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LittilAvindar

LittilAvindar

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LittilAvindar
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  • I think I heard developers are already going to do another change, because they realize that, while they've added the new vial, they aren't incentivizing using it. There's no real benefit to an extra 10% speed boost that will also benefit survivors, when the clown is already 15% faster by default, gains bloodlust, and his purple vials already slow the survivor by 15%. As such, people won't bother using the yellows. From what I understand, they are considering reducing his base movement speed to compel use of the yellow vials. That, or they may have to either remove the speed penalty from the purple vials, or make them also impact him same way the yellow vials would.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820839#Comment_1820839

    I don't.

    But if I don't see a key when the match starts and I do later, people are gonna get slugged.

    It isn't fun, but it's pretty much the best way to deal with a key.

    We anticipate that kind of stuff, and just opt to leave the key in the chest until it's closer to go time. We did that against a Legion who was legit laughing at the end there, because we popped the last gen, went to the chest and grabbed the key, then literally trained to the hatch, rendering him unable to close it as each of us jumped into it. He would have to wait until the one survivor's jump animation was done, then try to move in, but the next survivor was jumping, and finally, I come fast-vaulting in through the shack window and hop in last. He was literally happy that the ending was so entertaining, and gave us a gg. But yeah, you won't see us with a key, because we don't carry it on our person.

  • It's not like they haven't broken everything else, though. My favorite two things about Victor (he said sarcastically are) that he can half charge spam his lunge, and lose no movement speed, but instantly nail a player the second he sees them. The other is that he can lunge at a locker and hit the survivor inside of it. If I add a third, it's that his killer instinct reveals survivors on the ground.

  • TLDR: The OP put more effort into addressing the obscene number of issues with this patch than the people getting paid to.

  • @Madjura said:

    https://www.youtube.com/watch?v=peu-3fxOy-g

    Community reaction to the patch, first 8 seconds.

    I could have cut the video but then this post would have a higher quality than the patch so I decided to make it low-effort.

    To be fair, I'm pretty sure BHVR said something along the lines of this being a Diablo mobile experience in the patch notes. It seems like they don't know what game they're developing anymore.

  • And they still want us to nominate them for that "Labor of Love" Steam award... They literally don't even care anymore. They clearly rushed this out for the cash grab. Hopefully nobody spent actual money on the DLC. Don't remind them that you can still buy these characters with iridescent shards, or they'll remove the currency from the game.

  • @rottmeister said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660722#Comment_1660722

    I have the tendency to main "toxic" characters / builds even though I don't think I'm toxic :3

    I've been maining the "locker dwight" build ever since Jane released.

    Also if the survivor comes with colorful onesies, I'm completely sold.

    Just imagine this survivor in a pink teddy bear onesie skipping away from Myers while chuckling at him at every pallet stun.

    Heck, why not have them bunny hop when they crouch/uncrouch? Let's go all out with this character XP

    Exactly! I just want something fun and unique in the form of a survivor, instead of every one feeling like they're just a skin for perks. I'm talking voice acting and everything. Why can't survivors who use emotes whisper something? There would be so many benefits (for both sides) if survivors actually spoke. Survivors could actually hear one another, and more effectively communicate with the emotes, and killers could use them as a means to locate a survivor nearby. This idea is a silly one, but still. It's unique and enjoyable.

  • @rottmeister said:

    Killer: "I fear no man, but that thing ...."

    Survivor: *skips while flashlight clicking and chuckling*

    Killer: "... It scares me."

    I'd probably main them. Not for the salt, but bc they sound cute and I'd be interested to see what cosmetics they'd get.

    That would literally dub them the nickname Children of the Salt. XD

  • @BowlofTofu said:

    All four of them run it. Every time you get a hook they just pick em right off. Left and right it never stops. It's like a free get out of jail card and it's just aggravating when this is the only perk load out I see in a whole team.

    Borrowed Time. Unbreakable. Decisive Strike. Spine chill.

    What am I supposed to do against that? I try tunneling but then they all start protective hitting and when one is down the other pops up again and unhook and ugh it's so frustrating.

    Tunneling isn't going to work with those perks, because they are designed against tunneling. Slugging is your option. Slugging prevents both DS and BT, and with Unbreakable, wait til they stand up and smack them again.

  • @SonicTheRestaurant said:

    I was gonna buy this killer. Is he good?

    Ghostface is a good stealth killer because he has no wait time between entering and exiting stealth. This enables him to walk around and stalk survivors (or go to a tree or a corner, and it will let you lean to stalk, which fills the stalk meter on them faster). He can stalk each survivor individually, and most will stalk those they're not actively chasing to 95% or so, and then finish the job as they're moving in, as once they become exposed, there is a timer, otherwise, there is not. His weakness is his reveal. Survivors who are familiar with Ghostface can completely kill his power by sticking nearby and constantly revealing him. In those instances, I don't so much use his power to stalk, so much as to move in close to start a chase where I'll just m1 them. Ghostface also has rather short reach, and when survivors vault windows and pallets, you'll usually find yourself missing the lunge. He also has the ability to teabag like survivors (thanks to his rapid crouching), and can walk like a totally smooth criminal. He's just fun to play. Between him and the Pig, he is the much more fun option. Once you learn how to avoid survivors revealing you (moving behind objects and all), you're usually set.

