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Leachy_Jr

Leachy_Jr

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Leachy_Jr
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  • @OmegaXII said:

    Wanna bet how long it'll be fixed?

    My bet is faster than nurse's game-breaking bugs :)

    I'm giving it 2 days to be fixed. Along with undying getting nerfed.

  • If anyone hasn't played against Blight yet here's context: He has the music of the terror radius, but he doesn't have the heartbeat sound effect that all other terror radii do.

    So for example, take deathslingers terror radius music and remove the heart beat in the background. That's what blight has and it's almost certainly a bug.

    Along with this is terror radius music is really quiet so you only really start noticing an intense terror radius at about 12m. I would suggest to run MnA to get full value out of this.

  • I'm sitting at about a 5, matters on what QOL changes they do to him.

  • @Zeus said:

    It seems you like traditional maps more. I would attribute it to how well you understand the map layout and the places where totem/generators spawn.

    Maybe if you give more time to the newer maps you'll understand it's layout better.

    It doesn't take ages to understand a map. I looked at ormond the literal second it was revealed and was like "Yeah, this map's gonna be a nightmare".

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603797#Comment_1603797

    Oh my,i know these guys.

    They are definetely not fun to verse ^^'

    I know them as well lmao. I versed them on PS4 b4 crossplay, (got a 1k brutal, F). Pretty sure they're part of PS4 tournaments but I didn't know they ALWAYS used DS + UB + SG. Screw the crutches you have the full wheelchair at this point.

  • I wouldn't say it's needed, but it is very nice to have especially in solo queue. In a 4 man SWF tho, it's really not needed. If someones being tunneled all the gens should be being done in the mean time.

    It can be and should be adjusted to make it anti tunnel without it being used as a saving/aggro tool.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602780#Comment_1602780

    As well as this you are chasing a likely healthy survivor.

    I agree kinda with the first part, but here's where I disagree. Chasing another, healthy survivor is how you generate even more pressure. One person is off healing in Narnia or is on gens whilst being one-shot. One person is now being chased, using up the valuable resources. One person now has to heal the injured, or sticks to a gen, and the last person does a gen. However if you were to chase the injured person again, that's just 3 people guaranteed on gens. Sure, you could slug them, but unless they were instantly saved you should be nowhere near that person in the first place, you should be off chasing others away from gens.

    Eating 4 DS UB early isn't a counter I would say. Good survivors will not just hop in a locker at 4 gens, they'll preserve it for a much needed situation. More importantly while dealing with just 4 DSs pretty much all the gens will be done due to how much time you're wasting.

    Which is why I said that it's not exactly an amazing counter, especially not to eat 4, but forcing them to waste their perk is a great way to guarantee a late-game kill, and subsequently late-game pressure.

    Red pill incoming, throw fun out of the window because the most effective way to beat DS and DS UB is to camp atop of them. Fun or not IDC I just want a counter to this BS perk. I don't want to be ran round for a while and lose some of my pressure just because he had a few crutches.

    And you know they're running DS/Unbreakable how exactly? You're just gonna sit on top of their bodies for the chance they're using this combo, only to find out in endgame they weren't? I've had games where the killer just ignores me because they think I have DS and I'm using For The People or Mettle of Man, so there is no way to know if they're using this combo. You ruin everyone's fun for the chance of them using a perk combo. That's sad.

    From what I've heard, DD requested his forum account be deleted, hence why I can't tag him here.

    Overall the situation boils down to:

    Do you want a guaranteed hook in 40 seconds while gens are being powered? OR: Better pressure by chasing a healthy survivor but risk a long chase/bailing a chase?

    This is mainly what i'm getting at. You could play safe and guarantee a hook or risk the survivors messing up by slugging him and getting pressure (not considering UB here). The pressure you gain isn't enough for it to be worth the risk as you can't capitalise on it unless the survivors make considerable mistakes in chase - especially if they're healthy. If you stall the game by 30 seconds and got no hooks it hasn't really done much.

    The way I tell is just running with the assumption everyone has it as 1 accidental DS can throw you the game especially at those 1 - 2 gen scenarios. Good players won't use it early and most certainly not in quick situations.

    However now you get me. Waiting on top of them is not fun for anyone and I do it because it's the most efficient thing to do. I want to hook them and progress the game and not waste the survivors time on the floor. What I want is a perk that still punishes tunnel killers but doesn't punish killers who are capitalising on survivor mistakes.

    Also that's sad for DD, he seemed like a nice dude as well.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602746#Comment_1602746

    Chasing other survivors is literally the counter to DS, as well as DS-Unbreakable, because it doesn't let them use the perks.

    Otherwise, another counter is to force them to use their DS or their Unbreakable early, however if you eat a DS early in the game you've basically lot the game, so that's why I didn't mention it.

    Also there's standing over their body and just watching but that's just boring, unfun, and you're a scumbag who's not interested in playing a game if you do that, so I'd suggest against it lol.

    In terms of 4king every game as clown, I'd tag DudeDelicious and ask him to help show that you can be pretty good as clown, but yeah he's not around anymore.

    Yes this is the post I wanted.

    Chasing other survivors lets the downed person use unbreakable, removing a good chunk of your pressure. A survivor who naturally wouldve been on a hook is now off, kinda like a deliverance with a requirement to mess up. Any perk that gives a game changing effect and has the requirement of messing up is bad perk design in my eyes. As well as this you are chasing a likely healthy survivor. You will have a decently long chase or be forced to bail due to the position new survivors are in.

    Eating 4 DS UB early isn't a counter I would say. Good survivors will not just hop in a locker at 4 gens, they'll preserve it for a much needed situation. More importantly while dealing with just 4 DSs pretty much all the gens will be done due to how much time you're wasting.

    Red pill incoming, throw fun out of the window because the most effective way to beat DS and DS UB is to camp atop of them. Fun or not IDC I just want a counter to this BS perk. I don't want to be ran round for a while and lose some of my pressure just because he had a few crutches.

