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Leonardo1ita

Leonardo1ita

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Leonardo1ita
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  • @dugman said:

    Obviously there's lots of ways to tweak it, but personally I think I'd go with

    • Remove the Obsession's 33% bonus to healing and unhooking. That bonus makes this one of the only perks that using it actually puts the killer at a disadvantage in the first few minutes of the match and then has to hope they can catch up enough to make up for it.
    • Instead of just a flat 3% per hook, have it start out at 10% or 15% and then it increases by 2% per hook. That way the perk is doing something moderately useful right away versus not giving any impactful bonus until you've already gotten enough hooks that you're probably winning the match anyway.

    This is very good, I thought also something like this

  • Dying Light could be buffed in so many sweet ways I don't even know where to begin with, right now it really feels it does NOTHING.

  • Better because now EVERY ######### ONE abuses the bugged omegablinks

  • @AhoyWolf said:

    Victor should be able to vault windows, in Haddonfield there are spots where Survivors are invincible against him.

    Exactly

  • @Eye66 said:

    https://us.v-cdn.net/6030815/uploads/5P6DX5IFN76F/img-z63da6.jpg

    Try this, I switched out Save The Best For Last with Call of Brine and that performed great too, maybe better.

    Overcharge has absolute 0 value against even decent survivors, never ever use it.

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855892#Comment_2855892

    I ate paint and an electrical wire once. I always wonder if that paint had lead in it, it might explain why I keep playing dbd

    Watch out, look on YouTube/Internet what lead does to the body, it's very dangerous!

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/314757/i-just-played-freddy-on-the-game-and-i-ate-dirt

    The Game isn't actually that amazing for survivors as some people like to think. You have to use the information you gain in that game to your advantage consistently. So here is a list of how to tackle The Game:

    1. Keep track of pallets that are gone and push survivors to those area's. Each pallet dropped creates a huge deadzone. The one exception is the pallets above basement, because there is a basement. The only time survivors consistently know where pallets are not broken, is if they are a sweaty SWF who call out every single detail that is important to know, at which point you would have lost on any other map anyway as you weren't prepared.

    2. Don't be afraid to leave chase early, especially when they are still healthy.

    3. With Freddy, pre-place traps in tough areas and don't spam them. I see a lot of people lose with Freddy because they basically play him like pre-nerf Freddy.

    4. Use the verticality of the map to get the surprise of the survivors. Upstairs is always the fastest way to go from point A to point B.

    5. Don't be afraid to risk losing a survivor for basement if you have the chance. They will almost always drop one of the pallets if they do wiggle out, which makes the basement only stronger than it already is.

    6. Don't follow survivors that run away from deadzones(the ones created by point 1), cut them off and make them turn towards the deadzones. The Game is THE map where the killer's power to cut off the survivor and push them to a deadzone is most prominent. Are they running to a corner with a super strong pallet? Leave early and take a small detour to push them the other way. Use the map layout in your favour.

    7. The most important point of all: calm down. Frustration is the biggest factor in The Game that makes people lose. Frustration means you're more prone to making mistakes, missing key details and even making bad decisions because you want a specific survivor dead and survivors use that fact against you so you'd make more mistakes.

    The Game isn't really a problem itself, especially if you know the layout and use the points above. It's just really ######### boring to play on. And because it's boring, every single pallet gets frustrating, which leads to more mistakes. I mean, look at your post. I am willing to bet that you were making so many mistakes because you were frustrated with the map and blame the loss on the map itself.

    Record your own matches, especially on The Game, rewatch your own footage and instead of agreeing with your past self that the map is bullshit, look for moments where you ended up wasting a lot of time. Moments you followed a survivor to a strong pallet location rather than pushing them away from it(point 6 applies here), instead of you being the one leading the chase. Look for those moments, look how often they happen, adapt your playstyle in your next match to benefit yourself.

    Learn the benefits of maps you dislike. The Game works well for Pig, because Pig is a stealth killer who can come from a direction without survivors knowing that pushes survivors to deadzones, making her ambush ability more powerful than other maps. But even as a non-stealth killer can you do such manoeuvres, because the map has 2 floors.

    On a theoretical level this might seem to work, until you test the map as I did: It ALWAYS spawns 25 pallets, of which 15 are God pallets(yes, I'mnot joking, 15!), 2 very safe, 5 enough safe, 3 unsafe, 1 short/long wall jungle gym, 1 very safe t wall, freezer room, dropdown window upstairs.

    Considering that from whatever direction you're coming they can shift W into another direction, and you're not a stealth killer because you have a lullaby, these are the possible scenarios:

    - You immediately destroy the pallet near the gen they're working on. The next time since the map is so stacked on itself they can reach whatever pallet or position they want on the map, and with Circle of Healing heal in seconds if you leave the chase, or force you to eat 10 pallets minimum if you commit to the chase, and the snares don't matter at all basically, and force the match to be over before you even get a down unless you have Corrupt/Deadlock, etc.

    - They hear you coming and can always shift W no matter what from that position. Then you're even more screwed.

    You cannot force dead zones with Freddy, you're too slow at doing that, maybe Bubba or Nemesis can.

  • @Tr1nity said:

    Was it yummy?

    I couldn't even get 1 down, it was just god pallet after god pallet

  • @WesCravenFan said:

    That map has 23 pallets on it.

    The whole map is just breaking pallets.

    25 precisely, I counted them

  • @[Deleted User] said:

    Shoulda brought dream pallets

    I never tried them consistently, do you think they have a chance agaist a full premade group with competitive communication?

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848318#Comment_2848318

    Based on the information we have from dataminers digging into the nurse's code, this appears to be the way it should have worked ever since the nurse was reworked, not just now with her most recent fix.

    As the poster above me pointed out, the blink has a maximum duration of 1.5 seconds, it cannot last longer than that. This is simple maths: if you increase the distance (with the addons) and time remains the same, you automatically need to increase the speed as well to balance out the equation t = d/s.

    That this equation is now true is evident in the video you posted. You can see that while the nurse travels much farther and faster with her addons, the blink takes the exact same amount of time to complete.

    This, to me, is not a case of the devs bugging up the addons, but actually fixing them and them now working as intended by the code. This shouldn't be called a bug, as this is not code not working as intended, the code says that this is how it should work.

    Right, hopefully a mistake they're gonna fix soon enough.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850941#Comment_2850941

    There's not really a simple answer to this, but we've learned from the past to not overpromise too early. There's always a risk something gets pushed or cut back, and then you end up with a lot of understandably upset people. Even if you try to make it as clear as possible that something is subject to change, there's bound to be a game of broken telephone where someone tells their friend, but doesn't mention the specifics, and then they tell their friends, etc. Now their friend is expecting it in the next update because that detail was left out, and so are all of their friends, etc. Even earlier in this thread there were some misconceptions of what we've said in the past. (No shade, we don't expect everyone to memorize what we've said word for word, that's not realistic.)

    Beyond that, game development is way more complex than it seems, and things are always at risk of being pushed back. We plan our updates many months in advance to prepare as best we can, but unexpected things can cause a domino effect that affect future updates. So, we try not to go into too much detail until something is close. That way we have a better idea of what's at risk of getting cut before getting people's hopes up.

