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Kwikwitted

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  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179333#Comment_1179333

    "Perk A is better than Perk B, so there is no use in making Perk B slightly more useful while still worse than Perk A"

    Well, with that logic, guess dying light doesnt need to be improved, because thanatophobia is essentially better. Guess Unrelenting doesnt need to be better because Save The Best For Last is better. Great talk

    Yes, that is the logic, there is plenty of useless perks in the game because they need something for people to get annoyed with when it pops up in their bloodwebs instead of the perks people actually want.

    For every BBQ and Chili there is a Monstrous Shrine. Every perk doesn't have to be maxed out.

    Again with the failure at math. Thanatophobia and Dying Light are both garbage, and it would be obvious to anyone who understands numbers.

    Thanatophobia at max effectiveness (16%) makes survivors take a whopping 12 extra seconds on a generator with no perks or toolboxes. Considering you also have to injure everyone to hit that, it's pretty bad. Hell pop goes the weasel regresses a generator up to 20 seconds and to use that all you gotta do is hook one person.

    Dying Light is even worse, dear lord a 3% stacking debuff is a whopping 2.4 extra seconds for a generator per stack. You have to get five stacks to even equal Thanatophobia, and you would need a ridiculous eight stacks to even equal pop goes the weasel, which if you have 8 hooks on your non-obsessions that means two are dead and one is on death hook, which makes the perk useless in a heartbeat.

    And yes no one gives a ######### about unrelenting, because STBFL IS better. Though to be fair those perks aren't really related.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179328#Comment_1179328

    Oh wow, 1 key for all survivors to escape when a single killer is a bad player? Thats like there exists something on the killer side that allows the killer to kill all survivors when they are bad players, perhaps an offering that also has a pink icon. /s

    *so them being 4x more rare is balanced as killers don't have any teammates to bring Moris do they smart guy? It really makes me sad how people today don't understand basic math or even how ratios work.*

    This is true, ONLY FOR A FULL TEAM. You dont have to communicate when and how you use a Mori, but survivors do. If survivors dont communicate, not all survivors will escape as the hatch only stays open for a limited time. So if you dont know where the hatch is and someone uses a key to bail out, you're ######### as the killer might as well have used a mori. A mori doesnt have any downside to using it other than getting less BP. Besides, there are ways to prevent them from using the key. You have Franklins, you can actually go physically to the hatch and close it once it opens, only letting 1 escape. A key only garantuees 1 escape once the hatch spawns. Because right now: 1: survivors need to find the hatch, 2: they need to all be in close vicinity to the hatch. 3: they need to be there when the killer isnt.

    *WHAT THE [BAD WORD] ELSE IS A KILLER SUPPOSED TO DO EXACTLY?!*

    Lets see what emblems there are:

    1. keep as many gens inactive as long as possible
    2. hook and sacrifice survivors, only get Iridescent from 9 seperate hooks, not 9 hookstates.
    3. Hit survivors and hook them.
    4. Chase survivors.

    Using an Ebony Mori is literally against 2 out of 4 emblems there, maybe even 3 of them. So yeah, rushing kills with Ebony Mori is not what a killer is supposed to do. I'm fine with Ivory and Cypress Mori's as they are quite balanced.

    As for survivors saying rushing gens is their only objective, no, they are fully wrong. Their objectives are:

    1. fixing gens
    2. escaping the game recieving as little injuries as possible
    3. healing and saving teammates, which they cant do unless the killer interacts with survivors
    4. distracting the killer without being caught

    Survivors have 4 objectives, only 1 of them being available at the start of the game, killers having all 4 of them as soon as they can move. So yeah, survivors getting on a generator as soon as they find one, is obvious. If they spawn seperately, they will work on 4 gens. If they can finish all those gens without interference, thats on you, because your first objective is preventing gens to be rushed. If you see a survivor and tunnel him, and let the other 3 finish their gens, they arent genrushing, they are simply finishing a gen they spawned close to. Genrushing is actively fixing the gens as fast as possible, fixing the first generator you encounter because you have nothing else to do untill someone gets downed isnt actively fixing it as fast as possible. Killers have the harder task as they need to find a balance between putting pressure on generators and hooking survivors. You do want to kill your first survivor as fast as possible, sure, but rushing it and doing it as fast as possible arent the same thing. I can rush killing a survivor by offering a mori, hooking them and then stay close enough to quickly hit them in succesion and kill him by hand. I can also hook a survivor, chase another one and go for the first one after I hooked the second one if they didnt heal.

    I mean, all in all, there are other problems in this game. Keys arent one of them. Keys are a problem due to general game design. Ebony Mori's are a problem overall.

    Yeah did you miss the multitude of posts where I and other have people have said we're good with getting rid of BOTH keys and Mori's right?

    And no, it's not only true for a full team, YOU HAVE A CHAT BEFORE THE GAME STARTS EVEN IN SOLO PLAY. I mean Jesus Christ I know I don't play survivor but even I know that, so this idea that you can't communicate intentions with a key is just ridiculous.

    And good lord if I have to listen to one more idiot survivor main tell me "just run Franklins". Let's get some ######### straight.

    1. Franklins doesn't make an item disappear, it just makes a survivor drop it.
    2. Finding an item is not particularly hard as the pickup command appears within a good radius of the dropped item.
    3. Nothing stops another survivor from picking up the item without the killer's knowledge, who now thinks the key has been neutralized.

    Like what the hell am I supposed to patrol the key now?

    Okay and now we come the most hilarious part, where you regurgitate emblem descriptions to me and pretend like it actually proves your point.

    Keep in mind, when I said Killers job is to "kill" I mean in the game sense of downing and hooking survivors, not necessarily using a Mori.

    So you outlined Gatekeeper, Devout, Malicious, and Chaser. So let's see.

    Gatekeeper - If survivors are sacrificed, they can't do generators.

    Devout - If I'm sacrificing survivors, I'm getting hooks, by definition.

    Malicious - To get hooks, I need to hit and down survivors.

    Devout - To get hits, I need to chase survivors.

    Well I'm gonna go out on a limb here, and say that me chasing, hitting, and hooking survivors all seems to accomplish my goals quite nicely, so my point still stands, kill survivors, accomplish objective.

