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Munqaxus

Munqaxus

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Munqaxus
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  • @Pig_Is_Pog said:

    idk why the pallets were changed but these new pallets look absolutely shocking. truthfully whoever fired them should be fired lmao

    lets not even mention the fact that it has the old pallet debris when you break them lmao

    I agree, the pallets look really bad.

  • @indieeden7 said:

    Ignoring the Birch and the Look-See are we?

    image.png

    Forgetting about other characters!

  • @captainlongshlong said:

    "Skill based matchmaking ratings are also separate for each Killer, meaning you’ll have tougher matches with the Killer you’re really good at, but easier matches when you’re trying out a new Killer for the first time."

    I have 2.5k hours in the game. Currently sitting at Iri II killer (casual killer not a particularly good one) I have never played Demogorgon in my life. I have no perks (except for the three tier 1 teachables). I wanted to test to see if what BHVR said would happen, would actually happen and I would be matched with less skilled survivors considering I have never played that killer before. So I bought Demo and jumped into a game.

    I was absolutely obliterated by 4 Iri I/II survivors. They ran every tile near-perfectly, they were optimal, managed their time efficiently. If anything, this was a significantly higher standard of team than I used to get.

    Not impressed.

    Here is how to judge SBMMR correctly, at the VERY minimum. Play 30 games with the same killer. Write down the kills vs escapes for the last 20 games, ignoring the first 10. Then see if the kills vs escapes is close to 50%.

    Doing anything else will mean your viewpoint will be totally disregarded by everyone on this message board.

    No one on this message board is going to take your viewpoint about 1 game seriously.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2481052#Comment_2481052

    You focus too much on the exhaustion perk, a unbreakable can secure an escape for the entire team, same as deliverance or d strike.

    Most survivors only run 1 or each category already. Survivor meta perks are no where near as powerful as Killer meta perks.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2480985#Comment_2480985

    Didn't chest puff, and I didn't admit his power was useless lmao I said he required skill and that it wasn't a basic "hold m2 to mindgame" power. The slowdown it gives is much more than clowns when it is used correctly. But apparently learning killers is much harder than saying he is trash after playing for not even one day lmao. Sorry you don't want to learn a character and want him to give easy wins. Either way, I cant wait till he is super buffed and then is seen as an annoying character to face

    I honestly hope they only buff Pinhead a little bit. I'd say increase the time it takes to break a chain by 0.5 sec. Also increase his gateway and chain distance by about 1/5 of what he currently has.

    Every killer doesn't need to be a Nurse, Spirit, Blight, Billy.

    We need some Trapper, Pig, Plague killers too.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/278169/the-chatterer-is-the-first-lgbt-killer-in-dbd

    What are you talking about? It's a demon/angel from hell/heaven. Did someone unironically listen to the mortally challenged line from Doom Eternal and start including interdimensional monsters as a minority group??

    In Hellraiser lore, the cenobites were all originally human and then converted to "angels to some demons to others".

  • @miketheratguy said:

    Dwight is motivated by the desire for profound, unexplored pleasures.

    I'm really disappointed that it was Dwight. I don't see Dwight really being the type of character to play with Demon summoning boxes. That's really more up Ace's alley.

  • @BenZ0 said:

    That means all kind of perks have a category which they belong too like Exhaution perks, Survival perks (Unbreakable, Deliverance, Selfcare), Alutruism perks (Borrow, We'll make it) and for Killers Anti gen perks (Corrupt, Ruin, Pop, Tinkerer), Detection perks (BBQ, Nurses calling, Whispers).

    Limit these categories to a max of 2 perk loadout.

    That would increase variaty of perks, less same meta perk loadout builds which would also make the games more interesting. No more Ruin unding tinkerer blights, nurses and spirits and also no more swf with 4 ds, unbreakables etc.

    Thoughts?

    It would hurt Killers way more than Survivors. Survivor perks are not very game changing. Me limiting a Survivor to 1 exhaustion perk won't hurt a Survivor at all, especially when you realize there are Survivors that don't even run exhaustion perks.

    However, if I limit a Killer to 1 gen slowdown perk, then you will have Killers that won't even be able to function.

  • @NekoTorvic said:

    I love your idea in number 2.

    Since they have messed with AI, it would be so nice to just have the option to have pinhead walk in the direction of the gateway. Theres no reason not to. He doesn't have to be able to attack, or do any complex pathing, just take the shortest path towards the gateway.

    Also I don't understand why survivors need so much counterplay to his power. They can counterplay him normally as a standard killer, they can dodge the chain before he even hits them and then AFTER he has hit them they can still get rid of them or break them in the environment...Just feels a bit too much, the killer barely gets any value from his skill investment.

    I also agree that there's no good reason for survivors to see the lament configuration map wide, unless maybe the chain hunt is already going, then it seems fairer.

    I like the idea of walking toward the gate.

  • @Konnor24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479381#Comment_2479381

    Play him with any of his addons and he becomes stronger. Same with most killers. Engineers fang is seriously good. 3 out of the 4 purples are strong imo, and his green and yellow addons help out fairly well. What you see with people complaining is people using Larrys Remains or Liquified Gore (increases Lament Config solving time) and never teleporting.

