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Lexilogo

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  • @CheersTC I prefer the classic:

    image.png
  • A crossover with another videogame series, even a horror-themed one, would be a pretty unusual new step for this game and if it was going to happen, you think BHVR would target a more well-known horror franchise than Splatterhouse.

    Sure, Rick Taylor could be a discount Jason, but at that point, why not just make a random original Killer with a hockey mask? Or give Trapper a hockey mask cosmetic?

  • One thing at a time, the chainsaw boys are confirmed to be high priority right now and it's not like any other major reworks are coming right now. It makes sense to leave these basegame changes/map changes as standalone THEN work on individual Killers.

  • Demo is 115 so yes, he is a fast Killer. Also, "he needs longer reach" when he already has a massive lunge via Shred? (note: yes, Shred is fairly easy to avoid at long range but not with good prediction)

    Portals are fairly easily taken care of by Survivors but smart Portal placement combined with the fact that they're only cleanseable after you've used them once can help mitigate that.


    Demmy is a fairly mid-tier Killer so I definitely wouldn't be against buffs but I don't think you're identifying much in the way of what's wrong with Demo. I think a reasonable avenue for buffs would be via the Addons, as while some are decent it's a little strange how Demo has no addons that reward successful Shred hits or things of that nature, and most of the addons involve extremely gimmicky shenanigans related to Portals. (Rat Liver being arguably Demo's single best addon is also pretty weird)

    Aside from that, it's kinda difficult to tell where to buff Demo as it's a fairly balanced Killer. Honestly, it might be more of a "change the game around it, not this individual Killer" situation (as one example, Demo is incredible at using Hex perks, but ATM Hex perks could be a lot better), but maybe Demo could get the Killer Instinct revealing from Of The Abyss whenever it roars, instead of purely when charging a Shred? That, or they could lower the sound of Demo's reees/give addons that help make Demo quieter, or maybe grant a TR of 28 meters considering Demo already broadcasts its location naturally a lot through other means.

  • This is a pretty big thing so I don't want to mouth off without looking into more of this first, but I'll quickly chime in to say that Jigsaw Box suggestion would require an overhaul of how Jigsaw Boxes are coded.

    Currently to my understanding the keys for RBTs are determined at the start of the match and randomly distributed between the boxes, it's not like the game rolls for the right Jigsaw box every time you search a new one.

  • In the case of Surge I think it should be a buff to that perk, IMO Surge should apply all effects normally triggered by generator breaking on the gens it hits.

    As for Hex: Ruin it would be a buff to Overcharge but I don't think it's the one it needs, as while it does open up more synergy it still presents the issue of it being a Perk that relies too much on Survivors messing up skillchecks. I think Overcharge having more utility beyond that would be the best move, such as:

    Damaging a Generator immediately regresses its progress by 5%.

    Though, I don't think your suggestion would be overpowered. It plus Ruin would be very oppressive for Survivors who don't have their skillchecks down but as Ruin's a Hex anyway it'd be fine, I just don't think it'd make Overcharge much better.

  • @Cheers said:

    For me they should just give us bp every 10 levels, currently levels serve no purpose and they should have one.

    I assume you're talking about player levels? Player levels award Iridescent Shards already.


    Anyway, a kind of milestones system or BPs for finishing achievements wouldn't be a bad idea, but that has a lot of overlap with the Tomes system and as more and more Tomes get added it's essentially going to become this idea anyway.

  • IMO White Ward should be reworked to simply "You keep your current Item and addons no matter what happens in the Trial, excluding the use of a Key to unlock the Hatch.". The way it works after the addon rework for Survivors is just silly, and while Franklin's is an anti-item Perk potentially negating White Ward is a bit much, it doesn't need to impact Survivors after the match is over all that much.

  • @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193768#Comment_1193768

    What are other ways to counter those perks? Name them, you said there are plenty of them.