    Basically, while it's already on our minds, it's still too early to spill all the beans and get everyone's hopes up. I love sharing details on things like this, but what I don't love is disappointing many people for months until it finally appears in the game.

    You're right and I completely agree, better not to spoil things too soon for various reasons! I think you were referring to the Wraith cube, right?

  • @xBEATDOWNSx said:

    Game is balanced well all things considered. Is it HEALTHY? No. Not really. But the game is still much more balanced than it ever has been.

    Some perks need to be changed on both sides and some killers should be completely nuked and reworked (looking at you Myers and Legion)

    Also the community is so damn toxic. This Is vs Them thought process is so damn tiring.

    Exactly, there are a lot of biases towards one side or the other, and one of the few ones who is not biased and is always very constructive and positive, other than a very sweet person, is @Otzdarva in my opinion.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850490#Comment_2850490

    We have very diferrent opinion then because i disagree with the most you say.. for example:

    Do you really think DBD its not regressing when they are bringing back broken and unbalanced mechanic? This question answer itself DH unfairly extend chases for to long like old jungle gyms and CoH inmediatly kills some tactics and even killer power like Legion...

    You think the new SBMM its ok and better than the old one? Its not, and I encourage you to draw your own conclusion instead or following your favorite streamer/youtuber on duty.. the old one was more accuarate im talking about the emblem system, that one was almost perfect yet for some stupid reason the devs decided to scrap it.

    And SBMM has asbolutely nothing to do with tunneling and camping you have no idea of what you are talking, because this game despite it have some competitve wanna be feels, its not and no body gives a ######### about ranking up and more than ever when the SBMM is invisible.

    Tunneling and camping was greatly increased in the last month because of the unfair mechanics the devs brought, DH and DH validation, and boons and the not so popular yet fair pallet validation. All this things mixed together extend chases for so long that force most killer to tunnel and camp. Nothing more nothing else, this is the true reason.

    You also say there are not M1 kilers anymore yet you name 5 that exist and thats not a little portion at all..

    I have to disagree with you also with the thing "the devs have to keep up with the content", let me answer you that.. they dont, they do it because of the money don't be so naive, they are a great company they are not a random indie studio anymore. They can afford to take some time to polish the game with and without releasing new content, yet they decide to focus on new content more than anything "quantity over quality" its their motto, and anyone can see that from miles away.

    DH is broken, I know and I think everyone can agree, it's been broken since 2017 when David came out. CIrcle of healing is not a problem on legion, because if they're all together near the boon you can injure almost everybody, and if they're spread out they gotta waste a ton of time to run to the boon.

    I say SBMM is better than nothing despite EVERYBODY says the opposite: Dowsey, Scott Jund, Tru3ta1ent, MrGimms, and many others. The problem with the emblem system is that you gotta give a number to the emblems to translate them into an SBMM system, which creates a big problem, and was far from being perfect.

    SBMM matters, because those killers who snowball and kill more go up with the ranking, because that's the WIN CONDITION, and those are the ones who tunnel and camp/facecamp with Nurse/Blight/Bubba because it's the strongest thing you can do with them. And the teams that are more coordinated and wanna have always a 4 man out are the ones who go up.

    Pallet validaton has been improved for killers with the recent update even if nothing has been said in the patch notes, the validation is much better. I know, killers have to tunnel and camp because that's what makes them win more, which goes along perfectly with what the SBMM system does, so it exposed bad game mechanics.

    Which other m1 killers? all the other ones have an anti loop power, but not all of them are as good to counter the shift W playstyle or maps like The Game, that's the problem.

    Do you remember the McLean patch? That was quality over quantity, no doubt. Also as the devs, M. Cote himself on camping, and Almo rumoured, big changes are coming.

    Btw we don't know if the departure from Starbreeze that started in 2018 is over or not, so they might be forced to push out content just for that. Just with the Q and A they demonstrated that they wanna be more open towards the community, so things are looking bright in my opinion!

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850365#Comment_2850365

    You don't get it, do you?

    What a waste of time this thread turned out to be.

    You're just falling into the biased whataboutism: just because the other side, so the survivors, have insanely broken stuff, it doesn't mean it's justified to have unfunny to play against add-ons and perks.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850477#Comment_2850477

    That's just incompetent team, isn't it? you literally said they weren't good against hag.

    What's important is more usual gameplay with average killers or tourney with same skill level, no killers other than nurse/blight does good without perk restrictions and such, and on average gameplay survivors on comms have like dozen perk worth of advantage which can easily make the game almost unwinnable.

    At their best yes, they do. Especially if they all bring overcome they can win a match just holding W.

  • @Irisora said:

    Bought DBD in 2016 so i'm one of the old players that saw all changes..

    Here is a proof:

    https://us.v-cdn.net/6030815/uploads/JAACLHJU3K3K/captura-de-pantalla-2022-03-14-210901.png

    So my opinion is that I think DBD is regressing instead of evolving. With the implementation of DH last changes and boons specially CoH its like they are trying to bring back the old DBD where true infinites existed but replaced with this, wich gives the same result: unfun and broken. Many M1 killers are outdated or died after this and that its a huge issue.

    I also think that they are prioritizing a lot more the quantity of the content instead of quality, and that has been affecting the game very negatively with bugs, unbalanced perks and more, to the point that they either ignore the issues or put a "Soon tm" next to it.

    SBMM is one of the worst things that could happen to dbd:

    1. Because its ######### soloQ a lot.
    2. Because it doesn't measure real skill (kills and escapes it a really vague condition and its not a reflection of a player skill at all)

    And to finalize i think the devs should stop releasing DLC for at least 5 months and take time to polish the game, think about new ideas maybe new game modes because lets face it, dbd become boring after a few hours of the same specially as survivor and even more lately with the lack of killer variety because of the pitiful game balance that force people to play always the same killers.

    I disagree on a lot of things, I hardly disagree that Dbd is regressing, maybe it's doing some steps back with Circle of Healing, and who said the devs are trying to go back to some broken stuff of old Dbd? They're just experimenting different stuff, worst case scenario they thought Circle of Healing was fine both for casuals and premade groups, which it isn't.

    There are no m1 killers anymore, all have a chase power and the ones that almost don't have it are Trapper, Wraith, Legion, Ghostface and Pig. With Sadako you can do some mindgames with the invisibility that are nutty.

    Sadly the devs have to keep up with content for many reasons, and they said many times they won't do a health chapter because they can do both balancement and content at the same time and as Almo said more devs in one area doesn't necessarily mean faster updates.

    Bugs are not even close to being very very bad, I haven't have a bug in a game for a very long time playing both survivor and killer, and those times there's a bug it's just on one killer such as the new Nurse omegablinks bug. The balancement of core game mechanics is the problem overall.

    SBMM is not a problem, it's better than nothing and people are just putting their frustration on it. Go watch the video OhTofu made on it, it's quite detailed. SBMM just underlined the problem of tunneling and camping and facecamping, that's it.

  • @AlbinoViera said:

    Been playing since the game was first released on Console and have since moved to PC. Did also play it when it first released on PC, but that was with a friend's account, so not sure. Currently sitting on 1.2k hours with console, and 750 on PC. So about 1900 hours total. Not a lot, but I think I've been around long enough to give my own opinion on the game.