    I've gone up against around 8 Pinheads tonight now, and all but 1 were a walkover because they just wern't using the tools at their disposal well. No one but two of them teleported, they even just stuck to a chase they were miles from when my friend was using the box. One did use his powers correctly, and he got a 4K with 2 gens done.

    When i play Pinhead, im only using Liquified Gore and Wriggling Maggots (two yellow addons) and out of 11 games, 8 have been 4k's and 2 3K and 1 2k. Im red ranks (Iri Rank II) and have been playing since Freddy was released. I will even openly admit i do not belong in red ranks and my SBMM has probably taken me down a level. But i am being put with people who know how to loop, and who know when to save and when to do gens. Games do feel longer with Pinhead tbh, idk why, but on average before id say my games with PH were around 10 mins, Pinhead is 15 or longer.

    The only thing im struggling with is understanding how people cant play him. And as ive said numerous times, hes not strong, but hes not the weakest. When Nemesis came out, there were so many posts here that he was bad, worst killer ever. Same with Twins and Trickster. Its just a trend now and its getting really boring and silly to see people like the OP cry so damn hard and try too hard to argue a point which ive already offered him advice about, to which he has ignored and just keeps copying what other people are saying and/or being happy someone agrees with him, but theres always a caveat like people not using his powers or addons.

    He's also brand new, so people aren't gonna have the best perks for him yet. Another fact that people casually seem to forget. In 6 weeks when Pinheads are running their optimim build, if people like the OP are still crying, ill take it a bit more seriously.

    Again, I haven't played him with add-on's because he keeps crashing the game. However, without add-ons he reminds me a lot of trapper. They both trap survivors.

    Trapper is better because his traps hold survivors for longer and he can trap multiple survivors at the same time. Pinhead is better because he doesn't have to gather his traps and can use his traps pro-actively during a chase. I guess Pinhead may be just slightly better than Trapper because he also has the chain-hunt passive and Trapper doesn't have something similar, his teleport is really just to stop survivors from solving the lament configuration, so that's a zero-sum power.

    Over-all. I would say the chains should hold the survivor about 0.5 seconds longer and possibly extend the range of his gate and his chain by 1/5th of what they currently are.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479381#Comment_2479381

    Oh look another person who thinks hes weak, that's crazy. Even with add ons hes not that great, his purple one that keeps attacking is one of the good ones i forget the name

    I don't necessarily think a killer should be strong. I'd much rather have a fun killer than a strong killer and I do think the Cenobite is fun. If I would change anything, I think I would make the gateway and the chain both have a slightly longer distance, maybe add 1/5th of it's current distance to both and I would make the chains take about an additional 0.5 seconds to break.

    I also think the Trapper should have the Trapper Bag as default on his kit.

  • @Konnor24 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479210#Comment_2479210

    Yes, he agrees with you, Because one, two or 50 people agree with you, doesnt mean you're right. Millions think Aliens built the pyramids, it doesnt mean they're right. So using someone to back you up isnt valid pal.

    But ill bite with these comments too.

    You do NOT have to land 4 chains in a row to counter survivors unless you are using the chains too far away, as i already explained, its not meant to be used as a catch up mechanic when you're 50 yards away. Its for mid range and anti looping. Even if you dont hit them when they're still chained, you have caught up to them, lessening the length of the loop, making them use a pallet or take a hit.

    Yes his addons makes him better, and i agree with Otz in a video of his where he suggested some of them could be made baseline for added power. But not playing with these addons doesnt make him bad.

    And once again, i never said he was strong, i said he wasnt the worst killer in the game. If you are going to quote people and then say a statement after it, at least get the opposing statement right instead of trying to twist things to your own narrative.

    I've been playing him and he's fun, but I would say he is the weakest Killer right now and I play Trapper and Plague. Then again, I haven't been playing add-ons with him because he keeps crashing the game. Without add-ons, he's definitely the weakest though.

  • @Kira15233 said:

    Since Pinhead's voice lines are gone, has the character lost it's charm? It's like removing Ash's voice lines, that what makes the character, sucks a bit because I was hype for Pinhead and classic lines from movies.

    Agreed, the voice-lines added a lot to the character. Get Doug Bradley on the phone. I bet he would do the voice-lines for Pinhead for free. He's an amazing nice actor, goes to the comic-cons. Heck, I bet Robert Englund would do voice-lines for Freddy for free too.

    If I ever become a famous horror icon, I'll do the voice lines for free for BHVR.

  • Hey guys,

    The perfect license for an HP Lovecraft based killer would be John Carpenter's "The Thing". That movie is probably the best Cosmic Horror movie ever written. And The Thing's power would be a pretty direct translation from the movie.

    I will say the 2016 movie "The Void" is also a great Cosmic Horror movie.

  • @GuyFawx said:

    I love Dark City as well and while Mr Hand could be neat his design is waay to similar to a cenobyte unfortunately. Alex Proyas probably didnt intend to copy them but it definately feels inspired by them

    I loved Dark City, but I totally agree with you. They look like cenobites.

    I think the Tallman from Phantasm would be a great addition because his main power is read-to-go, directly from the movie. Plus I doubt there's any legal issues since the movie was so far back and hasn't been remade yet.

