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Leonardo1ita

Leonardo1ita

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Leonardo1ita
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  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3483502#Comment_3483502

    you are correct, buffing the shield was the wrong decision in my opinion. it was already the strongest option by far.

    i'm hoping that we get a larger capacity maximum in the future too so people can afford to actually build grand bases with content throughout rather than having to cram it in rooms to get their lethality and having to connect rooms with empty halls constantly. i abhor empty space in this game. i want to see grand art filling every meter of map and have all the rooms actually be a fun challenge. enough capacity that you're just looking to get a kill in one of the rooms out of them all rather than picking a spot and making that your lethal location. we need more guards and traps to increase variety. our limited arsenal has clear strong players that are picked over others, but the real threat in traps and guards comes from the combinations of mechanics you chuck at a raider, so when we have more options we'll see more creative combos and less brute force defenses.

    I absolutely agree. Also right now we don't have anything that really forces raiders in quick combat situations apart from "second wave trap" bases like the mine you beated that almost force a kill unless you really know what will happen, and that's a problem imo. So on this side there is lack of variety, perhaps doors that "unlock" only after you reached a certain point, or perhaps the path you walked is no longer available and full of corrosive death subes. That would be a change of things imo, much more variety.

    On a much simpler level, right now you can place "half cubes" only in 4 directions on a plane, instead of 8, which massively limits the possibilities imo.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3482837#Comment_3482837

    feeling good and being good for the game aren't the same. it comes down to saturation if you have 5 bases, and you want each base to see 5 raids, you personally have to soak up 25 raids. if you aren't raiding 25 bases a day, you aren't giving the same as you expect to get in this situation. if you have 1000 players all with 5 maps up, the community has to raid 25,000 maps a day between 1000 people just to give everyone 5 on each map to be fair.

    a map flood will lead to a ton of uninspired copycat bases and we honestly don't want to see that. i'd like to see them raise the cost of hosting maps, and make accolades extend their lifespan, that would allow killboxes that people don't like seeing to fall out at normal speed and cost more to put up repeatedly, and allow maps players like to stay live longer reducing the cost to maintain them.

    this would reward good builders by more or less keeping their maps live always because of their accolade intake.

    But overall i think the love of synthite is because everyone wants to have everything and they want it now. they want to unlock everything, they want to have 5 bases, but they don't want to have to work to do it. they just see "oh 5 slots, i must be meant to fill this at all times" when it's "for those who work hard, here is space to do your work." what if each player could host 10 maps on live but without changing the cost? would everyone still be striving to keep 10 maps live at all times? i don't know. but i do think SOME people would say they want more synthite because they don't have 10 active at all times. we've already had the increase PRICES on consumables twice because parts were stockpiling much too quickly, they changed prestige cost and synthite then did the same thing, so they lowered the rewards and redistributed them to be on completion.

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3482809#Comment_3482809

    "You didn't mention a negative point consequence of my idea imo, which is that this high Synthite encourages speedrunning bases, instead of a variety of playstyles."

    why would high synthite encourage speedrunning? getting through the outpost as efficently as possible is always my goal regardless of what it awards me. that just seems to be the logical way to guage my abilities. spend less time, fire less shots, die less, make it out alive.

    You have a point, I will agree and change idea, still imo 75 Synthite is too low, I think it should be 100/125. Not as much as the event, but still much more.

    You're right that if someone builds correctly speedrunning doesn't or shouldn't work, the problem is that currently the Arc Barrier with Nautillius is so overpowered that it just encourages speedrunning everything. Unless you spam 20 guards in 1 room, which encourages samy and copy pasta death boxes.

  • @MadMoeZel said:

    it's not the bonus synthite. it's the fact the game is now 4 months old. the players are finally getting skilled enough to handle the brutals and are venturing in. there are hundreds of brutal raids each day just among a small handful of players. but it's nice to see the rest of the pack moving into them.

    I do think it's the bonus Synthite, because some Brutals are kinda easy, so in the same time it's more convenient to do a Brutal than a Normal, or if it takes too long just abandon it.

  • @MadMoeZel

    View full event information here: https://steamcommunity.com/ogg/1194810/announcements/detail/3656410120793849730

    Like, look under the discussions of this thread how many people want this Synthite buff! It just feels SOOOOOOOOOO good! I do understand that being able to activate 5 bases so quicklymay be too much, but you should be able to activate 1 base very quickly from the Synthite you gained from your 5 bases activated kills, 2 after 2 Brutal bases matches, 3 with 4/5 Brutal bases matches, 4 with 9/10 Brutal bases matches, 5 with 14/15 brutal bases matches; not considering chamption outposts. So like on a proportional level, so raiders still have to keep raiding but aren't completely gutted if they have no time to play a lot.