    I have seen DudeDelicious around the forums, but I don't think anything can convince me that clown is good. Good at rank 1? Yea maybe. Good against good squads? Never. I want clown to be good as Chemzy is one of my favourite streamers, but Clown is just a trash killer.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602659#Comment_1602659

    Also interesting how it's always that survivors are bad, never that there's work around and that killers are good.

    Gotta get those victim points somehow am I right?

    Wait are you trying to say that if I 4k every game as clown it's not the survivors messing up it's clown being good? What? Also ######### victim points? What are you on about?

    Ive literally provided points on how killers so called workaround to DS is ineffective and unfun. You've literally said nothing about DS other than "chase other survivors" which isn't effective.

    I know it's human nature to say you're always right, but at least provide points lmao.

  • MnA is horribly overrated on him tbh. His terror radius is small enough to sneak up on survivors already and spine chill is a meta perk rn.

    Save the best for last is good but inconsistent. Pop and BBQ are no brainers.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602646#Comment_1602646

    And yet somehow despite the fact my game pressure gets mauled I still manage to create lots of pressure, interesting how that happens.

    Because survivors are bad, interesting how a lot of problems in this game come back to survivors being bad, and then the actual good survivors abusing it. cough unbreakable cough

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1602161#Comment_1602161

    Interesting how I can manage to go for other people, end up with a 10+ hook game, and be rank 1, yet a lot of people on these forums seem to struggle with the notion of "GO FOR THE DAMNED UBHOOKER". As a fun fact, it actually creates MORE pressure because you've got one survivor healing, or injured on a gen, and you're chasing another. This means another survivor gets off a gen for 16 seconds or that survivor self cares (amazing perk for you to see as killer, btw) and wastes 32 seconds or they're one down and easily trackable next time you see them.

    There are 4 survivors every trial. Chase them.

    Few things: Rank 1 means nothing, 10+ hook games mean nothing and you kinda missed my point.

    It might create more pressure IF the downed survivor doesn't have unbreakable, that doesn't mean anything though if you cant capitalise on it. Here's what i'm trying to get at:

    Would you rather: Get a possible hook, a possible pop and bbq after waiting about 40-50 seconds. OR. Leave the slugged survivor who might have unbreakable and chase a fresh new survivor in an area with pallets and likely has exhaustion perks. It'll take you minimum 60 seconds to get a down alone if the survivor screws up, possibly even more time and it's possible that you might even have to bail that chase.

    Through all that gens are being powered through. The best choice is to camp the DS user if the team is competent. That is not fun gameplay and that is not good design.

    The argument of "chase other survivors" is completely flawed. You may as well just hit a "reset game" button because of how mauled your pressure is going to be.

  • @BigBrainMegMain said:

    Why are you so concerned with this ONE survivor?

    You do understand there are 4 survivors in 1 trial? Why not slug? No one forces you to pick up this particular survivor? Why are you around the hook? Are you tunnel visioning so much you can't go for the unhooker?

    Please, enlighten me with halfcocked situations.

    I see you say this all the time and I don't get it.

    You cant go for anyone else as they will be either healed or in an area with pallets. Sprint burst and dead hard makes it much harder to down injured survivors even in deadzones. Plus you don't progress on hooks slugging the guy and most of you're pressure can be removed if sed downed survivor has micro pp build.

    The best play here is to wait out the survivors DS. It's the only way to efficiently progress your own objective - hooks.

  • @leyzyman said:

    the people that are willing to accept this as a game and play for fun at all times.

    Im not one of these people, but these guys deserve mad respect for keeping calm, or at least not get pissed after not having a 4k escape/kill.

    I'm fine with how these people play the game. I'm not fine how they give feedback though.

    Playing purely for fun warps your view on what is balanced and not in many situations. They tent to side towards what is more "fun" than what is truly balanced despite the balanced version having little to no negative impact. Ever wonder where the phrase "Pop goes the braincell" comes from?

    The people who I do truly appreciate are people who play for fun and can speak from an unbiased standpoint. A good example of this is Bronx.

  • @Guenther said:

    Over weeks, maybe several month, I noticed that killers use Corrupt Intervention in average ~50% or more in the matches, I play. Mostly combined with Pop Goes the Weasel.

    And I have to say, that it starts to gets annoying.. and boring to play against the same killer perks again and again. I am very happy to know that the devs track the perk ususage of all perks in the game (surv + killer) and that they might notice the overusuage of Corrupt Intervention in the near future.

    I don't care about anyones opinion about genspeed. Because depending on which side you stand (surv, killer, both), you mostly will not argue rational, but rather shout out what you think.

    I really hope that the devs react faster in the future when it comes to over but also underusuage of perks. We have so many different perks, but the most of them never get picked. That's sad.

    Do you at least understand why it's used? And mostly with Pop?

    Hmmm I really wonder if it's because of gen speeds and bad map design. It might be. Dunno though. /s

  • I know what your missing - simplicity.

    Old bubba was simple in what he did and how he executed it. Rev, chainsaw away.

    Now he's simple on what he does, but far too complex on how he executes it.

    You gotta look at the tokens and press at the precise time or you wont get full efficiency, you also have to look at whats in front of you and cut around corners.

    Add an extremely long tantrum on top of all this and it makes you wonder: "I'm literally just revving a chainsaw, why does this take so much effort?".

    They've somehow managed to make the most simplistic ability in the game, complex.

  • Balance standard? Yea I agree on that.

    Difficulty standard however no. Too easy to play in my eyes.

  • @BeHasU said:

    Chapter 17's trailer got released a few hours ago and i didn't see any changes to Blight or his perks.

    He is still as bad as he was on ptb? Or do you think he got a smaller hitbox or some power tweaks?

    I want to buy this dlc, but blight felt so bad on the ptb that i think i will just skip this chapter.

    Apparently the PTB blight is an outdated version and a similar version will be released live.

    I didn't see any changes to him on the video, we'll just have to see,

  • @Nemmy_Wemmy said:

    Yeah theres been a memory leak in the game since the stranger things update.