  • @YukariTheAlpaca said:

    Ah yes, SBMM in a party game balanced like a party game. What a great idea.

    For reference, in tournaments, the only killers who won any matches consistently were Nurse and Spirit. Not to mention the fact that survivors can complete their objective in under 6 minutes regardless of if the killer plays well or not.

    I am sure good players are going to LOVE playing with SBMM. I get punished for playing well as killer because I will only get genrush sweat squads. I get punished for winning as survivor by being forced to play against Spirit every match.

    So you are saying that you should get rewarded by being able to 4k brown rank survivors over and over again. You do realize those 4 other brown rank survivors you are decimating want to have fun playing the game also and not be Survivor piñatas for every red rank killer.

  • @Hannacia said:

    Tunnel you out at the last minute?...So you are saying the killer tried to kill you at the end of the match and you see that as wrong? When theres 1-2 gens left the rules survivors have made are out of the window.

    Also you are proud of being a douche? Goodjob.. Killers have bad matches. Sometimes they they have to tunnel. I'm sure teabagging and macro flashlighting will make their day even better

    Toxicity breeds more toxicity and then you cry when killers start being horrible..

    The Killer was toxic, so the Survivor was toxic back to the Killer. Nothing to see here.

  • Your right, the top 4 killers should have absolutely no counter play.

  • @DoomedMind said:

    Maybe that is a good idea, it would add allow some exotic builds !

    But I have a question, are killers allowed to have multiple "half perks", or just one slot would be able to contain two of these perks ?

    I would suggest just starting with 1 perk slot being able to use half perks, so you would only be able to have 3 regular perks and 2 half-perks, or 4 regular perks. If that doesn't break the game, the try letting 2 perk slots have the ability to do half perks.

  • @Phasmamain said:

    You can’t remove either. They tried to remove camping and survivors abused it and what if a killer chases one survivor the whole game?

    Bill Gates first attempt to create a business was Traf-O-Data in 1972. When Traf-O-Data went bankrupt, Bill Gates never attempted to create another business and faded into obscurity.

    Oh wait, Bill Gates actually tried again and became a multi-billionaire. My bad.

  • @Snared0 said:

    TL:DR- Is this game survivor sided or killer sided? Or not sided to one side or the other. Please try and keep it civil in comments guys, we all want what’s best for this game.

    Give me both sides of the coin here. So when I first started playing, it was with a friend. We did duo and sometimes even three stacked with survivor and had a grand ole time, I capped at rank 3 and then I went to try and play killer around the time deathslinger was released. I’m going to be honest I let my FPS knowledge carry me to rank 2, when I stopped playing deathslinger and found more joy in ghost face, pig and wraith I reached rank 5 and was able to hit rank 4 for a single game before deranking XD My friend today decided to say “This game is so killer sided it’s not even funny, the amount of tools they have to win just can’t be played around by the survivors.” I went on to say that survivors have the same perks and both sides can be countered in their own way. I personally feel this game isn’t very sided one way or the other as long as there isn’t a sfw. Some maps cater to other killers sure but it’s like that for a lot of games. What’s the communities thoughts on this? (Yes this is the same friend in a previous post who told me nurse can reliably get a 4K without using her power). I feel like this one incident just makes a lot of their opinions a little skewed.

    If Rank>Red

    Then SWF>Killer>Solor

    Else If Rank<Red

    Then Killer>SWF>Solo

    End If

  • @SasukeKun said:

    People just abuse that perk harder now than DS, or add it in still. People all over the place know the memo that half the time you don't use it to dodge a hit, you use it to gain that stupid distance that changes everything in a chase.

    I really don't think it should have 2 really strong benefits in one perk. Just another reason survivors copy and paste the same build

    EDIT: another reason i believe this is because i've seen people dead hard to reach a blinding spot when that's not it's purpose at all. It's too strong imo

    FYI: Dead hard did not have a distance gain on release

    The nice thing about SBMM is that if Dead Hard is significantly outperforming other exhaustion perks, then it will get nerfed. However, my guess is it no one that likes Dead Hard will have to worry, because my guess is Dead Hard does not outperform other exhaustion perks. It just happens to be an aggravating perk to play against for Killers.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2470486#Comment_2470486

    You show your arrogance.

    You assume you are right and accuse anyone who dares to disagree as someone speading propaganda.

    Nice.

    And yet the only counter proof you have is an Ad Hominem attack.

  • @TacitusKilgore said:

    Title. Im sure we've all noticed the pretty stark increase in the amount of exceptionally toxic wraiths, hard tunelling, bm'ing repeatedly, face camping, etc etc. Just all around being huge jerks. But why is this? Wraiths used to be one of the chillest killers in this game, before his recent rework. I could always trust a wraith to make sure everybody had fun while still trying their best to win, it was great. But recent wraiths just don't do that, they try REALLY hard to make sure nobody but them has fun and seemingly profit off the misery of others. What happened to wraith players? What made them suddenly so hostile and mean to other players?

    Because he has invisibility when he stands still in front of or beside a hook. His power is made for toxicity. Just like Leatherface and Hag are perfect for basement toxicity.