    With that in mind, I'll go through each of the categories you laid out so this will be less about balance and more of my own thoughts on each subject with my general thoughts of the balance being at the end. If it ends up being a mess with conflicting opinions, I apologise.

    1. Let's start off with the first category. Killers and Survivors. I think the cast we have currently is more than for a while. They have noticeable difference between powers and designs, with varying difficulty in learning them. However, a majority have something wrong with them. They don't change the basic structure of the match and how you as a survivor play it. Each one's counterplay typically ends up being *Run to a loop, get hit/put a pallet down, run to a loop, get hit/put a pallet down, repeat until downed or you escape the chase.* The only killers that change it up are Nurse, Spirit... And I'm struggling to think of a third.. Either way, if out of 27 killers, only two or three change up the way a chase plays out (which is the main bulk and enjoyment of the game) then I can't say that's good design. That goes for survivors as well though. It's confusing that they release more and more when they're literally reskins who are just bought for perks.
    2. Speaking of perks.. I really need BHVR to stop. We have damn near two hundred of the things in total, and that's ignoring the pointless tier system. What makes it worse is that even after 3-4 years, the meta for survivor has hardly changed and even the killer meta hasn't changed in all actuality. With survivor, out of 104 perks you'll see.. Maybe 6. With the occasional 7th. Typically it's take a pick from DH, BT, DS, UB, IW, and the latest edition of CoH. Each of these countering and entire strategy and/or power of a killer. As killer, you can take your pick of Gen Defence perks. Just make sure it's not a hex, those are gone within a minute of being found out.
    3. I sincerely hope they fire the map designer for the last few map changes. I kid of course.. Kind of. The reworks to the Cornfields and the Game were done extremely poorly and have become some of the worst maps to play on for both sides in my opinion. Corn is just corn with all the loops of the outside, with every single one being able to chain into another with no difficulty. The game is just, run, drop pallet, run, drop pallet. By the time the thirtieth one is broken every gen should have been done. Exaggeration, but you get the point. Then there's the absolute mess that is the RPD. A map in this game shouldn't be that large, and definitely shouldn't have a loops with no counter-play whatsoever. Which sums up my opinion with a lot of the maps, too big with loops that have zero counter-play.
    4. I'm going to separate addons for killer and survivor, and combine the latter here with items since you will NEVER see an addon-less item being brought in. And I have to say, some of them are ridiculous at times. Being able to complete two or three generators before the killer can get a hit isn't something that should be allowed. Being able to heal mid chase, being able to sabotage hooks and the occasional blind that for some reason damages a killer's hearing too. I don't think any of these things are good for the game, but they're not the most problematic thing in my opinion. Although I say toolboxes are still quite a bit too powerful.
    5. Addons for killers are mixed.. I think that a majority of them should be reworked and removed. Leave a small amount that change how the killer plays in a bigger way. Such as how one can make it so Plague can't infect with vomit, only with interactions, but increases how quickly they infect. There's one with Nurse that gives her normal speed, but only one blink. They should change how the killer is played, rather than just "You do this thing a bit better and this thing a bit worse."
    6. Offerings.. You see Bloodpoint boosts or Moris. That's it. It's a system that needs some love. Make it change the game in a drastic way. For example, an offering that makes every action 10% slower, but the player can run 2% quicker. One that makes totems blocked for 30 seconds, but gens are 5% quicker. Something that makes the game different, which is what an offering should be.
    7. RNG.. I couldn't say more negative things about RNG being in a game like this. One side will always be screwed over by it. It needs to go in my opinion.

    Now, as for my balance thoughts on the game right now. Personally, I think DBD isn't the most balanced it has ever been. I'd say that was around the time before The Twins was released. But, it is more balanced now than it was a few years ago. The issue is, is it's way too repetitive. Killers are all the same except for the two or three exceptions when you go down to the basics, survivors are all reskins that run the same perks so there's no variety there, and maps all have the same loops. Ironically I'd have said Haddonfield had the most variety of loops in the game, sure they weren't balanced at all, but they were at least varied.

    When it comes down to it though, the game hasn't changed much if at all, even after 5 years when it comes to balance. A good team on comms will always beat a killer, and a solo team will typically always struggle against the same killer.

    Fair enough opinion, but a team in communication doesn't always beat a killer, I've completely destroyed and made rage quit some teams that the match before bullied me when I was Wraith just because they weren't prepared for Hag.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850461#Comment_2850461

    Ye I agree, I think Iron will shouldnt be a thing in the first place. Perks like Parental guidance where you kinda "earn" the stealth are fine, but not iron will that gives you constant that silence.

    Parental guidance is my new anti Blight/Nurse perk, if they eat DS I just disappear forever XD, especially in indoor maps.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850447#Comment_2850447

    I was never a coin flip since still the vast majority of survivors are running iron will. Also sounds are often not reliable since they can be inconistent aswell, thats atleast my experience before I quit playing her, I could be also very unlucky.

    That's a problem of the killer in general imo, just how 1 single perk makes you completely silent, problem that should be addressed in some way imo. Problem that amplifies if people on PC, that consoles cannot do, change the audio quality from the game user settings file from 0 to 2, use equalizers (much harder to get on console), and have 1000 $/€ headphones because sounds mixed with the chase music make it so hard to track everything. Inconsistent design overall still.

  • @cutiekiller said:

    survivors have everything to survive, killers have nothing to kill survivors, whenever we have something it's a ######### hex that is gone in 20 seconds, they have perks for distance they have perks for gen repairs they have perks for healing they have perks to recover on their own, we have slower healing, progress perk, slightly faster breaking and vaulting, but nothing to truly kill them, survivors have the map and perks to survive, we nearly only have our power to kill them, our perks barely give us a tiny boost while their perks gives them truly help.

    I'm sorry, but this as someone who has always said the game was massively unbalanced in the bast, your is just a biased Killer main opinion, that's factually false for all S/A tier killers and most of B tier killers unless the very busted combination are used in matches, which doesn't happen.

    Want something to always kill 2 survivors? Use Bubba with Corrupt, Deadlock, Dead Man's Switch and Bamboozle, you don't even need noed because they cannot bodyblock in the endgame a chainsaw Killer, and you can pretty much always zone out survivors. You then down a survivor within 60 seconds, even going for m1s, and straight up facecamp. That's it, 2 kills ALWAYS guaranteed especially if you can safely patrol the area a bit to force them off gens. This is because they don't have enough time to do all gens and open the exit gates before who is hooked dies facecamped.

  • @BenZ0 said:

    6,4k Hours and also 1 year of comp experience and also I host my own tournaments. I am also playing since the Beta.

    Most ppl seem to agree on that so here the short version. The game is unbalanced when both sides bring the absolute strongest, the survivors have stronger and better perks or addons overall compared to the Killer. Some Killers have arguably equally or stronger addons like Blight tag or Iri head but those are very few exceptions.

