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LastShoe

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  • Dead by Laglight

    Dead by Buglight

    Dead by Ignoringallchasemechanicsnurse (my first main and i hate her because of how easy is to kill everyone with her)

    Dead by serverlag

  • The only change for his shread that he could use is to apply deep wound with it, so he could stall gens a little with that.

    Im not a demo main, so if any can say something about that i would gladly listen.

  • @Brhoom said:

    ''If the killer is standing next to a hooked survivor within an 8 meter range while not being in a chase for 30 seconds, all remaining survivors gain %20 increase in every action''

    Well then, i will just camp from 9m, and come closer only when someone comes to unhook.

    Literally no penalty... not to mention that 30 seconds is already half of a stage.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1583442#Comment_1583442

    Yea pretty much agree with this except for nurse. I think its great we've got a high skill killer who can dominate, so few ppl play her these days and the number of good nurses out of those who play her is even lower. But that's a convo for another day.

    There is a difference between ability to dominate and just ignoring all the game mechanics.

  • Trapper: Sack base needed, iri stone rework has too big cooldown.

    Wraith: ---

    Billy: He just got balanced for rank 20 and overheat makes him so weak when noob stomping or running around the whole map.

    Nurse: If you are good with her you are unstopable, the only thing that changed is that you can't anymore teleport across the whole map with one blink.

    Myers: He is weak because of how weak he is early (ruin on him was a must), when its the most important to apply the pressure. He needs to stalk faster while in t1 or at least have 110% speed and maybe wallhack myers addon get -5% speed penalty.

    Hag: Only pairing rusty shackles and mint rag needs to go, together they just make her appear instantly so she can hit without the delay.

    Huntress: Exhaustion addons need to only apply a lower exhaustion duration, so its theoritically possible for survivor to regain this, if played correctly or at least have it ready for the next chase if escaped.

    Doctor: ---

    Freddy: Good freddy tend to make games take way too long, maybe just reduce the number of snares he can have.

    Pig: Revert change with her tr to go back to 28m, increase crouching speed and make her undetectable for gods sake when crouching.

    Clown: He needs a different projectile arc, right now he can have issues with throwing the bottles at long distance in indoors maps, also increase speed penalty, when got hit by the gas when bottles spread it around after breaking.

    Spirit: Her problem is that, she can mindgame by just standing still, idk how to changer her tbh.

    Legion: I think more about increased speed when killer instinct is active, even if duration would be lowered (as long as his range stays the same)

    Plague: I think also of different projectile arc, where her vomit at the start would move in a more straight line, when fully charged, but fall faster at the end in such a way that her range stays the same (on larys her vomit has an icredibly low range due to the low roof)

    Ghostface: ---

    Demo: This change wouldn't make him stronger. He is a strong killer, but his problem is that he needs to set up his portal to start applying the pressure. I more aggre with the idea of 4scoreand, where he start with a few portals... but it would be way too rng dependend. I would rather suggest his shred apllying deeop wound.

    Oni: din't play him enough to say anything

    Deathslinger: I like his power :(... i only agree with higher tr, but not 32... 28 should make him fine, even when using m&a...

    Pyramid head: Completely agree

  • Don't forget about all trapper and hag mains, who need to place the traps around.

    Not to mention it would be still possible to camp with the huntress or deathslinger.

    Also, i don't think that the kindred should get this buff, its already an amazing perk for solo que.

  • Oni hassimiliar issue, where his sword disappears and you have to wait for some time.

  • @AhoyWolf said:

    I agree, also I would make Dying Light work even when the Obsession dies...

    I think 3 protection hits is perfect for Mettle of Man, 2 would be too easy to get tbh.

    Also I think that if these changes would be done, MoM on tier 1 & 2 would be unusable tbh.

    There are many unusable perks on t1 and t2...


    And dying light really needs this change right now it helps survivors more than the killer...