    When it comes to revealing, an added bonus is that, whenever a survivor starts to reveal you, you will see little white semi-circles on your screen, indicating from which direction a survivor is looking at you. If they successfully reveal you and bring you out of stealth, you will see an orange web pulsing over their location, so you can engage in chase anyway. He's not slower than other killers either, so even if you have to resort to a basic m1 chase, you're good to go.

    The OTHER thing to know about being revealed is that survivors can always reveal you if you're in their line of sight. That includes survivors who are downed on the ground, or hanging from a hook. Never hook someone and then try to stealth immediately, or you'll wind up behind revealed by the hooked survivor. If you slug survivors, however, you can easily find them by moving to where you think they are, and if they catch you on their screen, it might start to reveal you, pretty much showing you where they are.

  • I never get to pay much attention to Billy, because, since he got new add-ons, he pretty much always flies his chainsaw silently around the map. You'd think they'd have handed the Firebolt broomstick to the Hag, not Billy.

  • Is the hit validation system actually up and running? Cuz, coulda fooled me! I can't tell you how many times I've been swung at, heard the whiff, and then a second later, I'm taking damage. Had a match against a Doctor who hit me well after I flipped a pallet (from the opposite side, ofc), and both of us jutted in like 3 different locations, and then when he used the forced to drag me back and pick me up, he skipped and rubber-banded forward and to the side, before finally hooking me, like 10 feet away from the hook. He eventually slid there, though. It seems like they're still favoring the killer's perspective, or whatever. From hits to the movements and hooks, the killer controls the tempo. If he says you were 10 feet behind where you are now, you're going down, and you're going to slide 10 feet back. The only thing that seems to be survivor-based is where the survivor lands on the ground. Occasionally, when that hit from 25 feet away happens, the killer will still have to run all the way over to where I'm down. When that happens, it looks like an actual lag switch, but I'm sure it's just that state of the art hit validation system.


    Seriously, though, at times, thanks to the lag, some of these killers have a hit range farther than everyone's grandpa claims to have had to walk barefoot to school in the snow everyday.

  • @Entity_Lich94 said:

    In all honesty, I've never found the aura reading to be a problem when playing survivor. I've yet to actually have a killer come for me when I've gone near a totem since alot of the time they're too distracted by chases or hooking which is what I've found using it as killer.

    I'll occasionally see survivors on totems but most times they'll get them when I'm focused on another survivor

    It's not the biggest problem, unless killers start to camp totems. Either way, I am hearing arguments that those other perks should be buffed, instead of Undying nerfed. The issue is that they need to make sure they BALANCE the perks, or no matter what they do, Undying will be picked over the others because of its overall benefit. Nerf some, buff others.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655834#Comment_1655834

    I have a good bit of experience and my experience disagrees. That's how opinions work.

    Lol, experience eh? So I guess that trumps my opinion then, because you "have more experience." With what, exactly, your opinion? Even other killer mains think it should be transferred over to ToTH.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655814#Comment_1655814

    If I already said Undying was fine where it was at then why would I want to nerf it? Thrill should get something else.

    Because just because you think something is fine, doesn't mean it is. I think Decisive Strike is fine. How bout that?

  • @Blueberry said:

    Thrill wasn't auras, just a location ping. Thrill was quite bad and Undying is what it should have been in the first place. I think Undying is fine, I'm not having any issues with it as survivor. Many times we just ignore it and finish all the gens with it and Ruin still up.

    Then they should buff thrill by giving IT the aura reading, and leave Undying at simply transferring hexes.

  • @Bravo0413 said:

    Disagree, its a hex and can be removed therefore it should powerful which it is atm.. if undying is found first the transfer ability is gone... ive had both undying and ruin gone back to back at the start... sooooo..

    It's powerful in the sense that it transfers other hexes. That should be enough.

  • @BigBrainMegMain said:

    Undying is a Hex.

    Don't like it? Start breaking totems. Jesus Christ............................................................................................................................................................................................................................

    You clearly didn't read. Breaking totems is fine; it's the fact that this hex also reveals auras before anybody gets a chance to break them.

  • @Name_Unavailable said:

    I kinda like the upgrade but i have 3 problem with them

    • All new maps almost look the same Mcmillan/Freddy maps feels they are from the same realm now, Unlike before when each one were more unique.
    • The grass, I hate it. The old one was much better.
    • More dead zones. Dead zones means boring chases, I perfer making the map smaller than having an empty space with nothing there no pallets or windows.

    what do you guys think?

    I like the graphics. My problem is that they felt the need to add all these kick-able walls and doors, so now, running into a building during a chase just hands you a dead end. They've also more or less just filled the place with unsafe pallets. Imagine having a limited number of pallets on a map, and most of them are unsafe pallets. So you got to vault a window, but the window is blocked because it's that version of the map. So you go to leave through another door, killer approaching from the one you entered, and the only other door is a kickable wall.

  • After having been hook camped and tunneled to literal Hell all day, I really don't give a ######### if you think DS is broken. It's clearly necessary. You wanna retaliate by playing like a tool, I hope they buff DS instead. Literally had a match where a survivor d/c'd right off the bat, and the killer STILL had to camp every hook.


    The actual issue is the ranking system that dictates to only care until you hit rank 1. Then it's troll central. People don't care, so they'll stand and face a hook cuz they don't have to worry about a de-rank. They'll D/C because they don't have to worry about penalties. Everyone else trying to play gets dicked on because survivors and killers alike don't actually care about anything but ruining someone's match.