  • @MadMoeZel said:

    https://us.v-cdn.net/6030815/uploads/2THDFY3P53OR/image.png

    1 - you are not entitled to 5 bases up, that is reserved for active players who farm to maintain 5 bases, not casuals

    2 - your synthite piles up once you've finished your unlocks, there is nothing wrong with the rate. i routinely run 5.

    3 - parts drop more because raiders use them throughout the entire day, 250 grenades is all it takes to hit 5000 parts. and thats the cheapest hardware. those using flash barrier or phoenix pod are burning parts even faster. cells only pile up once unlocks are done because there is no real way to spend them.

    4 - you shouldn't be using the boosts while you're still unlocking things. if you don't raid for at least 2 hours or more at a time the boosts cost about as much as you pay to activate them.

    5 - if you REALLY need resources, tomb hunt. the game removed all penalties for leaving. search normal maps that are large, and go break exposed tombs then leave, minimal risk, maximum reward for time spent.

    You have a more than valid point @MadMoeZel (thank you for raiding my base today, I'm trying to experiment if it's possible to create an ACTUALLY impossible base to beat without Phoenix Pod), the problem is that searching the tombs waste so much time and it's very boring imo, especially if someone blocks them just to be evil.

    I have everything unlocked, I'm level 82 and previous season I reached master (doesn't mean much, but still), and getting to 1000 Synthite is such a pain in the butt even with the Synthite 15% boost.

    The Synthite economy is still too low imo, it should be higher. Not like this event, but AT LEAST a bit more for gosh's sake! Especially the Brutal Chamption outposts, those should give much more for how nasty they can be to complete! Maybe not 2 hours, but I swear that not grinding for hours just to pack all the Synthite possible makes the Synthite so frustrating to get!

    Maybe it's just me, but thinking about the Synthite so much makes me not enjoy the game anymore, especially because I DON'T have the time to grind so much, like 95% of the people likely. I do retain myself a veteran of the game and, modestly, enough strong, but this should not correlate to the amount of grind you shall do every day.

    You didn't mention a negative point consequence of my idea imo, which is that this high Synthite encourages speedrunning bases, instead of a variety of playstyles.

  • @MikhailVictor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474531#Comment_3474531

    "Marvin's Blood doesn't work as intended..."

    Nope, you weren't, it did work as intended, description simply wasn't clear enough

    Fair enough.

  • Here we go, in the PTB, after aknowledging the issue, the description got changed, so I was right.

  • Also Territorial Imperative having a bigger cooldown is not good, it should stay the same or have an even lower one.

  • I've tested this too, can confirm. it really needs a fix.

  • @Alionis said:

    Pretty sure this is a case of the description being wrong, not the effect. If you check the wiki, you can see that every single add-on modifying the contamination points works that way. Actually, the description isn't wholly wrong, it's just wrong for any instance of hitting an already contaminated survivor, since that action gives fewer contamination points compared to hitting them when they aren't already contaminated.

    The devs often simplify descriptions when the technical aspect would be too complicated (percentages in this context are easier than contamination points).

    The wiki has a different philosophy for that stuff, they prefer the technical explanations, as those reflect what actually happens behind-the-scenes (see Monitor & Abuse on the wiki, for example) and, as we can see here, avoids issues with percentages over flat numbers.

    Theoretically, if the devs want to stick percentages here, they would need to rephrase the description to mention two percentages: one for hitting non-contaminated survivors (25%) and one for contaminated ones (75%).

    I hope it's the description being wrong, because otherwise the add-on might even have been nerfed for no reason if the devs didn't actually read the real effect in the code. I really doubt that happened, but you can never know.

  • @MikhailVictor said:

    The base is 3 mutation points, so 25% of that is +0.75 extra, every time, on any survivor, contaminated or not. The description is poorly worded but I doubt it's a bug.

    No, because if you hit a survivor already Contaminated you get by default only 1 point, so you should get only +0,25 extra from Marvin's blood, as by description.

  • Thank you for reviewing my bug/glitch/unintended feature report :D !

  • Still not fixed, it pains as a nasty bug, be quick to fix it!