    Basically the longer you play the worse your frames will be, its good to reset the app by closing it completely and relaunching it after a few games like maybe 6 or more? Anyways might as well do a reset after you play game with a fog offering as well.

    I know a few of ps4 streamers who do the app reset thing as well as myself.

    The best way to tell your frames are in the gutter is if you are hovering over your perks or bloodweb and go over multiple nodes or perks quickly and it goes superrrr slow...probably needs an app reset.

    Yeah the memory leak is really bad for me. If i'm playing killer I have to reset every 3 games, when i'm playing demo every 2.

    One way I tell if my frames are low is by switching between killers. If it goes really slow i'll reset.

  • @MrsPiggyIsSoSneaky said:

    might I remind everyone that they increased the tick rate, but I don't that will fix the fps problems on console, maybe a little, but we will see.

    Wouldn't it technically make it worse due to more updates? IDK i'm not that good on optimisation and stuff.

    I have been playing though and I haven't felt a difference in frames.

  • @PatchNoir said:

    PC Player: wow console killers just tunnel idk why, everyone there is a bad player

    Chad Console Player: i killed 2 pc players using only zanshin tatics at 20 fps because of murky reagent on lerys

    Lerys alone drops it to 15, plus murky would probably be around 10.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1589471#Comment_1589471

    "Optimization" is a complex process, it's not as easy as just having one patch where it all gets magically fixed. I've spent days optimizing just one part of one feature of a program I wrote, and that was nowhere near as complex as a full-blown multi-platform game. A "pass" is a much better descriptor of what optimization means. With that said, the pass was noticeable to me on PC, and back then I definitely recall hearing console players praising it as well (not too much, though).

    Regarding updates, you've already been told - repeatedly - that the (extremely valid) complaints were sent to the dev team. At this point, you just have to wait for their response. Complaining more isn't going to get it done faster because that's not how anything works.

    Here's the thing though: Did they actually hear the responses?

    Especially after the console op "pass" situation AND closing a 35 page thread? It's hard to take their word for it.

    We don't know, but if they said they have acknowledged it and are now working on it, everyone would be happy.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1589401#Comment_1589401

    What I want is for people to describe their issues without insulting the devs or breaking other rules so that threads like this don't get closed because of some users saying stuff like "devs bad, lul" while everyone else justifies/accepts/excuses that behavior.

    Additionally, I want people to be honest about the devs' history instead of calling them liars all the time and saying they never follow through with anything.

    Finally, I want people to stop conflating "feedback" with "commands that the devs must follow no matter what". You'll (using a generic "you", I don't mean you specifically) have more realistic expectations when you understand the relationship between developer and customer, which will help prevent needless disillusionment.

    People bashing Devs unnecessarily? Unless it's proper criticism, bashing the devs is not needed and I have seen it a bit.

    History? Remember the Optimisation patch that was promised and it came off as a "pass" that I didn't even notice? After that it makes it extremely hard to trust them on this subject when they do that. It even had a roadmap i'm pretty sure.

    The game on console with memory leaks, low frame maps etc is borderline unplayable in certain situations. This isn't something that "oh the devs will see feedback and might fix it", it not a balancing choice where "oh i personally don't think X killer is OP". This is something that genuinely needs to be fixed and is a problem. The devs frankly need to look into the issue we are proposing to fix it due to how much it effects console players.

    All I want is updates. I just want them to say "We know console op is an issue, and we are working on it".

    EDIT: Reworded something and grammar.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587596#Comment_1587596

    I know,i play on console too.And there's nothing more i want for this game to get proper optimizations after all this time but at this point we just have to wait longer and see what the devs will do next as they clearly noticed how big this problem really is.

    As long as there isn't any news any other thread about optimization is pretty pointless we already got enough attention.It's now on the devs to really work on it and update us on this issue.

    Here's the thing though, did they ACTUALLY notice it?

    I mean, last time they did an optimisation patch it was labelled as a "pass", not a full patch (if i'm correct).

    All we want is progress updates on what is going to be done. That would clear up if we were actually heard.

  • @DeadbyFrameRate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1587605#Comment_1587605

    Yep.

    Instead, they decide to close the thread and ban users that called them out.

    They didn't ban users that i know of.

    EDIT: nvm there was one dude, but he was being pretty rude ngl

  • @ShrimpTwiggs said:

    Console players have been justifiably demanding decent frames for years and nothing has been done. We were promised an optimization two years ago. What came of that? Why is this not a priority? Why are we treated so coldly when we rightfully demand updates on what we were promised a long time ago?

    Most importantly, why should we believe we'll be listened to now? Because someone said that the devs were looking into it? Or that we've been heard? I'm sorry, but those vague answers aren't enough. We need real updates and clear communication.

    This post isn't even just about console optimization or the devs not keeping their word. I would like to know why we should believe we've been heard when we've been brushed off for so long.

    All I want is consistent updates on the matter.

    If they post "hey, were going to reduce fog on some maps to see how it effects frames", id be over the moon. Even if the change does take a few weeks to implement.

  • @FambinoBambino_ said:

    Is it just me or is the optimization quite bad on console?

    Share your thoughts/ experiences fellow console players

    People were going a bit off topic in the big thread.

    Not saying anything but it's kinda like they want to forget about the issue by closing similar threads. There is no reason to close similar threads about a still very relevant issue that they ain't giving constant updates about.

    Idk man, that's just my take.

  • @Nemmy_Wemmy said:

    Maybe we should make a list of every single killer and list our problems of them (Frame rate wise).

    Like for example:

    Clown - Frames drop everytime the gas shows up on the screen

    Myers - Frames drop when tiering up

    Deathslinger - Frames drop when aiming in.

    Everyone - When gaining bloodlust frames drop.

    Lerys Insane Asylum - Frames across the board are awful.

    Something like that? So we can have a list of what is being affected. And maybe use a map that has good frames when testing each killer (unless testing maps idk).

    Something so we can get an idea of everything thats truly wrong with each killers frames.

