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Mozzie

Mozzie

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  • @kaeru said:

    I think they know. This is why survivors don't have any in-game chat within match. But what do you expect devs do to swf with side software communication?

    The fact that they have their own official discord means they don't care about it. You can't pretend it doesn't exist. Just implement it into the game and balance around it, I can't believe we will be having this discussion into 2021 about VOIP in DBD.

  • @InsatiableMop said:

    Pretty simple, people get tunneled off hooks so they run DS. which gives them the ability to use it in the ways killers hate i.e. baiting grabs and such, or "making mistakes." Not saying there wont be people who run it anyway, but if killers look to your tunneling brethren and say cut it out then you will probably run into fewer DS.

    The reality is DS probably causes more killers to tunnel than to not. If a survivor team starts playing too altruistically it's very easy to eat a DS unintentionally. This type of scenario is pretty common, especially when a group of survivors think it's clever to all dress alike. DS shouldn't be used as an aggressive perk, what needs to change about it is it's ability should be deactivated anytime a survivor performs an action. So if you go to heal somebody else, work a gen or perform a rushed action it should deactivate.

  • My recommendation is when you see two or more flashlights in a lobby bring lightborn, it really ruins their game plan. As far as dead hard is concerned it is just a very annoying perk that is awarded to survivors for not doing their job. The only thing you can try to get better at is baiting it out. make them think you're going to throw and make them waste it, or better yet bring the exhaustion addon.

  • @MythMage said:

    Decisive Strike: Honestly, I'm just done explaining what the rework would be, so if you want to know, hunt through my comments, cuz it's not worth my time. As for why, well, we need anti-tunneling measures that are actually anti-tunnel but not have to waste a perk slot.

    Barbeque And Chili: The grind is dumb and Killers kind of need incentive to not camp.

    We're Gonna Live Forever: Again, the grind is dumb but make it to where you don't have to be heavily altruistic to get 4 stacks

    Kindred: Just remove the Killer portion and it would be an incredible buff to SoloQ.

    Corrupt Intervention: Until they add the Trial Warmup type thing they are doing (eventually), maybe make Corrupt slow all gen speeds by 50% for 80 seconds, just so that the Killer can get a head start. Only reason I wouldn't want regular Corrupt as base is because some Killers, like Hag, Legion, and Hillbilly are actually worse with it than without

    All good points. Survivor perks that are meant to stop slugging/camping/tunneling shouldn't be used as aggressive features. Honestly I think if they made lvl 2 of Kindred base for at least 4 seconds that would help a lot. I certainly wouldn't mind them buff kindred to 20 meters for killer either

  • @bdzr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827034#Comment_1827034

    so basically ur saying nerf chests right so get a horribly slow open timer in which the chest looters will probably stop playing so they will lose players and keys are used to open chests but you can't get them in chests? kind of stupid considering the rng on the keys would have to be higher so then if you opened a chest with a skeleton key you get a purple flashlight or purple engineer/alex so all the sweaty survivors can farm their 8000 purple flashlights with amp and green battery

    there are many flaws to your plan that you have to think out before you go around suggesting changes lol

    You are overly dramatic. You act as if chest looters are some kind of community. Key's need a proper nerf, either remove them from the blood web or you keep them in the blood web and make them required to open chests or to open chests faster. Or just remove keys entirely, I don't care. Survivors already are given a ridiculous mechanic that rewards them for failing. They shouldn't be given an item that rewards them for failing twice.

  • @bdzr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821342#Comment_1821342

    so what just remove keys from the game then the survivors will complain about moris lol and what if you bring keys and people are p3 with like 100 skeletons then more crying killers will complain

    u dont realize how the game would work without keys because if they remove them now the p3 tryhards will come back

    I really couldn't follow most of that, but I'm not advocating for all keys to be removed, just remove them from chests. They would still appear on bloodweb, ya know. And that's the laziest fix, honestly I'd prefer if they were used to open chests and chests became much harder to open.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822203#Comment_1822203

    Do you seriously think the devs nerf something because of one person? I think Wraith should have a good base kit and should not have to rely everything on perks.

    I agree with your opinions on Wraith but after seeing this guy (Isn't he in charge of balance?) play like a Rank20 Survivor I have some deep concerns with how this game is getting adjusted.


    https://www.youtube.com/watch?v=g28KozjF0AI


  • @Zeb89 said:

    Ok, this is getting ridiculous.