    But as I've said already at this point multiple times. I don't run Mori's, and would give them up in a heartbeat because as stupid as it sounds I play the game to rank up, I enjoy hitting Rank 1 and even though that means game after game of optimal survivors I enjoy the challenge. I also figure if I'm out there taking up some of those games that means the garbage matchmaking isn't making some poor rank 10 do it.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179287#Comment_1179287

    Bruh pressure? Old Freddy had the most pressure in the entire game if you played him correctly. Which was why he wasn't the worst. You had the 50% reduction in action speed, then the failed skill-check and delay, and Freddy now knows what gen you're at. All Freddy had to do was hold M2 on you which took him like what, 2 seconds?

    How on earth is that no pressure.

    Also, new Freddy is different, you can't utilise the flickers, as shown in a few videos about how to maximise old Freddy's power.

    Yes because everyone knows that when a killer finds a survivor instead of just going ahead and hitting them what they would rather do is spend time walking behind them spamming a "go to sleep" power to finally be able to do anything to them.

    Not to mention that at that point the survivor could neutralize the whole thing by failing a skill check or getting woken up by a teammate. This is why (as multiple have alluded too) Freddy had a very tunneling playstyle, because once you go through the hassle of putting someone to sleep you weren't about to let them get away, you were downing that person come hell or high water as you had already invested that much time into putting them to sleep, and then hitting them.

    It's not "pressure" because focusing on putting ONE survivor at a time to sleep and then downing them is basically the typical DBD killer loop except with extra steps of "putting them to sleep" first. Pressure is obtained either through map mobility or ending loops quickly. Old Freddy had neither, he was an M1 killer with a clunky power and some natural slowdown that was countered by something as simple as failing a skillcheck.

    He literally could not patrol a hook at all, even in situations where it was called for, as awake survivors were intangible to him.

    Like I said, you seem to have a thing for making this game harder on yourself than it is, so I mean have your opinion, but

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179263#Comment_1179263

    Oh, so you consider Exhaustion perks are "I screwed up this chase, let me vault a window so I can use lithe and get free distance" "I screwed up this chase, better use dead hard to go ahead and get some distance" "I screwed up a chase, let me go in this hole and get some distance".

    Head On would buy you the same time and distance as Lithe or Balanced Landing would buy, infact, with Endurance, they'd be buying LESS time and distance than other perks. So what you're saying is simply wrong. You didnt ######### up a chase if you lead a killer to a locker and get a stun from it. Let alone that Head On can be baited just as much as Dead Hard can. Your argument has simply been "being stunned is annoying". But realistically, exhaustion perks are about buying time and distance, in which case they are exactly the same. Its more annoying, but in practice they are the same, infact, even worse considering it's affected by Endurance.

    Thanks for proving my point, dead hard is more useful in more situations, and already provides a way to prevent a hit from the killer. So run that if you care about being competitive, and save head-on for the meme compilations.

    Good talk.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179281#Comment_1179281

    Well, lets compare here:

    Keys are more rare in bloodwebs than Mori's. I seriously have at least 5 ebony mori's on each killer, at most 15 and havent even reached level 30 on most of them and I wasnt even hunting Mori's as I simply . I only had at most 12 keys TOTAL on a character that have leveled to multiple levels beyond 50 as it is my main to get all the perks, and I never use keys. I only have 10% of all perks on my main killer and have 15 ebony mori's on him, I'd literally need to use perks to search chests to get a better chance on a key. Considering that a key is pretty much to counter a killer who rushes kills and otherwise late game. Mori literally lasts all game.

    And there's 4 survivors and it only takes one key for ALL of them to escape, so them being 4x more rare is balanced as killers don't have any teammates to bring Moris do they smart guy? It really makes me sad how people today don't understand basic math or even how ratios work.

    "A killer who rushes kills" WHAT THE ######### ELSE IS A KILLER SUPPOSED TO DO EXACTLY?!

    Seriously, survivor mains talk about how "well we gen rush cause there is no other objective" and now I've got this mensa society remember (bonus points for those that get that) telling me that killers shouldn't rush kills? It's our ONLY objective, kill the survivors, herp a derp.

    And the key is late game only if you're trying to push all four people out that tiny hole. And even then to get a full escape it's only two generators needed, that can be the first 1-2 minutes depending on certain maps with low mobility killers.

  • @rita_book said:

    BBQ and Chili is completely out of hand and overpowered. I am going endless waves of matches against killers ALL of whom take it. THEN, survivors getting lucky if we even get ONE generator down.

    The reading aura portion of the perk is absurd and should be removed. The aura reading after a hook creates a snow ball effect for the next hook, eventually leading to a win for the killer.

    It is also completely unaballanced. One perk should not instantly lead to 4 kills and zero generators.

    There's something hilariously ironic about a guy with a Dwight Avatar not knowing how to counter BBQ and Chili, when his natural habitat of a locker does exactly that.

    I've actually played against you, the name was unique for some reason, and yeah, I could see why you think it's OP. Admittedly I was on Freddy, and on him it is VERY strong cause teleport.

    But you know what, no need to be petty here, I'll do you a solid.

    How to counter BBQ and Chili in three easy steps.

    1. When you see someone get hooked and picked up, get in a locker, you're a Dwight, this should be second nature to you.
    2. When you see someone get hooked you start moving for four seconds in one direction, stop, and then go in the other direction. Killer will only have seen the aura for four seconds and will assume you are still moving in the same direction.
    3. Don't be working on a generator when the person is hooked, or if you are, make sure to leave the generator immediately because the killer is heading that way, particularly if they have a regression perk like pop goes the weasel or overcharge as they are looking to use it on a priority generator (i.e. one being worked on).

    There you go, I hope this was helpful.

  • "He was so fun to play and come up against, he had so much pressure but he was fairly weak in chases so it felt balanced out, he felt fair."

    He was the worst killer in the game unless you were at low ranks and he got skunked on a routine basis. And pressure? Freddy had no pressure, Freddy had to follow survivors around actively trying to put them in the dream world and only then could he do ANYTHING to them. And even then it didn't matter since one failed skill check later all that work is gone.

    "What I was thinking is a killer that pulls you into a different style world or something like that, and keep the transition flickers so it has a skill requirement. Make them do something unique to escape this world like to run somewhere. Then they can get back to gens."

    Doesn't Freddy still do EXACTLY this? The only difference is in the current dreamworld they can do generators. And why would the killer flicker in the world they control? Freddy flickers in the awake world now until he's right on top of someone. And escape from the dreamworld involves running to a dream alarm and using it to wake up. Seriously have you played new Freddy once? Cause your knowledge of him seems like you just know he was changed and that's it.

    "He was my favourite killer, I have now moved onto Legion who i'm also having fun with. If an old Freddy mock was introduced then i would play it over anyone."