  • @Havvak said:

    Wow! Cool tech! This adds a lot of depth to the speedrunning community! I'm glad the developers thought to add something this intricate for the players to discover in the game.

    It's not a tech, it's a bug/glitch.

  • @mikewelk said:

    I think it always has worked like that, it's just that barely anyone knows about it. I only found out recently from a TikTok video with 133 views lmao.

    NO, it never worked like that, what's supposed to happen is that after 10 seconds the chain hunt starts as if when you downed someone outside a locker holding the Lament Configuration. It has worked like that since the PTB of almost 2 years ago, and only now it's bugged.

  • Like just now, I pressed space, and it seems the game eated the input and I died to a trap, despite having an optical keyboard. Anyone noticing also this?

  • @RicSimane said:

    Hi. I was bored and decided to create alphabet using the carpet path paint. I'm probably not the first one doing this, and I have already seen people writing with lights but here is something different. At least it's better than writing with blocks. I hope you find this useful.

    If any letter could be done better please comment.

    https://us.v-cdn.net/6030815/uploads/HCLD964DL7UE/przechwytywanie2-png.png

    Quite neat!

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402049#Comment_3402049

    How would you get 400% healing? CoH + 2 survivors healing = 4 c/s healing. There, just 1 perk and you don't even need any of the 3 people implied in the healing to be the one to bring it to the game and use it.

    8 seconds is for 2 people without CoH healing. 16 seconds / (1c/s * 2 survivors) = 8 seconds. CoH buffs healing in 100%, so one survivor would heal at 2 c/s so 8 seconds heal. You still have problems with simple maths, apparently.

    Boon searching has never be a problem because every map have one spawning besides a gen or just at plain sight in "the road". It has never being a problem even when people don't bring any type of totem aura reading perk or a map, why would it start being one now?

    Travel time would be a problem if it wasn't because you can bring multiple CoH, the aura is huge and normally you want to still hide from the killer, so you would always go to a remote place to heal instead of doing in the middle of the map. The only situation where this is maybe a problem is when killer drop chase so you are "alone", and in that case you can do what survivors without a medkit or CoH available is doing now that is go to the closest gen and if is someone there get healed, and if there is no one just repair the gen until you find it. It won't be any lost time for the survivors because it is already no time lost for the survivor.

    And a 4-5 minutes game is what most games take right know, no matter that you make 8 hooks one after another, because gen progression has being always too fast. Now survivors brings PT, Friendly Competition and BNP with toolboxes almost every game, and WoO to not even have to loop or mindgame, just go from pallet to pallet as then you force the killer to drop chase or having multiple gens done by the time he is going to hook you.

    So don't matter if there is 30 pallets or 20 in the map, the thing is I have a recording of me breaking 11 pallets in all the chases and still being unused pallets. Because again, people don't even try to loop or mindgame TLs anymore, they just go from pallet to pallet, and they know they aren't going out of pallets before the rest completes the gens.

    You claim non-stop that you play so much killer right now. Pick a M1 low mobility killer and then come and tell me how many chases you had that isn't the survivor pressing W to going to the next pallet over and over again and then count the number of PTs and WoO after the game.

    Either way, we will see how things goes tomorrow.

    Getting 3 people in one area is not easy, it's actually quite dangerous. If the killers knows or deduces you're all there, that's MASSIVE info to capitalise from, such as when to go back to hook, etc.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401726#Comment_3401726

    Dude... precisely because now you receive DH when being unhooked you would be tunneled as the best way to avoid for you to get it is just hitting you the moment you touch ground, as you would lose basekit Endurance and won't be able to use DH later in the chase because the Deep Wound. So, you either hard tunnel every single survivor you hook, or they would get DH. What I didn't understand there?

    And no, non of those things are gone as CoH would still give infinite fast healing as before. Self healing was a problem, but was not the problem, overall healing times was. It won't matter if 2 or 3 survivors need to waste time to heal if that time is even less than what would take you to go from one gen to another or break a pallet and catch up with the survivor.

    But hey, who knows, maybe this turns out to be the best balancing patch of the history.

    I can assure you that the new Circle of healing will be perfectly balanced even in competitive play. The fact that you could self care was the problem, because setting up a boon, going into it within 24 meters, to just cut the heal time from 16 to 8, it's not always convenient. Perhaps we'll make it is better. You might give the killer even more time to camp, tunnel and win easily if it fails.