  • Nope, you're entitled to play the game. If killer s choose that type of play-style, there's no reason in the world for them to complain that counters exist in the form of perks to destroy that. The problem is that the game developers created perks and abilities in order to control the game, but tunneling and camping just kind of became a thing. Yes, I completely agree that the team counter to being camped is to rush gens, which killers will then try to argue as justification for why they camped to begin with. The problem is that, thanks to the introduction of a ranking system, which revolves around personal performance, team co-op isn't much of a thing anymore. Gens getting done are simply a side effect of the game. There's no actual coordination unless you're doing SWF, which killers also complain about. Apart from SWF, I'm honestly unsure what benefit killers believe survivors get over them. It isn't the the numbers, since more often than not, it's other survivors that completely screw the game over. If perks didn't exist, survivors would have a very hard time in chases, which are naturally stacked in favor of killers, who both move faster in general, and who gain speed buffs the longer they chase. Killers, minus perks, still have their personal abilities. They need perks. But regardless of what build they run with, it's a lose/lose, because killers will get upset. Stealth build? Holding up the game. Chase build? Overpowered. Healing? Overpowered. Gen build? well, hell, even without any gen perks, killers complain that survivors gen-rush them. Believe it or not, survivors and killers feel the same sense of entitlement. I don't care about killer perks, I care about toxic strategy that can't be countered, unless you simply throw one survivor to the wolves because they lost a chase that, once again, is stacked against them. IOn the case of killers like Bubba, they move just as fast as everyone else, they have instant-downs that add movement speed and hit everyone nearby, and they instantly break pallets. They also get the classic bloodlust in chases. So yeah. Sorry if a survivor loses a chase to that. That shouldn't be gg because the killer decides to camp.

  • @yadielrodriguez said:

    The day ds get nerf we the killers will be happy and celebrate and wanna hear all of the cry babies complain about it and quit dbd and see how is it feel like how we the killers feel about killer perks get nerf.

    We all should get the equal buffed and nerf for all perks as well to make the game balance and it better to nerf all meta perks in a way on both side where it can make the game fun by having everyone use the other unused perks which there is like 90 perks instead of using the same boring perks so yea just make the game feel fresh.

    DS isn't going to get nerfed, and here's why. I'm newer, but I'm also alright when it comes to chases. Just had a match against a rank 1 Pig, who was running the new ruin/undying meta build, and was literally abandoning chases to either camp the totem or tunnel people right off the hook. At the end, he pointed out that, even with DS, he was still able to take everyone out. That. That is why. It isn't the anti-tunneling god perk people claim it to be, and contrary to popular belief, killers don't tunnel because DS exists; DS exists because killers tunnel. The fact that they can still so with DS in play is why it isn't getting a nerf. Sure, it's great in the hands of super experienced survivors, and that's also why they've made it an offensive perk, but it exists BECAUSE killers choose to tunnel. When experienced killers tunnel, DS is even more necessary.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651684#Comment_1651684

    Over a million owners on Steam alone. I don't think I am.

    https://forum.deadbydaylight.com/en/discussion/comment/1651661#Comment_1651661

    Players have complained about bug fixes before because they were fixes to things they were used to exploiting.

    That sounds like a "cry more" situation to me.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642930#Comment_1642930

    Every killer did not leave after the Ruin nerf. Everyone said they were going to leave and then life went on as normal. I didn't notice long survivor queue times at all when Ruin was nerfed. All of that pretty much started when Crossplay went live.

    Killers aren't leaving. It's killers that sell this game. DLCs and their corresponding trailers tease and highlight killers. Survivors are just glorified skins with perks. It's always about the new killer. Nobody cares about Felix, Dweight, Claudette, Meg, etc. Even with licensed DLCs like Nightmare, nobody cares about Quentin (he's ugly af); they care about Freddy. The literal only DLC, where the highlight was the survivor, was introduced with no killer, and that was Evil Dead. Sure, I enjoy the prospect of characters like Laurie, but nobody cares about Laurie. They just want her perk pack.


    If killers were leaving the game, BHVR would notice, but the idea of the developers being biased toward either side, is purely based on the perspective of either side. Even those who say "Well I play both equally, and..." are typically picking a favorite. They're finding the most annoying things to them personally, and deciding that they need to be changed. That's natural, but doesn't make them unbalanced. No matter how often I play DS, if I actually manage to get a chance to use it, I still get smacked down by the killer almost immediately. It only really changes the game if I use it in the EGC near the exit gates. I don't get downed fast enough to actually be able to use it. It's a perk for newer survivors who could actually use the crutch, and absolutely, when in the hands of more experienced players who can time it and turn it offensively, it's going to be much more of an issue, just like perks like NOED and the like. Experienced killers will down survivors near the totem, and then camp both. The totem stays, and so does the survivor. But experienced killers typically don't ever need to use it, because they 4k before it has a chance to pop. Like DS, it's annoying, but it doesn't need to be nerfed or removed. It's designed for newer players, and is a much more dangerous weapon in the hands of experienced players, who typically won't need to use it, but it's hella effective when they do.

  • @MegHasCuteFeet said:

    Its all about the money money money.