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581972#Comment_1581972

    The stats, I think, are based on walking out the gates or using hatch. Less than 2, on average, see this outcome. I would imagine the hatch inflates the numbers a lot meaning that in an overwhelming majority of matches the gates are never opened. That is horrible to be at that kind of odds for one side.

    So you don't really know...

    Can you provide a link to these statistics? Because the only ones i know are almost a year old and 2 of them completely contradict each other, while being a few months apart. (The differences are extreme, while i don't remember any base speed buff for killers)

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581770#Comment_1581770

    Even rank 1 SWF stats was similar with win rates less than 50%. Stats are general population, they can't be ignored.

    Still no info what is considered a win, without details like this its really easy to make statistics that are good for you.

    Lets say that victory for the survivor is to finish all generators and escape and victory for the killer is to kill 2 survivors.

    Now in statistics all escapes througth the hatch as last survivor and escapes with the key without oppening the gates is considered a loss.

    Winning could also be red pipping and i doubt i have to explain how bad it would be.

  • Still no info what is considered a win, without details like this its really easy to make statistics that are good for you.

    Lets say that victory for the survivor is to finish all generators and escape and victory for the killer is to kill 2 survivors.

    Now in statistics all escapes througth the hatch as last survivor and escapes with the key without oppening the gates is considered a loss.

    Winning could also be red pipping and i doubt i have to explain how bad it would be.

  • @Inferno427 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581547#Comment_1581547

    Yeah but you get other benefits like better items. Good luck helps bad players who can't rely on skill.

    Great, then it's just item farming (coins still would be better) and decrasing the skill lvl on already extremally easy task, that is holding m1 on a gen... not to mention that still, decrasing luck offering would be an killer's offering that helps survivors (unless used on impossible skillcheck doc)

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581625#Comment_1581625

    What I mean is it’s bad on solo players already only good on 1% swf players so nerfing it would make it worse for what side the game should prioritize

    Ok, if its hinderance for solo players and is amazing for your 1% swf (which is just well coordinated swf playing to win), then how would making this perk slightly weaker would create a butterfly effect that would ruin the game?

    Or maybe your issue are just incoming complaints... then quess what, it's competitive game (even if developers won't admit it), so complains will be always.


    Not to mention how wrong you are.

    1. Properly used OoO can be very useful even when playing solo. I can't even tell how many times it saved my skin. I had even moments when i looked at the huntress just to see how she is winding up the hatchet to snipe me with b&c
    2. Yes, you can tunnel out the OoO user in swf... it works only on tryhard wanna be, but we don't know how swf. Try this strategy against a well coordinated group, you can menage it only with some killers, while others are completely powerless, not to mention that tunneling the obsession will waste too much of your time against some groups.

    @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581516#Comment_1581516

    This couldn't be farther from the truth. SWF had almost an equivalent win-rate as solos, and both was less than 50%. It can be argued that killers are slightly OP.

    The issue is that most killers blame their loss on SWF rather than their own mistakes.

    These statistics are worthless, too often swf are just a group of friends more focused on chatting and playing together than on actually try harding. Statistics that would only include rank 1 swf would be way more useful. Not to mention that i would gladly see the exact statistics to be able to say more, like what is an actual winning condition for the survivors.

    And i don't disaggree with part, that killers blame swf instead of their own mistakes, but that doesen't make coordinated swf weaker nor blaming perks instead of your mistake make the perk weaker.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581516#Comment_1581516

    That’s the thing you can’t buff/nerf around swf or the top 1% as only the top sweat squads are op every other swf is balanced more or less only thing you can do is buff solo and killer to be at a closer level

    But if swf makes a perk completely broken and hard counters some killers, by just existing... then it has to be balanced more around swf.

