every sprint burst. You can't greed every single pallet and window with sprint burst without even having it. You can't keep sprint burst hidden until you need it.

    You have sprint burst you use it, make distance and that's it. If you make a mistake or the killer has some way to catch up quickly you don't get anything.

    Not necessarily accurate. Good survivors manage their exhaustion and 99 their sprint burst, which is why I also am in the camp of killer mains will get more mad at SB than they ever did with DH.

  • @Uriah119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710797#Comment_2710797

    A crosshair for huntress and trickster would be a HUGE QOL improvement. Especially with a range bar to actually work on drop offs. Hell make it a freaking add on that way survivors aren’t complaining about how “noobish” it would be.

    On the contrary, I'd consider it borderline a "nerf" (not the right word, but ya). Crosshairs are REALLY distracting and once you find the center of your screen and know it you shouldn't need one anymore. There are also ways to determine it based on positioning of text on screen as well.

    If it is an addon and/or you can turn it off, fine, but I really don't want one when I play normally.

  • How do you know what ImBrakingBike's mmr is? How does anyone? It's some invisible number that no one knows, I really wish people would stop using this as an excuse.

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