    Oh god you commented that when i said it lmao.

    ill list some more:

    • Nurse - Lantern head makes frames drop and they can drop anyway at random.
    • Hag - Too many traps active at once
    • Spirit - Very minor frame drops when entering or leaving phase
    • Demo - When starting shread and when walking over surfaces that cancel your portal prompt
    • PHead - Ive had some bad frames when starting the game, this will have to be tested though.
  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1586901#Comment_1586901

    Blurred screen? Im not sure. Is it only on killer or survivor?

    Also dang this really makes it hard to play dorito boi or doctor...it skips so much when playing these killers.

    The only killers that can have an "ok" frame rate are trapper and wraith and sometimes clown like that other poster said somewhere above me. May just have to play these killers only until the fps is sorted. I havent played pig in a bit but shouldnt her fps be fine too?

    For some reason my frames on Freddy are pretty good and out of all the killers I was expecting Freddy to be pretty bad. Just wanted to know if you and anyone else have had an experience with Freddy's frames.

    I know someone said newer killers have worse frames which is true. I think a big thing for frames is prompts, so demo portal, deathslinger ADS etc.

  • @snoot_booper said:

    https://youtu.be/tfHVKIB4_Mw

    ^ Excuse the totally amazing console nurse gameplay.

    Quick rundown of the clip: I hook Cheryl, go to the other side of the map and down someone while the last gen pops, she dies on hook, I get back to the other side of the map to stop them from opening the gate and get DS'd by Cheryl.

    There's already quite a few DS rework threads, but I'm just showing how BS this perk can currently be. Their DS let them get a free escape depite the fact that I didn't tunnel.

    I've seen people say that killers also have strong perks, or that you can only use DS once but for it to literally give them a free escape? Idk man, guess I shouldn't have tunnelled.

    Na man that's just a balanced perk you filthy tunneler. /s

    On a serious note yea that's BS. Endgame is probably when DS is at it's strongest.

  • @xenotimebong said:

    https://us.v-cdn.net/6030815/uploads/1814GDV2TJO8/yikes.png

    https://us.v-cdn.net/6030815/uploads/6OCWOEG3KG5V/yikes2.png

    https://us.v-cdn.net/6030815/uploads/1TVDUQQRGQNK/yikes3.png

    https://us.v-cdn.net/6030815/uploads/O5X6RFL4934W/yikes4.png

    Just do bones! I don't see the problem, if you don't do totems you're just being a lazy entitled survivor main.

    These are all from the last week, by the way. Every time I've run into NOED it's been in one of these kinds of builds.

    Sarcasm aside, could someone give me tips on how to find the time to "just do bones" on a map like Lery's when I'm a solo survivor against an ebony mori and/or face camping killer? Thanks.

    Just saying, it's mainly a meme to say to do bones.

    NOED will get the killer literally 1 hook if the survivors play safe. Possibly a kill. If you even did get to end game with them builds, it really wouldn't of had that much of an effect unless you messed up.

    More importantly you can memorise the totem locations and do a sweep at endgame if NOED really bothers you that much.

  • @Carlosylu said:

    Survivors have trouble in Hawkins and The Game, and Killers have trouble at Red Forest and Corn Fields

    I would make corn fields a bit smaller and that's it, I don't think any other map should be moved, what do you guys think, with which map(s) do you have trouble?

    Lerys 100%, not fun for both sides.

  • @MegHasCuteFeet said:

    Unsarcastic title.

    Spirit and Nurse offer more than your brainless looping pallets and actually make you feel good when you get to outplay them, which is not that hard if you know more than holding w and camping pallets.

    They're both "meh" to verse for me. Id rather verse a spirit over myers but id rather verse Doctor or deathslinger over spirit.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1584777#Comment_1584777

    Ormond has terrible loops too, just like Yamaoka. I hate those maps (design wise) with a passion.

    Ormond does not have terrible loops. Pretty much all of them are either jungle gyms or safe filler pallets and they can be chained together extremely easily.

  • @MadLordJack said:

    Midwich is, unfortunately, pretty balanced.

    Pale rose is actually a bit killer-sided til you take into account the stealth potential, as is Rotten Fields. But that's the problem with most of these maps: they're either extremely stingy with loops but extremely generous with the skillful crouch-in-bush stratagies and hold-W potential, or they're extremely generous with pallets and windows. Or, in the case of Haddonfield and Ormond, both.

    And that's not mentioning the fact that it's borderline impossible to see scratchmarks in grass.

    Pale rose is pretty balanced, just I absolutely hate playing on it. It's way too easy to be immersed and from the survivors end there isn't many loops, so one of the only options is immersion.

    One good thing about it though is that scratch marks are trash, but they've balanced it out with loud footstep noise in the mud.

  • @CrowFoxy said:

    Midwich is an atrocity.

    Bring object. Hold W. No, seriously...

    Agreed. Thankfully I haven't had an OoO squad yet.

    (inb4 i get one next game)

  • Id like to see more deathslingers. He feels like hes the only killer that is difficult to loop but still has fair mechanics.

    I also wouldn't mind seeing more doctors. He's similar to deathslinger as he's hard to loop but with fair mechanics and he has a bit of pressure.

    I dislike killers that are too easy to loop. Like wraith, billy etc.

  • @FabsRinas said:

    It's funny that we have NO OPTIONS on console regarding graphics when we're complaining about frame rates where pc has them and don't complain about it at all.

    My god I want that so bad. I would happily sacrifice potato graphics for better FPS.

    Plus lower graphics give you an advantage anyway.

  • @EntitledMyersMain said:

    Mine is Rowby. Fight me.

    Ive been following Space Coconut for a long while now and I love him. 2nd is Tru3 or Otz.

    I love Coconuts demonic laugh. 10/10.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1582435#Comment_1582435

    That is subjective. Survivors can say BBQ is broken and too powerful as well. Double BP for doing objective and free aura reads, why would you not? Then, put BBQ on a high mobility killer and you are instantly a much better killer. DS doesn't instantly make you a better survivor, it just defends against a certain unfun playstyle. No comparison.