    So.....you just enjoy playing the worst killers DBD has to offer? I mean I play Legion too but wow man, old Freddy and Legion, are you allergic to making it a little easier on yourself?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179255#Comment_1179255

    I mean, when 4 Survivors escape with a Key, they got all Gens done. At this point I honestly dont care anymore if they take the Hatch or the Gate, when I got destroyed that hard, I will open the Gates for them.

    But sure, the same can be said about a Key. Both, Moris and Key, need to be nerfed into the ground. But while a Key is a Lategame-Item, a Mori (except for the Cypress Mori), can turn a game into a Win for the Killer very early on. And because if this, in my opinion, Moris are stronger, because it might be entirely possible that the point where a Key can actually be used to enable multiple Survivors to escape can never be used, but a Mori can be used after the first Hook and remove 25% of the Survivor Team.

    I mean, both need to go anyway. That is for sure.

    Okay bad example in my last post, let's say one person had already been sacrificed and now the killer has a really good three gen. Instead of actually having to pay for their own mistake, the remaining three survivors go "lol nope" and yeet right out through the hatch with the key. Maybe this is a better example and one I've certainly had happen to me before.

    I'm with you on giving up both, I would give up Mori's in a minute to get rid of keys, or at least their ability to open the hatch prematurely, if they wanna keep them for the aura reading and all that stuff then go for it.

    The other thing people seem to forget about Mori's though is they actively penalize the killer for using them. You need hooks for your devout score, killing a survivor grants more bloodpoints than a hook, but as it doesn't count as a hook action it will tank your devout score. Even if a killer only uses the Mori for someone on death hook they are hurting their own chances to pip. Survivors are not only not penalized for using keys, if anything they are rewarded with 5k BP for escaping and a boost to their survival emblem.

  • Because jumping into a locker shouldn't be a free "I screwed up this chase, now I should get a free stun" card. I would have thought it was obvious.

    Killers have a recoil smacking a locker, meaning they would have no way to avoid the stun in time. So basically now when a survivor gets to a locker the killers just has to give up? We already have this nonsense with people running DS and immediately jumping in lockers to avoid getting slugged.

    If you want a perk that allows you to dodge a killer attack, there's already an exhaustion perk for that, it's called dead hard and it's about 3000 times more useful than head-on. The only reason anyone ever wants to use this perk is so they can put it in their "killer bullied" montages.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179156#Comment_1179156

    I mean, sure, if the Killer sucks, Moris will not help anything. But if the Killer is somewhat competent (not even good), it can change a lot.

    Like, you can put me in the best Racecar in whatever Racing Series, I will still not win, because I am not good at the respective Sport.

    I think the point they were making was a key can still completely change a game for an entire survivor team even if the survivor carrying the key completely sucks.

    For example, let's say you have an SWF where one guy, you love him to death, but he's a potato. He can't loop, the best he can do is hold M1 and even then you're just praying he's not zoning out and missing skill checks. You give him the key and say "go wait in the corner and we'll tell you when to move". The game starts off well, couple generators done, but then it starts to go wrong, really wrong, suddenly the other 3 are on death hook, well in comes old potato holding a key to open the hatch and give the big middle finger to the killer on the way out.

    See what I'm saying here? At least with a Mori the killer has to accomplish something to utilize it. A survivor just needs to wait for a certain amount of generators done, either through them or through their teammates, and the key is able to be used.

  • @Oicimau said:

    PWYF is not that good to get a perk slot, nevertheless sometimes give a nice boost.

    M&A is by far the best sinergy with his power and basekit until now.

    https://forum.deadbydaylight.com/en/discussion/comment/1179169#Comment_1179169

    I cant get why SBFTL would be nice on him. Can you explain, pls?

    As YEEHAW_Main pointed out, Deathslinger excels at landing a quick hit on a survivor with his standard M1, quickly recovering with STFBL and then shooting to reel in the survivor for a very quick down from healthy state. In a sense it's basically the reverse of what Huntress can do where she lands a hatchet then follows it up with an M1.

    This is why many people have taken to calling Deathslinger a worse version of huntress, because huntress gets the same level of recovery from landing a hatches as Deathslinger will from an M1 with STBFL, and she doesn't have to burn a perk slot for it.

    This is why many people believe that M&A along with STBFL are his two best perks. M&A allows you to sneak up with only a 16 meter terror radius (as Deathslinger's is only 24 by default) for the quick M1 and STBFL lets you recovery lightning fast and then shoot and finish the chase immediately.

  • @YEEHAW_Main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179169#Comment_1179169

    Sadly, I am missing monitor and abuse, so I need a perk to replace it with. (can not afford dlc)

    But you could afford the Myers DLC? I'm confused.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179160#Comment_1179160

    I play League of Legends and I have the exact opposite experience. The highest ban rate champions, even at ranked, are the most frustrating ones, unless there's something EXTREMELY ridiculously overpowered. In normal games, even when something is overpowered to the maximum chances are people will still ban unfun champions before them, even when said unfun champions are undertuned.

    There's a difference between something unwinnable and moderately overpowered. Barring moris, nothing in DBD makes the game unwinnable for either side. So unfun things would most of the time be banned first.

    The problem with using League for example is that League has an unranked and ranked game modes.

    When I played in unranked, it worked like you said, people banned personal preferences (though really that was another way of saying they were banning a counterpick to whatever champ they were gonna instalock) and bans were all over the place.

    In ranked, completely different, players screamed at the top three picks to ban the OP FOTM champions without question, and usually players obliged.

    So I think maybe the answer is that with DBD where there is no ranked or unranked we may both be right, some will ban killers they find annoying, others would ban the OP FOTM killers.

  • PWYF seems to work best on killers who can break and restart a chase quickly, so people like Myers (cause stalk breaks chase) or Wraith (cloak breaks chase) are usually the best candidates. Trying do break and restart chases to build stacks on a 110% killer seems like it would not be very fun.

    You could fix this somewhat by doing Nemesis maybe, but then you're devoting 50% of your perk loadout to movement speed when in reality you're supposed to be using your ranged ability to compensate for that. This now leaves only two perk slots for location information, generator slowdown, and let's be honest, every Deathslinger probably wants STBFL and Monitor and Abuse.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179120#Comment_1179120

    It's not JUST chasing people of gens, but more of they try to lure you into an area with finished gens, you ditch them. It is an extremely context-dependant playstyle, but I've found it both fun and effective, mainly in Pig.