    Borrowed Time can be countered by any form of Terror Radius reduction/negation of which there are plenty. Insidious, Wraith, Pig, Ghostface, that can all make BT useless.

    Decisive Strike can also be countered by slugging as it's usually pretty obvious when someone's running it, and is technically also countered by anti-skillcheck abilities. (Doctor, Unnerving, and so on)

    Not saying that they're perfect, or aren't frustrating Perks to go up against, but to argue they have no counterplay is ludicrous.


    Anyway, back on topic, I don't think this would be a good idea at all. Survivors accidentally cleansing each other/their own Perks would result in SO MUCH salt and introduce far too much RNG into the game. (as, remember, many Hexes like Devour Hope are essentially win conditions for the Killer, so they can easily force Survivors to go cleanse totems or die)

    This also results in way too many Totem slots being clogged.


    It's also worth noting that a lot of Survivor Perks already kinda work like Hex perks in their "high risk, high reward, after it's popped this is a dead perk" factor. Unbreakable won't pay off every single game (or even in the majority of games) and only works the one time, for example.

  • "Snowballing" is means a small advantage spiralling into a larger one, like rolling a snowball.

    Eg. A Killer getting a hook, then after the rescue downing both the unhooked and the rescuer to hook them both.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192469#Comment_1192469

    Tic-Tac-Toe isn't balanced.. Whoever goes first can never lose; they either always win or force a draw.

    A draw is a neutral result. Tic-Tac-Toe is a "perfectly balanced" game because nobody ever loses unless they make a mistake, and mistakes in that game are so difficult to make that you very quickly get a cavalcade of "perfectly balanced" games where nobody wins, nobody loses, and nobody has fun.

    If the game was more complex then first turn would have the advantage but the win/loss/draw rate is pretty much always 0/0/100% which is perfectly balanced.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193231#Comment_1193231

    Okay. I don't remember that part of the movie, but regardless, my point stands that it's a stupid thing to do.

    The Ghostface Killers in the Scream franchise always clean their knives like that after a kill, eg. this example from Scream 2:

    https://www.youtube.com/watch?v=rXAkNeridiM

    Skip to the very end of the video 6 minutes in.

    Though I will say that particular example in Scream 2 definitely seems a lot safer than the animation used in-game, though I certainly wouldn't know.

  • @RaSavage42 said:

    I don't mean typing GG at the end game screen I mean in general... I don't care if you type GG at the end... I want to know what makes a good game for you

    Ah, I see.

    What makes a good round for me is me managing something I'm happy with/proud of in the match.

    Eg. I ran Huntress recently for a daily and because I'm garbage with her I get a 1 kill, 3 escape game. However, I managed a cheeky axe toss across the map all the way through the Exit Gates to hit one of the Survivors waiting in there at the end, so that single play pretty much made the match for me. Same goes if I get a mindgame that was fun, I successfully jumpscare someone, if I think I managed well under pressure, or I just do better than I thought I was going to against high ranked Survivors with a Killer I'm no good at.

  • I personally gg for every match for politeness' sake, with a wp if I think that's worth complimenting.

  • @SnakeSound222 said:

    Wait a minute, Gearhead works with ONLY good skill checks? I thought it worked with both goods and greats.

    With your rework, can I bring Unnerving Presence and have a 90% reduction to good skill check zones for gen repairs? I could that being scary on Doctor. Every gen skill check is small as #########.

    Gearhead in the PTB worked with Good and Great Skillchecks, but it got changed when moving to live.

    Annd yeah, that could potentially happen. The Good Skillcheck success zone thing could be replaced by some other change, but the skill obviously needed some stat that'd change between tiers, and I wanted Survivors to have a means of knowing a Killer's running Gearhead to open up the counterplay opportunities I described.

    Unnerving plus this rework for Gearhead would definitely be scary on a skillcheck build and Doctor, though I believe it wouldn't be as small as an Overcharge skillcheck- Considering that, I think it'd be a fun off meta setup, but not out of control overpowered.