    1. you shouldnt be able to use this while on a gen, its incredibly powerful on solo and just broken in swf because you can warn chased teammates about mindgames.
    2. It should be token/charge based (where you get charges/tokens when being chased/in killers tr) or shouldn't work for some time at the start of the match, so trapper/hag aren't completely fecked because of inability to place traps without survivors knowing it. It would also help stealth based killers because swf won't automatically know that they are against that.
  • "luck affects the amount of skill checks you get. Better luck reduces the amount and worse luck increases it."

    So technically better luck is bad for gen speed at higher ranks...

  • Don't worry, game is perfectly balanced on ranks 15-20 ;)

  • @Zani22 said:

    https://forum.deadbydaylight.com/en/discussion/186890/i-finally-found-my-killer-i-cant-believe-its-who-i-hated-the-most

    All I'm saying is if doc was an sith Lord everyone would be on the darkside.

    You hate his guts when your against him then you play him and can't help but be evil

    He's litteraly a love/hate relationship

    Better than the nurse.

    When you play against her you hate it.

    When you play her you hate it.


    Hate/Hate relationship :D

  • Good idea, blizzard did this with overwatch and its working great.

  • @Veen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579878#Comment_1579878

    Nurse would be Spirit without "unnecessary steps" in that case, I don't think it's a good idea.

    WE'VE GOT SOMEONE BOIS!!!

  • The [side i main] is completely powerless and the [side i play against] has so many unfair perks like [opposing sides perks that are in the meta], while they also can use such bullshit strategies like [genrushing, tunneling, camping, swf].

    Not to mention that they have so many maps on which they are unstopable, like [the maps that are better for the oppsing team + indoors maps]

    Also, how am i supposed to even play this game, when [the opposing team] can just [loop me around/ use the power to down me]



    I think i covered it all...

  • Overall challanges are done poorly and they lead to people literally throwing the matches to complete them... and actually throwing the match was literally the only way to complete them.

  • And if you collect enough sticks and bring them all to one place you can build a campfire.

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1579636#Comment_1579636

    Tunneling is a form of toxicness and saying it's the only objective for killers is just an excuse to hide behind a finger.

    You have to kill survivors through defending gens, doors and totems. People who hunt like dogs are simply just that: Dogs. Everyone know that devs have no idea on how this game works, the prove is they said that camping is a "strategy" :) It's literally the opposite of a strategy: You have no idea how to find survs or defend gens = you camp and wait for them to come and unhook hoping for a grab and a slug under the hook and so on. Prove me wrong by going for 4ks and 12 hooks as i do without tunneling and camping then we talk :)

    I will tell you a secret, the best players agree that you need to focus a survivor to kill him quickly. Usually there are 2 main targets and if you down someone else you just slug them. Even otzdarva said that and thats one of the nicest dbd players.

    Not mentioning that Pyramid Head doesen't really award tunnelers because the truth is... tunnelers will go througth your ds easily and the real tunnelers are the rarity.


    You don't start chasing nea t-bagging you at the very strong loop? You are a tunneler.

    Person who wass just unhooked step into your bear trap or just run into your face without bt? You are a tuneller.

    There is 4 man clone squad and you hook the same guy 2 times in a row without any way of knowing it was him? You are a tuneller.

    A survivor lieterally hookfarms his teammate and down them both? It's killer's fault because now he is tunneling.


    Same thing is genrushing. Survivors are doing gens because you apply no gen pressure? Genrushers.



    And now to the things you are directly wrong about pyramid head.

    His passive attack needs no cooldown:

    1. it's already easier to dodge than deathslinger or the huntress at the same range
    2. Missed ranged attacks are punished more than huntress
    3. Unlike huntress (with addons) or deathslinger it has no additional effect
    4. Pyramid head has zoning ability and chase ability because of this his chase ability must be strong (deathslinger has stall ability (deep wound) and huntress can pressure at much longer distance)

    The only thing i can agree on nerfing, is his ability to m1 from his m2... and that still needs a counter buff.


    Cages must remain in the state that they are because they are simply the only real counter to the ds, which forces people to adapt and thats important for competitive games.