    10 minute lobbies as survivor during the evening (18:00 - 2:00) vs 3 second Killer lobbies.

    The issue is reversed during the morning and early afternoon. Killer takes 4-5 minutes to find a match.

    Why aren't there bonuses for playing underplayed roles?

    All normal games have this system in place so the game doesn't die. In MOBA games you get an exp boost at least. This is common sense, people. Just do it.

    The game is in a horrible state because of this.

    I don't know why devs are so detached from reality to seemingly not notice.

    Theres the mori nerf for ya. It'll probably normalize in a couple of month's.

  • Honestly, all nerfs and buffs are kinda meaningless right now until a proper matchmaking system is in place where data can be collected that's actually accurate.

  • @bdzr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804176#Comment_1804176

    yes it would cause what if people have keys in their inventory lol then added on the fact the addons would have to be removed too

    that's completely irrelevant. I'm saying remove the ability for keys to spawn in chests. Inventory doesn't matter.

  • I thought I'd share a great video by dbd things while you all recover from COVID or whatever the hell is stifling your speed.

    Now more relevant than ever:

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


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815550#Comment_1815550

    Yeah the grind has been growing and growing; and it needs a big change. Thing is, if they think 10k bp is a big deal, and I know someone is going to point out "yeah well that is 300k just for logging in!" and it's like yeah but we used to have things like double BP days and you would make tripple all of that in just one day, and it actually gave you incentive to actually PLAY the game as well.

    They talk about how much time events take and so on and so forth, but the one thing that takes the least amount of time and effort; is the one thing they are just growing to be more against. I like the rest of it, I mean the sweaters and such are great but like....I dunno, I just feel like they are making fun of us or something with it when I see the 10k.

    But you can now afford an ebony mori and a faint reagent on your blood web with that 10k!

    All kidding aside I always appreciate getting something over nothing. I was looking at the wiki and.... is this right? Was there zero blood hunt events in 2020? I thought there was one with the 4th anniversary event but maybe I'm just thinking about the ghastly gateau's. There wasn't one for the Scarlet Swarm or Eternal Blight, correct?

  • I think people are just frustrated that they've been pretty stingy about double bp events for over a year now. We had a decent one for 4th anniversary but with the grind increasing per each chapter release the blood hunts should be more frequent, not less.

  • @Harrington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815201#Comment_1815201

    Mhm ok yeah and what region do you play in? Only so I can avoid it entirely ;)

    I'll never tell! But if I see you on tonight I'll say hello in post game chat 😃

  • @Emsilyy3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815193#Comment_1815193

    We can agree to disagree, they need a change, but they are not broken.

    Harder to find in chests, 80% rarer in the bloodweb, and perhaps change the mechanic of purple keys. But making keys the same as moris and completely ridding them of “prematurely ending the game” then means that there should no longer be challenges such as “ escape through the hatch “ and things like that as it’s hard enough to find 70% of the time.

    Oh I'd agree those challenges should be removed. But there is no question that key's shorten the game. It also adds an insane amount of pressure on killers to prioritize key carriers and even with the Franklins nerf you'd essentially have to stand on a key for a minute and a half to guarantee it's out of the game. Try to put yourself in a killers shoes. Would it be fair if there was a perk for survivors that prevented the killer from being able to mori you(prenerf) but it meant you had to be useless for a minute and a half?

  • Yes, I target every Steve to make me smile :P

  • @Emsilyy3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815055#Comment_1815055

    Read my other comment where I’ve included possible changes. You can’t be mad at a game mechanic and just be like “ broken, must be removed. “

    I want solid suggestions of what people can do with the hatch or key mechanic to make it more balanced. Read my other comment to see possible ideas :)

    I saw. Any suggestion that continues to allow the key to be used on the hatch I will disagree with. Survivors shouldn't have a 'get out of jail free' item in the game. Mori's had their utility gutted, it's only fair survivors get the same.

    If they made chests difficult to open and key's were used to quickly open them I'd agree with that. But hatch as a mechanic is already a freebie for survivors, they shouldn't be given anything more that contributes to that.

  • Steve is definitely my favorite survivor to go against. His sound effects always make me LOL. AHHHHHHHHHHHHHHHHHHHH!

  • It's the best compliment you can get. I've occasionally got 'there's no way you could have known where I was' in post game chat.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815042#Comment_1815042

    Immersion. It would be a chaotic mess listening to four randoms. If everyone is muting then it serves no purpose.