  • @Onyx_Blue said:

    Meh, I like Gearhead, it's a nifty perk for juggling as killer. Also, you're aware that not every perk is going to be great on every killer, right?

    I don't mind Perks being centered around specific Killer playstyles like a basic attack centered Killer, but it's one more condition to add to the pile. Perks like Franklin's Demise are also far better on basic attack Killers but that's its only activation condition.


    You're obviously allowed to like Gearhead, but I'm not sure how someone can compare it to Thrilling Tremors (which IMO is the most obvious example of a Perk that makes Gearhead largely redundant- it does also have counterplay but no more than Gearhead) and say Gearhead is fine. About the only significant downside TT has in comparison is the longer cooldown.

  • Hey, it could be worse. In the Counter-Strike community, some of those people might actually travel across the world to try and kill you.


    Jokes aside, death threats and the people who send them are garbage. Remember that the overwhelming majority of people, even in this community, are indeed better than that, it's just that negativity generally has a louder voice and gets more attention.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1192535#Comment_1192535

    The change to how the hatch spawns is to prevent multiple survivors from escaping before all gens are done.

    Which is the main problem people have with keys

    There was never any skill involved in finding the hatch.It's always based on pure luck.

    Finding the hatch is luck (well, aside from memorising possible spawn locations I guess) but learning where the Hatch is before it's open and returning to it later IS a skill. If the Hatch only spawned at the end of the match or if you're the last one standing that aspect is essentially removed.

    And yeah, I know why you implemented that, it's just that IMO it's extreme. You have a comparable approach for your suggested Mori nerf though, so it's not like it's a totally uneven application of those massive nerfs.

  • I don't mind the idea of a Key nerf and I think tuning down their potential as actual keys and tuning up their aura reading abilities is a fine suggestion, but the Hatch only spawning if all gens are done and you're the last person standing is IMO not a good idea.


    If you're the last one standing, the Hatch is open anyway. If all gens are done, you've essentially won the match already, so why bother opening the Hatch when the Exit Gates should be just as easy if not easier because you know where they are?

    This also removes the skill-based element I've always liked of memorising where the Hatch is, if you stumble across it after it spawns as a Survivor or Killer you might be able to use that information later in the match.

  • @Chickenbrains said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191708#Comment_1191708

    The easiest solution is just increasing the damn gen times...

    Not really, considering that the thing with current gens is they pop extremely fast if the Survivors aren't occupied with other stuff, slow to a crawl if they are.

    That's how Killers generally win games right now, they don't care about early gens and get Survivors stuck in an altruism spiral that continuously exposes survivors for chases, they get hooks, Survivors are occupied with rescues, Killer finds another Survivor, ecetera. If gens took even longer, this'd result in way rougher matches from relatively small Survivor mistakes.

    A small flat increase to genspeeds wouldn't do that much, but if you tune them up too high, you're shifting the game state towards EVEN MORE genrushing (because Survivors need to be on gens as much as possible and the game's tilted even more towards that) more ultra-defensive generator guarding instead of chasing, longer matches, and more SWF groups who know when they can/can't safely repair gens thanks to comms.


    Genrushing is definitely an issue but it isn't as black and white or simple as "just make gens take longer".

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191708#Comment_1191708

    We don't need new perks, we need fundamental base changes to gens, maps, or killers. Perks are not a solution to poor balance as they will just become pretty much required, which no one wants.

    I'm not trying to say "make a replacement for Hex: Ruin!" but more Perks along the lines of Corrupt Intervention that aren't too strong, but players who feel like they don't have enough time with the gens can equip if they need it.

    The first couple of Generators are essentially guarenteed for Survivors and while that is part of the intended balance state, a lot of Killers do get frustrated/stressed by it and them having options to better deal with that aspect of the game would IMO help.