    And lets face it, people are still are rarely complaining about ph only because he is still kinda new. I don't see anymore complains about Legions' tunnel vision (which is still the case), deathslinger low TR with a ranged ability, or freddy ignoring BT.


    When new killer is going to be introduced people will start complaining about his ability to just run accros the map and down you with make your choice and perks that makes hexes OP.

  • @azame said:

    To start off when you break a pallet with your chainsaw you should not be able to recover that fast. Bubba is the only killer with a pallet breaking power built in who has almost no delay when breaking pallets with your chainsaw. Another flaw is that when you hop into a locker and avoid his saw then jump out perfectly to not get hit he can recover his charges so quick that he can still chainsaw you in a few seconds. Bubba needed a rework but he was over tuned The devs are so focused with not trying to make killers too weak so the killer side doesn't complain and they make base kit way too strong. This was shown with doctor.

    I will admit a lot of this post is out of frustration and bad map rng with coal tower(zero jungle gyms, 2 filler pallets) but I digress. Bubba needs some number tweaks and add on tweaks he is way too strong run bamboozle and he has practically no weakness's. Just let people learn his over whelming strength.

    Hoping into a locker against a good bubba was always a mistake. Window between him grabbing you and tantrum is so slim that its a lost scenario for you. Before rework he was amazing at punishing survivors for being out of position and making stupid moves.

    And that was all he had, only punishing series of mistakes.

    Now he can punish survivors more easily and his chasing potential now is good. He is probably the best noob stomper (instead of billy, whose nerf made him terrible at that) in the game and a mediocre killer.

  • @Pelagion said:

    I am a huge fan of Michael Myers and I have to say, that his model pales in comparison to the newer or updated models. I am not one to complain much about graphics, but his model in particular, for how simplistic the look is, is really underwhelming and in those 4 years it really did not age well. The mask looks like a knock-off from Wish. The body proportions are strange, you could count the polygons on his hands, his knife is the wrong, his hair disappears depending on your point of view. And not to mention his skeleton, in the post-game screen his walking animation is similar to that of Morrowind NPCs.

    The only other model which is as bad as his is the default look for Laurie.

    Since he has very little in terms of customisation, and the ones he has can be easily converted onto a new model, I think it would not be that hard to update his looks to match the incredibly detailed and breathtaking models you make today!

    I understand that there is a customisation problem regarding the licensed characters, but since this would be just an upgrade of the default look I don't imagine there would be any legal problem?

    Thus I would like to ask if you would consider giving The Shape upgraded model, if we can ever expect it to happen in the future maybe as a part of Haddonfield map update, or if you don't plan to ever do such an update?

    Please, give us Halloween fans the true Michael Myers.

    Just don't break his walking, like they did with the trapper.

    He had such a menacing walk and they make him swag walk D:

  • @nicknack said:

    Well they tried releasing skill based matchmaking (mmr) but people complained that everything was so much worse. Now they have reverted that and people are begging for it back but i can garentee that if mmr comes back people will complain. The devs are in a tough spot right now do they release mmr and make people unhappy? Or do they not release and make people unhappy? No matter what the devs chose people will not be happy so my suggestion for them would be to do what they think is best because lets be honest the forums are super biased and will always want one side worse than another. Also some advice to get better and learn more would be to look behind you while vaulting and to use perks like spinechill that give good info.

    The problem with mmr was that at the start everyone was given a set amount of points.

    No placement matches, no points based on playtime... there was nothing.

  • "It is important, therefore, that where such a form of offer is used, care be taken not to mislead the consumer"

    Yep, as chromeskull said, everything is fine.

  • @GodDamn_Angela said:

    Play with whatever perks you want. Just because they aren't "meta" or add good as other perks doesn't mean they are useless or even bad.

    *Laughs in no mither, dying light, hex the third seal and monstrous shrine*

    Well, at least using only 2 of them makes you actually weaker

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1550967#Comment_1550967

    Those are perks or items, meanwhile swf survivors don't need perks or items for that. It's all about closing the balance gap between solo and swf survivors.