    Maps:

    BHVR is kinda balancing around the game WITH perks and addons, you can also see in time that the maps got less and less pallets, especially Mac Millain and Auto heaven, they both usually have huge dead zones. Loops are getting constantly bigger and offer less mindgames, you can see that on the new map and some reworked maps like cold wind farm or auto heaven. For some reason Mindgames are getting "fixed" and tossed aside which is very questionable and weird, I always though that mindgames are a great game design and a fun and balanced tool in chases for both sides. Mindgameable loops should be more often available and we need more loops overall on most maps to promote more different chases, currently the same tiles are often getting reused which is just boring. Give survivors more recources to work with and meanwhile nerf the overall loops again abit to make them abit less save.

    Loadouts:

    Add unranked and ranked mode and define rules for loadouts and map spawns differently there. Unranked mode should have stronger and open loops in general for casual players and less restrictions on loadouts and the ranked mode should have less loops which also promote mindgames. Dead zones should be adressed cuz it can be very frustrating if you run into an area and there is literally nothing. In ranked mode there should be also perk and item restrictions so you cannot stack them like 4 unbreakable's.

    The second thing is stronger perks especially the meta should be finally nerfed, even ruin and pop. Some of the perks should be baked in as baseline for example the base gen kick is basicly worthless, pop should be reduced to 20% dmg and the base kick should get the 5% damage from pop as. Which means if you just kick a gen normally you get instantly a 5% explosion on the gen.

    Also anti gen perks should not be able to be stacked as well, a limit of 2-3 anti gen at max but never 4. Its simply too frustrating and also boring.

    Killers:

    About Killers, I dont think any of the meta Killers need any nerfs, they are fine as they are, I would even say revert the Spirit and Deathslinger nerf, both are just unecessary and not fun they make the killers feel clunky and weird. However the weaker Killers still are starving for proper buffs, Trapper and Wraith both went to the right direction but Killers like Clown, Legion, Myers or Ghostface need adjustments and buffs.

    Artist is a good example of a well designed and executed Killer. Killers SHOULD be complicated and overwhelming and oppressive, it would be boring to get very simple Killers.

    General Gameplay:

    The next thing is that the general Killer gameplay needs some sort of change. My suggestion would in a way at least reduce camping and tunneling but it would also promote more fun and versatile gameplay. The Killer needs a second way to get to gen pressure other then hooking, especially weaker Killers that struggle with early game pressure struggle a lot and often NEED to rely on camping and tunneling to even have the slighest chance. My answer would be to give the Killers a second objective, my concept is pretty simple, 2 shrines are around the map. After injuring survivors the Killer you can offer the blood you have on your weapon to start a ritual and please the entity, after a specific amount of blood as been collected and brought to the shrines the trial changes into a "challange" where everything becomes red and shakes like the end game collapse. For 2 min all gens are blocked and the survivors are getting revealed by crows that follow them and fly towards them. The Killer gets like that some extra time and a chance to create pressure and possibly even 4k slug the survivors.

    Sounds abit op right? Well survivors can "sabotage" the shrine offerings by stealing blood from the shrines and bring them to a cleansing shrine to get rid of it but also get a healing buff (50%) and also get a free self pick up (Free Unbreakable, the perk itsself should get completly reworked). Survivors that have blood are revealed with killer instinct shortly. This is a little back and forth fight and can create a very cool new interaction with the Killer, if you know the killer is going for that then you need 1 or 2 survivors get off gens to prevent the Killer from completing the ritual and stopping the game for 2 whole minutes. You cant simply ignore this mechanic cuz at some point the Killer will get the ritual done (It shouldn't take too long) and therefore the survivors are getting interrupted and forced to interact with the Killer. Also this would enable the Killer to not go for hooks atleast in the early game and go juggle around gens to get hits like that, you obviously only collect blood by injuring survivors not downing them. Which means heal perks like Circle of healing arent now a big issue for you anymore. This whole thing is ofc optional and you can STILL play normal by just going for chases and hooks, its just a side objective you can choose to do.

    These would be my thoughts atleast for now.

    Hello Benzo, thanks for your opinion of such a veteran like you 😃! Very cool idea, I completely agree with you but on Spirit. I think she was gives the audio effect for good (Deathslinger was a bad nerf without any VALID compensation), now it's not a coin flip anymore if you have good reaction times at many loops, and has more counterplay for both sides.

  • @Adaez said:

    Its bad,what's the worst is that they dont listen to valid criticism and they pretty much do their best to do the opposite of what community wants

    That they do the opposite of what the community wants it's false, otherwise many things wouldn't have been changed.

    The question is always if they don't have the time, for some reason, to rework killers and trash add-ons, faster than a turtle or they wanna keep the game balanced for only when you face casual players that have ± 1 weak link and aren't efficient.

    @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849268#Comment_2849268

    You blink shorter. Besides, even if, how is that busted? Busted is "blam, you're dead".

    Not needing the 3rd blink means it's almost irrelevant. And yes, it is. As I stated earlier, I never needed it. It's a gimmick that can be used as a surprise, once. (Again, we are speaking about good, efficient, players or ?)

    You don't blink shorter, you blink the same exact distance.

    We must not fall into the whataboutism: if the game ever got balanced, an add-on that buffs your power so massively shouldn't exist, because otherwise why shouldn't everybody just use it and nothing else?

    Talking about good efficient players, have you ever watched Xeno( the comp player)? You can just a Nurse, and quite a lot sometimes, because they know how the Nurse works and know a lot of mindgames being Nurse main themselves. This when doing 1 vs 1s against other very good comp players he can resist even 1/2 minutes against that, if had a 3rd blink, you would just not juke them ever.

    Also the 3rd blink is even better than recharge in some situations, because if you don't use the third you can have 2 blinks available almost immediately.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849230#Comment_2849230

    Not really, no. Pass the surprise of the third blink, it's only one more juke for a shorter blink and a longer downtime. It's strong, nothing more.

    Besides, the few times I've used it, I had to force myself to need that 3rd blinks. Any good Nurse will only need one or two blinks for a hit.

    (We are speaking about good players, right?)

    With 3 blinks you can always get the first hit, especially with the omegablink add-on, and if you can hide your third blink you can bait DH and then catch them with it. There is not really a high risk high reward scenario, because, especially with the recharge add-on, it's almost impossible to dodge 3 blinks, because you don't blink slower, so the downside of the recharge is really not a problem if you know what you're doing, and god tier Nurses need only 2 blinks, if they have a third one and maybe Starstruck it's really gg

  • @drsoontm said:

    I've got about 2.5K hours in the game, on multiple platforms. I play both roles (nobody can hope to improve without playing both sides) and I own every character.

    Answering taking everything into account is next to impossible.

    First, let's forget about beginners, they are only there to corrupt the statistics.

    Killers are mostly useless. Nurse and Blight are the only ones not too easy to ridicule.

    Perks are mostly useless, both sides. There is only a small set that make sense and you have to waste time for hours to finally get the good ones. Thankfully you only need to focus on one survivor and maybe 5 killers. Also survivors have way too many second-chance perks. (Probably because the game is balanced for beginners and they need all the help they can get at that level of experience).

    Add-ons are mostly OK, except Iridescent hatchet which is just busted. I'm not saying there aren't powerful add-ons making life difficult for the survivors, only that that specific one is shameful.

    Offering which give some bonus are fine IMHO. Map offering though, given how busted some maps are, is just disgraceful. Of course an offering like MacMillan is fine. I'd drop them from the game.