  • While I'm not against Legion buffs and this is a pretty creative idea, what about things from the Survivor's perspective? Feral Frenzy is already basically a free hit and saying to the final 4th Survivor "well, because your allies screwed up, now you're hit with the biggest penalties of all of them" is a bit eh.

    I also think Legion is already fine WHEN you get a full Feral Frenzy mass team stabfest and doesn't necessarily need even more reward in that situation IMO, I think Legion's issues lie in other areas.

    Still wouldn't be radically opposed to a buff like this (especially because 35 seconds of Feral Frenzy speed offers a lot of interesting new opportunities for creatively capitalising on your stabfest) but those two counterpoints seemed too obvious for me not to point out.

  • Trapper's back provides a pretty good clue.

    I do wish we had more elaboration on Killers resisting their roles, but unless you're Myers (in which case you'll get a very stern talking to) it probably involves a lot of stabbing.

  • I think the attack cooldown is the Killers canonically allowing Survivors something of a chance to run/escape. They want to kill them all at the end of the day, but the Entity eats hope blah blah blah.

    They're certainly not properly cleaning their weapons, because Prestiged or not they're barely keeping the things clean, Deathslinger and Wraith especially just brush a tiny bit of blood off. I think characters like Trapper might be concerned with leaving blood trails so he's taking care of the fresh blood, but that's about it.

    As for Save The Best For Last, because it's a Myers teachable it'll be essentially "from" him, representing his approach to massacre. The explanation for how it lowers the attack cooldown IMO is the excitement of finally getting to the Obsession growing as you're spending time on less important victims, so you waste less time on them, but diminishing when you finally get to your Obsession and start smacking them around.

  • While the kill potential versus pip potential debate is certainly an interesting one, I would like to say that while a Hillbilly who kills too fast might get worse ranks than a Clown who stretches a Survivor team thin, that's only because of how the Billy played in this scenario.

    So, you could say that it actually kinda demonstrates how a good Hillbilly can exert a lot more control over the game than a Clown can, therefore it still supports Billy being stronger.


    I actually agree Killers are sometimes too focused on kills, and I like screwing with Survivors more than killing them (properly jumpscaring a survivor is 100x more satisfying than any hook sacrifice IMO) but I still see it as the goal of the match personally as it's the simplest goal to shoot for, much like a Survivor's goal is survival, even if they can "succeed" when they die or "lose" when they escape. It's the guiding light that gives you Bloodpoints/emblem score along the way, even if the journey there matters more than the destination.

    Killing is what you go into the match with the intention of doing in general, but it is worth bearing in mind there are sometimes alternatives. Much like a Survivor might sacrifice themselves for the good of the team, a Killer can take other options instead of killing as fast as possible.

  • While you can judge people for doing stuff like this, Survivors potentially abandoning each other for their own self-interest is part of the game's intended design. Surviving is supposed to be easier if you're willing to abandon the team when the possibility of escape arises, so for optimal Survivor play you have to resist that temptation.

    So, dick/cowardly move, sure thing, something that should be punished/banned, absolutely not.

  • I'm generally not comfortable with Killer selection altering mechanics in this way and I think the less complicated, easier solution would just be buffing the Killers that need it, and implementing Perks that can help deal with early generator pops.

  • Candyman is actually a pretty special Killer, while he would be more obscure than any of the other licensed characters, the original Candyman is a pretty respectable and memorable film.

  • I don't enjoy playing Billy very much myself but he's in an extremely good place. Pretty much the only major thing that needs changing are his Addons which are incredibly outdated.

    Billy is powerful, but not uncounterable. He's relatively easy to pick up and understand but has a very high skillcap. He has an excellent Power for map pressure, but with the appropriate downside of constantly broadcasting his location.

    @Shocktober said:

    He is pretty overpowered. There is decent counterplay to him though, and it is always a rush getting chased a good hillbilly. That's why most people don't have an issue with him.