  • @calorictrack391 said:

    title.

    He's one of the best killers in the game and he's fun. So definitely no.

  • I main Trapper and Plague, so I'm definitely a B-Tier kind of guy.

  • @NomiNomad said:

    You have a very loose definition of the word propaganda, don't you?

    People are allowed to have different opinions. Even content creators. If their viewers want to value their opinion, that's their prerogative.

    information, especially of a biased or misleading nature, used to promote or publicize a particular political cause or point of view.

    I'd say that's exactly what they are doing right now. And they're using it for their own gain.

  • @UncleStabby said:

    I tried to be a good sport. I never camped, never tunneled. I juggled gen protection and chases, I played non-meta killers and ran more than just one overpowered build I tried to create a challenging but fun match for all my survivors.

    But you ruined it.

    You and your stupid keys, genrushing tactics, and copypaste builds and playstyles.

    Today, I declare this solemn vow. As of this moment, I will camp, I will tunnel, I will slug every last survivor for the 4k if need be. From now on I only care about MY fun! Not yours, not your team mates! I'm going to enjoy myself no matter what 'scummy' tactics I must use to achieve them. There will be Anti-Loop. There will be BBQ, and there will be moris. There will be no more mercy, no giving the hatch or the gate. I don't care if all three of your teammates dced on you, I will STILL chase you down and hook you, and smack your hanging body.

    I look forward to more years of selfish enjoyment, just as you have.

    You will only hurt yourself because of the new SBMM system. Once you proxy-tunnel, you will have to keep proxy-tunneling until eventually you'll get hung at a certain SBMM level, where you will only get 2 kills / 2 escapes and the only tactic you will know how to use is proxy-tunneling.

  • @Raccoon said:

    Exponentially more than during any previous tests...

    Very strange.

    Because Streamers are using propaganda to try and get SSBM yanked from the game.

  • @Peanits said:

    Nope: The first version of SBMM only used kills and escapes to calculate your rating, but it did not work out so it was quickly scrapped. The current system takes a number of different factors into account when deciding when your rating should go up or down (and by extension, by how much).

    Basically, the way it's calculated is complex, and the goal is to have you "win" in about half your matches.

    Thank you for clearing up the Scott Jund mess. You all need to remember that the streamers don't want MMR because that makes getting good stream games much harder. Remember the Ortz, 50 kill streak videos as Killer, that shouldn't happen anymore.

  • @BrodieDBD said:

    I don't want to be lowering my MMR when I go into games with the intention of just messing around. By messing around I mean just going for flashlight saves, different techs etc. Due to the way DBD is designed, I don't have the incentive to tryhard and escape all my matches, and because I play solo 90% of the time you never know how good your teammates are going to be either.

    If I'm in a mood to try my best to get all the gens done and help everyone escape, I will play SBMM mode. However if I just want to chill and have some fun with the killer, I don't want my MMR to be changed by those matches, because I am playing much more risky and likely to get killed.

    You add MMR, then casual and pro and all matter of levels in between come into existence. MMR adjusts to how you want to play. You play hard, you get put against pro players, if you play casually, then you get put with casuals...

  • @TacitusKilgore said:

    Thought i'd add my two cents onto the current projected changes that pinhead will presumably launch with on the 5.2.0 patch, considering i've been pretty vocal about his weakness and the kinds of changes i feel like he might need. I like to discuss these things, so if you disagree with my perspective please throw a comment down below. I like to hear all points of view when i discuss DBD stuff. Anyways, lets get into it.

    First off, lets discuss this paragraph.

    "First, we’ve polished the way chains spawn to make them perform more consistently. We’ve fixed an issue which could cause chains to spawn behind obstacles and corners and immediately break as soon as they would connect. Additionally, if a chain fails to spawn (i.e., there is no suitable place to spawn the chain), the system will now attempt to spawn another chain much sooner. Finally, if a chain is broken by the environment or The Cenobite himself, a new chain will spawn considerably faster than before. These changes will make chains much more effective in tight areas with lots of obstacles."

    This is a good, albeit somewhat misguided change. As a lot of you know, a pretty big issue with pinhead is the obscene rate at which his chains break on the environment. it was incredibly frustrating to chain a survivor and have them break away in milliseconds, completely negating your power. A pretty sizable amount of the community were quite vocal with their belief that chains should just be a simple channeled action that doesn't involve map geometry, it would make him much more consistent and enjoyable as you could easily predict how your chains would function. Sadly BHVR disagreed, and doubled down on the idea that his miniature BDSM devices should snape like twine on any objects in the vicinity, until the live patch launches though we won't know how helpful this change was. Whats most baffling about this though is the direct mention of how pinhead himself breaks the chains just by walking into them, the fact that this is a mechanic and one they themself are happy with is quite frustrating. Being able to sabotage your own power simply by walking into it is not a fun mechanic.The fact this will make it into the live patch is quite disheartening. Enough about the chains though, onto the second paragraph.

    "We’ve also simplified the way the chain hunt works. On the PTB, the number of chains that spawn during the hunt would depend on the number of Survivors remaining. Instead, the hunt will now always spawn a cluster of 3 chains (with each chain appearing 3 seconds apart) with an increasing interval between clusters based on the remaining Survivors. This will keep the hunt feeling meaningful without getting out of hand as Survivors die."