    Never said survivors can't say BBQ is too powerful as long as they give valid reasons. I personally don't think it's OP and ive never seen anyone give valid reasons towards it.

    Ive given plenty of reasons towards why I think DS busted.

  • @Sluzzy said:

    I would bet my right arm that no perk on either side comes close to the frequency of use of BBQ. The aura read while seems minuscule to most people is huge amount of information for killers. Map awareness is key to guaranteeing a victory. Killer mains have no grounds to discuss why survivors pick the perks they do when they are stuck in a rut picking the same perks every match.

    We don't blame the survivors for using it. We complain that the perk is broken and too powerful.

    I don't understand where you got that killers blame survivors for using perks.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1581671#Comment_1581671

    And I should just copy and paste my response to the other guy because I'm tired of this same argument to. No, the killer is not FORCED to respect any perk. I play killer and have played killer in red ranks all the way up to rank 1. I don't have to tunnel to win. Getting a 3k isn't even hard against the majority of teams. Killers who can't disperse pressure and bounce back and forth between survivors just aren't that good, bottom line.

    I play primarily Huntress, Myers, Wraith and Doctor and do fine with all of them. This idea that you HAVE to play a certain way because DS and Unbreakable exist is ridiculous and simply untrue. If it were true and I had to, I would never have reached rank 1. It's a choice, not a requirement to play around DS and Unbreakable

    You have to slug, tunnel or camp against good squads.

    Ask any tournament host, player, team etc. They'll all say you'll have to do at least one of them.

    Rank 1 survivors don't mean good survivors.

  • @RakimSockem said:

    I'll address the DS + Unbreakable towards the end of the thread because I know that's what all the angry people are going to come in here ready to yell about.

    I'm starting by addressing the perk itself. We all know what it does because there's endless threads about it. From the time you're unhooked, if the killer picks you up again within 60 seconds, you get a chance to hit a skill check and stun the killer. Cool.

    There are many perks I would and DO run over that for a number of reasons. DS depends on the playstyle of the killer and only works if they choose to tunnel you instead of going after the 3 other people on the map. And I don't want to hear about "Well, they're just trying to be efficient and tunneling is a good strategy" because I'm not arguing against that. They're fine strategies (despite being boring for the survivor), but I'm just stating facts. I play killer and I know exactly who was just pulled off a hook recently, how many times each person has been hooked, who is on death hook, who I've never seen. Every killer knows that so when someone chooses to go after the same person again, they know what they're doing and we're just going to call it what it is.

    Now that being said, here's perks that are better (imo) that DS because YOU control when you use them.

    Borrowed Time - BT has its own set of weaknesses but it can get people out of a LOT of bad situations if you play it correctly. You control when it gets used, not the killer.

    Kindred - Damn near indispensable in solo Q. Anytime someone gets hooked, you have knowledge of where your team is and what they are doing, and possibly where the killer is located based on hook is running. If you are on the hook, your team gets that knowledge

    We'll Make It - Quick heals off of the hook. Both players are back to what they need to do in what... 8 seconds? Idk the exact time but I know it's short.

    Inner Strength - Encourages players to take care of totems which helps prevent NOED and works as a pocket save

    For the People - A pretty good anti tunnel perk when you pull someone off a hook and instantly use it. The killer either has to make the choice of commiting to the tunnel which would take 2 hits and possibly a long chase, or going after a fresh target. And most people don't expect it so they usually commit to who freshly unhooked person expecting an easy kill.

    Saboteur - Map wide hook knowledge, lets you see where hook deadzones are so you can make sabo plays. My SWF friends consistently see me pull these off at least once or twice every game.

    Lithe - If window hitboxes ever get fixed, this allows for a pretty good extended chase that a killer might not be expecting and can extend loops

    Hell as much as I think it's trash, I might even run Dead Hard for the same reason as Lithe. Only reason I don't use it is because it fails more often than it works

    I would personally say DS is a top 5 perk. Especially if you use it to delay a chase or unhook. Ultimately saving time and removing some of the killers pressure.

    I'll name a few situations:

    1) 2 hooks at once:

    You hook 2 people, person A and person B. A gets unhooked and hookbombs B so you down A. B runs away. Now you're stuck with someone on the floor and you have to wait 40 seconds to pick them back up.

    You cannot leave him on the ground as if you try to find another person as:

    • They might be healed
    • They might be in an area with pallets
    • Person A might have unbreakable which could remove a good chunk of the little pressure you had.

    While all of this is happening 2 people are free on gens.

    You're best bet to progress the game is to wait out person A's DS. That just isn't fair or fun. It provides too much of a safety net in situations like that.

    2) Tanking hits:

    This one is pretty simple, the person with DS tanks a hit for a person in chase giving the person being chased lots of distance and - of course - the killer cant pick up the DS.

    Refer back to point 1 on why you cant leave him on the ground.

    3) Endgame:

    Person is unhooked in endgame, and he gets a free escape.

    That's it. It's completely broken in endgame.

    -

    On top of all this soul guard + unbreakable removes any pressure you might of gotten from playing around DS.

    -

    DS is just busted, my way of making it better would be making the timer 30 seconds, but make it go down 2x slower in chase.

  • @slim0b said:

    I'm really at a point where I genuinely smile when I see bait in this forum section because a shlt ton of threads are people parroting each other, there's barely any originality put into most of the posts here or actual innovative ideas.

    I'm sick of the "gen rush bad and game is survivor sided" *Insert gameplay of streamer getting all gens done in 5 minutes as he uses a meme build*

    I'm sick of arguments being repeated because they were worded in a slightly more professional way/ or an overexaggerated than just whining about the issue. Like "NOED rewards bad gameplay!!" and "but DS is ANTI MOMENTUM" and the people jumping in on the "no counterplay" bullshlt with 6 killers that can be looped for ages just cause they got crushed by them.

    What topics can't you bear seeing anymore?

    Any post that is simply not valid under any point of view.