  • @Emeal said:

    We need to move away from this mentality of, "The Devs only listen when they add things I like"

    The Developers have been listening the whole time.

    Absolutely NOT. 4 years old DS hasn't been nerfed. 4 DAMN YEARS. Almost 7 before Medkits are FINALLY nerfed. Soooooooooooooooo many busted things have been in the game for so long.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397595#Comment_3397595

    "Balance is not the problem, almost half the killer roster not being able to compete because of the balance is the problem".

    Great argument! Don't even know what it has to do with what you was saying and what I said to you, but yeah, sounds logic to me!

    I did not mean that, I meant that if you give a killer a power that is strong enough they can absolutely compete, especially if you camp/tunnel, etc.

    Btw it's not half roster, because if it wasn't for busted Syringes, BNP, Prove Thyself, the only killers that aren't be able to compete are Trapper, Hag, Legion, Myers, Freddy, Pig, Ghostface, Sadako, Skull Merchant. Maybe Trickster. 9/31 killers, so less than 1/3. The problem is that they just don't have a chase power. This in a competitive environment. Outside of competitive, only Trapper, Sadako and Skull Merchant suck in public matches.

    It has to do with what you said to me, because the game is unbalanced, but not as much as you think, even in a competitive environment. Also clearly something changed internally.

    The problem is maps, perks like Off The Record that can be abused with coordination, combos like Flip Flop power struggle, etc.

    Because if you consider a competitive match with just killers and survivors, but no perks, no add-ons and no items, and a map like Ironworks of misery, then the only 3/4 killers are weak.

  • @Batusalen said:

    Yeah BHVR! Keep listening to the cries of the masses and give each side it's candy so they shut up instead of balancing the game!

    Reverting the altruistic heal changes and buffing CoH while maintaining the nerfs to regression would probably just unbalance the game even more, but hey! You also reverted Billy's changes, so we got a candy after the colonoscopy! Thanks for all the good decisions you make, BHVR! I'm a masochist, so I will keep playing killer no matter what you do (as long as you don't nerf Billy, of course)...

    Killer is not the problem, low tier killers are the problem @Batusalen .

    Pick Pyramid head, and use my "Nastly Gross Tunnel" build: Corrupt, Deadlock, Ruin, No Way Out, Shack Hatch Offering/Mori/More hooks, with which I got a 200+ winstreak. Then MASSIVELY camp and tunnel at 5 gens, put torment around the hook, hit people off hook, go across the map, cage, kill. Here we go, very likely someone is tunneled out dead at 3 gens left! Another likely at 1! It's pretty much IMPOSSIBLE to lose unless you find a competitive team, and a 3k is almost guaranteed.

    This not only with Pyramid head, but with every killer up to Doctor/Clown if you're good at chasing survivors and play in the nastiest way. Maybe switch some perks, like DMS instead of Ruin on Doc, etc.

    The only killers who cannot compete are Freddy, Sadako, Trapper, Pig, Myers, and all the D/C tier killers pretty much.

  • Can confirm, it's completely bugged.

  • @ays12151 said:

    It's acknowledged since August 2022 and still his movement speed isn't fixed. How long Bubba need to wait?

    BHVR, please give answer to us!

    They perfectly know, it's that they don't have time, as with many things they wish they could do. And I mean for real, they actually DON'T have time.

  • @IlliterateGenocide said:

    hmm from what i remember its always been like this? should be changed either way

    Some features in Dbd have been bugged since their release, so I'm asking them if it's a bug or not.

  • This is still bugged and the fix hasn't fixed the bug; as someone who always uses Kindred, when is it ever gonna be fixed BHVR?

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315888#Comment_3315888

    If during 150+ games no team was competent enough to get rid of a perk that is so easy to counter, then holy hell, I knew the average player had no idea how the game works, but I thought they were at least semi competent.

    If what you are saying its true, then that also explains sadako's high killrate and so on, then again I still 4k while playing addonless slowdownless slinger, which should be a free 4 man escape if the team is mediocre.

    With that said if you have won so much games with such an easy to counter build, with a low mobility killer that cannot pressure hex totems, then imo you can make the case any killer is OP and out of control, since people can get beaten by the easiest to dunk on strategies.

    If Ruin spawns far away, near a Corrupt gen, people may never even go close to it, and usually 2 things happen:

    1 They think Ruin is weak, until it's too late

    2 They waste massive time to find and cleanse it, and then it's all wasted because once someone is dead the perk is gone.