    This is actually a great change, seemingly the only one that makes a significant change in an area everybody agreed on. Making the chain hunt more meaningful, and less ridiculous for remaining survivors is a healthy change. Though it may lend a bit to the decreasing lethality of pinhead as the game drags on, which could be seen to some as a bit detrimental. Nontheless i feel like most of us would agree that this is a good change. Onto the third paragraph.

    "Finally, deciding when to solve the Lament Configuration is something we want to leave up to you, but keeping it forever shouldn’t be ideal. In the PTB, the Survivor carrying the box would have a chain spawn and attempt to latch onto them every few seconds while they were interacting with something. This would slow your progress down, but could be a worthwhile tradeoff for preventing chain hunts entirely. We’re changing the Lament Configuration to only pause the timers of the other Survivors, but not the carrier. This means if the person holding the box neglects it for too long, a chain hunt will start for them only. This chain hunt is in addition to the occasional chains that spawn while interacting with something, making it very difficult to ignore."

    This is...exceptionally bad. It completely ignores the key issue of why kidnapping the box is incredibly detrimental to pinheads kit, you can still kidnap the box for a full 60 seconds before their personal chain hunt activates and it fully becomes an issue. I Doubt i need to explain why this continues to be a bafflingly stupid design decision, for 60 full seconds of a match you can rob pinhead of 2 parts of his power, he can no longer teleport, and the chain hunt won't activate for any of your teammates. At the cost of oblivious and slightly hampered progress on healing and generators. You can no longer hear the terror radius of a killer thats not particularly lethal. Its not a substantial downside, and the slower progress on objectives hardly matters when the rest of your team doesn't have to worry at all about being harassed during the chain hunt. Its just...bad. REALLY bad. its frankly worse than kidnapping victor, leaving pinhead without any of the game slowdown he requires to make up for his very lackluster anti-looping power. There NEEDS to be more of an incentive to solve the lament configuration and give pinhead the opportunity to utilize his power, if this change goes through survivors can just solve the box every 60 seconds, pick it back up, and repeat it ad nauseam. This is what REALLY misses the mark. I Hope they intend to make further changes, because this is terrible. The last changes are not as bad.

    We’ve got a few more changes to get through, so lightning round:

    Tweaked gateway placement to be easier on maps with multiple floors – This’ll prevent cases where you look ever so slightly down and end up accidentally placing your gateway on the floor below

    This is good. Easier use of a power means a cleaner feel and greater experience. Removing clunkiness from a killer is a good change.

    Added a brief immunity period to chains after being unhooked (3 seconds) – This will prevent a Survivor who was just unhooked from being chained before they can move

    Also a great change, this circumvents pinheads who wish to hard tunnel a survivor off the hook by instantly immobilizing them. This makes him a biiit less cruel to play.

    Added a maximum control time for gateways (6 seconds) – The Cenobite’s power is meant to be fast paced and used in a chase, not to be placed somewhere and wait

    This is a... meh change. This feels like it can somewhat remove the "scouting" potential people were voicing their love for during the PTB. 6 seconds is basically nothing, and will make using his gateways as a method of long range surveillance much clunkier and much less fun. This is not a particularly good change as it dumbs down his power and removes a bit of the complexity that people were enjoying. If they plan to stick with this change, they should at least bump the amount of time to 10-15 seconds. 6 seconds is not a fun amount and can lead to some fringe case annoyances.

    Added a brief cooldown to the solve interaction to prevent spamming (1 second) – Spamming the interaction would give the Killer way too many notifications

    Simple change, good change. No more annoying electric spam, though considering its only 1 second, if survivors want to spam you with it they still will. Just to a little less of an annoying degree.

    Increased Bloodpoints for The Cenobite’s scoring event across the board – Bloodpoint earnings were lower than anticipated in the PTB

    Great change, makes pinhead less saddening in the BP department, this should mean he keeps up with the rest of the cast and can re-invest back into his own bloodweb.

    Overall, some of the changes were good, some were...not. All i can really say is they certainly miss the mark, and this feels like it could be a trickster repeat all over again. BHVR is going through with changes that are not necessary and were not asked for, or ignoring things that were asked for in favor of what they view as necessary. I don't really have to tell any of you how often this happens and how awful it is every time, pinhead needs changes, undeniably. But these really aren't it, hopefully before he releases live we get some more amiable changes that make him a bit more distinct than "Over-complicated BDSM clown"

    EDIT: Thanks to the mods for moving the post to the correct sub-forum, im a bit sleepy and posted it in general instead.

    Nice breakdown.

  • @vacaman said:

    But do they really need to adress this? How do they change this mechanic without breaking the game completly, specially tunneling. They would have to make so many changes and buff killer a whole lot to compensate since survivors would have 2 perk slots that are usually used by BT and DS free and killers would lose a lot of pressure knowing that if you hook a survivor the 3 others can be each on a gen without any penalty because they have no pressure that the killer might be protecting the hook.

    I'm very skeptical of the idea of changing such a core mechanic of the game that I don't really think it's even that bad unless I see somebody coming with a big revolutionary solution that pleases everybody and doesn't break the game.