    They make their money when they release the new killer DLCs. I highly doubt anyone who bought Descend Beyond grabbed it because Felix looked like a great, unique survivor, or because HIS perks were awesome. I don't see anybody running Felix's perks. I see most killers running Ruin/Undying. So please, don't act like this is all about that survivor money because it isn't.

  • @Leachy_Jr said:

    Why would you even think to do this? Like stop the "oh it's not final and it's just a sneak peek towards the mid chapter", no.

    Why would you even think of nerfing pop without thinking of nerfing DS or UB.

    It's pretty stupid to call the devs survivor biased, but when they do stuff like this it's hard to call them not.

    This needs to be balanced out from both sides, pyramid is getting nerfed, his lose lose scenarios is what made him good, we'll have to see how he turns out though. Other survivor perks are getting buffed (thankfully none of them look busted) and now pop is getting nerfed with nothing to the survivor meta being nerfed along side it.

    Pop is still going to be pretty good and usable, but just why did they need to nerf it in the first place? AND why not nerf DS UB in the mean time if we're touching meta perks?

    Because DS and UB don't need to be nerfed. Neither did Pop, imo, but DS and UB don't need nerfed. They are single-use. I don't care how many other survivors can also bring it in, I can only use them once. You can use Pop every time you hook someone.

  • @OniWantsUrLocation said:

    It is mandatory to reduce the delayed hit of POTD, otherwise this will be a big nerf. I hate to see that they don't even know why people use his POTD mainly on palettes and windows. They mistakenly assume that people don't use M2 in other places because of the long cooldown.

    The whole reason for the change is solely because Pyramid head can fake it. Either you vault the window or the pallet and get hit with the ability, or you don't and he just m1s you immediately. You literally cannot win in loops with that. If survivors cannot do loops, they cannot win chases, period. Survivors are naturally on the losing side of chases anyway. They are slower than almost every killer, by default, and killers gain an ever-increasing speed buff the longer they are in chases. Pallets are used to put a blocker between you and a killer when they inevitably catch up, and widows are the same thing. If a killer can just completely ignore pallets and windows, then unless you're a complete moron, you will always win the chase.

    I honestly wouldn't care about this stuff if they would change the way the evader emblem is awarded, and start granting points for not being seen all match. Sure, you should get more for being close and not chased, but as many times as I've run a killer for minutes on end, I STILL only end the match with silver evader. If the devs want to force more face-time with a killer, then yeah, they can't just hand them wins with chases. For that reason, a consistent lose/lose situation like what has been seen with Pyramid Head faking his ability to zone in (and yes, it's the exact same with Deathslinger and Huntress) can't happen. If we want the mind-games to be a strategy, then they have to be a risk/reward. In most of these PH situations, the survivor is the one mind-gaming by faking a window fault or a pallet flip, but there's no consequence for killers like PH because they are guaranteed the hit either way since they have no cd when faking their ability. PH, however, isn't mind-gaming by faking. He doensn't have to mind-game because he is pretty much guaranteed the hit either way. The only way he isn't is if he somehow can't aim at the animation-locked survivor in front of him. You can't even run into his avatar, because he can 360 with his sword.

    Proper mind-game killers are those like Spirit, who can fake using her ability to make you think twice about what you're doing. She's not guaranteed the hit, though. Again, with PH, you can't do that. If you flip the pallet or vault the window, you're getting hit. If you mind-game, you're getting hit. If you avoid the pallets and windows, you're getting hit. If you avoid PH entirely, you're going to lose a rank, and when you're inevitably hit with the randomly-afflicted torment bug while working on a gen, you're revealed anyway, so you can't even simply avoid him by not being seen.

  • @brokedownpalace said:

    Just saw someone complaining about improved graphics and I didn't think that was possible. I feel like the devs could send every player $50 checks in the mail and plenty of people would still complain.

    I loved the graphics update. My only disappointment was, when they first went live, they appeared to have been majorly toned down from what was there on the PTB. I still appreciate the graphics updates, but I would still prefer the devs put everything on hold, from new systems to DLCs and graphics updates, and focus on the bugs.

  • @MusicNerd_TC said:

    If they really are exhausted, they should breathe heavier or louder, it only makes sense. This should be a secondary effect that exhaustion has.

    How often do you sprint for 3 seconds and have to rest for 45-60? Why do killers not have a stun after jumping off balconies like survivors? If we wanted to add a sense of realism, survivors should be sprinting for about 60 seconds, and then resting for 60, and Meg should be running miles. I might be fine with people breathing louder when they're exhausted, but they ain't doing it after 3 seconds.

  • @Kira15233 said:

    We all knew this day was coming, sadly, devs listen too much the survivor community, he can't bait anymore, only decent thing about his changed is POTD being slightly shorter, welp, I'm done with the survivor community, time to mori them when I play killer

    If they listened to the survivor community, they'd have acknowledged one of our many posts complaining about the bug where you're working on a gen and then randomly afflicted with torment, which PH then abuses to either cage or mori. Too bad if he can't bait. People were tired of the lose/lose situations. Your threat to just mori isn't much, considering you probably do that anyway, and moris are going to be re-worked in teh future too. That's already a done deal. If you're so upset over this change, then perhaps you should try playing a different killer, because you sound like you only play PH. Not to mention, you were literally just handed all these incredible new killer meta perks with Blight, Billy's nerf was anything butt, because you guys complained, and, as a result, Bubba needed a bigger buff so that people wouldn't continue to ignore him because billy was obviously still better. So much for killer-sided. Why? Because they didn't nerf Decisive Strike again?

