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Mochan

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  • Most of the killer ones aren't particularly OP. I think the only one that most people will universally consider OP is Iri Hatchet. And probably Prayer Beads.

    The others usually have significant drawbacks that balance out their power, or aren't broken enough to be a real issue. Many are really annoying like Trapper's poison traps or the Legion all map frenzy and can be really deadly like Tombstone Myers, but nothing is just plain outright broken like Iri Hatchets.

    For survivors only the Anti Hemorragic and Styptic addons are OP.

  • You can see them through walls, too. So it's a double-edged sword. In the end, it turns the bout into a real contest of skill. Using OOO is not a free win. If you don't have the skill to back it up it becomes your own grave. Using OOO forces a showdown between you and the killer.

    Also you completely nullify BT, which is a big deal.


  • @BongRips4Wraith said:

    Agreed. I used to just dodge 300-500 ping Asian/Russian/European killers. Now their ping is hidden and I get hit after I take 3-5 steps from a pallet/window vault. It doesnt matter if their connection to a North American server is bad, they still get lag compensated for all hits. It's really drained any urge to play survivor and I've just stuck with Killer in the meantime.

    The only portion of the community that benefits from dedicated servers are the killers that don't play in NA and constantly got dodged because people don't want to play a match with a 300+ ping host.

    You know, I like Dedicated Servers in that they really are a great equalizer.

    It's becoming clear that the main reason some killers and survivors are so good, is because they enjoy much better ping and less latency than others. After a thousand hours of playing this game I'm wondering why I'm still not as good as some people. With DS I'm starting to believe it's simply because my ping is just not as good as some others, and not necessarily because my skill level is bad.

    When I see people complaining about problems I have had to live with most of my DBD life I realize my ping latency is not normal! And actually DS has alleviated a lot of it.

  • Game swings entirely in Survivor's favor.

    Killer Add-Ons are significantly stronger survivor add-ons and items in general.

  • I find that I generally have much smoother games now compared to before. It was clear I was getting some really bad killer internet in the past. Today every game is at least decent and looping is actually a lot easier.

    In the past at least half of my games would be 100-200 ping and it could easily get worse. Looping was very difficult because the killer could just react so much faster, and then you get lag switchers who mysteriously have the game start lagging the moment a chase starts.

  • I've had no issues with dedicated servers. As in, ZERO issues. I had more issues in P2P where I could get some really bad ping killers (or even lag switchers) who can really ruin the game.

  • There are times when I screwed up and misjudged a killer's distance or underestimated his ability to see me and end up unhooking the guy as the killer closes in. But those are screw ups on my part and not "accidents."

    And if you're trying to tank a hit for the guy you unhooked deadharding while you are running in the same direction is not the way to do it.

  • Maybe they're on Vacation Leave. Not healthy to be working 24/7 365 days a year.

  • Billy doesn't need a speed reduction, either to base or chainsaw running. He's a strong killer but not unfair.

    What needs a nerf isn't Billy, it's BBQ's aura reading.


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/763177#Comment_763177

    It extends its detection range I believe, but I might have that wrong. It absolutely extends the tracking range of the key add-ons that reveal survivors and the killers aura though.

    Yeah key aura reading I know works.

    But affecting map's tracking detection that is actually pretty good if it's the case.

  • Hmm well good point. It'd take a considerable investment for survivors but I could see some SWF doing it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/763133#Comment_763133

    It does. Killers aura is revealed within 24m of a hooked survivor.

    And Open Handed affects EVERY survivors aura reading capabilities, even keys and maps.

    Wait you are saying Open Handed affects Map tracking ability?

  • @LordGlint said:

    Boil over and sole survivor HIDE auras, not reveal auras. Thats why open handed dont work for them.

    We're aware of that, saying it would be nice if Open Handed were buffed to affect them. These perks (all three of them) are crap perks as they are. A little buff like this wouldn't hurt.

  • @CrowFoxy said:

    Open handed really doesn't affect 90% of auras lol.

    Does it even work with Kindred? I could see that being somewhat useful.

    It absolutely works with Kindred.

  • I've always wanted Open Handed to work with other Aura Distance-related effects, would be a nice buff to Open Handed, which everyone considers a crap perk anyway.

