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Malkhrim

Malkhrim

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Malkhrim
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  • I wish the devs at least acknowledged this issue. Freddy is one of my favorite killers, but is too annoying to play with a lowered FPS.

  • I see a lot of people saying "It will only affect campers", but as I see it's not like that at all. Looks more like it will reward survivors for bad plays.

    One thing that happens often is: a survivor runs toward the hook right after his teammate gets hooked, before the killer had even a chance to go away, get spoted and starts a chase, looping the killer right by the side of the hook.

    Or maybe: killer leaves the hook, sees a survivor running towards it, and go after him/her. The survivor, instead of getting the killer away from the hook, goes in it's direction anyway and start looping the killer near it.

    This is not "camping" at all. If the survivor and the killer are at the hook at the same time, the survivor is doing something wrong. You should never try to loop where a person is hooked, and if a killer sees a survivor going towards it anyway, he/she is not suposed to leave and give the survivors a free unhook. This is not "camping". Of course, survivors who make this mistake usually call the killer "camper". Anything is "camping" and "tunneling" this days, isn't it?

    If the killer is actually facecamping and making an unhook impossible, survivors should be away from it quickly fixing the gens. If they are near the hook, the killer actually has a reason to stay around, and campers will try to keep this going until the hooked one finnally dies, even if it takes longer.

    Camaderie doesn't look to me like a thing against campers, more like survivors getting less punishment for their own mistakes.

  • Do you want a reason to buy Ash? It's Ash. It's a cool character from a famous franchise. Broken perks aren't the only reason to buy a character. Actually, it doesn't matter that much: you can just wait for them to show up on the Shrine of Secrets. Might take a little long, but you save your money.

    And unlike what happens when a killer with a bad power is launched, a survivor with bad teachables can still be played like any other. Ash is far from being ruined like Freddy was on his nerf back in 2017.

    Mettle of Man shouldn't have been added the way it was in first place.

  • Since you are still making balance changes to Ghostface, are there any plans to make him and The Pig able to counter Object of Obsession? This perk makes their powers useless, and it's being used a lot now that Ghostface is released. Any other plans for making stealth killers more viable?

  • @Peanits said:

    It's way more complicated than it seems. Not all groups are super coordinated and trying to win as fast as possible, most are just a couple friends hanging out and chatting while they play a game. How would you suggest doing so in a way that would unnecessarily punish the casual groups that are not trying as hard as possible to win? And how could that not be avoided by queuing solo at the same time as your friends?


    A few thing I think could possibly work. Again, just a possibility:

    1. Give the SWF survivors a Bloodpoint bonus on top of the nerf. This would compensate for the small disavantage, so you don't feel punished for playing with your friends. If you just queue solo at the same time as your friends, you won't get this bonus. So you would have a reason to avoid doing this.
    2. Give the killer more information when playing against a 3-4 SWF. Could be aura-reading at some specific moments, like when they are performing a certain actions together. Could be sound cues, visual cues, lots of possibilities here. Most of them wouldn't be gamebreaking anyway. The idea is to compensate for the information advantage the survivors have when playing SWF.
    3. Put a limit for information perks when a survivor is on a SWF team. A requirement or range limit to read auras with certain perks, by example. The idea is to compensate for the fact that talking with a friend in the match gives a lot of information by itself.
    4. Put a limit for the number of very rare and ultra-rare items or add-ons on a single SWF team. Come on, this wouldn't be a nerf for people playing casual games. If you have two Brand New Parts or 3 instaheals, how is that not "trying as hard as possible to win"?
    5. Slowing down action speed, or at least gen speed, for survivors on SWF, since they have less trouble knowing when to aproach or leave a gen or exit gate switch, knowing where the killer is by what their friends tell them. They can also just plan and reunite always on the same generator, doing it at maximum speed while making a combo with gen speed perks and toolboxes. Frequently, 3 people do a gen while one is chased by the killer. It's one of those things a solo player can hardly pull off.
    6. Of course, there is the option of, instead, adding new features to the game that give solo players a similar amount of info about other survivors that the Survive With Friend groups have (about OTHER SURVIVORS. I don't really think the amount of info SWF get about the killer should be possible at every match. It's a horror game, after all), and balance the game around it. I've seen some good suggestions about this on forums already. That could at some point mean slight buffs for killers so they don't get at disavantage against all survivors the same way they are against SWF today.