  • @[Deleted User] said:

    I'll take Doctor over a Ghostface anyday.

    I stop Ghostface regularly, often receiving double-pips. Occasionally, we'll get one that has a massive lag advantage and hits people through windows 2 seconds after they've gotten through. The only annoying constant about Ghostface is how inconsistent his reveal mechanic is. You can be staring at him in the middle of your screen, and it won't reveal him at all, but you can be trying to move around the map near the late game, and if he's somewhere on the corner of your screen, half-way across the map, you'll hear the reveal sound start, which basically gives him your location, even if you haven't completely revealed him.

  • @darklinks said:

    I don't know if it's just me, but, I just find Doctor really unfun to play against. Anytime I'm in a game with one, it's just the most boring or annoying games I play on DBD. Anyone else feel the same?

    The doctor gets so much passive utility for very little. Pretty much use a large shock, then chase one of the survivors while spamming small shocks, they get tier 3, go down, get hooked, use the large shock again, do the same to a different survivor. As long as they've been hit by any of those abilities, they can never go below madness t1, and as long as they have madness, their UI gets screwed, they're occasionally revealed to him, they get bloodstains and heartbeats as if they're being chased, see fake pallets, etc. Each time they're hit with a shock, their actions are completely disrupted, and they're unable to do anything for a short period of time, and once they're in t3, they're unable to do anything until they remove it. If he downs someone in t3, he can slug them because he will never have to worry about not knowing where they are. You also can't remove madness until it reaches t3.

    For killers like Legion to be able to push a heartbeat on people, he requires an iridescent add-on. For him to see people's locations, he has to have stabbed someone with frenzy, and has to be within range. His frenzy has a ridiculously long cool-down, and a really short duration. No, it's not just you. The doctor isn't unbeatable, but it's the same nonsense every game. He'll tunnel and spam his shock, while the game passively does the rest for him. Personally, I think small shocks shouldn't stack madness, you should be able to snap out of it at any tier, and when you snap out of it, it should snap you out of it completely. I'm sure there are plenty of people that would argue that it would render his power useless, but it wouldn't. His small shock has enough utility in chases, so that's fine on its own. It doesn't need to add stacks to be effective. His big shock does add stacks, and snapping out of it would still take time, would still make you scream if you fail skill checks, and the initial large shock already reveals you and makes you scream. There's no reason for his ability to passively affect you for the duration of the game. Other killers don't get nearly as much utility as he does, even when it isn't passive.

  • @StarLost said:

    For me (killer main):

    • Moris only function if a survivor has been hooked twice, and then downed. More of a visual 'fatality' and minor time saver than an instant kill.
    • 'Kill x survivors by your hand' quests removed.
    • Keys now only allow the survivor holding them to escape.
    • SWF groups will now always face a killer of an equal or higher rank to the highest ranked survivor in the party. Not the lowest. Why was this changed again?
    • Myers can now achieve EW2 25% faster.
    • Clown now moves at full speed while reloading.
    • Spinechill no longer activates if a killer is undetectable.
    • Object of Obsession is now manually activated, lasts 15 seconds and incurs a 45 second cooldown after use.
    • Decisive Strike is disabled if you enter a locker.
    • Pig movement speed while crouching is increased by 20%
    • Spirit 'husk' now vanishes 1 second after haunting begins.
    • Killers receive a 15% BP bonus for every player grouped together against them (up to 60%). Actually gives an incentive not to dodge obvious SWF lobbies.
    • Haddonfield removed from map selection until the Entity learns how to trim hedges.
    • Slugged survivors cannot crawl into positions where they cannot be picked up.
    • Deerstalker perk removed. Killers receive a low tier Deerstalker effect baseline (should help a lot with slugging complaints, actually).
    • Survivors now incur a BP penalty for lurking in escape zones, much as killers incur one for lurking around hooks. Will remove a lot of endgame BM/stalling. Just get out of there!
    • Rapidly pressing 'crouch' will now incur a movement speed penalty called 'sore teabags'.
    • Allow survivors a 'surrender' vote. Should remove some DC incentives and also helps killers with the 'do I let them farm or kill them ASAP?' quandary in bad matches. Killer receives a significant BP bonus in these cases.
    • Requirements to rank up increased, requirements to derank decreased. There is no way I should be able to hit rank 11 within my first two days of playing.
    • Significantly more active policing of behaviors like deliberately deranking.
    • An additional 5 ranks added to the game, above the current top ranks.
    • Bots added for practice games, both as killer and survivor.

    Anything you'd like to add?

    Spine chill's biggest benefit is against stealth killers. It is one of the only counters to them, particularly considering most of the gens are in jungle-gyms, where general awareness doesn't really help, since the stealth killer typically reveals their presence by lunging around the wall. Primarily, it's killers like Ghostface, who, unlike Wraith, Pig, and other killers make a sound or have a cool-down before they can attack after coming out of stealth.


    With regards to the surrender vote, I think if a survivor disconnects, it should grant everyone left (who doesn't also DC), an automatic safety, minimum. That would both prevent innocent players from being punished for a salty teammate, and would also enable the match to continue without any actual consequences. In other words, as the game should be - people playing just to play, not to rank. Obviously, when a killer leaves, the match ends and everyone gets that same safety. Survivors leaving only screws the other survivors, who then get punished because they get stomped and de-rank through no fault of their own.