    I always wanted Open Handed to work with Sole Survivor.


  • @Auron471 said:

    Fearless: When in chase and when the killer is in your line of sight, the max volume of the terror radius is reduced by 90% along with the chase music. Killer footsteps are 50% louder during this time. This effect persists for 3/4/5s after losing line of sight or ending chase.

    How much of the chase exactly are you looking over your shoulder? This shouldn't be based on Line of Sight that would cause a headache if you're cosntantly shifting your view in front of you and behind you.

    The only perk I want right now is a Thick Blood perk which prevents you from leaving bloodtrails.

  • They are probably saving the Ritual for when a new survivor/killer comes out. That's what I do.


  • @AlwaysInAGoodShape said:

    Do you have a video of it happening?

    I can confirm that this happens. There are times when you will spawn one tile away from the killer. It's usually to his left or right and not in front of him, but if the killer chooses to go your direction you can be found in 5 seconds. The spawn probably looks something like this:

    ---------K

    s-----------------S

    ------s-----s

    With the lucky survivor being the Capital S.

    Has happened to me many times since the Stranger Things patch.

  • @Clockso said:

    https://forum.deadbydaylight.com/en/discussion/comment/761709#Comment_761709

    yep, turns out all this time is that her true counterplay is to just,, cleanse, you can hide and let her waste time searching for you which will waste her corruption

    I mean, don't get me wrong. If your team can loop her not cleansing is a valid strategy. But if you can't... just cleanse and hide.

  • Plague's main weaknesses are mobility and how survivors have a good measure of control over her power.


    Anyway I'm glad to hear that survivors are finally taking my advice and washing their faces.

  • @Eggscellent said:

    https://forum.deadbydaylight.com/en/discussion/comment/757558#Comment_757558

    You're misunderstanding my point you're talkin power-wise I'm talking concept wise. Freddy's old concept was you can't hide from your nightmares but you could run and when you were awake then you could hide which makes sense. And that was the Freddy Krueger like in the movies. This new Freddy is nothing like the movie. I'm complaining about the concept and how you guys are ruining it. my point is if you don't like the killer don't use them no one is forcing you to use them however I liked old Freddy and I like wraith and I'm a rank 5 and I like the challenge.

    Concept-wise is fine, but the design was bad. Again, it needs to be balanced accordingly. If you want invisible killers you can't run away from (Freddy) there needs to be some compensating design that allows you to win against them without being looper gods.

    In the end Freddy's power was just not ag ood fit for this game the way it was. It needed to be reworked. Could have reworked it closer to the original concept? They could have, this is a failing on BHVR's part.

    Wraith's concept is fine -- but again invisible killer needs a balancing factor because fighting an invisible stalker is no fun. Just making him 100% invisible while moving and calling it a day is not going to work.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/757574#Comment_757574

    Fair on the Freddy thing, but as far as the hide-and-seek thing, I would argue that while that may have been the intent on paper, in practice the game has ended up being freeze tag more than anything.

    And while that is true, now imagine a game of freeze tag with an invisible "it"?

    That is not any kind of game I would like to play.

  • @Rin_is_my_waifu said:

    Spirit and nurse are balanced against red rank SWF, period

    There is no need for nerfs

    If that were the case then Nurse and Spirit should only be usable in red ranks.

  • You know what's even saltier? When killers camp you to death for breaking their Ruin totem.

  • If you are unhooking teammates right in front of the killer that is not an accident. That is called intentional farming.

  • The game is already super bright and her clothes have been "nerfed" by making them significantly lighter.

    If you still can't see the Blendettes, you are probably just bad at finding survivors, period.

    Here's a secret: I play stealth with Kate and David. I have many times managed to hide like I do with a P3 or Brown Shirt Claudette, exactly same techniques used, and managed to stealth, evade and juke killers.

    Blendette's advantage is very marginal. What matters more is the stealth skill of the survivor, and the search skills of the killer.