    Not threads that I disagree with, i'm completely fine with people having conflicting opinions with me. It's just some threads are flat out wrong and don't provide any evidence towards their claims.

    This mainly done by newer players, but at least they can have the mindset of "ok, maybe i'm just bad and this killer isn't OP".

  • @ZCerebrate said:

    XIII. Oni

    A. Infectious Fright is a requirement on Oni to snowball – those who are purist and say otherwise also don’t run Stridor on Spirit because it’s “too easy to win”. Just run it and revel in the bloodbath that is Oni.

    Honestly with how Hillbilly and Leatherface lost their instant charges it’s strange that Oni still has it on the Green Scalped Topknot addon with flick hitting (2s charging down to 1s – halving the time!??!!). He does have the whole blood orb activation thing so I’ll have to forgive it a bit but still it’s his best addon if you understand how Instant Saw Billy worked (to snowball out chases within seconds against the BEST survivors).

    If for whatever reason you don’t run that one and don’t like instant saws…. Then stack two of the 3 duration addons which just increase his snowballing to generate super pressure during his power. This is sort of like the Ghost face issue where his choices are directly limited by how powerful these addons are in comparison to the rest of his addons… could make it so they don’t stack at the very least is what I would say. His blood orb stuff is good to if you are against those “Super safe – I refuse to let Oni get his first power” survivors to get rolling as soon as possible but I honestly can’t give up the duration addons since you will inevitably get rolling if you keep swapping survivors with the intent of getting blood. Could also use the mobility dash speed options if Duration didn’t stack and was just 100% too good.

    B. Oni’s Pink addons

    1) Renjiro’s Blood Glove (Survivors can see blood orbs, survivors aura is reveal for 2s when they touch an orb) – Survivors being able to rob you of blood orbs to prevent you from snowballing is actively counter-productive though it gives you some information. It’s risky but the fact that it can reveal for you when survivors adopt this playstyle means you can meta this and drop you other tracking perks. Enough of a gameplay swap if adjusted for so… acceptable pink addon for me.

    2) Iridescent Family Crest (Missing a demon strike during your power makes all survivors within 12 meters to scream) – This is god awful and NOT a replacement for Infectious Fright – If you have ever tried to make this work then you will understand why this is counter-intuitive and a useless addon that gives you nothing. Throw this one away BHVR...

    My suggestion for that Alternative Iridescent Family Crest: If your Blood Fury is available to activate – just activate it immediately as a downside against your control when to use the power. But in exchange everyone across the map that isn’t inside of a locker just screams in terror on activation – meaning you are forced to make use of that information. It takes agency away but puts you into this HIGH paced gamestyle mode as Oni.

    Alternative Family Crest 2: You no longer see orbs of blood or collect them. You charge a set amount of Blood Fury per hit and get a set amount whenever you gain a stage of Bloodlust during a chase. It limits your tracking and mechanics throughout the match but allows you to turn into a completely different type of Oni if balanced correctly like hit a survivor and Blood Lust II to get your first Blood Fury but then be limited on how to chain into your next blood fury because the lack of blood orbs (different game pace without a reliance on snowballing).

    XIV. Pig (Amanda the Jigsaw II)

    A. Even with the Combat Straps being added to her base kit – she still has them to reduce them further by .3 seconds which is still pretty strong on her as her ambush charge times and cooldown are her only alternatives outside of RBT altering addons. Honestly the only quality of life change I want for her Stealthing (considering you run Monitor Abuse + Whispers if you want to stealth) is to remove that blade SHING noise whenever she stands up which makes grabbing literally impossible on her unlike other stealth killers (maybe put it on an addon if you insist on it being like Wraith’s). Honestly not a fan of the RNG nature of her ability and had a few ideas for changing the set number of boxes that each survivor has to check depending on which bear trap they were given. I couldn’t think of a more fun alternative mechanic that didn’t require more assets and mechanics for various skill check hoops that survivors have to do at the boxes instead of boring basic type skill checks. Suggestions welcome here.

    B. Pig’s pink addons

    1) Amanda’s Letter (Reduces Reverse bear traps by 3 which is down to 1 and reduce jigsaw boxes by 2 which is down to 2 just to give auras of survivors within 12 meters are revealed to the Pig while crouched) This is just a crappy version of Wraith’s purple All Seeing Eye addon with immense downsides… It’s only better than wraith because how fast you go in and out of crouch and even ambushing out of loops with low walls.

    Honestly in exchange for changing her into basically a different M1 killer her base terror radius should be reduce to 24 with this addon with the current downsides so it drops it 16 with Monitor and Abuse Perk. This would be a significant enough change since it basically took away her jigsaw puzzle delaying power in exchange for that.

    2) Rules Set No. 2 (Survivors cannot see the auras of Jigsaw Boxes until their reverse Bear Trap is activated). This is horrible and worthless as is and should be be combined with the Purple addon Amanda’s Secret (Aura reveal for 6s when a RBT is removed by survivor but also makes it so the Pig cannot see the Jigsaw box auras). Gameplay wise this forces the survivors to activate their own RBTs instead of running around trying to deactivate them while they aren’t even timing down but it also makes it harder for the Pig to patrol camp every single box by hiding it from her as well (though not impossible if time is spent to figure out a route).

    XV. Plague

    A. She’s really not that strong but her ability to an extent negate a whole family of healing perks and items gives her an edge like Legion being anti-immersion. The Apple addons (Start with more corrupted pools of devotion) are the preferred snowballing Corrupt Purge thing combined with tracking perks especially infectious Fright and Corrupt intervention to get rolling. Surprisingly Apples are just outright better than Corrupt Duration unlike Oni just because how her power activation works to snowball.

    I actually prefer the Vomit Effectiveness addons because I personally think the Vile side of her powers effects the game a lot more when the survivors are still spread out and I don’t feel like running those 2 of her perks every single game though I admit it is effective. Being able to vomit on someone to break them and never giving them a hit speed boost to down them is just more satisfying for me for a unique killer experience as I mentally push survivors to purge and juggle when to go on Corrupt Purge rampages. This means the only brown addon I would give her by default is the Prayer Tablet Fragment where she activates pools faster and move very slightly faster while holding corrupt purge (I mean they gave Oni Demon Dash for his fury – should be similar to the Plague in her powered up form by default).