  • @The_Bootie_Gorgon said:

    I wish they would get rid of perk tiers...

    They're changing them, so at the end, they'll all be in the same rarity tier, but that's likely only because rarer tiers of perks show up less on a bloodweb.

  • @Science_Guy said:

    RIP???

    Thana is getting buffed outside of slowing down healing. Sloppy Butcher exists.

    And you seriously ever need 46 seconds to use PGTW?

    Quit whining.

    They want to be able to chase and THEN kick a gen, instead of having to make the choice.

  • Only thing that needs to change about undying is the aura reveal. There is already another hex that does that. To add it to undying is to completely disregard the other one. Other than that, I don't mind receiving a ton of Light-bringer points for cleansing 5 lit totems. Not to mention, when we notice there are multiple lit totems, we move to cleanse them before messing with gens anyway. Then we get to listen to the killer complain that they still got gen-rushed, despite the totems taking several minutes to locate and cleanse. I've seriously had games that lasted 25+ minutes (thanks to undying/ruin) only for the killer to complain that they got gen-rushed anyway. I know the devs are talking about slowing gen progress for the first few minutes of a match, so all that's going to do is encourage survivors to avoid gens and focus on breaking all the totems for the first few minutes, then do the gens anyway. It guarantees points for totems, and guarantees that NOED can't happen.

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649408#Comment_1649408

    What do you mean DS used to be 'built-in' and lasted for '15 seconds' after the unhook? It's never been like that.

    Are you confusing DS with BT? (Although BT has never been 'built-in' either).

    No, DS used to be a perk that people got, but it was complained about, so they reworked it into an actual perk. It may not have been DS at the time, but yes, it used to be that if you were downed immediately off a hook, you could stun the killer. I am not confusing it with BT, as I am very familiar with both perks.

  • @xXCAM3R0NXx said:

    I've seen the arguments between those for and against tunnelling. Most of who agree with it are killer mains.

    They say its not 'toxic' but a form of 'strategy' and 'skill'. Now I don't know what's clever and well played about hitting the same person over and over again, but that's just me lol.

    I'm not totally against tunneling, ive seen killers try their best and get zero hooks, gen rushed and swf'd. All killers want at least a kill and if its endgame, there's no other way but to go after the one whose just been unhooked. It's up to the teammates to bodyblock and distract.

    Tunnelling isn't strategy or skill, but merely a form of last resort for kills.

    P.S My opinion!

    My favorite part is when those same people calling tunneling skill and strategy are also the same ones that complain that survivor perks exist to counter tunneling.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649255#Comment_1649255

    I dont really want to compare DS to Pop so heavily, but DS isn’t a one time use. It can activate 4 times. I saw Otz take 3 DS in a Trapper game yesterday.

    I think people can get so focussed on the 1 vs 1 they forget it’s a 1 vs 4.

    For example if you’re going to get hit but use Dead Hard for distance to make it to a pallet/window, and its an area where you can add an extra 20 seconds to your chase, then thats 20 seconds of time you just bought for your team.

    If the other 3 survivors are on gens thats 20 charges across 3 gens. Thats 25% of 3 gens you just bought them. That’s 3 x PGTW with one press of the E key. Remember DH can be used at least 3 x per survivor, across 4 survivors thats 12 times just like Pop.

    It activates twice, and can only actually be used once. Yes, multiple players can have it, but again, thanks to the ranking system, it's every man for himself. Survivors aren't working as a team, so much as they are all working for themselves, because winning is irrelevant, as long as they can achieve that pip. They have to compete against the killer and against each other to rank. As for your 1v4 argument, I repeatedly have to remind people that 3 other survivors isn't necessarily an advantage, unless you're a SWF. More often, it's the other survivors, not the killer, that ruin my matches. Most of the success survivors see in matches revolves around them coordinating successfully enough to finish the gens and get out. If your'e all solo, you have to do that without being able to communicate at all. The end result is survivors running the killer at you while you're working on gens, sitting in a corner doing nothing, pulling you off hooks in front of the killer's face (without borrowed time), walking up to the gen you're almost finished, blowing it, and then walking away, etc. Your math seems to argue around the coordination expected of a SFW team that is actively communicating throughout the match. Very rarely are a group of randoms coordinating and splitting gens. People like Otz are the best of the best, as it is, and are typically matched with red-rank full SFWs, and he STILL wins 90% of his matches. Using people like Otz to make an argument goes both ways, since the guy makes most survivors he plays against look like absolute tools, which people like me could argue as justification to actually buff many of these perks, not nerf them.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649326#Comment_1649326

    NOED still requires you to actually land hits. It doesn't kill the survivor even if you fail and miss them. DS straight up gives you a huge benefit that can't be reasonably countered (if Unbreakable and Soul Guard weren't a thing, it would be much less of an issue) and thus gives you a free "play like an idiot" card. NOED is definitely a crutch perk for when you're losing, but it doesn't just put the other team in timeout for you while you hit a single skillcheck. You have to continue to play the game in the intended manner to get any use out of it.