    3 other randoms. As I said, this is done in many other online competitive games and these sorts of issues aren't as big as you make them out to be. When voip is available many are afraid to talk on the mic anyways. But if you have somebody who is being obnoxious or cutting others off a quick mute feature is all that is needed.

    I don't even want the killer to be able to hear the mic's. There should be no disadvantages to using VOIP over discord. This change wouldn't completely void out SWF's as people who know how to play well together and create team builds will always be superior but it would certainly be a positive change for the community as a whole.

  • @Emsilyy3 said:

    There are so many threads that speak of keys being unbalanced, but I don’t get it. Survivors still have to complete generators to have it spawn early. 2 Survivors = 3 gens. 3 survivors = 4 gens.

    Yet I see killers complaining all the time about it, I understand your frustration about losing points, hooks and pips. But surely is you see a survivor with a key, you have the option to alter your perk build such as Franklin’s to then ensure that they drop that item and risk losing it. I’ve easily played over 100 survivor games in the last few days, and I got a total of 1 key from chests.

    It’s the exact same as killers saying “ don’t want to be slugged then use unbreakable/SG “

    ” use ds and unbreakable to counter tunnelling and slugging. “

    Yet when survivors have an item that gives them another option to get out that has its requirements as well, that’s somehow unbalanced? (Yes gens don’t take long, but if you’re pressuring them and actually playing like a decent killer then it shouldn’t be difficult? )

    No this is NOT a troll, I’m being 100% serious. I’m not looking for petty and pathetic responses, I’m trying to understand why everyone gets so salty about something that they can literally change using a perk, like everyone tells survivors to?

    The fact that keys can be found in chests midgame negates your argument. Secondly, it's unfair that only one side now has an item that can shorten the match in their favor. Give players a 'win', undeservedly. You could hide in a locker for most of the match and urban evade all of the map undetected and escape with key. You could be in a 3 gen situation with two other survivors and completely avoid finishing the match and everyone escape in hatch.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812985#Comment_1812985

    Voice chat is only beneficial with friends. In Solo queue it would be annoying.

    "Come save me you pos"

    etc...

    I know that's a concern with VOIP but as long as there was a way to quickly mute teammates like alt/right clicking their icon on the bottom left to mute that problem is easily resolved. Also a way to turn voip off and on in settings.

    But this has been suggested for years and they won't do it, which is incredibly annoying as just about every competitive online game has it.


    But as far as any kind of 'buff' to solo q I don't think they'll ever do anything to buff solo q or nerf swf.

  • I think the only way they could manage to implement some semblance of this would be to credit each account 4, 5 and 7k per each respective mori and remove the offerings completely from everyones account.


    To create a whole system from the ground up to sell back items/offerings is probably out of their scope.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814893#Comment_1814893

    I agree. Self care should only allow you to heal yourself, not increase medkit efficiency since botany already does that afaik. I think it's an issue with some perks in this game. Some do x, but another one does x plus y. Kinda kills the one who only does x.

    That's true but some perks have mediocre ability's so for those ones I don't really mind a secondary affix to make it more appealing. But the ability to heal yourself AND get greater usage of medkits? That's just ridiculous, it always has been.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814877#Comment_1814877

    To be fair, grinding out a meta build is not that difficult for either side. Ruin Undying is 2 characters. BT/DS/Unbreakable is also 2 characters.

    Probably not for people like us but that's a million blood points per character to unlock the teachables. That's plowing through each blood web the most efficient way possible. Then to get level 3 of each perk on the characters you actually want to use is just a crazy amount of grinding. I'm really amazed at how popular this game is for the amount of grinding you have to do.

  • Everyone complains all the time about DS, NOED, undying, SB, BT etc.. but I never see people complain about self care, which is probably the most used survivor perk in the game across all levels of play.

    For a perk that grants you the ability to heal yourself why in the world does it have to include near botany knowledge level of power?

    "Increases the efficiency of Med-Kit self-heal by 10/15/20 %."

    That secondary affix really should have been removed years ago.

  • Matchmaking is a real issue when it comes to killer shortage. If you're a newer killer you are more likely to get matched against players with more experienced than not. This can be incredibly frustrating where I imagine the casual players just give up on the idea of playing the game as killer. I also feel incredibly bad for the people who picked up the game 2018+. You are just at such a disadvantage with the grind to ever catch up.