    Map generation is bad. Too many times you get a dead-zone or its opposite: a chaining of safe zones allowing a competent survivor to last several minutes in a chase (that a competent killer will recognize and drop immediately, cursing the devs).

    The first fact is that playing survivor is easier. Most of the time you are doing simple things and sometimes you are in a chase. Do the gens, save a friend, leave. The killer however has no downtime, is pressured by time and needs to juggle with 4 people. If the survivors are on comms, they can even share information to make it easier. That problem isn't exclusive to DbD. I've played VHS and it's even worse there.

    The second fact is that, on many maps, efficient survivors are next to impossible to beat. The killer can only be at one place at a time and with coordination gens will fly. Everyone with experience knows a game over in barely 5 minutes is quite common. Getting survivors down fast is irrelevant, they only need to ensure a good spread and to get far from the currently worked gens. (And yes, there is more like protections and fast healing, that's only making the problem worse.) Granted, a killer can finish a game faster but that's not very common and it requires survivors to absolutely f-up (I'm getting full wipes in about 2 minutes once in a while, and it's always their fault.)

    The third fact is that some maps are very badly designed and are making many killers next to useless. (Although I smile when I play Nurse and an offering sends me in a multi-floor map, even RPD as I'll be extra nasty in it). Players have often advocated against big maps and BHVR is still giving us that crap.

    Killer is stressful and often unrewarding and has been for as long as I can remember. (There have been some exceptions, corrected by the devs e.g. omega Nurse was busted, in the hand of an adequate player.) The matchmaking was awful and your never knew what to prepare for. This was also true for the survivor side but again : survivor isn't as stressful.

    Cue the MMR. (With a swarm of players screaming : bad idea, can't do it, will never work, only makes sense in a balanced game ...)

    Now, once a killer wins a few games, he gets against top players. This means that from the bad, random, games he mostly get highly stressful, barely winnable, ones. MMR has a soft cap (else survivor teams would never find a game) so it's a chore.

    Many players finally give up, making killers even more scarce they already were.

    The killers who remain go heavy on using efficient but oh-not-fun-at-all tactics like tunneling and camping (the killer equivalent of genrushing). It comes from a mix of efficiency and desperation. Lower score? Lowers MMR? Even more reason to do it then.

    Now the average survivors who didn't ask anything get frustrated killers who expect yet another ######### game. The killers treat these poor guys the same way and now the average survivor start to find the game awful because they are tunneled, slugged, camped and there is nothing they can do. Some of them leave the game.

    And now comes COH, making playing "fun" even worse for killers as survivors heal way too fast ad nauseam. (Some survivors now specialize in protection hits). More killers leave. Tunneling and camping are de-facto the only way to hope winning against a good team.

    Now, when I play survivor, if I get caught, I get camped or tunneled and the 3 others escape (a win for the team). I don't really have a team anymore as they have all given up on the game. Sometimes they come back, play two rounds, get camped/tunneled, and leave again.

    Now, when I play killer, I treat any team looking even barely competent with a 4 slug and if it doesn't work, by tunneling them one by one. If by the time I've broken half of the pallets of the match and downed one 3 gens are done, I'll probably camp there and wait for them to come or leave the game. I see no reason to waste more of my time. (The weaker teams get a pass for a 3k after doing 4 gens + hatch.)

    Yay, fun.

    So, looking at efficient games, survivors have definitively an edge even against a Nurse. I believe the main culprits are map size vs generator speed and COH.

    Without COH, survivors would have to waste more time healing if they want to be safe.

    With smaller maps, the killer can find and disturb survivors more easily, reducing the pace of the game. Besides it would also lead to more interactions between survivors and killers. (Because, seriously, who likes to wait for 5 to 10 minutes to play a game only to do gens QTEs, barely seeing the killer?)

    DH, which is one of the current top complains, wouldn't be such a problem if it wasn't making survivors last so much longer.

    Nurse with 3 blinks is also busted, trust me.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849159#Comment_2849159

    Survivors can lag switch. Which impedes killers from picking them up or hooking them.

    Tbh, you asked veteran players for their imput, but seem pretty defensive about your opinion, when said input varies from your opinion.

    So i´m not really sure what you want from this thread.

    I didn't know it was still possible to lagswitch, actually I remember vaguely from one video that showed what hackers could do (so many things it's insane).

    I still think that if people try to exploit every feature of Dbd it IS pretty bad, but not as bad as Dbd was even in 2020, for example. And there are many underrated perks like forced penance, for example, that can help with many things, so I disagree that's it's at the worst it has ever been, especially if you use those killers that can ignore the strength of Circle of Healing.

    Playing Hag and Wraith I know how OP Circle of Healing is, but still with all the other killers you can take advantage of the time they wasted blessing totems (camping and tunneling, that's the only way to make it backfire pretty much).

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849168#Comment_2849168

    Yeah, I agree with that, but the cool part as I said is NOED.

    You can call one bad for using it, the perk bad etc., but it is hella efficient. It kinda secures a kill in endgame. And even if they do cleanse it, you're nurse, who is like the biggest counter to exit gate body blocking.

    Not only decent, probably one of the best perk in the entire game on some killers.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849112#Comment_2849112

    Honestly, I find that even one totem being cleansed can turn everything into a slug. And nevertheless, even if they don't cleanse at all, you have NOED, which really helps, considering how you lose 2-3 gens by your first hook.

    Many times not even one gets cleansed, because usually the teammates of who cleansed the totems will call them out in chat for destroying totem spots for CoH. It has become a sort of etiquette thing basically.

    It's so frustrating to have builds or strats that work only against bad or uncoordinated survivors, because that time you find that good team you're done basically.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2849116#Comment_2849116

    Hit validation, Moris that didn´t require hooks, Dribbling a DS to a hook, lag switchers still exist btw, and you call the things on your list improvements for killers?

    MMMHHHKAAAY

    So many killers, especially with the McLean patch and during time go many reworks and quality of changes improvevents. Doctor, for example: with a distracted eye, it might feel almost the same killer it was before, but the rework of his power completely changed it works in chase and now if you know what you're doing he can be bonkers and can defeat dropped long pallet loops that some killers cannot deal with from example. Still he as many other killers suffers a lot from the Shift W playstyle.

    Also we're on dedicated servers, and I haven't seen a lagswitcher within ages, so can they still do it since it's not per to peer anymore?

  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846582#Comment_2846582

    That's not as terrible of an idea. I'm still against turning all games into pseudo-SWF matches unless killers get something out of the deal, too, however.

    https://forum.deadbydaylight.com/en/discussion/comment/2846698#Comment_2846698

    Is VHS even back online yet?

    Okay, but with this community, there would be slurs, harassment, and general troublemaking, and how would they enforce/investigate bans? Would they save all voice chat for every game to their servers and then just look when someone files a report? Would they ban someone just for getting a high number of reports (prone to false positives and ensures that someone can get away with racial/sexual harassment if they only do it every once in a while)? Would they hire a dedicated team to listen in on games (with 40-50k people playing around the clock, that's a lot of manpower)? Would they try to use some sort of voice-to-text algorithm to look for abusive language (prone to false positives and meaning that you can just pronounce words differently and defeat it)? Combine that with the fact that a large chunk of the userbase are cheaters who probably buy new accounts with stolen credit cards every time they're banned and you have no way to stop it.