    But you get one playing scummy, get him on a bad map, get a good one one using a mori, etc, and you will realize the problems with him.

    You can say the exact same things about any other killer, by the way. Any Killer using a tactic like Insidious basement camping (when it works), or gets lucky with a good map, or brings an Ebony Mori can clean house and feel "overpowered".

  • Huntress' Exhaustion addons are questionable, but really the issue with them are the fact that they have split Rarities between tiers that don't have much of a point. If you just had one straightforward Rare addon that inflicts Exhaust and that was it, it'd be in line with other Killers with similar addons.

    Iridescent Head definitely needs to change but it's a shame that BHVR have kinda dragged their feet with it when, compared to some other problems, it's not exactly a hugely entangled issue.

    You have two main options with Irid head that would both be reasonable solutions and people suggest all the time:

    -Irid head LOCKS your Hatchets to 1 instead of reducing their count by 4

    -Or, as suggested here, Irid head works on a distance requirement instead of reducing your total hatchets


    Considering Deathslinger I think the 2nd option is what BHVR is looking at, though Deathslinger's Irid Coin has fallen flat on its face, as IIRC the max range you can harpoon a Survivor and still hit them in ideal conditions with no obstacles for Deathslinger is 18 meters and it requires you to hit them from at least 15.

    I do really hope that the Irid Head thing gets fixed sometime, as it's an unfair stigma that's been following Huntress for a while.

  • It's kind of one of those mediocre informational perks, like Bitter Murmur and the like. Issue with it is that a lot of other informational perks can trump it. Perks like A Nurse's Calling very much trump SFTS.

    It does have the benefit of being one of those Perks Survivors never expect to see (kind of like Agitation or Blood Warden can screw them over because they don't expect it) so they rarely take counterplay into account.

    However, it's still a Perk that requires a lot of activation conditions I'm not a fan of. How many Survivors within 36 meters who are doing things that disturb crows are Survivors you weren't going to find anyway? Unlike a lot of other detection Perks it doesn't feel all that reliable IMO.


    Call me crazy but my dream SFTS rework would be a global range, having a QoL change so it's less annoying (maybe even other QoL changes like telling you which Survivor tripped the crows on the HUD), but at the cost of giving the crows unique glowing eyes so the Survivors know you're running it. (also, making your movement never scare crows would just be a nice touch)

    This I think would make SFTS more powerful while also offering more opportunities for Survivor counterplay and would significantly change the feel of a match. Like others have said Survivors just ignore crows right now and unless SFTS was buffed into the ceiling that'll never change, but I think letting them know when SFTS is active would make it an interesting hybrid between informational perk and game slowdown perk.

  • Given the fact he began facecamping you after that first chase, I believe the source of the rage was how you got away from his Evil Within III lunges, he missed several times.

    Maybe the Myers mistakenly thought they had bagged a cheater or something, but it REALLY just seems like they got salty over them making a fairly simple mistake several times. Juking Killer hits obviously isn't a bannable offense.

  • I think Any Means Necessary having a limited # of times you can use it damages part of the Perk's potential, even if it does definitely need a buff of some form.

    The Buckle Up buffs look totally fine.

    Dance With Me is a Perk I'd love to see buffed so it gets used more often, but making it essentially a better Quick & Quiet isn't the solution IMO.

    I think the Distortion buff is fine, sure thing.

    The Fixated buff also seems reasonable.

    Would like to see Hope buffed but not in favor of removing the timer. It's not that significant of a buff at all but still opens up potential I'm not comfortable with. I would prefer the speed boost kicking in for a short time after every Generator gets completed, in addition to the extremely long duration once the Exit Gates are powered, for example.

    The Lightweight buff is something I'd like to see happen.

    Plunderer's Instinct doesn't necessarily need buffs per se but removing the chance of Commons as a QoL thing is fine IMO.