    It's not directly because they are swf or solo, but because they are experienced players, who know totem spots.

  • Totem counter? Maps and small game.

  • @4scoreand7skinsago said:

    As far as im aware its all fair game it can be annoying to play against but so is playing against feddy, I dont expect people to just stop playing freddy or anything, I dont even expect the devs to change him either, DS, BT, and OoO are annoying as ######### too but again that's just what you have to deal with no game is gonna have no annoying aspects or nothing youd rather change.

    I disagree with you, OoO is not annoying, when used by swf it's gamebreaking.

  • @johndeen33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548383#Comment_1548383

    First of all I cannot take you seriously when you can't even speak proper english. Also how does BT, Unbreakable and Adrenaline reward bad gameplay? You have the brain capacity of a snail. Only perk that somewhat rewards bad gameplay is DS and it's not even that crippling on the killer side imo. Also you see, survivors have much, much more time to find your devour compared to NOED and it's 1/5 chance that it's devour every time they find a totem. With NOED you must do all 5 of the totems to deactivate it.

    Please think before posting something. Right now you just look like an idiot.

    I love when someone is focused more on attacking directly second person in discussion, instead of his arguments.

    If you say that adrenaline, unbreakable and BT (especially BT) does not reward bad gameplay, you really should say why, instead of comparing me to a snail.

    Adrenaline rewards pushing the last gen like stupid. Playing around it can eazily lead to 3 genning yourself or getting killed while pushing the gen.

    Unbreakable... it literally works only when you are downed.

    BT... in reality its rarely used by solo survivors as anti camping perk, more often its used for hook farming.

    And how ds is not crippling for the killer? One ds can cost the killer the game.

  • @johndeen33 said:

    First of all, pyramid head is the dumbest killer in the game. It completely removes an aspect of the game and is incredibly annoying to play against. Might aswell make a killer whose power just ######### disables pallets. He needs a slight cooldown after cancelling his power or something.

    Facecamping is just so annoying to deal with. Every single I loop some bubba for like a gen or two atleast I end up getting facecamped and 99.9% of the time end up piping down. Also brainless killers usually combo the facecamping with noed so if you do the generators you get punished even more.

    NOED is a joke of a perk and should reworked (Like show the exposed status right away when the last generator gets finished, all it needs.) NOED rewards bad gameplay and is just an overall dumb perk.

    Keys and moris are both such a dumb aspect of the game it hurts my brain sometimes. There have been countless times where SWF tell their mates to stop struggling on the hook so they can just get an easy escape by just finding the hatch when there's still generators that need to be done.

    Also moris just make the game pointless. Unless you want to sweat really hard it's nearly impossible to escape unless you are some insane coordinated SWF team. Even then it's hard asf. Gladly you can DC in the loading screen and avoid them.

    Also ######### off with the "oh just do bones" and "oh if the killer facecamps then just do gens" comments. First, have fun finding all 5 of the totems on the swamps or the new maps, it's legit impossible.

    1. Nurse does better job and removing aspect of the game.
    2. So... noed rewards bad gameplay... hmm... DS, BT, Unbreakable, adrenaline... all of these perks can easily be used as a reward for a bad gameplay.
    3. Finding totems is impossible? Then why my devour hope lasts only in 1% of the matches...


  • Role explains everything.


    Also, old thread:

    1. Killers can open exit gates.
    2. Killers can do gens.
    3. killers can no longer kill survivors.
    4. Survivors now can down killers.
    5. Survivors can sacrifice killers to the entity.


    You skipped points 2 and 3


    Not to mention that it would be even weirder if survivors were able to combat some killers... like spirit... how are you supposed to kill a ghost?

  • Well, i hope at least that they will balance the mmr around the killers properly, i don't want to play against the top 1 trapper, who plays the hag for the first time because it will just be a disaster...