    B. Plague’s Pink Addons

    1. Iridescent Seal (Get a Corrupt Purge whenever a generator is completed, reduce corrupt purge duration but also reduce movement speed while vomiting your attack). This has an appropriate drawback already of getting slowed and losing 20s off your 60s corrupt purge but this is actually pretty powerful having 5 extra uncontrolled corrupted pools of devotions though especially with something like Bitter Murmur perk.

    2. Black Incense (Reveal survivor aura whenever they vomit for 5 seconds which is almost constantly up with maybe 10s downtime) – this just gives too much information across the map that is not based on anything and has no downside as survivors have no idea either. This is just too strong of an addon compared to others and I would say some downside is necessary like infection rate being considerably slower (maybe like 60s instead of the 35seconds normally) – it should be noticeable enough that survivors should be able to suspect you are running this pink addon.

    XVI. Shape (Michael Meyers)

    A. I love this guy. Standing Mori Tombstone addons (will talk about pink one below) is just such a fun surprise factor kill as you just grab a teabagging survivor in the face and remove them from the match while not having a hidden “mori” offering. It’s good fun though its not purely about bloodpoints or pipping… it’s about sending that message. I’m a fan of it no matter which side of it I’m on. The Scratched Mirror (Permanent Tier 1 but can see through walls within 32m) on indoor map Fat Meyers is fun as well and one of the few jump scares you can still get in this game. Good variance here and the Stage 3 duration addons are pretty good if you don’t want to run Tuft too. He has Aura reveal options and movement speed during stalk I think the addon design with meyers tiered power system is very fun. Competitively I really like Judith’s Journal (40% stalk gain against the obsession) or J. Myers Memmorial (20% stalk gain against any survivor) with Fragrant Tuft of Hair (infinite Tier 3) but there are other Tier 3 duration options. The Yellow Dead Rabbit (Decrease Terror Radius during Tier 2 and Increase TR during Tier 3 – diminishing with Monitor and Abuse perk but still stackable) addon paired with Infectious Fright and Monitor and Abuse is just so perfectly synergistic too. The only thing I would say for him is that he needs to get out of Tier 1 ASAP if he isn’t going Scratched Mirror because he basically lacks a lunge in tier 1 meaning stealthing purely at the start just isn’t an option. I would say give him Boyfriend’s Memo (Increase Evil Within Lunge Range) brown addon just to give him that option to start stealth, get a hit THEN begin stalking while the guy is speeding away because not having a lunge is feels god awful. Replace that brown addon with a slower stalk speed troll addon that gives more bloodpoints by 200%.

    B. The Shape’s Pink Addons:

    1) Fragrant Tuft of Hair (Permanent Tier 3 but takes far more Stalking to tier up) I would argue this is just too strong on it’s own but the downside being a lot more stalking – the only thing I would say is maybe some sort of visual or audio clue comes into players’ awareness might be fair. Just the 100% certainty that the Meyer’s Tier 3 WILL NOT run out would fix some of these scared stiff survivors when they become exposed especially if some other meghead obsession gave the Meyers T3 and you were on a gen on the other side of the map, none the wiser on the longer stalking time.

    2) Judith’s Tombstone (Slower movement speed by 9%, takes far more stalking to Tier up, can Mori from Standing just like the Tombstone piece but doesn’t drain your power gauge unlike the purple version). Has downsides and can be built around this playstyle – I’m a fan because movement speed on it’s own is very noticeable and requires a particular perk build and play that can be countered to make work.

    XVII. Spirit

    A. I’ll admit it that I’ve played over 100 games as a dirty spirit killer with Stridor and cranked up headphones. I will agree that in many cases there is no outplaying outright but a serious of mind gaming coin flips from both sides if they’re playing it correctly which has allowed me to run Spirit with basically every single perk setup possible. Using her Activation Charge rate addons (Blood Hair Brooch, White Hair Ribbon, Gifted Bamboo Comb) to end chases like a cracked up nurse combined along with the Movement speed addons (70% Pink, 26% Green, 18% Yellow, 9% Brown) to create immense map pressure flying around the map. Literally the only 2 types of addons you need if you play enough Spirit – you’ll have survivors disconnecting in rage in no time (Yea, very toxic. I know). Honestly I tried a lot of the other ones too after the Prayer Beads (phasing sound is heard by all instead of silent) nerf and they all help in some way or another but nothing really beats activation charge + movement speed for how I play. Yakuyoke Amulet is actually broken for map control by increasing the phase duration significantly but only really makes sense with the Mother Daughter Ring but it also current aids recovery speed which negates those addons (even when they are normally outclassed on their own by activation addons).

    Her worst addons from my experience are the Dried Cherry Blossom and the Juniper Bonsai which changes her passive blinking in and out frequency similar to old Freddy walking around. I personally don’t see the point of these unless someone wants to explain when you would run these other than to muck around.

    B. Spirit’s pink addons

    1) Mother-Daughter Ring (A 70% Movement Speed Increase ontop of her normal 176% mspd phase walking, in exchange she can’t see scratch marks). This is only good with a super sweet set of headphones, volume cranked up and running the Stridor Perk. But when those come together this becomes borderly unbearable when she hears you breathing while health then hits you at mach speeds on all sides of the map. When you’re hurt and moaning from Stridor – your scratch marks don’t matter anyway. Pair the purple Haunt Duration addon Yakuyoke Amulet paired for absolutely broken madness that the devs said they might be fixing in the future as the power recovery is being unintentionally shortened due to the duration being longer

    2) Father’s Glasses (Survivors’ Blood Trails are visible while using her power) – I personally never relied on this ever since the Stridor Bug when it sometimes didn’t negate Iron Will was fixed. I could see it being a viable option for those not able to rely purely on hearing or choose not to run Stridor though.