    Wouldn't be against a Poised buff but really not sure about this effect, potentially permanent Scratch Mark removal even if it is just at the tail end of a match doesn't sit right with me. Maybe instead extending the activation conditions, like anyone cleansing a Hex Totem activating it, and if you personally cleanse a Dull/Hex Totem, remove an RBT from your head, successfully Snap Out Of It, use an Alarm Clock, cleanse at a Pool of Devotion, ecetera, it also procs.

    No issue with that Resilience buff though it wouldn't do much to improve the Perk.

  • int3r4ct's Entity Education series generally does a pretty good job getting the exact numbers of what addons do, fairly quickly after a Killer's release here's a link to his episode on Deathslinger:

    https://www.youtube.com/watch?v=a5pV3V3wjU8

    9:36 is when he starts going over all the Addons in rarity order, so just skip through to find whatever specifics you're looking for.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189398#Comment_1189398

    Me: asks a question

    Dev: responds

    Me: happy to receive devs answer and trying to argue with that

    Someone else: LOL you are so wrong and trying to suck devs ass to get a promotion

    Someone else: trying suck devs ass to get a promotion

    Wut? I have like ~70 responses, do you seriously think I'm trying to get a Trusted tag or something? xP Look, if I was sitting pretty at like 500/1000 posts, then sure, maybe labelling me a clout-seeker would hit a bit harder, but I have zero chance of actually getting something like that.

    I guess I namedropped Peantis a few too many times in that response, but I generally repeat general phrases- While typing this, I just realized I said "generally repeat general" and yeah that exactly demonstrates what I'm talking about, I'm not editing that.

    I also wasn't accusing YOU of sucking up to the devs, I was saying posts like this are lucky to get a dev response at all. If I was a developer getting a question like this I would've legitimately ignored this thread, as while replying to posts is good practice, some questions are best resolved by the community. LOADS of people could tell you why Freddy was reworked including the developers themselves on numerous past occasions.


    I mean, your response back to the dev one wasn't actually one that was creating more discussion or asking supplementary questions to be answered, it was an honestly immature series of "but what about..." that made me honestly question if you read the post at all. #########, I just said "honestly" twice in the same sentence, but I'm not editing that out either.


    But anyway, when I pointed out that none of your responses were relevant at all, and went into why they aren't relevant, you just said I'm sucking ass and ended it there. Why should a developer respond again to someone acting like that, exactly?

  • Yeah, it's important to remember that teabags/emotes or a Killer nodding/shaking their head is not always a sign of disrespect! It's easy to see the worst in people, but most of the time no salt is meant by it.

    A lot of the time when I nod my head I'm often saying "Hey, that was cheeky of you!" or "I see you over there", not whatever some players with saltier minds might assume.

  • IMO a SWF team would get more reliable results from running Deliverance on all their Survivors if they really wanted to spam self-unhooks- Or, you know, just running co-ordinated hook rescues like normal.

    Luck can get some pretty crazy results but all that is a reaaally elaborate setup for honestly sub-par returns. Other crazy optimised SWF strategies like rescue setups are less likely to backfire and require less investment.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189169#Comment_1189169

    No skill to use it. Dead hard allows you to abuse certain loops to the max extent and if you fail to do so you can just use dead hard to drop pallet.

    Using Dead Hard to extend a loop doesn't require much skill, yes. Though being able to accurately gauge how much distance between you and the Killer and when you need to Dead Hard requires WAY more skill than most give it credit for, it is a relatively easy thing to do.

    You know what else doesn't require skill? Proccing Sprint Burst, Balanced Landing, or Lithe. They all ALSO serve the purpose of extending loops, and they do it better than Dead Hard. Extending loops is the reason why you equip an Exhaustion Perk, so a Dead Hard used in chase to avoid a down is no more of a problem than a Sprint Burst being used to get some extra distance.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189355#Comment_1189355

    1. Watch where are they going and mindgame one way or another you may get a hit or eliminate pallet and if you not given such opportunity just leave them .
    2. You could also wake up other players .
    3. No. It meant killer could pick up a chase where he s going to have an opportunity of ending it in seconds.