    Policing that sort of thing isn't feasible. Considering how strict the devs are about using profanity on the forums (we should be able to use the f-word here, honestly; we are all adults) and even words like "facecamping" in the chatbox, along with removing entire sections of cosmetics due to racist abuse, I doubt they'll be willing to take a chance on this, but hey.

    I also strongly disagree with that idea in general, just because, again, going against SWFs is already miserable and an extremely survivor-sided experience. If every game becomes an SWF game, we need some really serious killer buffs to compete. Like, bring back no-hook Moris, bring back top-tier Freddy and Spirit, reverse all of the killer nerfs in recent memory, add more synergizing meta perks kinda thing.

    Also, gaining SBMM ranks doesn't mean you're winning. There's a reason you can't see your rank. Gaining SBMM doesn't even necessarily mean you're playing well, it means that the way you're playing is consistently killing everyone you're going up against. If all you do is facecamp (either because it's your main strategy or, for some reason, you think it will land you in high-level SBMM), then you're going to eventually be placed with survivors who know better than to play games with you by the hook all match when they could be doing gens and leaving you with a 1K. There's a point where tunneling and patrolling/light camping because necessary to win (facecamping is only a good idea if gens are all done), but that has more to do with the game balance itself than anything to do with SBMM.

    All SBMM does is put you in a place where you're getting kills most games. It had a rocky start, but I think it's working well enough for its intended purpose.

    The potential disadvantage of the voice chat would be vastly inferior to all the advantages it would bring. Also, nerfing premade groups to bring them down to the level of solos would require an immense level of work compared to bringing solos to a coordination level comparable to that of strong survivors.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847095#Comment_2847095

    Fair point, that was before my time. What I should say is that "since I have started playing (which was when DBD was put on PS Plus between the Clown and the Spirit update), map balance has hit an all-time low." And I stand by my belief that too few Killers are viable against competent players. I think if the Survivor player base at large wasn't comprised of so many potatoes, the issue would be infinitely more apparent.

    Granted, I play only Pig as a Killer, which is suffering, so maybe my perspective is warped to some degree. Currently, I believe Pig's only shot at being remotely viable is with Amanda's Letter. I think playing with and without Amanda's letter is like night and day. Though that's a whole separate discussion.

    Pig is tough, apart from the dash you're almost a m1 killer, one of the few ones remained that have almost no chasing power.

  • @MrPenguin said:

    Been playing since 2018 just after clowns release and have been playing both sides since I started. I won't get into too much detail in this particular post unless you want an entire book, but my general thoughts on the 7 categories:

    1. The killer balance is poor imo, too small of a pool is viable. I think differentiating "Killer" from "Nurse, Blight, Spirit" is important here. The few killers at the top might be fine, but the vast majority of the killer roster isn't. A team of 4 good survivors will win against a good killer in most cases. Game in general favors survivor way too often, Killer as a whole is underpowered.
    2. From my perspective, the good survivor perks are way too strong or have no consideration to multiple being run; and they give killer perks too many conditions/CDs (see Dragons Grip). Perks need to be addressed faster and with bigger changes. DH and CoH are really hurting the game and have been for a while now, they should have been addressed by now. Like CoH breaking the game? Eh, barely nerf it. Even easy fixes like removing collision from BT aren't even talked about. The strong survivor perks do too much when multiple are running them, which is going to happen if they're strong. Boons are too much if even 1 gets put up. Giving survivors "free" health states/second chances is too common. Boons are just better hexes when that should really be reversed. On the other end perks like Monstrous Shrine and Slippery Meat have been left untouched for eons.
    3. Maps generally are too big and have too many pallets/safe loops. Obviously depends on which map but in general maps favor survivors too heavily/often. Breakable walls were badly executed and just make god loops, they put way too many in a lot of maps as well. Gen times are tied to this as gens go too fast for how long it takes to get a down, and it takes so long to get a down because of the map design. One needs to change, gens or chase times. So its either longer chases and longer objectives, or shorter chases and shorter objectives, not longer chases but short objectives like it currently is.
    4. Med kits have always been a problem but healing in general seems to always be a problem. Maybe base healing should just take longer idk. Toolboxes exacerbate the already problematic gen times. Broken key should have something base kit and not be reliant on add-ons just to function. Maps need more base duration. Flashlight just needs to get fixed/changed so you can't get blinded by someone not even on your screen.
    5. Add-ons are a wild spectrum, and that's kind of a problem imo. There's killers that have mostly trash add-ons like PH, then you have killers like Blight and Myers whose add-ons can get very strong if not outright broken. They need to be brought more towards a middle ground. On the survivor side, add-ons feel more appropriately tuned because the items all do their job at base minus the broken key, so the add-ons are just a little extra for the most part. Some are really really strong like the syringe and the Styptic (bottled time). Add-on balance is all over the place.
    6. My main gripe with offering is map and hook offerings, they should just be removed imho. 9/10 times they're just used to abuse a map in one way or another. Mori's feel weak now, before they were definitely too strong but now it feels like a waste to even use them.
    7. Luck just has a little too much variance and impact and can be reigned in a little. Gates should always spawn on opposite sides of the map for example. 4% needs to go imo, it just lets survivors self sacrifice or get a unhook that can change the entire game and makes killer's camp for fear of them getting off when they have everyone else down/dead.

    They need to start balancing the game around good survivors with communication. Right now it seems like they balance around bad survivors and survivors with no communication so when either of these aren't true the game falls apart really fast. 4 good solos will still run over most of the killer roster. They also need to give survivors a chat wheel/ping system.

    I agree pretty much on everything. And yeah, being solos to up to premade groups, and not the opposite which is very unreliable.

  • @firefox said:

    Overall it was more unbalanced on both sides in the past. They seem to have nerfed everything crazy about killers besides Myers addons, which im sure are up next.

    The survivor nerfs have been hit and miss, with the insta heal addons being nerfed heavily but leaving still a few very problematic perks like DH and DS. And the introduction of COH has basically destroyed any semblance of balance they might have been going for.

    Overall old DBD was funner because of busted addons/perks on both sides, and they have cut through OP killer stuff with a great sword, but left too many problematic survivor perks/addons in place, making it far more unbalanced overall than in the past.

    Tombstone piece is only a problem is you don't have a pallet or a locker nearby, you can pretty much force Myers to never mori you. Unless you have infinite tier 3 mori which is almost impossible to get before the match is over.

    DS is right to be in the game otherwise there would be no anti tunneling perk (and BT is not enough at doing this) and killers would just tunnel with no strategical thinking.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846817#Comment_2846817

    Do you have examples on why you think it's better than ever before?

    Many veteran killers have either switched or quit.

    There's a reason for that.

    Players quit because of the negativity in the community and SBMM being disliked (I don't hate it, actually I quite like it because it's still better than nothing) and lots of things that happened in 2021 that frustrated the community such as the Pinhead NFT, cheaters becoming increasingly a problem, IP leaks that forced everyone use VPNS, dead hard validation, etc.