    Oh fair enough, yes you should pick chases carefully we are in agreement there. Though I would say if they are leading me into an area that I know there is also no pallets.....I may be inclined to finish the chase and hook them in an area where now another survivor has to leave a generator and come to a useless part of the map just to get their buddy.

    But I also tend to play high mobility killers like Freddy or Hillbilly so I get away with it ;)

    It goes both ways. But you're definitely spot on with context.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179124#Comment_1179124

    Oh honey I'd personally still ban Legion. And Ghostface who isn't even that strong but is inconsistent and annoying af to go against. Spirit could be bottom tier and I'd still be in favor of reworking her from the ground up because of how bad of a design I think she is.

    These forums don't speak for the entire playerbase. It's just a very vocal minority.

    I agree that his forums isn't representative of the entire playerbase, but my point still stands.

    Your personal preferences aside, there's other examples of this.

    As an old school World of Warcraft player, for PVP, you get the option to ban two battlegrounds from your random battleground queue ever since Wrath of the Lich King. Alliance would always ban Alterac Valley and Horde always ban Isle of Conquest. Not cause those maps are broken, annoying, or even unfun. Alterac Valley is probably the most iconic PVP map in a game that has lasted over 15 years now. But simply put, the way the map is designed the Alliance don't win, so they avoid it. Same with Isle of Conquest.

    If players are allowed to remove an option, they will remove the option that prevents them from winning, even at the cost of an option they may find "annoying".

  • @YaiPa said:

    that's another proof that keys are stronger than moris. You can bring as many ebonies as you want, but if you can't hook survivors and they genrush you, then it's over.

    I keep saying I'd give up my Mori's in a heartbeat to give up keys, nice to see some other people are coming to the same realization.


  • @Freddan said:

    just played a game against four premade rank 1 survivors as a rank 8 killer (DeathSlinger) and that game took about 5 minutes. Survivors needs another objective in this game other than holding mouse 1 and pressing space from time to time. i got no kills and they didnt even had to loop me, they just had to run to different houses as i lose my "speedboost" forgot the name for it, when i lose direct contact with a survivor (on michael myers map) it is insane how onesided this game really is, been out for like 3 to 4 years and still hasnt gotten any larger changes other than a nerf here and there. ONESIDED game is what it is, idk even know why im still playing after 2.5k hours....

    So there's a lot to unpack here.

    I'll start with the "in your defense" type stuff.

    Matchmaking is pretty bad occasionally and sometimes you're just going to end up against a stacked team of optimal survivors where even the best killers would be lucky to 2k, it happens, don't take it personal. And please don't start coming to the forums screaming for changes because of one bad experience.

    Now onto the part where I rip you apart (kidding).

    First , how did survivors do five generators and never even have to loop you? I mean what were you doing the whole time?

    Second, if you were chasing survivors long enough to trigger bloodlust constantly, you need more practice chasing and probably more practice with deathslinger. I know everyone's enamored with him right now but really he's a mediocre killer, basically a worse version of the huntress, and he's SLOW, dear god is he slow, and if you aren't on point with your shots you're going to have a very bad time.

    Third, if after 2.5k hours you are still hitting bloodlust continually on chases I don't know what else to see except you must be pretty bad at chasing. I bloodlust maybe once or twice a game in order to end an infinite at the end of a game or something.

    If by your definition the game was this one-sided, you wouldn't have killer mains like myself who hit rank 1 every single months for years now. You would have no one at killer red ranks because the games would be too one-sided. Is the game tougher for killers? No doubt, mainly cause it's all on you, but to pretend the game is just brokenly bias cause you had a bad time against some optimal survivors is being a petulant child mostly.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179105#Comment_1179105

    From my experience in most games, people tend to ban frustrating stuff over overpowered stuff, especially in a casual setting. Since DBD is mostly casual I doubt that'd be a problem. But I can see your point.

    Watch these forums for a week and see how many posts you could substitute the word "annoying" with "strong". For a lot of survivor players they are one in the same.

    Also your assertion that the game is mostly casual would mean those same players don't want challenge, which would likely mean getting rid of strong killers, even over ones they may find "annoying". I mean Legion is "annoying" but no one would choose to ban him because at this point he's a C- level killer. Spirit and Freddy would be considered "annoying" because Spirit can't be standard looped and Freddy has a kit that requires survivors to do more than hold M1 on generators (continually finding teammates, failing skill checks, or holding dream clocks to wake up) but the truth is they're strong, so they would get chosen.

    Oh and killer players would not be exempt of this behavior by the by, the sword cuts both directions. Ask what perks killers would like to see nerfed/removed. No one is going to say something like Head-On even though it is SUPER annoying, because it's Niche and not very effective. They would all be listing off the same 5 or 6 perks. Decisive Strike, Borrowed Time, Dead Hard, Unbreakable, etc. These perks are annoying BECAUSE they are so effective at giving survivor second chances.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178817#Comment_1178817

    https://forum.deadbydaylight.com/en/discussion/comment/1179098#Comment_1179098

    I wouldn't bring back old Ruin at all. Pn console it's already hard enough to hit Great skill checks, let alone consistently.

    Too many killers (myself included.....) have been carried by old Ruin for quite a bit and the time without it has been pretty beneficial to a lot of people.

    New Ruin is also actually fantastic if you drop the notion of just "I am a killer, I must kill" to instead focus on protecting your generators.

    I'm in agreement with this as well.

    I became a much better chaser with the loss of old Ruin because without it giving me extra time to make up for my chasing mistakes it was harder to see where I was making those mistakes.

    That said, I disagree with why new Ruin is good, because if all you're doing it just chasing people off generators you're going to lose that war of attrition eventually. However the new Ruin + Surveillance is a damn fine combo as everytime you move someone off a generator it's now highlighted and you will know the second someone is back on it.

    Honestly I find the combination of thrilling tremors and pop goes the weasel to be my go to for generator regression now, as they function as both location knowledge (unblocked gen is the one with survivors) and direct regression of 25%.

  • @Orionbash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179087#Comment_1179087

    I beg to differ. Lol. I very rarely meet a killer main that has issues tracking survivors through the corn. Rotten Fields is a killer's playground as there's basically nothing in the middle of the map aside from shack where the pallet always gets dropped early. All the other crap is on the outer edge of the map and if the survivors are really unlucky will just be filled with T/L walls that are facing the wrong way.

    You know what's also out on the outer edge of the map? At least five of the seven generators. You never get more than two out in the corn in the middle of nothing.