    We have Killers complaining everyday about gen speeds and we have survivors complaining everyday about proxy-tunneling / face-camping. The entire player-base absolutely hates this aspect of the game, killers and survivors both.

    Also, streamers have proven over and over again that you don't need to proxy-tunnel / face-camp to win games. The game can work without these specific tactics.

  • @cyniChris said:

    You think 32m is camping? So what happens when other survivors are within that range, as they often are - especially on smaller maps? If I see scratch marks near the hook, I'm looking for that survivor, not camping the guy on the hook. If there's a gen nearly finished behind the hook, and the rest of the survivors are in front of it, I'm kicking that gen then walking back past the hook, not camping the guy on the hook. But so many survivors immediately assume it's camping for the sake of camping.

    The Chaser emblem starts to lose points when the killer is within 16m of the hook after 10 seconds with no other survivors nearby. That is camping. If you bring Kindred and see the killer the entire time someone's hooked with no other survivors nearby, then yes, they are camping. Otherwise, they're not.

    As for tunneling, if the rescuer hides, that's the rescuer's fault. If the unhooked survivor runs into the killer, that's the unhooked survivor's fault. If the gens are going by too quick and the killer needs someone out of the game, so be it. You're not entitled to be left alone because you're near the killer. Run away, like you should be doing.

    Also, "low skill" is complete BS. Are we just going to negate the skill it takes to chase, injure, and down a survivor because the killer is doing something the survivor doesn't like? If the survivor goes down in about 5 seconds, the survivor has "low skill" too. Skillful play and good game sense would be to focus on 2 survivors instead of all 4 and get someone out ASAP. That's the meta because of how tilted in the survivors' favour the game is from the start. It is near impossible to get 12 hooks every game without tunneling someone out early and occasionally slugging. Until the game is properly balanced, which it probably never will be, you're just gonna have to deal with these tactics you don't like.

    This is yet another post where an entitled survivor main whines about stuff they don't like without looking at the core problems the game has. By all means, the devs could give a facecamped survivor a percentage of the team's points so they at least get something out of the game for wasting the killer's time. Punishing a killer when they're already losing from the start will do nothing but drive players away from playing killer, and survivor queues get long enough at peak times as it is.

    Suck it up, take the L, move on to the next game, and pray the devs balance the game so that camping/tunneling/slugging aren't a necessity. Sure, you'll still run into players who do it regardless, but there'll be far fewer of them. Then maybe killer would be more enticing to actually play.

    Everything you said has nothing to do with this post. If you re-read my definition, I said it was staying within about 32 meters of a hooked survivor with the intention of going back to him the second they are unhooked to tunnel that survivor down and rehook them. Nothing you said fits that definition.

    The game is balanced toward the most effective tactic. That includes gen speeds which is a major problem for Killers. (I play both sides and I absolutely hate quick gen speeds).

    One of the most effective tactics is to proxy-tunnel 1 survivor, to the exclusion of all other survivors out of the game. The gen speeds have to be extremely fast to account for that. If on the other hand, the Killer couldn't proxy-tunnel 1 survivor out of the game and had to interact with at least 1 other survivor at the beginning half of the match, gen speeds could be reduced.

    You even said it yourself...

    Until the game is properly balanced, which it probably never will be, you're just gonna have to deal with these tactics you don't like.

    You don't like these tactics as killer, survivors don't like these tactics. Why not rebalance the game by reducing these tactics, slow down gens increase the number of required hooks to win the game. The game ends up being more fun for Killer and the game ends up being more fun for the Survivor. Everyone wins.

  • @Lochnload_exe said:

    It appears there are loads of complaints all the time on the forums about people always using the same builds, but then they also always use the same builds every match. Now personally, I use a lot of different fun builds. So I thought to myself, "Maybe these nice friends don't KNOW what builds to try, or they are scared to try something new because what if the next match is Mr. Tunneling Rundying Spirit." Well, transition to PERK BUILDS CENTRAL! This will be a new series focusing on fun builds to try, each post hopefully containing a survivor AND killer build. Just for the first post though, a survivor build!

    For this first build, a very basic and known build, the infinite medkit build. In this build is Streetwise (Nea), Selfcare (Claudette), Built to Last (Felix), and Botany Knowledge (Claudette). This build is just to try and make your medkit last as long as you possibly can. Botany Knowledge makes your medkit have 33% more efficiency, streetwise makes all items have 25% more efficiency, Selfcare makes your healing items have 20% more efficiency, and to finish it off, Built to Last makes your item gain 50% charge back once depleted. To add that all up, that is 78% more efficiency on medkits. For even more math, 78% of 16 is about 12 charges. 12 extra charges in a base medkit. I know that isn't INSANE but that is for a basic brown medkit. Let's say you bring a ranger medkit, 32 charges, and then two charge addons, 16 and 8. That already gives your medkit 56 charges. With all the percent added in though, that is like an extra 43 charges. 99 charges for one heal, which is about 6 full heals. That is insane. Finish the medkit somehow, and you have half of it back. To be a bit of a team player though, bring We'll Make It (Base Perk), and since you have so many extra heals, make your unhooked friend feel special with an extremely fast heal.