    NONE of those points actually address Peantis' response.

    1. No amount of mindgames will solve or change the fact that the Survivor has a free 7 seconds to go where they want. Some serious galaxy brain Freddy players (all 3 of them) could mindgame their flashes of visibility during the sleeping window to influence Survivor movements but there's a limit to what that can do, and at the end of the day there's no "mindgaming" someone out of walking over to a safe pallet.
    2. What does that have to do with anything? Failing skillchecks was still the #1 tool you needed to use to wake up and your only way of doing so if everyone was asleep (by the way, any Freddy worth their salt would easily keep everyone asleep in a match as much as possible. Dream Demon had basically no cooldown and a titanic range). Using the Wake Up action was also incredibly unreliable, as it made noise (so if you're in Freddy's TR, he can probably hear you) and one of the parties was asleep (so if you're outside Freddy's TR, he can see you) which meant he could easily just walk over to the two Survivors and put them BOTH to sleep. The point still holds that it was confusing to people who hadn't memorised Freddy's powerset.
    3. That doesn't even remotely counter Peantis' response. Sure, Freddy could pick up on an Injured Survivor and down them quickly, but you know what else happened in Freddy games? Survivors had to waste time looking for Skillchecks to fail constantly (which slowed down gens and the game as a whole), Survivors could spam heal in chase to wake up mid-chase (which artificially extended chases). Every single time Freddy put anyone to sleep he slowed down the game, and he was constantly doing that.


    Bro, you got a dev response on a thread that frankly didn't deserve one, I'd advise just accepting it, because your points aren't making sense to anyone except yourself.

  • I'm 100% fine with Dead Hard. It requires skill on the Survivor's part to use, the payoff is roughly identical to other Exhaustion perks anyway, it's mindgameable by Killers, and having to be injured to use it is a good downside that many Killers can play around.

  • @rainman740 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189093#Comment_1189093

    She slows the game especially with good add ons, not very many killers have better capabilities of taking care of loops, she stealthy too and can grab people off gens.

    Her addons don't really help her slow down the game much than she already does.

    I would argue every single Killer in the game except Oni and Ghostface have better anti-looping tools than Pig's Ambush, and I'm not too certain about either of them considering they both have Powers that make them care less about being looped in the first place. Even Wraith can bodyblock with cloak (which I'd argue is stronger than an ambush), Leatherface has instadowns and chainsaw pallet destructions, ecetera.

    Ambush does help give the Pig more options, which is its best quality, but it's barely better than just doing loops normally and its hugely telegraphed roar damages its potential for sneaking up on gens. And no, generator pulls aren't really a good defense for Killers as they're a very niche scenario that requires Survivors to hugely screw up.


    Please, I don't like dunking on Pig, I like Pig, please stop claiming she's top tier so I can stop pointing out all her weaknesses.

    in S-tier Comment by Lexilogo
  • ...This isn't some kind of troll?

    The Pig's Ambush capability isn't very good at taking care of loops and can easily be dealt with by Survivors, and RBTs, while they can help delay gens, are RNG reliant and aren't ludicrously good at it.

    Pig is essentially an ordinary M1 Killer who has more time to be an M1 Killer. Compare that to Nurse, who makes physical terrain and looping irrelevant, Spirit who can mindgame essentially anything, Billy who can get anywhere on the map at lightning speed and instadown someone, Freddy who naturally slows down the game and has better anti-looping tools, or Hag who can completely lock down an area of the map and become essentially unbeatable there.

    Pig is just mid/low tier. She's a cool Killer but S-tier, seriously?

    in S-tier Comment by Lexilogo
  • Imma be controversial and say for playing, I enjoy playing Freddy more.