  • @ad19970 said:

    Not a good idea in my opinion. Survivors offen enough don‘t have the option to heal, so they would just bot ne able to di anything, and this would hurt solo survivors more than swf survivors, since swf van tell wach other where they are. Self Care would become mandatory.

    This would most likely just butcher survivor and killer queue times. I think making more maps balanced is all the game needs.

    This.

    The issue is not that generators take too little time, it's that too often maps are so huge survivors can sit on a generator from 0 to 100 and never be interrupted by a killer.

    Making maps smaller means more times survivors have to get off generators, either because they hear a terror radius coming, they need to run away, unhook their friend, whatever. More killer/survivor interaction would lead to longer games and slower generators as survivors wouldn't be able to just plop down and hold M1 nearly as often from 0 to 100.

  • Clearly the game is telling you that SWF is OP and you should stop doing it.

    I keed, I keed.

    That does seem odd that lobby would act differently, as killers have no way of knowing if the party is SWF or not. I mean PC players sometimes can by checking steam profiles but that's it.

  • @OtakuBurrito said:

    I'd enjoy it because I'm tired of seeing deathslinger all day every ######### day running the same 4-6 perks.

    I wouldn't worry about that, once the novelty has worn off and everyone has gotten the adept achievement (if so inclined) he will take his place as the worse version of huntress and mediocre killer he is. You'll basically start seeing him about as often as Plague.

  • @Seegson said:

    Ok. I got it. You don't like waiting in the lobby as a killer but enjoy games where survivors kill themselves on the first hook and you get minuscule amount of BPs and lose pip. But what about the second part of my suggestion? Why no one is saying anything about "avoiding maps" this will benefit both sides.

    Oh I got an easy fix for that situation there little Mr. Sarcasm.

    If a survivor kills themselves on the first hook, killer gets credit for two additional hook actions, and four additional hits, along with BP automatically cause the survivor wanted to be a selfish twat and screw their teammates over. Then I can proceed to farm with the remaining survivors so everyone gets BP and pips and we can all leave and laugh at what a jackass that guy was to give up just cause the killer player had the temerity to play a killer he didn't want to play against.

    I mean hey, I don't like playing against Decisive Strike, Borrowed Time, Unbreakable, or Adrenaline, where's my perk naughty list?

    I like how your comeback is "well implement my solution or I'll just throw a tantrum and die on first hook" as if holding the game hostage is an appropriate solution.

    And your map solution will do nothing except again, make queues longer while the game desperately tries to match up people who don't have certain maps on their naughty lists. This is a matchmaking system that even now is matching green rank killers with red rank survivors, you really trust adding something to that concoction to go off without a hitch?

  • @Fibijean said:

    If he would rather play a game where all he has to do is hold M1 without opposition, maybe he should stop playing DBD. Something like Cookie Clicker might be more up his alley.

    I had to look this up to confirm it was a thing, wasn't disappointed.

    This will now replace Hello Kitty Island Adventure as my go to game when someone suggests something in a game I play is "too hard".

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179056#Comment_1179056

    I mean, not that I agree with this system, but if it existed and some killers got permablocked by most players wouldn't that hint that maybe their designs should be revisited?

    No it would just mean survivors blocked the killers that are the most effective, because those are also coincidentally the killers that killer players will play the most often.

    Basically every survivor at red rank is going to put Freddy and Spirit on their Naughty list, because those are the only killers they can't just standard loop since Nurse got her gutting, oh I'm sorry, her "rework".

    Maybe the better idea would be to take this into reverse. If survivors have absolutely no fear of certain killers and never put them on their naughty list maybe THEY should have their designs be revisited.

  • Gonna have to respectfully disagree, while I don't think the map is nearly as killer sided as the cartoonish reaction of survivor mains upon release would lead everyone to believe, I don't believe it's a survivor sided map in the slightest.

    As others in this thread have said most pallets are unsafe and there really isn't many of them. The central saloon does have a couple strong windows but the upper loop is eliminated by kicking down the breakable walls and even the backside loop is kind of useless. Honestly I just give them the central saloon generator as the rest are in much more unsafe locations. The hangman's scaffold generator is a death trap unless the survivor brought balanced landing, the generators away from the town have maybe one pallet loop near them and tons of open space, and the generators on the street maybe have 1-2 pallets somewhat close and a balcony that can be mind-gamed.

    Honestly this map is pretty balanced in terms of what killer vs. survivor gameplay should be. It should be a race against time to finish the generators while burning your extra "lives" as extra time to accomplish your goal.

  • @Seegson said:

    We all know that the implementation of the DC punishments has lead to drastic increase in the usage of the alternative way to prematurely leave the game also know as hook suicide.

    Early hook suicides basically equal early DCs because those fractions of seconds while the killer transports the survivor to the hook mean virtually nothing to the survivor team.

    So i thought that implementation of "killer avoid" system might lower the amount of frustration. Let me explain: you will be able to avoid killer and you will not be matched with them. For example: you don't enjoy slugg-involving Oni's playstyle, so you avoid him as a killer and he will not appear in you games until you remove him from your list. Also time restriction is likely to be added to prevent permanent avoidance of certain killers for them not to have endless lobby simulator.

    We have 19 killers so having at least 2 avoid options will not be a big deal.

    Alternative system that can be implemented is "avoid map". This will work for both killers and survivors. For example you hate Ormond being too big and having way to many safe pallets, so you add Ormond to your "avoid list" and you will not be playing on it as long as it stays in your "avoid list". If a map offering that contradicts your or any player in the lobby "map avoid list" is used it will not be burned and will just return to the inventory of the player who used it. I see no reasons to add time restriction to the "map avoids"

    Furthermore, these systems will not only lower the frustration of playing Dead by Daylight, but will provide the dev team with the statistics of the most frustrating/unfun killer or map in the game that might lead to future rework/balance adjustment of particular killer/map

    Yes because survivor mob rule dictating which killers I am able to play or enjoy an eternity waiting in queue for someone who didn't put my preferred killer on their naughty list sounds just absolutely fabulous.

    Hard pass.

  • @gantes said:

    I don't think it's that good of an idea. In my opinion the single most necessary thing for this game is a surrender option, pure and simply. I shouldn't be forced to stay in a game after a teammate DCs 10 seconds in. Just bring a simple majority surrender vote that becomes available after someone DCs, please.

    As a killer main I would be perfectly fine with this assuming some conditions.