  • There are a several bubba mains that really play him well. I really dislike that there isn't a visual cue when to continue sawing without looking at that indicator on the bottom left side of the screen, I find it very distracting.


    I think a lot of people sleep on Hag and Huntress as well.

  • @thefallenloser said:

    I don't think anyone would unironically vote for number 2...

    I don't know, I've seen several people on the forums say they'll deal with the bugs as long as there is new content. I'd like to see them drop chapter releases to twice a year. Giving them more time to work on them and make necessary QOL fixes. This doesn't need to be a permanent change. I'd say try this for at least a year and let's see what shape the game is in at that point.

  • Visibility is so awful on it, I can't determine if it's the color or lighting or both. Scratch marks are so incredibly hard to see on both. Definitely prefer the old ones.

  • @MythMage said:

    From the leaks we've gotten and with some theorizing, this is what we can pretty safely assume:

    The Clown is going to have 2 different bottles: The Afterpiece Tonic and The Afterpiece Antidote. Throwing a bottle of The Afterpiece Tonic will do it's normal effect, but the gas will gradually, piece by piece, expand until it reaches max area. The Afterpiece Antidote can then be thrown at the gas from The Afterpiece Tonic, which will combine the two into a brand new effect after a short duration.

    Clown is also, from the looks of it, will have a passive reload, since his current reload button will probably be used to switch bottle types.

    As for what The Afterpiece Antidote does on it's own or what it does when combined with The Afterpiece Tonic, we have no idea, only complete guesswork.

    With the new way the gas expands, we have no idea how it will affect the physics of the gas when thrown at a higher structure.

    They are also (most likely) revamping his addons.

    I suspect all of that is probably correct. I'm hoping one of the gasses causing exhaustion or he gets to keep solvent jug.

  • A 'hotfix' for keys right now is remove them from chest spawns.

  • Stridor should be A tier, even with spirit in mind. Your a little too harsh on Babysitter, probably C tier, Autodidect is D tier, not really detrimental but not very useful either. Distortion to B tier makes more sense, very good against BBQ when you can't get to a locker or gen in time. Up the ante is D tier, nothing really detrimental there. Slippery meat is D tier as well. I think you just didn't want to go three level in D tier :P


    Urban Evasion, Solidarity & windows of opportunity should go C tier imo. They aren't useless by any means. I'd be willing to put technician in there as well for new survivors if it were a base perk, which it should be.


    You did a better job on killer perks I think. Lullaby, third seal & deerstalker definitely should go to C tier. They are pretty mediocre for the most part but can have very good plays with the right builds.

  • I'd be okay with level 2 version of it being base kit.

  • Why stop at yellow mori? There's little harm in making ebony mori base kit at this point.

  • I would also suggest Pyramid Head at this moment. Oni is rated a lot higher by people then he really is. I'm not sure why some think his power is better than hillbilly, when hillbilly has it all the time and Oni's is only marginally easier to control.


    Pyramid head by far as the most potential and the most frustrating of the three to play against.

  • Oh someone necro'd. My bad

  • @RayrafLPP said:

    Not one game today with a green rank survivor. highest rank i got was 7 while the other 3 being red ranks. Im rank 9 atm as killer and i guess survivors figured out that the matchmaking is terrible. My girlfriend also plays dbd and is a rank 14 killer. A Killer at this rank SHOULD NOT GET a full red rank Squad!

    At this point as a not godly killer you will get destroyed most of the matches. And the survivors know that, t Bagging at every point in the game where its not punishable.

    Pretty good job letting new players going against the best. But hey, we got some skins i guess.

    Good game in theory, but toxicity destroys it and the Devs dont do anything.

    I chase a Rank 1 survivor until i have bloodlust 3 so huge waste of time but i wanted my BBQ stacks at least. Then Theres this pallet on lerys which you HAVE TO DESTROY to go on because its litterally the only way. 45+ seconds of chase lost because of a un mindgamable god pallet.

    So here's the issue you are running into if my suspicions are correct. The killer pool is so low right now that in order to keep the queue times lower for survivors the game grabs the first available killer. Now if there are more variables to be taken into consideration with the coding I'm uncertain but I believe that's how it works. Unfortunately for you every time bE does something to piss off killers they stop playing killer so folks like yourself and your gf get the short end of the stick.