    Certain Killer powers like Huntress' hatchets or Billy's chainsaw just kinda stress me out when using them, so even though I REALLY love those awesome Billy chainsaw charges and the map pressure I often enjoy a simple M1 playstyle more.

  • There are achievements for Rank 1 Survivors/Killers on PC, yes. Consoles may have a different set of achievements.

  • Someone like Spirit or Hag might be the most deserving from their backstories, but honorable mention to Evan (Trapper) because he's pretty much the only Killer who has very clear signs of trying to resist the Entity and being tortured for presumably refusing to hurt people, and TBH his backstory kinda showed there was some good in him, he's just an abuse victim who was groomed by his father into being a tool.

    Honestly depending on Spirit/Hag's respective mental states currently, Evan might actually be the most deserving and might have latent thoughts of resistance.

    As for the Survivors, I'll vote for Jeff. Most of the Survivors are pretty good people but for whatever reason Jeff sticks out for me with Adam as a close second.

  • Hex: Luddite

    At the beginning of the Trial, this perk does not create a Hex Totem. Upon damaging a Generator, if a Dull Totem remains on the map, the nearest Dull Totem will become a Hex Totem linked to that Generator.

    As long as the linked Hex Totem remains uncleansed, The Entity will block the Generator, maintaining its current progress but preventing Survivors from repairing it. Survivors see the aura of blocked Generators in white. 300 seconds after a Hex: Luddite totem's creation, its aura is revealed in white to all Survivors.

    Hex: Luddite can affect several Generators at once, but cannot affect the same Generator twice, and a minimum of 4/3/2 Generators on the map must remain unblocked by Hex: Luddite at all times. Hex: Luddite totems will cleanse themselves at random if necessary to uphold this.

  • The Survivor had gone that whole match without getting hooked once, had an extremely low chance of actually kobeing, and if you had memorised the hatch location or finished them off differently they wouldn't have reached the hatch.


    Dude, just clean the salt from your wound, laugh it off and carry on. There's no clean comparison with this and Killers because of the game's massively asymmetrical nature, but BOTH sides can get lucky. It's one escape in a match you very clearly dominated anyway, so just chill out.

  • Old Freddy was often considered the weakest Killer. IMO he was better than people gave him credit for (powers that help in chases are generally way more accepted than powers that give you information and help with mass team disruption) but wasn't in a good place and CERTAINLY not "one of the strongest". A general summary of why he was changed:

    • Killers really don't like Survivors pulling stuff right in front of them, without being able to do anything about it, so needing 7 seconds of time putting a Survivor to sleep resulted in many gens being completed right in front of their faces
    • Survivors don't like the idea of a Killer pretty much being able to see you constantly when you weren't in his Terror Radius- If Freddy didn't like you, there was absolutely no escaping from him no matter how well you played, because once you're in the Dream World the only option you have that isn't revealing yourself to him is being within his TR
    • Besides that potential abuse, a Killer who is THAT oppressive towards stealth playstyles simply isn't healthy for the game. Doctor pushes the limits somewhat but he only reveals you if he's already inflicted madness on you, which requires you to be within his TR to pull off, and isn't constantly revealing your aura 24/7 when you're outside of his TR.
    • A huge counter to Freddy was Self Care, which made an already dominant Perk at the time a permanent fixture of practically every Survivor build

    When a Killer's counterplay involves doing stuff like brazenly running in front of them, completing gens/heals in their faces and ecetera, and remembering that you're safer within his Terror Radius than outside of it, even though that's, you know, not how it's supposed to work, that's a problem.

    It also didn't help that Freddy hugely capitalised on disorganised, inexperienced teams and was (still is) a fairly basic M1 Killer, which meant while he didn't get good results generally, he was an absolute noobstomper who gave no real indication of what the Survivor victims were actually doing wrong, leading to a massive perception of him being "unfair" as well.

  • Try something like https://tinyurl.com/2fcpre6 instead next time to make it more of a surprise.

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