  • @Peanits said:

    It's way more complicated than it seems. Not all groups are super coordinated and trying to win as fast as possible, most are just a couple friends hanging out and chatting while they play a game. How would you suggest doing so in a way that would unnecessarily punish the casual groups that are not trying as hard as possible to win? And how could that not be avoided by queuing solo at the same time as your friends?

    I know it's not that simple, but come on, "how would you suggest"? People are making suggestions for years already. We've never seen devs at least adress the issue and try to solve it.

    Also, casual groups of friends, even when not being toxic, still have advantage because most of them use voice communication, and that helps a lot anyway.

    And that logic also applies for: why can't killers play AGAINST their friends on public matches?

    "Players would use this to be toxic and team up survivors with killers".

    But not everyone would do it. Many people just don't have 4 friends playing Dead by Daylight to have a fun Kill Your Friends match, and would like to face their friend with 3 unknown survivors to fill the rest.

    It's the same line of thought.

  • @NuclearBurrito said:

    @Mochan Claudette wearing a brown shirt hasn't given anything up compared to any other survivor. A stealth killer gives up having literally any other power, since the Killer powers are mutually exclusive.

    A Claudette without her being super blended into the environment just resolves like any other survivor.

    A stealth killer without being able to stealth resolves like a Killer with NO power.

    Not to mention survivors already have ways of countering aura reading. They can hide in lockers or behind gens, use aura protection perks (ex: Sole Survivor) or simply use the killer perk weaknesses (example: being close to the hook against BBQ&C).

    Killers have no way of countering Object of Obsession like this, and no killer perk provides aura reading for the whole match on unlimited range like Object of Obsession does. It's not even comparable. Aura reading is not an issue for survivors. For stealh killers, it is.

  • Also, while only her corrupt purge is kinda strong, she gives every survivor a LOUD warning when activating it. They just have to hide after hearing it. If she stops to get it during a chase, she will give the survivor enough time to reach a loop.

  • @NoShinyPony said:

    Since the DS stun time got increased because of Enduring, it would only be logical to revert it now to 3 seconds since it isn't affected by Enduring anymore.

    And that killers who don't tunnel still get punished by DS - when it is supposed to be an anti-tunnel perk - should be changed as well.

    Agreed. I think the time active should be shorter. Come on, today you can hook another survivor after the one with DS is saved, find them 50 seconds later and imediatly get them, and then suffer a 5 second stun. How is this "tunneling"?

  • @KillermainBTWm8 said:

    He should be immune but sadly he isn't not the survivors fault either though they know every game will be a GF why not run it.

    This perk should have been adressed a long time ago. The Pig suffers from the same issue.

  • Are there any plans to make Ghostface and The Pig able to counter Object of Obsession? This perk makes their powers useless, and it's being used a lot now that Ghostface is released.

  • Ghostface should be immune to aura reading while Night Shroud is active.

    The Pig should also be immune when she is crouched.

    Object of Obsession not being one of the most used perks doesn't change the fact that, when used, it makes Amanda's crouching and Ghostface's power pointless. A perk allowing to counter a killer ability to some extent is one thing (like Dead Hard for Nurse), but making the ability completely useless for the whole match is too unbalanced. And unfun for the killer.

  • Now that Ghostface launched, are there any plans to make stealth and sneaky killers more viable, via buffs or map updates?

  • Why didn't you guys allow coments on the poll about Ghostface buffs? What's the point on voting between "yes" or "no" if you can't say why you voted? Some people voted "yes" but might have tought the buff wasn't enough, for example.