  • @Canas said:

    I've been in a debate lately with another player regarding their behavior in a previous game. I had managed to down all 4 survivors and was about to hook them one by one when the 3rd survivor dc'd just to give the last remaining one the hatch as they crawled to that location.

    My argument on that topic was that the ability to dc was never intended to facilitate the escape of another survivor. Opening the hatch by breaking one of the rules of the game (dcing is punishable after all) can't legitimize any win gained from this. It is by definition an exploit.

    What's your opinion on the matter? Do you consider hatch escapes from dcs a legitimate way to win for survivors?

    It's a very good point. Do I think it's an exploit? Yes, without question. Should it be a punishable exploit? I think the dcing penalty is punishment enough but it really should be fixed. My suggestion for fixing it is as soon as someone dc's they go though an animation that would take equally as long as if the killer picked them up and put them on the hook. Any hook related perks for killer should get a free activation.

  • @Zarr0ch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811774#Comment_1811774

    Can you explain, briefly why that is? Just the facts and not the emotive stuff that is getting spammed everywhere?

    Haha, I was just saying that to be an annoyance but honestly these are my real feelings on the matter

    1. Nerfing the mori's now have not balanced the game, they've created an unbalance as one side now has the ability to shorten match lengths in their favor while the other does not. It's not unreasonable to expect mori's and keys to be nerfed simultaneously.
    2. They didn't change their rarity. At this point they might as well remove them from the bloodweb completely and make them basekit across killers. It's not good we need to spend 4k, 5k, and 7k on offerings most will never now use.
    3. Keys are more prominent in the game now then they've ever been since the release of DBD. The timing to this nerf is highly questionable. Nerf to appraisal is helpful but the key uptick is still larger than usual(at least in red ranks). Now that the survivors see the developers will need to make a key nerf very high priority survivors are dumping all their reserves, a luxury that wasn't given to killers.
    4. Mori's first nerf was after first hook, years later the best they came up with is after second hook. There were better suggested fixes but dev's seemed to go with the one that was the very easiest, not what was best.


  • I'm really not happy with the way they've changed mori's...

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/1809495#Comment_1809495

    Die Hard reference? :D

    Also, reminder to everyone that it's not Killers or Survivors that are toxic, it's the players. And players can and do play both sides. If you had to make me choose though, I suppose Survivors might be more toxic on average because of herd mentality (4v1).

    It felt appropriate :).

    When asked about who's more toxic Survivors or Killers I always say this; How often do you play against a killer where he slugs you and waits until the last second of dying state before putting you on the hook? Now ask yourself; how often do survivors just sit at the exit gate until the end of end game collapse or until the killer shows up? There's your answer on who's more toxic.

  • @BasementDweller said:

    They said during one of their earlier streams that they were going to change keys and mories.

    What was the time frame again on that in the stream? Was it "soon™"? Because soon for BE could be any time between now and the apocalypse. Now that mori's were nerfed first everyone's blowing through their keys. Big surprise!

  • I really hope so, but we are not off to a very good start.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811364#Comment_1811364

    And were those games common? No most games mori's are used to win them, most games keys result to only 1 survivor escaping if they even get to use it. Mori's were more of a problem it doesn't matter if 1 out of 50 players or whatever don't use them the majority use mori's to win. I also think they should have been done at the same time but i'm also fine that they were not because mori's are no longer a problem.

    Using uncommon examples doesn't prove anything it just shows i was right that keys are stronger situationally, in a mod post they said that 2% off all escapes are from keys. If it's that low what percent do you think mori's make up for kills? The very fact that either are not used in the majority of matches let alone together shows that they don't balance each other out.

    Also keys to success that isn't common especially in high ranks were the meta is most common so again getting a key during a match isn't common.

    What is common and what isn't is pure anecdotal and there's no sense in arguing about things that cannot be proven either way. You cannot prove the most of games with key never get used and I cannot prove that most mori game's don't result in tunneling. I can just tell you from my experience what I think is best for the game and you do the same.


    That's not to say we cannot theorycraft about what changes would be a better, beneficial result for the community overall.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811320#Comment_1811320

    You have my list and your responses didn't address the points i made.

    also why should mori's be basekit until keys are nerfed? fighting unbalance with unbalance doesn't = balanced that a horrible mindset to have. yes keys are still a problem but you said it yourself they will get changed, so what if survivors have their best item untouched for now. The amount of BS mori's had in games has been addressed which means better overall game health and balance even if there is a slight key usage increase that doesn't change the balance state of the game on the survivors side it's the same as it has always been.