    1. No chance at de-pipping, even if by the nonsensical emblem system I won't have a lot of hooks or hits or anything else really.
    2. I don't lose my addons, particularly cause the amount of BP I'm going to earn for this game is not going to even remotely cover the replacement cost.

    As long as those features are implemented I would be all in favor of this.

  • @Oicimau said:

    I used never to do that, but got soft:

    1 - If i need a very hard challenge, i sign beating the gens that i wanna farm. Did it only once.

    2 - If the survivors as a group shows that they will not run but keeps crouching, i get its a farm family, and them i farm with them, if i get all 4 survivors wanna. Not happening if one disagrees.

    3 - If one survivor DC or Hook Suicide in the begging if the match and i stomp the other 3, them before the last hook I dont sacrifice anyone and make clear will not kill anyone so we all farm.

    But, overall, I think BP must be earned, not farmed.

    So I can't agree with number one, the very point of the challenge is they are hard to accomplish in game, particularly the "in a single game" achievements. I don't think you should be reported or anything but I wouldn't personally want to get it that way.

    I never get number two, but if I did I would probably just spread out the hooks and make sure to put everyone on death hook, then start eliminating them.

    I've definitely done number three, as honestly I'm probably screwed myself thanks to some survivors selfishness. Part of getting pips and even safety-pipping is "entertaining survivors" so really if you're already down to three you need to entertain them enough, spread out the hooks, put everyone on death hook, then start finishing them off, maybe give the last guy the hatch if you're so inclined.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178852#Comment_1178852

    I disagree because it’s only a one time use anyways. I personally think it should be usable every time you get off the hook because it’s job is to prevent tunneling 🤷‍♂️ That’s what it should do, allow me to keep playing the game when clearly you’re not doing your job as a killer to find other people. That’s the point. It’s 5 gens vs 12 hooks but you just want easy hooks. Nah. Nobody likes to get off the hook and just go right back on it. that person should be able to heal and get back in the game. Using perks like dying light or thanataphobia can do a good job of keeping them all distracted anyways. There’s plenty of ways to encourage you to go for other people so that’s why I believe killers need to be penalized for going after the same guy OVER and OVER and OVER if the survivor brings in a perk to defend himself. Why should killers get ez downs and ez hooks. Just go Chase somebody else? Ya know? The game rewards you for that. So I think DS should be active every time you get off the hook, not just once.

    Fine, then the second I hook someone else, your DS de-activates.

    Good, glad we've come to a compromise on that (shakes hand).

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178609#Comment_1178609

    If you camp then they should gen rush on steroids and then taunt you at the exit gate and then message you how much of a loser you are.

    @Rexis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178609#Comment_1178609

    game shouldnt take 20 minutes also, 7-10 minutes games are pretty much enough, move on get into another game, if gens get rushed means you didnt apply enough map pressure, if that happened because one survivor looped you well then you deserve the de-pip to get back to ranks that you can play against until you get better and move forward in ranks!

    @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178609#Comment_1178609

    I love how killers talk about "Gen Rush, Gen Rush, Gen Rush"... Doing Generators and Cleansing totems are literally the only things we can do. Only 1 of 4 survivors gets to run the killer, so what else do you expect us to do?

    I mean you don't see survivors screaming "Hook Rushing!" when killers down all 4 survivors at the start of the match and kill us on 1st hook.

    Hello? Disclaimer at the bottom? Hello? Read it? Hello?

    So as I said, if you took that seriously, you all need to seek medical attention for #########-itis.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178566#Comment_1178566

    I never claimed these are good perks. This psot is about how FREDDY is BORING. These perks make it even more so m1 holding simulator, oh boy 90%, op 65%, up now even longer due to Dying light Thana, swing chains, and rope. Fun! This isn't about strength of the perks but the annoyance.

    All killers have to be boring now, otherwise the game is 5 mins and the generators are completed and survivors are walking out the gate.

    I'm sorry playing in an optimal fashion isn't fun for my opponents.

  • I can only speak from my very limited experience as survivor when I've played for challenges, but it would appear that playing immersed or stealthy is way stronger at lower ranks. Play insanely passively, do generators only when completely safe, only unhook when completely safe, and let everyone else die to get the hatch. Once you get comfortably into the purple ranks you shouldn't have this problem nearly as often.

  • image.png

    Well allow me to retort.

    When you gen rush you just kill the fun for everyone, especially the killer, I'm sure he didn't get into the game only for it to end in five minutes with a de-pip.

    Did you get into the game just wanting to hold M1? Then you need to find another game my friend.

    Stop complaining about camping, stop complaining about tunneling, stop finding lame excuses for why generator speeds are fine, you aint winning a million dollar contest ending the game and all four escaping in five minutes, and you ain't escaping to heaven if you escape.

    HAVE FUN and STOP SWEATING.

    Disclaimer: This is a joke response, if you take this seriously, you're an idiot and should seek medical attention. I personally don't camp or tunnel in my games but will use tactical slugging as necessary to ensure generator slowdown if necessary. I also play in red ranks and succeed quite regularly playing in an "honorable" fashion and have screenshots to verify if you are so inclined. I don't care about flashlights because looking at walls isn't hard, I am tolerant of SWF because I understand that it makes the game more popular which keeps it alive for me to play, I don't care about meta perks so in turn I would prefer if you all stopped bitching about my meta perks and had fun.

  • @Andy111777 said:

    Using a different type of Freddy build now.

    Trilling tremors, Dead man's switch, enduring and nemesis with the class photo addon. It's definitly different

    I see someone watched the Ohtofu video.

    @Booper_Of_Snoot said:

    Freddy is the definition of boring. Almost every freddy you will see will have 2 of the following perks

    Thana

    Dying Light

    Pop

    Sloppy

    Corrupt

    Surge

    Or, all four! And almost always atleast 1 slowdown add on.

    Wow, most of those perks actually completely suck, I guess be thankful you run against terrible Freddy players?

    I mean Thana and Dying Light are trash tier right off the bat to anyone who understands math. Thana at 16% which is everyone injured is still only 12 extra seconds for a generator to pop for a solo survivor baseline. Dying light is even worse, even with all non-obsessions on death hook you're talking 18% slowdown which is only 14 extra seconds for a generator to pop for a solo survivor baseline.

    Thanatophobia only is helpful in mind-gaming survivor into thinking it is a detriment so they spend more time healing.

    Why would Freddy need Corrupt? He's not a setup killer like Trapper, Hag, or Myers and he doesn't need to cut off part of the map thanks to his mobility. So many better options.