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360624/tunneling-with-pyramid-head-is-completely-out-of-wack-and-sadly-the-absolute-best-strategy

    if you did that steak it means that you were aganist REALLY bad survivors probably... things aren't so simple as you stated sadly...

    Didn't go vs bad survivors, I was playing from 10pm to 1 am, found 3/4 comp teams, and really good survivors in chase. If there wasn't max coordination it was basically gg, many times I reached 2 kills at 2/1 gens left!

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315803#Comment_3315803

    Not really, by the time deadlock should proc in the first time, ruin should be cleansed already, also blocked gens cannot regress, so if I as survivor see my gen get blocked and I know the killer has ruin, I literally get a gen that cannot lose progress, meaning I can leave that gen and go clease ruin without any risk, that combo literally gives survivors a benefit when affected by deadlock.

    If a team of survivors actually manages to let you get value from that combo and not use it against you, I would say even bloodhound can be an OP perk against those teams.

    In almost all the 150+ matches of my winstreak I'm doing right now, 90/95% of them Ruin doesn't get found, cleansed, or if it does get found it's too late because someone is already almost dead, and I didn't have a single one where ruin was found right at the beginning, perhaps they improved spawns or something, or maybe it's the combination with Corrupt that makes it so they don't search for it if it spawns near them.

    If after they know Ruin is in place someone wastes even 30 seconds trying to find it, that's MASSIVE, because after the first survivor is dead it would be gone anyway, and it might be the difference between killing the first survivor at 3 gens left instead of 2 or 1.

  • @jajay119 said:

    "I use these perks to ensure I can camp and tunnel but something has to be done to stop me using these perks to camp and tunnel."

    That was a wild ride.

    Personally, I'm not encountering many PH's and not much camping and tunneling, but then I don't particulary worry about levels, pips or high MMR etc. So maybe I'm just outside the realm of where this happens. I guess if someone who actively uses this build thinks it's too powerful, it is, though.

    The problem is like The Nurse: it's somewhat necessary because it's one of the few (5/6) killers that can consistently defeat coordinated "competitive" survivors with the most busted builds, but destroys uncoordinated solos/chill team of friends that just wanna have fun, maybe with no communication.

  • @Katzengott said:

    PH might be the best killer just for tunneling.

    Loved Corrupt before, but now what do you do? Just injuring everyone?

    If you get a quick down, even if it takes 1 min - BÄM, 1 perk gone.

    1 perk gone, true, but also massive time saved in case of an extremely huge map with spread spawns like Eyrie or Garden of Joy. I'll try Lethal Pursuer instead of Corrupt, but the expected outcome is that Corrupt is always better by far

  • @prion11 said:

    I am a prestige 25 pyramid head and I do basically the same thing in my games. I would argue that this is not a problem. Other killers can tunnel just as quickly because they are gifted with stupidly fast mobility, so why punish pyramid head when he has to walk like everyone else? Additionally, alert survivors can easily counter cage tunneling by pre running to the expected cage location and saving instantly.

    That's true, and that's the strongest tactic, the problem is that you need coordination, and a medkit or another survivor to fully heal the survivor before Pyramid goes across the map. And even if you get healed, you can still be hit in a deadzone perhaps.

  • @SmolBlob said:

    It can screw it over too. I want a setting so I can disable it as killer.

    Absolutely, I want an option to disable aim dressing

  • @Canas said:

    I don't believe Ruin can even work with Deadlock, entity blocked gens are usually immune to regression. But I can see your point about PH being an effective tunneler capable of circumventing most survivor perks, that's nothing new however.

    It works well because 99 gens regress, same if you leave a gen to go to another one

  • @Steakdabait said:

    Yea i have no idea what they thought when they made cages not count as hooks. i've been refound and chased right out of cage so fast that my exhaustion wasn't even back yet lmao

    Cages must be stronger than hooks, or at least being tormented. The problem is how Dbd core mechanics work

  • @Crowman said:

    I mean he's called the Executioner. Would be weird if he wasn't good at killing.

    Exactly, in Dbd him being a "merciless executioner", quoting the lore, means that he's even lore wise insane at tunneling XD

  • @Emeal said:

    I also tunnel on PH, I cant hit anything with his Power, I often leaves the match with only 1 hit or zero hits.

    Camping is boring, which is sad cause I much rather play as Killing machine whose power is able to destroy survivors within reason.

    But if the Power is that hard to hit with its just bad.