    Don't like keys then lobby dodge them, last second key switches are rare so if you want to avoid them you can. Everyone has their opinions and wanting mori's to be untouched until keys are addressed is a common one. But when discussing balance you don't include your opinion on a separate subject you talk about the subject in question not it's counterpart.

    Mori's and keys never balanced this game, they were simply the strongest thing both sides have. situationally keys are stronger but that strength is way more uncommon then what mori's showed in any game they were used in. simply put mori's were more of a problem because their strength was more common and easier to use. sure keys are in slightly more matches but their not always used.

    No what I'm saying is making mori's basekit permanently, not temporarily. I understand you disagree with me but I would say the majority of the community agrees Mori's and keys should have been done at the same time. And at the very least they should have been treated the same way instaheals were, not sneaked into some hotfix patch where they couldn't be used up beforehand. You seem to think Key's are mori's should be treated as two separate subjects whereas I, and again the majority, feel the power they give both sides is intertwined and therefore be dealt with simultaneously.

    "Mori's and keys never balanced this game, they were simply the strongest thing both sides have. situationally keys are stronger but that strength is way more uncommon then what mori's showed in any game they were used in. simply put mori's were more of a problem because their strength was more common and easier to use. sure keys are in slightly more matches but their not always used."


    I mean this is entirely anecdotal information. I've been in games with an ebony mori and it was never used. I've also been in games where survivors managed to 3 man escape with hatch when there was no hope of escape, all because of key. We can play 'ive seen this and i've seen that' back and forth the reality is they should be treated equally. If mori no longer gives an real advantage the key should be treated just the same.

    Keys, unlike mori's, cant simply be lobby dodged anymore with the recent influx of key's spawning in chests thanks to 'key to success' builds.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811278#Comment_1811278

    blights addons are underated tbh, but I have played him enough to know that the only way you can do well with im is to be able to use his power to a good extent, or you are just playing a m1 115 killer which most survivors know how to play against

    Yeah I don't have enough experience with him in order to properly rate.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811235#Comment_1811235

    alright i'll believe you but that just makes me think your too biased to offer proper balance suggestions, regarding your idea of basekit you can't refute the points you just pulled strawman arguments meaning you ignored and didn't address what i said and you include things that don't matter in the balance aspect which is the main topic. As for saves how often does a single survivor pull off a save on you, if it is often you just bad then and not being careful. I play killer daily and the amount of saves that happen in a month can be counted on my hands and they are mostly from multiple survivors trying to save the person im carrying.

    Mori's are balanced now, if your saying they are not strong enough then your just power hungry not everything has to be game changing strong. The fact that you are ok with how this would encourage toxic behavior in every game without offering a suggestion shows your biased and don't care about balance. If your suggestion makes mori's even weaker which it would then it would be better to have it as a offering.

    Like i said the simply nerf the devs gave us was the best one, not a single suggested change to mori's is as effective and safe as it and most are exploitable. Yours just has too many problems in all sorts of ways. Acknowledge it or not your suggestion has too many faults BALANCE wise, small insignificant things like the bloodweb doesn't matter in the face of balance and game health.

    I mean I play both survivor and killer on a regular basis. I would definitely say I'm more killer sided, not because its my preferred method but because they get screwed with on every turn. The devs just seem to want to make 4k's harder and harder for the average killer to achieve and I disagree with that philosophy. DBD should at it's core be what it has always been, an asymmetrical survival horror game. Instead, they seem to believe swinging everything to be survivor sided makes the game somehow more competitive when in reality it just makes it more frustrating to continue playing killer.

    Let's sum this up quickly please. What main points do you want me to addres about Mori's being balanced? And before you respond let me at least say this on the matter:

    Nerfing the mori's now have not balanced the game, they've created an unbalance as one side now has the ability to shorten match lengths in their favor while the other does not.


    Yes keys may get nerfed at some point, but until then it is still unbalanced.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811214#Comment_1811214

    consistent and balanced, well all I can really think of is blight, if you are good he is good, if you are bad he is bad, killers along that line where how well you do with them is directly tied to how well you can use their tools instead of how well their tools play the game for you are probably the most balanced ones

    He's still a little too new for me to consider him most balanced. His addon's are pretty meh, and the camera is quite awful on him. If I had to pick I'd probably say huntress. She is a fun killer overall and has pretty decent addon's but isn't addon dependent.

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