    Pop, yes, no doubt, it's his best perk because of the teleport, hook someone, teleport to priority generator, immediately regress it 25%. I'll give you this one.

    Surge consumes pop so usually you would only see one or the other, never together.

    Sloppy is a playstyle preference thing, I don't tend to run anti-heal Freddy and usually I just finish the chase and get the down as my playstyle and perk builds depend on that more than mass injuries, but I could see someone running it if they were deluded enough to think Thanatophobia is worth it.


    Now I won't pretend to be a master Freddy player, but I play him at red ranks consistently along with Legion, Hillbilly, and Trapper. My standard build is.

    1. BBQ and Chili
    2. Thrilling Tremors
    3. Pop Goes the Weasel
    4. Brutal Strength

    Rationale: This build is designed purely around Freddy's good chase potential and ability to get downs quickly. Find survivor, down survivor, hook survivor, block generators not being worked on, teleport to unblocked generator, regress with pop. In the case that all generators are blocked, BBQ and Chili serves as secondary location perk along with bloodpoints. Brutal strength helps in not only kicking generators faster and tends to surprise survivors who thought the pallet break would take longer.

    Obviously there are myriad of other ways to build him, dead man's switch and nemesis are getting some traction, and obviously the Forever Freddy + Ruin and Surveillance combo is hilariously strong.

  • It's almost impossible to predict, especially with a killer like Myers where there are so many factors.

    Was he able to hit EW2 on the first stalk? How quick did he hit his first EW3? Did he get at least two downs with EW3?

    If all three of those questions have the answer of "yes" then Myers could even 4k as that would be an optimal start.

    We're also not even addressing perks. Did the Myers run Infectious Fright? Because that would change the game drastically if Survivors decided to stay around each other he would possibly be able to snowball really hard. Did he run corrupt intervention to stop early generator pressure? I assume he ran M&A cause every Myers worth their salt does.

    What about survivor perks? Were they trying to gen rush with prove thyself?

    There's just too many factors.

    Yes I know the standard phrase is "if survivors play optimal they will win, killers can only win if survivors make mistakes" the thing is, NO survivors play optimal all the time, even in games with very good survivors mistakes will be made on both sides. That's what makes the game fun, the outcome isn't certain.

  • It's hard for me to identify a baby killer because I don't play survivor, so I never see one of them.

    I can only go off the things that I didn't know when I started playing the game.

    A baby killer is usually someone who is unaware of basic DBD game functions and thus is ineffective in their role cause they haven't learned basic things they need to do.

    Indicators would include

    1. Not looking at a wall when picking up a survivor after getting flashlight stunned repeatedly.
    2. Doggedly refusing to break a pallet on a safe loop, and just looping endlessly.
    3. Getting 360'ed repeatedly, once in a while happens to the best of killers but if you can do it on a guy three times in a row he hasn't learned to track for M1's yet.
    4. Kicking generators repeatedly without any regression perks like pop goes the weasel and overcharge, cause they think it will help them even though without perks to boost it you are usually just wasting time for like 5% regression.
    5. Repeatedly vaulting windows without bamboozle and not realizing why they are getting ran around the same jungle gym 20 times.

    Honestly I don't know if facecamping or tunneling is an indicator of a baby killer, or just someone who wants to use those tactics out of spite. I would say that if a killer tunnels and then picks up a survivor completely not respecting DS that may be an indicator, as most experienced killers respect DS unless they are sure the survivor doesn't have it.

  • So what's the point of your thread then? Are you arguing that every survivor should have an exhaustion perk? Cause I would think that's pretty standard advice.

    Are you arguing that exhaustion perks are unfair? Cause I'm sure some other killer mains would be happy to get on that bandwagon.

    Honestly of the three exhaustion perks you mention, none of those are particularly OP, and your logic is flawed. I mean if I find three survivors at once, the only exhaustion perk that can activate instantly is sprint burst, the lithe requires a vault window and the dead hard requires and injury, which by that point I've committed to chasing that survivor to finish the down. Also I think most killers know how to counter dead hard relatively well at this point, assuming they are out of yellow ranks. My favorite 5000 IQ play is to force a survivor to either dead hard past a pallet or get hit and downed, I love when they dead hard and fail to realize I'm now bodyblocking the pallet lol.

  • I don't understand how a killer can force survivors to farm, that usually only happens the other way around.

    Like survivors can force farming by just unhooking in front of the killer while injured, giving the killer no choice but to conduct the trade and keep the farm going. How does a killer force survivors to farm?

    The only way a killer can farm is if survivors are complicit, so isn't the problem other survivors and not the killer?

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177639#Comment_1177639

    I definitely agree with you on the map's balance. But to be fair, I had also seen quite a few posts of people claiming that the map was way too survivor sided as well. It wasn't just survivor mains complaining that it was too killer sided.

    Oh fair enough, I'm sure those threads existed as well, and I'm sure it was a lot of the same issue, killers who were unsure how the map worked, didn't know where the unsafe loops were, etc.

    It did feel like the survivor tears were a little strong with Saloon, and I chalk that up to the map being smaller, so survivors do get chased more often on that map, it's not something like Disturbed Ward where if you play passive enough you can have five generators and walk out the gate without even SEEING the killer.

    I distinctly remember playing a really bad game with clown on that map and a guy at the end legitimately said "I didn't know what killer it was until the end" he hadn't even been close enough to see gas clouds lol.

  • Nothing wrong with doing a little farming once you realize the game is well in hand.

    End of the day I'm going to kill everyone in the end, but there's no reason we shouldn't all maximize points while we do it.

    Had a game like this on Fractured Cowshed, two players decided to take themselves out on first hook with 5 generators to go, so I hooked the remaining Dwight and Nancy twice, then escorted them around the map doing generators until they had done all five, routinely injuring them so they got altruism for healing. Once the last generator popped I killed them both, we all pipped, everyone walked away with points, good times.

  • I think it's funny that survivors immediately knee-jerked and proclaimed saloon was ZOMG THE MOST KILLER SIDED MAP EVER. But then that's practically customary at this point until Survivors start learning the maps and realize it's not that bad.

    Is Saloon survivor sided? No, but it's more balanced than people are giving it credit for. It's a balanced landing users wet dream, maybe even more so than Haddonfield. At least four generators are close to balconies (central balcony generator, hangman's scaffold, and the two generators at the one end of the street) that allow survivors to utilize BL quite extensively.