    Good killers will find any survivor, and bad killers will miss any Survivor, even a Dwight wearing a bright red New Year's Shirt.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/760200#Comment_760200

    then enjoy having no killers at red ranks, ever spirit is balanced because SHE DOES NOT RELY ON THE SURVIVOR TO MAKE MISTAKES TO GET DOWNS just like old nurse. OMEGA BLINK WAS A PROBLEM not base kit

    Is it really balanced? If Spirit is a killer that doesn't rely on survivors making mistakes, the converse is true. Spirit is a killer where survivors have to rely on the Spirit making a mistake, or they won't survive.

  • Seasoned survivors know where all the totem spawns are, even the "hidden ones" like the one on the second floor of Hawkins or other tricky locations. I get that wide-open spawns like Crotus are just hilariously bad, but it's just a matter of survivors learning these more.

    I don't know if I want the totem system reworked. It's fun and adds an element of unpredictability to games. Many times I've had to run around the map to find a the hidden Devour Hope totem and everyone else falls like flies. You can get unlucky if it's one of the more well-hidden ones and it's the last part of the map you check. That wastes a lot of time.

    I think that's fine, personally.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/760671#Comment_760671

    The problem with keys is that they are no-risk, high reward due to their add-ons that let you keep the key after dying or using it and they can completely break the game. All gens are done? All survivors can escape instantly through hatch, no need to worry about Remember Me or a trapped exit gate.

    Now, that's not so bad, but how about this: 1 gen is left, and you just killed one survivor. Now the rest of the survivors can escape for free and you depip.

    If you bring a key, you pretty much can't lose. If you find the hatch, you escape for free and get to bring your buddies with you. If your team dies, you pretty much escape no matter what because even if the killer closes the hatch you can just open it again. If you die before either of those things happen, don't worry, because you get to keep your key.

    This is only true in SWF, and you only keep the key for one game, the addon is consumed. That's not a problem really.

    Bringing a key entails a lot of risk. It's almost certain you'll be tunneled, or killer will bring Franklin's. "No risk" my ass. Killer might even being a Mori. It is a high risk item to bring.

    Similar to how if a Killer brings an Ebony Mori, there's a high risk survivors will DC or suicide.

  • Keys don't have broken AddOns. It's the key itself that is broken.

  • I thought when you are hit when are unhooking someone, the unhook action is COMPLETELY CANCELLED. I've done this many times and have to redo the unhook each time.

    If it bothers you so much. Don't hit them. GRAB them. That ends everything there and then.

    And if you can't hit the unhooker, seriously that's your fault. Do you need any more hand holding for hitting a stationary, unmoving target?

  • Open Handed - The Right Hand of The Perk of Judgement!

  • @Widden said:

    The thing I am trying to tell is console survivors really doing their best in chases.Imagine this scenario, there is no pallet loop area and survivor doesn't have dead hard.I see pc survivors in this scenario running straight a line but console survivors doing 360 or at least trying to something better even in rank 15.Why pc survivors don't do this or maybe %2  of them trying this.On console %90 of survivors are like this.

    360 doesn't work on PC for reasons that Ultrabanana explained. Running in a straight line is the optimal play in that case as you might make it to a safe area. 360 is almost never an optimal play on PC. It will work maybe 1 out of 100 times.

    Like said, killers on console are generally less dangerous than killers on PC. Survivors on console thus won't need to up their game as much. As you can see, 360 works on consoles. It doesn't work on PC.

    Also, FPS issues also affect survivors. You can't react fast enough to killer for mindgames if the framerates are too low. Thing is, on console you have no choice. You're stuck with the framerates. On PC you can get better hardware and lower the details to fix the issue.

  • I have no problems wtih Billy other than his synergy with BBQ. I've always complained about BBQ. Probably the #1 biggest BBQ hater in this community.

  • Bond is the absolute best. I love this perk to death. It just lets you see all the dumb stuff your teammates are doing, it's like watching a soap opera.


  • @Widden said:

    I played both platform. On the console killer little bit hard but I said little bit not impossible because dbd is not first person shooter game. But survivor there is no difference with playing controller or mouse and keyboard. Cross platform actually good think for everybody because on the console so many survivor main on the pc there is so many killer main with cross platform would be balanced in my opinion. Btw console killers think pc survivors are trash, believe me.