    In general dbd has too many Killers that are just too hard to play or where Skill with them does not give you reward required to defeat survivors.

    Pyramid head is very strong, you just need to learn to use him. It's hard to mater.

  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360624/tunneling-with-pyramid-head-is-completely-out-of-wack-and-sadly-the-absolute-best-strategy

    Tunnelling and camping is META regardless of perks (of course slowdowns are recommended). The comparatively short duration of a hook phase and long gen completion time has buffed this through the skies.

    Pyramid head is a different story, because he can completely avoid Off the record, DS and Kinship + Reassurance on second stage. Maybe only Doctor reaches the same stalling because of Dead man's switch and being able to block unhooks.

  • @MrMori said:

    Good post. It's true that Corrupt and Deadlock are both extremely strong. Both could use a tonedown on their durations. I think 20s for Deadlock and 80s for Corrupt would be more fair, but they'd still be very strong perks.

    As for your tunneling strat, I like it. Double hits are almost stronger now that you can't Dead Hard during Deep Wounds. Waiting out the mend timer so you can cage them if they have DS if very clever. But how do you get people tormented during chase? They tend to just leave the loop.

    Makes me wanna play some PHead. He was very fun when I used to play him, but his power takes a long time to get good at I think.

    Basically you have to use the fact they'll potentially leave loops as an advantage, and if they don't get tormented, force them to get tormented off hook.

  • It's very complicated, both sides have nuclear options to be super strong. For the most part solo Q needs a massive buff to reach the level of a 4 survivors premade group, and those groups not communicating even to reach the level of coordinated "competitive teams". After that, we can start nerfing/buffing everything in a proper way.

    One thing that 100% needs to be looked at is maps, especially Cowshed, Garden, etc.

  • @Mandy said:

    Unfortunately I'm limited on what I can change with this, scrolling down is the only way it can be done I'm afraid :(

    I will be cleaning up the Avatar pool in due course to remove some unused Avatars and keep them at a more sustainable level, so there will at least be less avatars to scroll through :(

    Heyy Mandy! I didn't know you moderated even this forum! How many games do you moderate currently, just for curiosity?


  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268649#Comment_3268649

    It doesn't really change how the Knight is still basically Artist, how this killer seemingly has little depth, and how you can't control which guard you get.

    I agree that the last one is a problem imo

  • @Ginnypig said:

    So after 30 killers, you still think shorter cooldowns will do the trick.

    Come on BHVR.You're not gonna sell much of a B tier killer. Why are you making the same mistakes over and over...

    @Ginnypig Changing a cooldown can make a MASSIVE difference, just think about DS for example: time nerfed by 40%, and now you aren't scared too much of eating it!

  • @Peanits said:

    First and foremost, we are not trying to make each Killer the new best. That'd lead to power creep which is not something anyone wants. You should buy a new Killer because you think they're fun and interesting, not because you want to win. If you're buying things solely because they're powerful, you're setting yourself up for disappointment when it inevitably gets nerfed.

    Second, we have not changed any cooldowns. The guards activate sooner, meaning the survivors get less of a head start. The cooldowns are unchanged.

    And last but certainly not least, the changes between PTBs and live releases are almost always minimal. The PTB does not have ranked matchmaking, and a few days of PTB does not give people enough time to learn how to play as/against something effectively. We use the PTBs to find glaring issues or common trends, then use those learnings to make the launch as smooth as possible. Afterwards, we'll keep an eye on things and continue to fine tune the balance once it's been out in the wild for a while and people have had a chance to warm up to it.

    100% agree with you, especially when the killer is not even out.

  • @ays12151 said:

    I wrote PTB Buf Fixes and still is nothing about Carburetor on Bubba. It's sad... Almost 2 years.

    Since the bug is aknowledged I really hope the aknowledgement won'be be forgotten and it will be fixed soon, because it's a really trash ultra rare.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198640#Comment_3198640

    I give Designers community feedback on many, many things - however, I keep my personal opinion out of things. When I'm in these meetings I give my opinion based off Community, as I'm not representing myself there, but all of you. I may say what I personally feel, if it differs in any way...but that holds little weight in the decision making processes.

    (otherwise we'd have a super buffed Head On & Deception :) )

    And as yet I'm afraid I have not had time to go through all forum threads, I will get to it!

    I'd like to have Head on Deception buffed, for real! ######### it would be so much fun in a match, especially if Deception was stronger!

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