    Before in 2018? No Corrupt intervention, vacuum pallets, instant heals that could make instantly healthy someone from the ground, BNPS that made a gen pop in 20 seconds, DS super busted, infinites, Object of obsession, Mories after the first hook, 3 man escape with keys at 1 gen left, heals in 12 seconds, lag switchers, Nurse with no recharge that could have 5 blinks and super busted omegablinks. All of these are gone, especially the keys FINALLY after 5 years.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846735#Comment_2846735

    1. Getting face camped isn't automatically the end. I had a match, where I ran a Bubba for 4 gens. He obviously face camped me. Now I saw that a survivor was sitting on the last gen, while the others attempted a save. David unhooked me with BT, but went down. I ran straight to the last gen. Bubba managed to slug 2 and hooked David, while I finished the last ggen. I got 1 up and unhooked David. In the end, everyone but me made it out. I piped, got a ton of points and one of the most intense games in a while.

    Since the mmr is preferring short queues over fair matches, it doesn't really matter where you are mmr wise. Because you could literally get everything.

    2. As already mentioned, Ruin is getting obsolete. The new perk is more reliable.

    Now imagine that Boon perks were 1 time use only. That you permanently lose the perk if the killer cleanses it. Suddenly no one would run boon perks anymore, because they're trash.

    Yet, somehow it's totally okay to assume that a killer can lose a hex. Since its "high risk, high reward".

    If you place a hex and a boon next to each other, which one would you consider high risk and which one high reward?

    I disagree, I think Circle of Healing is the only problem, all the other boons are either trash or weak, and making CoH a 1 time use only wouldn't solve the problem, especially against survivors that know what they're doing.

    Ruin is not obsolete, especially if you go straight to the totem at the start, and sometimes doing this can bait survivors to give you free hits, for example with Nemesis to get to tier 2. Or the totem can be far away and hidden and usually last quite long.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846724#Comment_2846724

    As long as there are more survivors than killers, it's always hard to keep pressure on all if they can always just heal.

    Yeah, in a chase, you will get them, but in the meantime, 3 gens fly by. You just don't have the means to apply pressure anymore with CoH in game.

    I personally found that what's really efficient is Pentimento+NOED+Tinkerer+BBQ on Nurse. During the game itself, there are 2 scenarios:

    1) They do gens fast.

    In this case, Pentimento and Tinkerer may not really come into play, but then, you have NOED, and on nurse, combined with BBQ and maybe some blink range addons, you can suddenly flip the table.

    2) They don't do gens that fast and maybe cleanse a few totems.

    In this case, you get to activate Pentimento, and paired with Tinkerer, you can really apply some amazing pressure. Those extra 7.2 seconds on Tinkerer combined with Nurse can really turn everything in a slug.

    Sadly good survivors don't cleanse totems ever pretty much, so Pentimento without a totem build is totally useless.

  • @Okonar_ said:

    In a very band-aidish and RNG dependent way, I think public matches are kinda balanced, as long as you're playing with a decent build(as killer) and as survivor the game is pretty relaxing, and if you're experienced you will win most of your games on both sides. The problem is, you can lose in such snowballish way that feels very frustrating and can feel awful, but the game is def in a better state than back when infinites were a thing.

    For high level and competitive play, I think the balance is not even close to a good spot. Tournaments have loads of restrictions to make things somewhat balanced, and mostly consist of top tier killers, but if MAJORITY of the cast is not viable, and majority of the maps are banned, I don't consider the game in its "pure" state balanced for competitive play. But sure, if you're a god blight or nurse, you pretty much should fear no one and most of the sweaty public matches you lose will be on you, but with a bottom tier killer you're not playing the game on equal fields vs a rly good team, unless they're messing around and being ultra altruistic and throwing the game xD.

    I can see the game getting quite repetitive tho, imo the meta of dbd is SUPER stale and would be nice if they spiced things up. And the AWFUL bloodpoint grind makes things even more stale and demotivating for lots of players, they need to address it afap if they wanna put the game in a healthier state.

    @Mazoobi said:

    Been playing since 2017 when the game dropped on console. Got it on launch day and currently have 4,381 hours.

    The balance is wonky. ATM, it feels like whichever side brought the best options into that match will be the one to "succeed" or at the very least not stress as much. As you play more especially into the higher ranks, you'll feel incentivized into bringing the meta.

    RNG is also something that should be looked at because this game relies on this too much. The map, the LAYOUT of the map, spawn points, killer favoritism on a map, builds from the other side, etc mixed together are all things out of the player's control (except the map [+ basement] due to offerings). It's hard to justify skill and fun when RNG is so dominant. Someone playing blight may find him amazing when playing on Shelter Woods but may think he's underwhelming when they're on Rotten Fields. Was me spawning in Dead Dawg Saloon's dead zone then proceeding to get caught by Lethal Pursuer Spirit mean that I suck at hiding? What about things under my control? Going back to that spirit example, if I were running a full altruistic build, does it mean that I suck if I couldn't last as long compared to the MegHead with a full chase-related build? There are a lot of variables that are in play in every match.

    I also believe that the structure of each survivor team will affect gameplay. Is the team 4 solos, 2 SWF members + 2 randoms, 3 SWF members + 1 random, or a full squad? From my experience, the layout of the teams tilts the match as there is a difference between swf's and solos. Also, we all know how HELL solo queue is (for most of us at least). Decreasing the gap between swf's and solos is on my bucket list.

    Those are what I believe to be the balance-defining aspects of DBD.

    Interesting

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846782#Comment_2846782

    Yes i enjoy the game by actively trying to extract survivors salt not only by my gameplay and perks, but also at the end game chat, does that look healthy to you?

    No, not healthy at all.

  • @fulltonon said:

    Game is balanced for most of time as long as survivors are full stacked SWF and killer is full meta nurse/blight, anything else is broken and mostly survivor sided.

    Most of the maps are too big and has too many loops to be viable for usual killers, and while most of "average" players can easily pick up SWF, playing just two killer is rather difficult.

    SoloQ is broken but it's not like survivors are forced to play different characters while playing SWF.

    No, not even Nurse with 3 blinks and Blight can win alchemist ring can win against 4 giant toolboxes with BNPS and 12 charges with meta perks or 4 Lucky Break + Overcome with ranger medkits.

    Almost all killers now have an anti loop power, and even the last m1 killers remained can do a lot of stuff unless you have maps like Cowshed or The Game.

    Solo Q is not broken because of the matchmaking, you rarely find 4 very good solo survivors.

  • @herbaljellyfish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846798#Comment_2846798

    I disagree. Maybe against god tier SWF Nemi and Artist aren't that great, but they are fundamentally broken. But again, It's just a band-aid to an actual problem. Those two killers(and a god tier nurse which is rare) are the only killers with no actual counterplay. They are completely busted and anyone who knows how tiles and loops work can easily zone(completely negating the terrible advised counterplay of "hold w" for easy downs with no need to mindgame. But that's beside the point. I'm not picking on killers. I play killers too and there's plenty of stuff busted on the survivor end. I've just grown to hate the game now. It's massively unfun and/or boring 90% of the time. It was fun for a while, but now imo it's one of the worst multiplayer games due to the just blatant poor design choices. Legion is my main for killer so you can imagine how rough that is. I don't want a win handed to me, challenge is welcome, but the dependence on perks/killers you use is ridiculous. This game could disappear from my steam library at this point and I would just say "good riddance". I don't even care if I've spent $100+ on it. It's an incredibly ######### game.