    If you don't think there's a difference, you obviously have no idea how to look for totems in a very fast manner, and your mindgames against the killer while in chase are a lot more limited. Mouse lets you control the camera much, much faster and more precisely to do very quick actions you can't do on a controller as survivor. This matters a lot while searching for totems or mindgaming a killer in loops.

    Also, as you said killer is harder on console. That means the survivors by default have a much easier time, just because the killers can't perform on the same level as on PC.

    Bow to me, console peasants, I am your PC Master Race!

    ***

    That said I don't think console survivors are trash. But let's be realistic please. I mean, console survivors actually think 360 is a valid technique. That alone should tell you everything.


  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/758915#Comment_758915

    This was at least a better way to say it then just "100% your fault" So i approve!

    You just lucky I was wearing my Adult Hat at the time. If I were wearing my Suvivor Main Hat it would have been a lot spicier!

  • And that is where the ugly face of camping and tunneling rears its head. The main reason getting tunneled is so annoying, is because it prevents you from playing and do not even have a chance to pip. Or even safety pip.

  • Yay rank reset! Gonna play when I get home.

  • @[Deleted User] said:

    Just find something like a tree and run around it tightly, they will hit it and go into their stun while you run away.

    Precisely this.

  • @Redcum said:

    Leatherface is simply a joke. He cannot use his chainsaw unless you're right in front of him. Just use a window and he'll have to use his hammer. Billy can do it from a distance, but he cannot turn very good. If you refuse to use 360 moves, then it's your own fault for dying.

    Wut. 360's absolutely do not work against Leather faces chainsaw. Well they don't work in general unless the killer is bad, but LF's chainsaw specifically attacks in a 360 arc, it's literally impossible to dodge it with a 360.

  • 360s are useless. I can't believe you have 900 hours and think 360s work. Are you a console player or something?

    These two are easy to beat or run in a chase. You might get caught but you can waste a lot of their time.

    If they force the chainsaw you can avoid them easy. It's harder if they use M1.

    The wind up gives you a big opening to dodge. But you can't dodge in an open field. You need obstacles like trees to run them around. If they are good they can hit you but generally if you know what you're doing you can dodge the chainsaw for a long time.

    The only thing that is OP is Billy's travel speed with us chainsaw. Not the chainsaw itself. Good Billy's and Leather faces use a mix of their M1 along with their chainsaw. Bad ones do nothing but chainsaw and are easy to deal with. You will sometimes get caught in a bad spot and go down, but if you are focused on looping you can avoid that.

    Stealth players usually end in bad spots because stealth is an all or nothing thing. Looper make distance when they spot the killer so they can find a safe spot. Stealthers stick to their guns and try to avoid.

  • Personally i prefer they halve gen time but increase the number needed to 10.

    At least you don't ever need to spend too long staring at a gen. More running around for a more action-packed game. You also get more mileage out of all your gen delay perks and addons.

  • Laurie mains have a reputation for always packing Decisive Strike. Killers hate DS.

    In addition, anyone packing OoO will get the killer's hatred no matter what, because OoO is associated with toxic ######### survivors who want to loop the killer all game.

  • Wake Up is a different trigger from Left Behind.

    Wake Up works when the gens are powered, and works a much larger distance. Left Behind only triggers if everyone else is dead and is more limited.

    This would be a big buff if it were done.

  • Unbreakable is very hard to use. I run unbreakable all the time and I only get it to use it maybe once every five games that I brought it, if even that. If a survivor uses it against you it was 100% in your power to prevent it.

  • Rancor is fine. I don't see the problem. The only thing I'd change is remove the Rancor notification and return it to how it used to be, so that Survivors who haven't been paying attention (or who just used DS) might get surprised by it.

  • Wait why is this a problem?

    Many times I've fought a killer he killed the first two, left the third out to dry on the floor then caught the last one. Then dribbled them both and whack a gen to tell them to start farming.

    The killer has won at this point and is just letting the survivors have some consolation BP.

    This is not griefing.

    This is a killer being nice. Ideally he'd be nice to all four ,but it's harder to win the match with all 4 players still alive. It's easier with just one or two. And BHVR punishes killers for being nice? Come on.

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