    The center building has very strong loops even if you do break the breakable walls. One in particular is up the stairs to the upper interior window, around the back balcony and into another window at the lower level. It's on par with the wrecked shop or fractured cowshed loops.

    Now apparently it provides some significant stealth opportunities too? Imagine my shock.

    Honestly I can't see how Survivors think this map is worse than something like Hawkins, Father Campbell's Chapel, or Lery's.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/137531/can-we-take-a-moment-to-talk-about-what-is-quite-possibly-the-worst-add-on-in-the-entire-game

    There is a freddy addon that gives a little bit more bp,and makes snares absolutely useless. Like the slowdown is non-existent

    Yeah but this is common for almost all killers though. Billy and Bubba have Speed Limiter, basically making chainsaw as good as an M1. Trapper has padded jaws for the same purpose, most killers have some "extra BP for crippling yourself" addon. They're mainly for a laugh.

    @echo said:

    Franks mixtape even now it is CAnCEr to go against it’s just MEnD MenD ALLLLL DAY LONG and it’s ALLLLL YOU CAN DOOOO. Because if you don’t you drop to the floor like when someone eats the cookies I made

    Um, Legion can only hit a player twice now, and Frank's Mix tape has never increased the duration of mending, all it did was reduce the mending timer. A Legion who actually employs it is gimping themselves now because to use it means to hit you twice, ending the power immediately. Not to mention mending timer stops during chases anyway now (since the moonwalk exploit was fixed).

    I mean, have you played against a Legion recently? Instead of remembering when they were broken?

  • I mean, doesn't Myers have one of the most iconic alternative playstyle in Jump Scare Myers?

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177440#Comment_1177440

    The problem that I always have is why do people consider Freddy so good.

    I don't think he's all that good or fun to play as, and he isn't a hard game playing against him.

    @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177454#Comment_1177454

    His map pressure I understand. Being able to teleport is great and does allow pressure of he goes to the right generator.

    His traps, if they're pallets or does blood pools, don't phase me. I try to run through blood pools when not in a chase and asleep if I see one. If I'm in a chase I'll either tank it or run around it.

    I usually pay attention to every pallet early game if I'm against a Freddy, and I usually go for only pallets I know are real.

    Alright so I think this is a good opportunity for an educational moment, rather than typical snark. So I'll try to cover why Freddy is probably the best killer in dead by daylight at the current moment in as TL:DR a manner as I can.

    First off the dreamworld gives you no terror radius, as survivors are in the oblivious state. Freddy also can't be seen past 32 meters to awake survivors, and you can reduce this to 24 meters with the pill bottle. You only appear intermittently to survivors from 16 to 32 meters meaning Freddy often gets hits on awake survivors simply because they didn't even see him coming.

    Now I'll move onto his traps, the issue is you've either gone against dumb Freddy's who thought his traps are like Hag's or Trappers, which they aren't. His traps are more Akin to the Doctor's shock therapy ability, but instead of preventing actions they slow survivors down. Freddy employs his traps when survivors get to a loop to slow them down and end the loop quickly. Let's say I come to a standard pallet loop. I will place traps at both ends of the loop then chase the survivor around the loop (Freddy can put down traps literally on the run, unlike hag who has an animation) and they will inevitably be forced with two bad choices, either loop wide and lose ground to me since I'm faster, or take the slow and likely get hit. Even worse, if the Freddy is employing a Z or Unicorn block, you now have hemorrhage or blindness for 60 seconds as well, though admittedly this is a minor factor.

    As others have said in his post his ability to teleport across the map is incredibly effective for two reasons. One it allows him to tons of map mobility and getting to another survivor after say hooking one is incredibly strong. Second this allows him to deliver direct generator regression in the form of Pop Goes the Weasel as fast any killer can deliver it to the priority generator. If you combine Pop goes the weasel with either Thrilling Tremors or BBQ and Chili you will immediately see which generator survivors are working on upon hooking someone, allowing you to teleport to it in less than 4 seconds and delivering a 25% total regression. That is INCREDIBLY STRONG. Even Billy can't do something like that.

    Honestly I think most Freddy's don't use fake pallets unless they wanna meme or do a "what is real" build, traps are significantly more useful.

    OH I almost forgot, you wanna talk about repair slowdown? Swing Chains slow down repair speed for all survivors even while awake, and that repair speed slowdown multiplies for each survivor in the dream world. Did I mention Freddy puts survivors in the dream world passively? No hits required, immediate slowdown all game without doing anything. And if you wanna be a major prick, feel free to employ "Forever Freddy". Red Paint Brush forces survivors to either wake each other up (which takes longer and longer to do) or routinely go find dream alarms to wake up as Red Paint Brush prevents wake up from skill checks. Combine Red Paint Brush + Swing Chains + the new Hex: Ruin with a Class Photo and survivors will be constantly under heavy repair penalty, while losing progress everytime they let go of a generator, which will happen often because with class photo whenever you teleport all the generators spout blood. If you run forever Freddy and DON'T get flamed in after-game chat you are the second coming of Jesus, please sign my yearbook.

    So what you have is a killer who can teleport across the map and with perk assistance always be in prime position to regress a priority generator, traps that can end loops at an almost clown-like level, baseline oblivious when they are in the dreamworld, addons that absolutely make it a nightmare to repair anything, and addons that can make it seem like he's teleporting to every generator at once.

    In short, brother's strong yo.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177429#Comment_1177429

    Yet again, my personal experience.

    One reason that may have affected this is that I'm partially blind in my right eye, so I'm used to not using my sight, but rather my hearing to find survivors.

    Damn, in that case that absolutely makes sense.

    Ironically I think I'm the opposite, I was in an IED blast in 2009 and lost most of the hearing in my right ear, so directional hearing is very difficult for me (I often need to turn my good ear toward a sound or someone speaking to hear it clearly) so I tend to rely on sight significantly more than sound.

    I still maintain that spirit does require skill in at least making reads and mind-gaming pallets, whereas Billy can just chainsaw through them and keep chasing in a straight line direction, but you are definitely correct that certain sensory deprivations could change what killer a particular player finds easier.

  • Yes, a lot of it, over multiple years.

    Spirit at least has a learning curve, Billy's entire kit can be learned in one game.

    Spirit requires reads and using hearing which is bugged on DBD, Billy can literally just get behind someone and chainsaw.

    Spirit has to use her power for mobility, Billy can use his power for mobility and instantly stop and start using his power to insta-down someone.

    To pretend that Billy requires skill and somehow Spirit doesn't is objectively false.

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