    Honestly have no suggestions here for her current addons or a new alternative.

    XVIII. Trapper

    A. Basically his required Addons are his Bags. These enable Trapper to actually play and not just be ferrying traps for a majority of the game being limited to 1 at a time. The Brown Bag (+1 Trap in hand with a max of 2) should be Default Base-kit on Trapper because literally cannot play with other addons.

    Then Yellow Bag one should become a Green rarity bag (+1 Traps at start with a max of 3 held), while the purple bag (+2 Traps at start with a max of 4 held) (the bags are just realistically options not requirements at this point). Purely quality of life in my opinion but if you insist that Trapper of all killers need a nerf in exchange, the devs could drop the added traps starting in hand and just add the extra traps to the map instead)

    Replacement for Brown bag addon: Brown “Usual supplies” add-on that takes the furthest to the edge trap and places it in the center of the map (Because if you’ve ever played trapper and been unable to incorporate a trap because it spawned in the corner of Swamp behind some trees without throwing away all pressure, you know my pain – still not a required one for most Trappers in a majority of games).

    B. Trapper’s Pink Addons:

    1) Iridescent Stone (Random trap auto resets every 30s): This is one of the best addons atm which allows him to mostly carefree about people wasting time disarming his traps. Honestly not bad alone but it’s horrid to go against when combined with things like Honing Stone (Purple – Survivors who free themselves get put into Dying state) or Bloody Coil.

    Honestly there should be a downside for Iridescent Stone which should make the traps significantly brighter (opposite of the obscuring Tar Bottle Green addon) and basically harder to hide in bushes. It could even reset faster and still allow Trapper to cancel windows and pallets easier since areas he setup up will in theory stay setup for kills.

    2) Blood Coil: Healthy survivors get injured whenever they disarm a trap – doesn’t put anyone in dying so it isn’t OP as much as it sounds. Could also make traps significantly brighter – combined with Iridescent Stone, maybe traps just outright start to glow slightly. Promotes slight gameplay change – injured folks disarm traps while healthy folks don’t.

    XIX. Wraith

    A. Anyone who has played Wraith knows how “Required” the Windstorm series of addons are offering 15%, 20%, or 25% movement speed while cloaked (ignoring the negliable downside of moving slower while uncloaking). As an outright buff I would give the yellow 15% as a default to wraith’s basekit, completely remove the green 20% windstorm then make it so the Purple addon just gives 10% movement speed (so it is the same 25% total). This would open up options because the 10% movement speed purple addon would still be good but not absolutely required if you want to try a different addon combo. I can tell you that Base wraith feels terrible without windstorm but with the yellow windstorm it’s just barely competitively playable when combined with Play with your Food perk (more movement speed and wraith’s power helps you drop chase instantly). I literally cannot run Shadow Dance series (Faster Actions while stealthed like kicking generators or vaulting) without feeling like I’m giving up many good choices at the moment but if Windstorm Purple was only 10% I might be able to fairly weigh it against Shadow Dance Purple for competitive play. His worst non brown addons are reducing the disappearance time for stealth just because how little effect it has on the match other than adding a hilarious fast BONG BONG BONG noise.

    B. Wraith’s Pink Pallets

    1) Coxcombed Clapper (Renders the Wailing Bell completely silent) – This is arguably one of his best perks especially on any map with high walls and does change gameplay especially if you walk backwards to counter spine chill. Up for suggestions here I guess but don’t think it really needs a downside other than longer reappearance time.

    2) “All Seeing” Spirit (Can see generator repair progression by intensity of auras while cloaked) – tons of information coming from this much like Legion’s pink that was based on this one but doesn’t even require a cooldown at all. Combine this with just Sloppy Butcher and all of a sudden you slowdown the game immensely as purely a M1 killer without having to run a pre-hook tracking perk like Discordance. With Windstorm buff maybe going cloaked might have to take more time as a downside.

    Well 15 pages later... the quality started to drain the further down I went so I may have to review this later and make some major edits. Formatting may not be perfect on the forums either so will have to see what I can do eventually for easier reading. Thanks for making it to the bottom but for the rest of Gen Z and on.

    TLDR:

    Killer’s addons need some changes, occasionally devs read these forums, and some players (or just me) felt like talking about this on the forum

    Damn this is mad impressive!

    I don't know if you said this in the post but majority of the killers add ons feel a bit repeated. It would be cool if we had add ons like billys mothers helpers that do a unique, strong effect.

  • @leyzyman said:

    title says all. Remember, this is YOUR opinion. Someone doesn't like a killer you like, don't get mad.

    I'll go first.

    I am usually fine with most killers. But they ly killer i really don't like to face is plague.

    I hate the fact that she literally makes t3 myers useless unless you cleanse. Once you cleanse, she becomes a "close range" mega-huntess. If you don't cleanse, you still have a solid minute of probably dealing with that red vomit of death.

    I hate the damn coughing. I hate the stink lines. Im not usually someone who cares about skins, but the vomit specifically i hate.

    Anyways, whats your least favorite fred..., i mean killer?

    Hate Myers with a passion. He's not even that good he's just annoying.

    I'm literally being outplayed because i'm being looked at. Like at least with oni he has to hit me.

  • @IronWill said:

    I played 5 games today, 3 out of them was only camping, tunneling and slugging with the match ending with less than 20k points for the killer and ~10ks for the survivors.

    Why on earth are killers able to view the survivors profiles pre match but we survivors have to deal with those kind of killers and can only see the "warnings" written by others about their playstyle after the match?

    Either hide profiles for everyone or lets survivors see the killers profile as well. Why are only killers allowed to lobby dodge by being able to see the items survivors bring or watching their steam profiles?

    It's just the design of the game that the survivors can't see the killer, for many good reasons too.

    Lets say the survivor squad knows that the killer they're playing is a ghostface main, they'll all put on spine chill. It applies to all killers.

  • Lets hope they add in some other changes for the rest of the game, and not only optimise the reworked maps.

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