    The thing is, DS doesn't really help people who actually play like idiots, just like NOED doesn't. Most of the time, I never get the chance to use DS because the killer either tunnels and slugs me, or I run the killer long enough that, when he finally downs me again, the DS timer is gone. I've heard plenty of killers say that they got hit with it when they legit weren't tunneling, but time kind of flies. If they aren't actually tunneling, then typically, the person comes off the hook, is healed, would have to be hit twice in a chase, and by the time they went down, at best, they might have 10 seconds left on the timer. For me, I find I'm usually going down again just as the timer wears off, so even when I would like to use it, it's too late. And that's when the killer abandons a chase and actually tunnels me.

    As far as I see it, you'd literally have to come off the hook and run right into the killer's arms to be able to use the perk. But yeah, if you come off the hook and the killer runs right back over to you, downs you and picks you up, they deserve to be hit with the perk. Even when killers in my games come running right back to the hook before I can move or be healed, they usually slug me and pursue the person who unhooked me. The actual face-campers will smack the person as they're pulling me off the hook, down me, slug me, and then go after that person. So I still have little to no time to use it.

    You can't imagine how excited I was to actually get the perk, and I was always annoyed that I could never use it. I was terrible at chases, and needed all the help I could get. I'll admit it. But even then, it never stayed active long enough for me to get any use of it, and I still felt like I was tunneled. At times, I actually threw myself at killers just so they'd pick me up, and even then, they'd just leave me there for 30 seconds. Now, I use it even less because they take too long to down me again. Maybe for players like me, DS is a reward for playing poorly. Maybe it is a crutch. But too many people often forget that new players are a thing, or at least, I hope all the bugs haven't scared them all off. They should get the crutch perks. They should get second chances. I couldn't care less if a red-rank killer is upset that a noob they got matched up with (in this absolutely horrific matchmaking system) is getting second chances thanks to crutch perks.

    At the end of the day, crutch perks exist to help new survivors and killers. Many of those perks get tossed and are never really used after the players gain enough personal experience with the game. But it also turns out that many of those newb-crutch perks are REALLY good when used by actual experienced players. They find new and creative ways of using the perks in a more offensive way, and that doesn't mean they should be nerfed. All that does is screw over the people who actually need the crutch.

  • As I repeatedly point out, DS used to be built-in, and only last for 15 seconds after the survivor came off the hook, but killers were unhappy that they couldn't use the "strategy" known as tunneling right off a hook. Maybe you legitimately feel different here, but it seems the real issue is that survivors have a counter to tunneling. Whether it was the original built-in counter, or the current 60-second, single use counter that survivors have managed to make an offensive perk. It doesn't bother me that it upsets killers. The only reason it exists to begin with is because many killers decided that camping/tunneling were reasonable strategies. As such, survivors needed a means to counter those. As many times as killers want to say it, the strategy is not to simply not get caught. As I've mentioned on other threads complaining about this, there is no such thing as not getting caught.

    Devs have forced survivors to get up close and personal with killers because of the ranking system. If they don't do that, then they de-rank. If they do, they inevitably wind up in a chase. If they wind up in a chase, the killer has a number of built-in advantages, from ever-increasing speed, to the fact that pallets are limited, to the powers and perks they get to bring in themselves. Take away all the perks and add-ons, and the killers still have the speed-advantage. Unless the survivor can juke the killer, as long as the killer commits, they will absolutely win the chase.


    DS and pop cannot be compared, because DS is a single-use perk, and Pop can be used every time someone is hooked. The argument you make seems to stem around each survivor carrying it, but, again, because of the ranking system, each survivor has to protect themselves. I may not bring DS because I think a killer will tunnel or camp me; it may be because I expect a stupid teammate to unhook me right in front of the killer's face, minus borrowed time. If I have to be punished for the mistakes of my teammates, despite the ranking system demanding I worry about number 1 here, then I'm not super concerned if killers feel punished on the off-chance that everyone brings in a DS. Most of the time, I never get to use it anyway, because the killer either slugs me, or I run the killer long enough that they can't down me in time for me to be able to use it. Yes, I will admit that toward the end-game, I try to use it offensively, but more often than not, that doesn't work for me, as it takes longer than 60 seconds to come off a hook, get healed, go try to pull someone off the hook, let them get away as I take the hit, and then get picked up. The ONLY time it's ever really worked in the end-game is if the killer is trying to slug, and I force them to pick me up by crawling toward the exit. That is literally it.


    Those plays could be countered by not hooking people two feet from the exit. You want to taunt people by putting them on a hook near the exit gate or the hatch, then that's what happens. My absolute favorite video on Reddit involves a Ghostface hooking a survivor right next to the hatch, and proceeding to bag right in front of him. He 4% and hopped right into the hatch. Absolutely deserved.

  • And? Each survivor has to worry about themselves, thanks to the ranking system. Unless they are a full SWF, it is more likely that the other survivors will ruin your game than anything. Most of the issues I have in my games aren't due to the killer, but due to the other randoms I get matched with. They may as well be on a team with the killer. 4 survivors doesn't automatically mean an advantage. It can very much cost you games.

  • @FFabeq said:

    Decisive strike needs a big rework to be a truly anti-tunnel perk, not I have - 60 seconds of protection.

    • change the number from 40/50/60 to 40/45/50 or 35/40/45,
    • Make it that you can use it twice,
    • It deactivates after 3(?) seconds of being healed/healing someone/doing a totem, opening a gate,
    • And after taping a gen,
    • It wouldn't work after being grabbed, the only exception is pallet grab and window grab.
    • While in a chase the timer wouldn't tick down.