  • @SpacingLlamas said:

    Play doctor like this, guaranteed wins and dc's😉

    https://us.v-cdn.net/6030815/uploads/591/XNRVAZPCB0D8.png

    I would replace the Ebony Mori with The Game map offering. Makes this build even more efficient, since you spread your TR on a smaller map and two floors.

  • @Blueberry said:

    Stealth detection and aura reading perks have nothing to do with why stealth killers aren't viable as hardly anyone runs them anyway. The thing ruining stealth killers is as you mentioned, map design. There are very few maps that they actually work on as too many maps have huge open space to see the killer coming easily.

    It's secondly map design because most stealth killers have no map mobility or loop counters. You can be as stealthy as you want it isn't going to make them viable. There are too many loops always within reach. If a stealth killer can't reliably get a hit out of stealth, there stealth isn't good enough.

    Along with maps getting fixed to better suit them, most all the stealth killers need large improvements to make their stealth more viable.

    Aura reading perks might not be such constant as the map problem, but they are a big part of the problem too. Object of Obsession may not be used as much as MoM, Self-care and Dead Hard, but is still used, and anytime you face it with The Pig (or now Ghostface too), it will make your power useless, even at Lery's Memorial Institute.

  • @ABannedCat said:

    Also, the point of view should be raised to the actual eyelevel on killers. Pig for example cant look over tall grass when crouching, even though her model clearly stands out of it.

    Yeah, that's really annoying. You can't even see your target after crouching.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/526061#Comment_526061

    Then Head On is pretty much always useless. Even just sitting in a locker, you won't be able to gain distance properly after stunning the Killer.

    And I meant if you get into the locker during his lunge, he will hit the locker and miss you, allowing you to then pop out and stun him for 3 seconds.

    It's really only a situational perk that is only useful if there is a window or pallet right next to the locker, and if there is, you should just use one of those.

    Well, it's useless most of the time, yeah.

    Missing the hit don't give the survivor 3 seconds. The killer will just open the locker or hit/grab the person coming out of it.

    Head On is only useful with SWF, usually. I only remember 3 times I got stunned by it as the killer:

    A survivor started looping around the killer shack. I followed her inside, thinking I would hit and suddenly got stunned by her friend in a locker (one survivor draws the killer's atention, the other hides in a locker in the loop and waits for the killer to pass by).

    The second time was the same, but on a jungle gym instead of the shack.

    The last time I remember, some survivors had DC and there was only one left. I heard something, followed the noise and saw a locker. I approached while holding M2 (I was The Doctor), and suddenly got stunned when she came out.


  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/525964#Comment_525964

    I think it was 4 seconds. Would be nice to have that reverted back to the 4 seconds. But I do think this change is good, making DS more reliable against any killer.

    Also, it's now slightly faster at pallets, so it's not just a nerf.

    It was 3 sec before the buff, as also before the update.

  • @weirdkid5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/526057#Comment_526057

    Nah Head On is still pretty gutter. I could really only see it useful in clutch situations, like when the Killer is about to hit you and you pop into a locker to avoid the hit.

    But is it better than something like Sprint Burst, which is also an exhaustion perk, and one in which you can control pretty much whenever you want? Doubt it.

    The second hit will happen is less than 3 seconds. I don't think this would work

  • @rch614 said:

    Totem spawns do suck and hex totems as a whole need fixing but you know full well you run that risk when you run those perks. It's feast or famine with Ruin, that's how it always has been.

    Ruin is literally the most meta perk in the game.

    It has the highest percentage of uses simply because killers need it to slow the game down.

    "Oh, but you can play without Ruin".

    Yeah, and that will make your game far harder. Killers don't just "choose" to run ruin. It's the meta.

  • @Mochan said:

    Stop using Hex Perks then.

    "Stop using the most meta perk in the game"

    Yay, sure.

  • @Janick said:

    Thanks for the feedback

    We will be looking into the Perk problem for ALL stealth Killers as a whole. We will give more info about this in the near future.