    I really hope they will put killers in categories... not otzdarva explained it nicely in one of his videos.

  • MMR is a good idea... execution was just trash.

    Instead of giving everyone same mmr at the start, it should be rank depended, then problems would be the same as we have now, but over time it could get better. (depending on how the mmr was working)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428143#Comment_1428143

    What's the cost of everything Oni can do? having to build his power. To do that, he has to hit survivors and keep them injured, something that good survivors can limit as much as possible with good looping and fast healing. His ability is that strong because he earned it. Billy didn't need to earn his power and there was almost no penalty to messing up.

    There's a reason people said Billy was just a better Oni.

    But after this nerf billy is no logner better.

  • @[Deleted User] said:

    Leatherface is stronger. His chainsaw sweep lasts longer and is faster at base, but you have to manage your tokens and use them on time to extend the sweep. He feels like a pretty solid killer now and I'll certainly use him more.

    Hillbilly is #########, like he's dead to me now....JK. His power now has a limiter on it basically. If you charge your saw for a down on someone's back too many times and miss, you're hit with a cooldown. Traversing the map too often will cause you to go into cooldown. His cooldown rate ticks down slowly overtime and overheating will cause it to go into cooldown and trickle down to the point where you can use it again. It's literally the same power but with a limit now, forcing you to be careful with your power. He's pretty much a reverse Oni now. You have your power immediately but overuse will cause you to overheat. You can do most of the stuff you could do before. Lots of traversal, insta-down ability, but now you have to be careful.

    But oni also has better mobility, can hit multiple survivors at once and his power grants him information, that there was an injured survivor...

    Billy got hit harder than the nurse, when "only looking at killer's addons"

  • @Mister_xD said:

    i dont think the hidden aura was a good change.

    the other one was reasonable, but the hidden aura was a little overkill imo.

    and actually, caging was and still is quite good, as it allows you to completely ignore DS and just rehook them immediately.

    get them tormented and you can tunnel them down without any penality to it, cage them and they are on deathhook already, without reactivating their DS uppon being rescued.

    it also saves time, when you down someone next to someone else, just cage them and continue the chase.

    the cage was not ment to replace the hook, but its a mechanic you are supposed to play around with, denying certain tactics (DS, flashlights, bodyblocking, sabo ,,,) while simultaneously saving you time.

    But now you give up location of 1 survivor and if you include the savior, you give up information about 2 survivors.

  • Well... as a person who ofte uses agitation to save some time i will say... this perk is now good on PH...


    And what's even worse:

    His zoning is now worthless, survivors will never respect it now... which means he lost most of his kit because it will also impact his ranged attack negatively.

  • @RayrafLPP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403823#Comment_1403823

    I think If you play dirty as killer and the survivors play dirty and have all crutch perks in the world its an equal fight.

    However what i see is that "killrushing" is viewed as a noob strat and "genrushing" is doing the objective. And i have to disagree with that.

    its the same.

    The thing is... it's not an equal fight... survivors in this scenario have an upper hand.

  • @RayrafLPP said:

    So ive seen posts that complain about genrushing and also i have seen people say genrushing doesnt exist, its just the objective of survivors.

    I agree with the second, BUT:

    People leave other people on the hook just before they reach another hook state.

    People dont heal

    People dont do totems

    People dont respect the killer being nearby and repair it until the killer is right in theire face

    People try to finish the gen in the killers face.

    This is called eficency.

    Survivors who play that way will do gens fast, but they are weak to split pressure.

    Lets call all of the point above what Genrushing contains.

    Killers have the same tools.

    Lets call it kill rushing.

    kill rushing contains:

    slugging

    tunneling someone out of the game early

    Camping someone until they reach another hook state

    smart plays like body blockign until Borrowed time runs out

    Its easy: If Genrushing doesnt exist, kill rushing does neither. its just the killers objective.

    Both sides have options to speed up the game, both sides use them. both sides should stop complaining XD

    Let's say you are right.