    This was just a very basic build and there will be better ones to come, but for our introduction this is what we have. Maybe I'll make videos for better ones. Just remember, You don't have to win every match, and be the change you want to see. Always say GG WP, and have fun, remember, not every match will be that blight trying his hardest, but if it is, maybe next time we will have something waiting for him ;)

    What's funny is I've run Streetwise on a Medkit and it seemed like the Medkit was more than 25% more efficient. I think it was a brown medkit and I was able to heal myself twice instead of just once.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466841#Comment_2466841

    You and @Tsulan are perfect for each other. You two balance each other out so well.

    He and I have chatted back and forth. He seems reasonable. :)

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466459#Comment_2466459

    Ok, i´ll give you the benefit of the doubt and will spend some considerable time playing them. Maybe i´m totally wrong and Twins aren´t as weak as i think.

    I play Trapper, Plague, Twins, Hag and Freddy. I would say Twins are safely in the upper middle. I am a big fan of how unique their playstyle is. However, you do gravitate toward slugging, even though I don't like playing that way, for whatever reason, you find yourself doing it anyway.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466725#Comment_2466725

    It would be nice if killer weren't forced to run Hex : Ruin and Hex : Undying so they aren't genrushed so much they can't play the game.

    I play Killer half the time and don't run Hex: Ruin and Hex: Undying most times. Heck, about half the time I play I don't run any slowdown perks. There's really no Killer perk I feel like I'm forced to play.

    As survivor, I definitely feel like I have to run an exhaustion perk and after being face-camped or proxy-camped, I feel like I have to play DS.

  • @TGB said:

    https://forum.deadbydaylight.com/en/discussion/comment/2465791#Comment_2465791

    People defending DS = bad loopers.

    See how easy this is?

    Just because you got downed after being unhooked doesn't mean you got tunneled. It USUALLY means you're just bad at hiding, and bad at looping. TWO different elements that would have saved you the trouble in the first place, where you're running DS to fix your weakness.

    The game shouldn't force the Killer to go easier on bad players just because they might run the crutch perk DS. Borrowed Time gives you 12 seconds, that's MORE than enough time. Do you honestly need 60???

    "Proxy tunneler" doesn't even make sense. You're just vomiting out random combinations of buzzwords you hear other people say when they die.

    Holy actual #########.

    This is prime Survivor posting, ladies & gentlemen.

    Just because you got downed after being unhooked doesn't mean you got tunneled. It USUALLY means you're just bad at hiding, and bad at looping.

    Actually, it USUALLY does mean you got tunneled.

    "Proxy tunneler" doesn't even make sense

    Actually, it makes perfect sense. I'm a different poster and I understand exactly what they mean.

  • @stikyard said:

    It's a stale meta. I'm sure Killers feel the same about Dead Hard and Decisive Strike.

    I don't really know how to break the meta gaming unless a large overhaul of unused perks made them actually viable.

    With the camping/tunneling meta, DS and BT are pretty much required anymore. I'm sure there's a lot of survivors that don't want to use up a perk slot of DS, I know I don't. However, after being tunneling/proxy camped exclusively out of several games in a row, I am forced to put DS in a perk slot so I actually get a chance to play the game instead of staring at the Killers face for 2 minutes then staring at the Killers face another 2 minutes.

  • @[Deleted User] said:

    It's less about strength. It's as close to auto-pilot as it gets for a killer. You have 3 perks that essentially play the game for you, and it becomes less about chasing players and more about chasing Tinkerer procs like an AI. Yes, it's counterable and prone to RNG with totems. Doesn't make it less annoying, especially in a solo queue environment where all it takes is one oblivious teammate to throw a game.

    Well, you throw in PGTW and Blight, Nurse or Spirit and the Killer has won the game for 95% of players.

  • @Yords said:

    How his power works

    In short, Blight is a very fun and skillful killer. Depending on the player using him, he can become very oppressive and feel borderline impossible to survive against. His power provides him with excellent mobility and lethality in a chase while allowing you to combine the two if you happen to come across a survivor in the midst of your rushes.

    For those who are unaware, the Blight's power is basically a series of rushes. Each rush he uses allows him to launch himself at the speed of Hillbilly with more freedom. After he slams into an object once, every consecutive rush following that initial rush will be considered a lethal rush. When the Blight is in a lethal rush, he is able to hit you but can only swing up to somewhere between 90-180 degrees (someone clear this up please). This allows him to hit around corners, and it also allows him to break pallets or breakable walls. That is the basic gist of Blight's power.

    He also has so many little tricks to utilize in chase as well, I would be here for a while if I tried to explain them all to you, besides I gotta keep a few of them for myself you know?

    Why he is balanced

    Being fast, flexible, able to shred through pallets, and hit survivors around corners is what Blight is all about. It is an incredibly in-depth power that is very strong, but not impossible to play against. Even against a really good Blight player, you are not hopeless. Against a good Blight player, you need to get creative with what your movements, don't just focus solely on looping or holding W, try to combine the both even just a little bit.