    If I recall, it used to be 15 seconds, and could be used every time you came off the hook. Killers still weren't happy, because they couldn't reliably camp/tunnel people right off the hook. Now that it is a separate perk, of course survivors are able to turn it into an offensive perk. It all really relies on how much more experienced the killer is.

    At the end of the day, killers are not going to be able to down someone fresh off a hook, simply pick them up, and put them back on the hook. People need to accept that. Tunneling and camping, as strategies, need to get gone, and of course, that is going to upset killers that have basically relied on them instead of their actual skill with their powers, perks, and add-ons. Killers that play that way are the reason devs had to put counters like DS in to begin with. There is no "simply don't get caught." Chases are inherently stacked in favor of killers. They are faster and gain speed the longer they chase you. Survivors get pallets, but pallets are limited, and many killers can simply ignore pallets anyway. So, no, survivors shouldn't have to be punished via a face-camping/tunneling killer for losing a chase that is already stacked against them. That's why they get perks to help counter, just like killers get perks and also have built-in powers to further help them. Killers also get add-ons that survivors can't see (unlike the ad-ons killers can see on survivors), and the killer add-ons last the duration of the match, not just a few seconds. Killer also still get the lag advantage that hands them hits that clearly missed, or enables them to smack someone 20 feet through a window or a pallet. Even the best survivors will be caught if the killer commits to a chase for at least 30 seconds, and isn't a dumb tool. I'd be fine if they removed half of those perks if they made killers the same speed as survivors, and required them to simply mind-game better, but that isn't going to happen either.

  • @Clueless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649340#Comment_1649340

    I was just showing the devs are fine with make stuff not work together if they are too overbearing.

    Considering those are single-use perks, I wouldn't say they are overbearing. It's annoying for a few seconds, but most killers who get stunned by DS, or watch a player get themselves up with Unbreakable just go right back and smack the person down. DS does have a 5 second stun, but it's not like the killers are inherently faster or anything, right? Those perks are quite literally the "Come back and kick me" whistle for killers. I think the new Ruin/Undying meta is overbearing. I think the Blood Favor perk is overbearing, since it completely blocks a necessary survivor tool. It doesn't matter what I think. They're in the game, and people are going to use them. As with any game, the reason these metas exist on both sides of the aisle is because it is the most optimal way to play. Killers can mix and match because they at least get the benefit of built-in powers that their perks actually mesh with. Survivors are glorified skins with perk packs that can be used on literally any other survivor, so of course most of them are going to use a certain meta. The issue is that no matter what build they use, be it a healing and unhooking build, a chase build, a gen build, etc, killers get upset because they feel like it ruins their ability to do one thing. But when killers use cheesy "strategies" that ruin a survivor's ability to do, well, ANYTHING, that's okay for some reason. Survivors don't exist solely for the amusement of killers. This whole thing goes both ways, you know. They are entitled to strategieze and use the most optimal builds too.

  • @Clueless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649280#Comment_1649280

    What if as long as Ruin is up you cant use Pop? Wait...

    Did I say pop? Pretty sure I said BBQ. The point is that the OP is asking for two perks that mesh well to not work together because they inconvenience him.

  • @Primalux135 said:

    I hope it becomes 3 secs stun forever.You got a second chance I want mine too.

    You got it. It's called NOED. If you failed to kill everyone before the gens are all done, you still get a chance to roll around one-shooting and slugging everyone, or, you know, if you feel like hook-camping and then tunneling someone, you can wait a few seconds before picking them up. You play how you want, and we'll play how we want. If that is your strategy, then we'll strategize to counter it.


    You know how appalled killers get when survivors complain about those "strategies?" Well, survivors get equally appalled when killers complain about our counters to those "strategies."

  • @Brhoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644625#Comment_1644625

    The problem with kindered not showing their aura is that it only screws solo survivors, so I don't understand why they did this.

    Because devs make their balances around SFW, and don't seem to realize that it actually screws solo players. Apparently, if you aren't either playing killer or playing with friends, you aren't welcome.

  • @Freddo_Bagginz said:

    Insidious face camping with an ebony Mori is very fun

    So is rolling up and unhooking a survivor in your face with borrowed time, before rolling straight to the exit.

  • @KingFrost said:

    I'm not a main on either side, but here's things I think need nerfed on the survivor side:

    Object of Obsession.

    Styptics

    Brand New Parts

    Decisive Strike

    Keys

    Grass. It's okay not to see scratchmarks as clearly on grass, but it also shouldn't be quite so hard

    Corn.

    OoO is just as much a detriment as a benefit.

    Styptics were already nerfed.

    Brand New Parts were already nerfed.

    Decisive was already re-worked completely, and then re-sold as a pay-to-play perk, because killers didn't like that they couldn't tunnel right off the hook.

    Keys are generally useless if survivors play well. If all 4 are up, the hatch only spawns after all the gens are already completed. 3 survivors require all but 1, 2 survivors require 3 to be done, and the hatch auto opens for the last survivor.

    Grass is being changed in all the maps because killers complained that survivors could hide in it. Now it's short enough that survivors can't hide, but still tall enough that traps and totems are completely concealed.

    Corn is just as much a detriment to survivors as killers.

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