    I'm really glad to read this. Looking foward to it.

  • @LordGlint said:

    Honestly, handing out T1 myers lvl anti-tracking could actually be pretty nice on other stealth type killers while using their stealth abilities. Your right about many maps not giving any chance toward stealth manuvers though, or rather mindgames in general. I hate looping around waste high debris for example, because theres no point during the loop where the survivor loses sight of you, so its completely brainless. You just have to run in a circle until you eat a pallet and hope theres not alot more similar brainless pallets around.

    Yeah, that's a problem too. You can't mindgame those loops at all. Autohaven Wreckers and Haddonfield are the most problematic on this.


    But at least it seems the devs acknowledged the problem with the loops. On one of their streams, they said they will fix the walls with spaces you can see through on the map update, because they don't favor mindgames and "work like a fence". I hope they do something about the actual fences too.

  • I agree that their stats are flawed, but for other reasons.

    Specially one, I must say: they show individual Survival Rate per Rank, most played killers per rank and most used perks per rank, but no other statistic has rank specifications.

    And individual survivor rate doesn't say a lot, really. It's your INDIVIDUAL chance to survive a match, but survivors play on teams. Even if your chance to die is high, it might be a match where only you die and all the other 3 escape. Killer's kill rate tells a lot more, because it is about how many got killed and how many escaped.

    But look, they don't show kill rates per rank, only per platform:

    Earlier this week, we asked you what statistics you would like to see.

    So, it's the average on all ranks. What are we supposed to get from this, since there are BIG differences between rank 1-2 and rank 16-20?

    I guess they don't show this stats because some killer's kill rates are freaking high on low ranks while freaking low on high ranks. It would show the big balance problems the game still has. Instead, they show inaccurate stats that can be interpreted on different ways so the community keeps arguing over them with two separate sides.


    Funny thing is: When the stats from October 2018 had shown survival rate around 40% at high ranks, Mathieu Cote used them to argue the balance was fine. He even dismissed and laughed at a player coment complaining about killers being undepowered, saying "survivals are being killed most of the time".

    Of course he didn't say those were only individual stats and didn't say much about who wins and who loses. And of course he didn't use the same logic later or said anything about the stats from April 2019, showing survival rate at 60% at ranks 2-4 and 80% at rank 1.

  • @Volfawott said:

    I feel like with the test subject They added her sleeve things from the outfit she was wearing in the first saw when she was in the reverse bear trap. ( which mind you I'd really like that as a cosmetic as well) Less because it makes her look more human and simply to cover up the Hidden Blade

    The leather outfit as stated before is most likely a female version of hoffmans outfit however it could also be based on what she was wearing when she was fighting with Eric Matthews as they are both similar and you could see the undershirt she's wearing is the same as that scene. So honestly you could make the argument for whichever one you want

    As for Tapp's beat cop I assume it was just something they thought it would be really cool to add nothing more nothing less.

    However his undercover cop seems to be you based on Daniel Riggs outfit from Saw four

    Now that you said it, I looked back and, yeah, she did had similar sleeves in Saw I. The cosmetic kinda merges 3 of her visuals: Pighead, SAW III and SAW I. Interesting.

    Hoffman's coat is different. Seems like it isn't leather. When Hoffman is subdued by 3 Pigheads by the end of SAW 3D (Gordon and 2 unknown people), the one with a bat had a leather jacket, but it didn't seem to have that open colar. Yeah, Amanda's jacket on the flashback is the closest one.

    Yeah, Undercover Cop is not identical to Daniel Riggs, but has a similar jacket.

  • @Dr_Loomis said:

    The leather Pig outfit looks like a female version of Hoffman's attire.

    Re Tapp, he wears the suit attire but don't recall him wearing a police/swat garb in the films.

    First I thought it was, but Hoffman's jacket is different. Those Pigheads who surround him at the end are closer.


    Wait, does tapp wears that brown leather jacket from the new cosmetic in the movie?

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