    If he rushes at you in the open, you still can use something like a tree or rock to run around. It is never hopeless. In normal loops, try using the different walls you wouldn't use otherwise against him when he is not using his power. But the most important tip I can give you is to make him use as many rushes per chase as you can. The more rushes he uses up, the more time you have to re-orient your self and prepare for the next series of rushes. Just know that playing well against Blight that knows what he is doing is difficult.

    Why he is fun

    Like I said, Blight is a very fun killer, especially once you get good with him. Being able to instantly sprint after survivors you see in the distance is incredibly fun and daring. During chases, I hardly ever feel helpless even if the survivors bring meta perks and items or are in a SWF, it is just fun and engaging. The satisfaction of gliding along walls and dashing at loops while also landing lethal rush hits left and right (literally) is what makes me love playing him.

    As for playing against him, I feel the same way. If the killer is good, the Blight player will keep you on your toes. Chases with this guy are so fun, challenging, and interactive, but never hopeless.

    What can make him imbalanced and inconsistent

    Just the alchemists ring. That's it. A Blight using the alchemists ring feels impossible to play against and you are going to have to hope he makes mistakes.

    As for what makes him inconsistent, it is the maps and his little bugs. I think we all know the struggle of running into a wall or tree that should 100% absolutely without a doubt let you slam into it but you just slide off... I'm looking at you shelter woods... and shack in general... I'll put it into a later post, but he also has tiny little things and bugs that make it annoying to play him sometimes as well.

    Conclusion: Blight is one of the best killers gameplay and strength wise

    So there you have it, the Blight. A killing machine, he'll make even a SWF cry. And probably the only killer to make me completely take me by surprise by how fun he can be other than Oni and Huntress. He definitely deserves a spot in S-tiered killers for sure.

    That's all folks, but here is some gameplay of Blight that I played without addons or perks to showcase his strength. I might update this post later with some more gameplay if you are interested, or in another post that I make regarding Blight (probably a guide, I have thought about it for a while).

    (you might wanna turn down the volume around the 3 minute mark for a little bit, the audio stutters annoyingly and I don't know why, sorry).

    https://www.youtube.com/watch?v=qVgHUo1Y7Aw&ab_channel=Yords

    The Blight's power is as complex and powerful as you make it out to be.

    Blight is a crazy-fun killer to play as, I love playing him. However, he's only balanced for extremely high levels of play. He's not balanced for the other 95% of players and he's not fun to play against. With Tinker + Ruin + Undying, he's oppressive and pretty much unstoppable for the rest of the player base.

  • @calorictrack391 said:

    its a counterable build that has one perk that would last the majority of the game. so why do people not like going against it?

    It's same reason Strider was nerfed. That combo outperforms on Blight, Spirit, Nurse and to a lesser degree Billy and Wraith. It's basically buffing all the S-Tier/High A Tier killers and doing nothing for the rest of the killers.

  • @[Deleted User] said:

    Im getting equally as bored of

    always iron will

    usually dead hard

    borrowed time, all the time

    and then decisive strike or adrenaline (which is way better btw)

    It would be nice if survivors weren't forced to run Borrowed Time and Decisive Strike so they aren't camped/tunneled so much they can't play the game.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2466336#Comment_2466336

    And as I said, nerfing some killers by nerfing perks is a terrible choice.

    I think with this perk combo being a problem on multiple Killers, then it would be better to nerf the perks than the Killers. If that is the direction the developers want to go. It might not be outperforming to warrant a nerf.

  • @SasukeKun said:

    it's every chase, if its bamboozled then onto the next thing we can loop around. Why are the maps set up like this?

    I would say you need more experience as killer.

  • Ranked system is going away, so it doesn't matter.

  • @originalace777 said:

    Hello dear dbd team, i have a few suggestions for the game.

    I love the trickster, probably the coolest killer, but he feels slow on console (i play on ps4), it s like you cant reach the maximum potential. Maybe increase his speed a little bit?

    Or remove the laceration decay if possible, make it so the survivors have to pull out the knives, kinda like mending.

    And if you ever bring out a "The evil within" chapter, make sure to use Ruvik as a killer. I can already imagine it so well. His ability would kinda be like nurses, but not teleporting, more like shifting. He could have like 3-4 shifts, where 1 shift reaches for like, i dont know, 2 or 3 meters? And if for example he blinks through a pallet or a window, 2 shifts are consumed instead of one. Would be so much fun to play. And you can make your own adjustments then of course.

    But honestly that would be badass, and probably bring so many new players to the game. I just love TEW and Ruvik.

    Also, i think getting the license for that wouldnt be a problem, since we already have pyramidhead and nemesis, as capcom and tango actually have a connection.

    Thanks for reading, stay safe!

    LOL, I thought you were talking about the movie, The Evil Within and the killer being Dennis Peterson. I was like, well that's kind of a random horror movie to want a killer from, but also thought it was pretty cool that we were getting killer ideas from some of the lesser known B horror movies.

    Still want the Tallman from Phantasm.

  • @MeltingPenguins said:

    Even the devs acknowledged that it's utterly useless without addons, so... spaghetti-code aside, why not disable it as possible chestloot ?

    feels weird

    Broken Keys do server a purpose. They spawn a camping and tunneling killer in your game.

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