    Then survivors have just plenty of tools to protect themselfes from killrushing.

    While killers can only counter genrushing by killrushing... but, survivors are already using perks to counter that.


    So in the end both sides have an option, but kiler's option is easily counterable... which means that complaints about genrushing are reasonable, when you follow your logic.

  • @LetsPlayTogether said:

    So its right to blame the killer, cause the Nurse did tunnel though there was obviously the chance to down another survivor easily. Tunneling isnt defendable.

    If you unhook in face of the killer without bt it's your mistake. By blamig killer for tunneling in this case is just nothing else, but defending hookfarmer.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399521#Comment_1399521

    And when you waste every pallet on the map or when he shoots you in 0.5 seconds before you can reach a pallet sounds like you dont face good death slingers.

    In what world can you waste every single pallet? Unless no one is doing gens of course...

  • @BaroneMaximus said:

    But also i really believe that gettin rid of quick scops could be a thing. Like a little delaying on aiming or a charged shot, something that gives you a bit of counterplay to it....

    Man... its possible to dodge/use dead hard with good reaction (unless kilelr has bad ping).

    In reality his power is so bad, that its often better to fake it, than using it... even PiramidHead has better power because you don't get ######### by 110% speed and pallets.

  • Swf are so powerful not only because of voice comm, but more because of all of them know how to play.

    You really notice it when playing surv, solo que is just a disaster most of the time on all ranks.

  • Can't be... shaggy would use just 0,001% of his power to destroy the entity...

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398243#Comment_1398243

    Hmmmm, good point. What if there were automatic transformations as well? That way he can’t rely on the same state for the entire match. Between him shifting, shifting when gens pop, and timer-based shifts (or random), there will be a lot of change occurring to keep things intersting!

    It would be really frustrating for the killer because then he wouldn't really have much control over his power.


    Better solution for this killer would be giving him 3 powerstates (delete his standard one, it's pointless).

    He would then start in fast one... let's face it, you want this for the start.

    Cooldown for his transformation should be max 10 seconds cooldown.


    I think the better solution to encourage swapping is to make survivors adapt, to the killers power.


    Strong predator: Increased terror radius, normal speed, increased lunge, lets you destroy pallets with main attack, which stuns you for 1 second, exposed status effect.

    Transforming to this form stuns you for 2 seconds (no addons to decrase this value)


    Fast predator: Normal terror radius, increased speed, normal lunge, vaults windows faster.

    Transforming to this form stuns you for 1 second but then grants you additional burst of speed.


    Hidden predator: No terror radius, normal speed, undetectable status effect.

    Transforming to this form hides your red stain for 10 seconds.



    If you overuse strong or fast form, survivors adapt to this overtime. Against each of them they gain separately 1 point per second, up to 75 points.

    Upon reaching treshold of 40 points, they gain endurance status effect from strong form, that makes them unable to go down and puts them into deep wound unless affected by it already.

    From fast form they gain haste status effect, that does not completely offsets speed boost for the killer.


    If you are in strong (fast) form, survivors loose 2 points per second for fast (strong) adaptation.

    If you are in hidden form they loose 1 point per second for both.



    For better values i would have to compare it with other killers, but i think that 30/60 points would be more reasonable.

  • I see no reason why would you nerf this. It counters 3 perks in the game, all of which are extremally strong.

    Nerfing any counter to them would only make dead hard, lithe and bl just more powerful... and survivors already have much better perks than killers do...

  • So...

    You end up with 2 ways of playing him.

    Switch at the end from fast to strong, down a survivor and camp him. (Cooldown makes you stuck in strong and well... there is no point of chasing survivors with 5% speed difference.

    Or just stick with fast, throw save the best for last and just stick with 125% speed for the whole game.


    Everything else would be just not viable.


    For me it looks like he will be a new camping bubba or a new old legion, where you just stab with your power over and over again.

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