    Blatant poor design choices? What?

    Dud the game just improved since 2016, year after year no doubt. In 2018 there was the Marth88 Depip squad that showed how insanely unbalanced the game was back then! Dbd now IS DIFFERENT, and better! If you really believe that the game is in the worst state ever, tell me just one bad change apart from Cirle of Healing they did this and the previous year. During time they buffed and reworked a lot of killers (Doctor, Freddy, Clown), and made them better! Also, they did and will do quality of life changes for solos as VHS has.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846815#Comment_2846815

    I think map balance is at an all-time low, and I think too few Killers are viable against competent players.

    All time low? Like, do you remember the infinites there were before the reworks? Ok, there are maps like The Game that have 7/8 god pallets, but that's just one map. All the other ones usually have 1/2 god pallets max, and that's it.

  • @KateDunson said:

    I play since March 2017, I've more than 7000hrs.

    The state of the game is the worst I've ever seen.

    Sbmm made my games feel miserable, so i have quit the game killer side around beginning of October when i was used to play hours of it daily, i am only playing survivor atm and is not better than killer but at least is not stressful, just annoying and boring, is a nurse/blight fest and killers hard camp slug tunnel.

    It's not at the worst it's ever been, that's false. The only problematic thing introduced is Circle of healing, but the game is miles better than what it used to be!

  • @TAG said:

    All that matters to me is that Pig is weak, therefore the game's balance is not at an ideal state. :P

    Lol. For real, what do you think, even in a synthetic way?

  • @SMitchell8 said:

    Played since Chapter 6 or 7. Played both sides including a handful of killers.

    Survivor - Relaxed mode, pretty fun although a lack of new maps hurt. The variety of killers to face ensures it's never dull. Need new maps, darker and more intimidating ones preferably. A new game mode wouldn't hurt in the coming years. I don't agree with boon totems when medkicks also exsist. Killers imo should be able to BREAK them, not reset them.

    Killer - Used to find it good fun but obviously a more pressuring role than survivor. Currently a sweatfest every single game. Played 3 games last night and all 3 were against full red rank co ordinated dead harding, borrowed timing 360 jukers, despite me never going past rank 10 (old format) or currently Silver (Don't play loads) Just boring and predicable being outperked by the same perks every single game. Its just 16 perks to 4 and you don't have enough time to get them all in the time they get 5 gens done.

    Overall

    Good game but needs something else, a spark from somewhere.

    Darker maps is very bad for balancement, because then you have people that play with filters and completely make the dark side useless.

    Just Circle of Healing is the problem, not the other ones, they're completely fine.

    Overall I agree

  • @CrowFoxy said:

    I've had about 15 matches on both surv and killer recently as it try to return to DBD, I started in 2018. The game is very frustrating for me personally.

    On survivor I had a better time but on Killer I was actually sweating in a quarter of my matches. Im used to DBD making me feel like I need to move, move, move as killer but this is on another level. Most survivors I encountered really were gen jockeys, and half of em weren't bad at chase either. So the killers I decided to play (Trapper, Legion, Michael) did not give me a good time. Id play nurse, but im afraid of getting stomped though since it's been forever lol, it'd be an adjustment.

    I've looked around and it seems many posters have talked about gen speeds (as if they haven't always xp) but i never really took those concerns seriously until now. Low mobility killers seem rough.

    Depends on the time of the day, if you play at night from 1 am to 7am, you just find very bad survivors and you might not find a lobby after 20 minutes of waiting even. In the morning of early afternoon you find sweatlords for real

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846522#Comment_2846522

    this is why i asked and did not make a statement

    cant tell if im good or if my ego is

    You can judge your level of skill if you've played the game for long enough and have a deep vision about it. I know players that have 3000 hours that explicitly say that they're bad at the game

  • @herbaljellyfish said:

    https://forum.deadbydaylight.com/en/discussion/313842/question-to-the-veteran-expert-players-what-do-you-think-of-the-current-balancement-state-of-dbd

    2.5k hours here. Actually just uninstalled the game today. No game should tilt you or make your blood boil and this game absolutely does. I'm going to lay out what I think about balance as follows:

    Balancing in DBD for multiple years now has been completely artificial. Band-aids really without addressing any of the real problems. One of the biggest tells here is the use of meta perks that both sides use to feel they even remotely have a fighting chance. There is no existing casual gameplay to DBD. For instance: Ruin/Undying/Pain Resonance/Pop on Spirit/Nurse/Blight/Pinhead/Artist/Nemesis...etc... Don't blame killers for running these though. Gen speed is a problem and instead of reworking core gameplay it's "bandaided" with perks creating the "meta". But if you're say a solo survivor, dealing with this EVERY SINGLE GAME is exhausting and unfun. These types of builds are not balanced for a solo q experience, especially when SBMM is so broken that 2k+hour survivors get paired with 3 other <20 hour potatoes who can't contribute to countering these builds. When you try to buff killers to make them more viable to go against SWF, you completely break solo Q(at least with the current state of match making). But if you try to balance out solo q, then you inherently buff SWF making killers even more miserable against coordinated groups.

    There are perks to counter perks, and perks to counter gameplay styles and it's honestly just way too much. Things like BT/DS/UB shouldn't need to exist to simply artificially help with tunneling and camping. The core gameplay should be fixed where these types of "tactics"(honestly, lack there of) make such little impact that perks like these aren't needed. It feels terrible when you're like "oh I'm not going to bring DS this time" then immediately get tunneled out of your next match thinking "well, i'm never not bringing DS again". Or going against a facecamper and having BT. The existence of these perks also punish killers who do not use these "tactics" and it's not fair to them. Or like I mentioned above, killer perks to slow down gen speeds because the core gameplay is just rotten. So we have this never ending cycle of meta perks on both sides.

    Then there's certain iri addons(i'm talking both killers and survivors). Let's not call them ultra-rare, because they aren't. If you have any p3 character, you're getting iri's at least every 3 bloodwebs. This is not "ultra-rare" in the slightest and some are just insanely powerful that tilt favor in one direction or another far too much to be as common as they are. But again, these types of addons only exist to artificially show balance.

    Then there's maps of course. Maps are one of the most unbalanced things in the game. Maps are far too heavily dependent on who the killer is. Then you have maps like The Game, which is disgustingly littered with VERY strong pallets(I would say it is the most survivor sided map in the game) versus large outdoor maps that are full of deadzones with generators in them artificially giving killers "free hits" or downs in those areas that reflect neither the killer or survivors skill.

    All in all, I think the game is just so poorly designed from it's objectives, to it's ranking, to it's SBMM all the way down to it's gameplay. The only reason I personally feel DBD has a player base still is because there is no competition. I mean, VHS is coming out soon, but I can't speak on it because I've never played it.

    Nooo come back! ☹

    The game is not as bad, come on! There are killers that are very fun to play like Pinhead or Doctor because they require precise mindgames and practice, and feel very rewarding!

    I cannot agree with you on everything: Nemesis is not strong or A tier, he's B tier, so is Artist, she's not that strong.

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