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Munqaxus

Munqaxus

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  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2316127#Comment_2316127

    uhm. That’s exactly why many people are asking for secondary survivor objectives: the game is actually survivor sided (when looking at high skill gameplay and not your average casual soloQ survivor squad) and gens seem to go so quickly.

    and while totems are a secondary objective they are not mandatory.

    i also think that it wouldn’t really be a good idea to just make matches longer as that would destroy the experience of casual survivors. Personally I have high hopes about that new game mechanic that started as an early game collapse idea. That and maybe the key/Mori base game rework.

    When looking at high levels of play, you are only talking about less than 5% of the entire DBD population. When you balance a game, you have to balance for low levels of play, mid levels of play and high levels of play. It would be absolutely foolish to balance all levels of play to a particular level of play, especially one that contains so few players. And if you look at low levels of play and mid levels of play, which affect 95% of the population, the game is Killer sided not Survivor sided.

  • Begin game with 2 traps instead of one. Trapper = Fixed.

  • After 5 totems are done the killer becomes vulnerable. If the killer is stunned, a survivor can use the action key to knock the killer down. The third time this happens, the survivors can then kill the downed killer.

  • @shalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315954#Comment_2315954

    As a non-issue you'd be ok with them being nerfed or removed then.

    Oh absolutely. I think hatch escapes are skewing the already high kill rate for killers, which is already at 60%. I consider hatch escapes kills, the same as if the survivor got killed, because the survivor didn't win the game he lost the game. I want the hatch removed completely so Killers kill rate shows the actual amount of kills, instead of being skewed downward by hatch escapes, which is really the killer winning.

    I think some killer nerfing will happen after hatches are removed which would please me immensely.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315942#Comment_2315942

    Which obviously failed, because that wasn't his problem. Like I said, a nerf doesn't fix something that is "unfun".

    It definitely did improve the fun of playing Freddy and playing against Freddy. And it was done because he was unfun to go against as survivors.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315802#Comment_2315802

    The game hasn't changed from that aspect no.

    If anything there are less pallets on most maps and some are are smaller than in the past not much of course.

    The main reason survivors do objectives faster is for a couple of reasons. For a long time many killer players said do gens if the killer is camping. Then with the ruin change making it less viable to leave a gen until its done. This taught players an effective way to play.

    Exactly, the less ability a survivor has to loop, the less the survivor will loop.

    • Completely Unsafe Pallets - Run Straight
    • Dead Zones - Run Straight
    • Nemesis - Run Straight
    • Pyramid Head - Run Straight
    • Less Pallets - Run Straight
    • Combine Tile - Run Straight
    • Breakable Wall that completely invalidates a loop - Run Straight

    If you want survivors to not "Run Straight" you have to give them a reason to not run straight.

  • Let's not forget "Ruin", the ultimate perk to increase gen rushing tactics.

  • @Karao_Ke said:

    I've had many times where teammates have thrown the game because they decided to heal instead of finishing the last few gens. 2 people healing eachother is the equivalent of getting a gen halfway done, so quite frankly I think it's a waste of time to heal unless you're on last hook or it's necessary (ex. against killers like Oni).

    With that being said, I don't like fast games either & I do think the devs should do something about gen speeds, but that doesn't mean it's not the smarter idea to do gens before friends (granted you don't let anyone die on hook, however).

    You can't slow down gens without buffing the survivor side also. Maybe increase map sizes and slow down gens. You have to make the game longer for both sides, because slowing down gens would increase the 60% kill rate that killers currently have even more.

  • I wish killers on this forum would keep a record of the number of games survivors actually escape with a key and the number of gens that were done when the survivor did escape.

    Once the killers actually saw the data, they would realize keys are a none-issue.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315935#Comment_2315935

    Nah ive had matches where legitimately 2 survivors instead of spending the time to heal would both hop on 1 gen together. So i think its just they don't want to spend the however many seconds to heal eachother and would rather get gens done fast AF.

    Again, they probably wanted to finish the gen before healing. I think in almost every instance, finishing a gen, then healing is the correct choice.

  • @GeneralV said:

    Just because something is unfun, doesn't mean it has to be nerfed.

    Freddy was regarded as unfun by many survivors, but a nerf would never fix this.

    Ghostface is EXTREMELY unfun imho, but it doesn't mean that he needs a nerf.

    Fun is subjective. Always was. Always will be.

    But Freddy actually was nerfed because he was unfun for many survivors.

  • @supersonic853 said:

    Why do when i hit all 4 of you and your all injured instead of healing you all hop on gens and just rush them? Its no fun and just shows how fast a survivor objective can go especially if they don't even unhook and just stay glued to gens. It makes the match easily end in 5 minutes or less. Bhvr please make thana basekit. (/s to the last sentence)

    (For anyone that actually got down to here this is what i see as the equivalent to the killer tunneling post. Its so weird when you have matches like this where survivors will just glue themselves to a gen and refuse to even hook save)

    It could be that the survivors didn't bring "self-care" because it's a bad perk and expected their teammate to heal them. They probably wanted to finish the gen before allowing their teammate to heal them or they didn't find a teammate yet.

    This is probably a good reason to buff "self-care" a bit so it slows down gens as survivors start using it again.

  • @[Deleted User] said:

    No.

    That would basically require the Survivors to stomp the Killer hard enough to be able to do so, and then Kill them. It's just rubbing more salt into the wound.

    If you've ever felt that getting tunneled/camped feels hopeless, try extending that over the entirety of a match where the fault is squarely on your own inability to perform without any convenient: Oh it was the game's fault.

    Myself I wouldn't mind it, I like Souls-like games from time to time. I don't think that's the norm though.

    I think survivors getting tunneled and camped as much as they do now-days, need the ability to turn the tables.

  • I think the ability to invalidate looping with his ability to hit through pallets and windows is problematic. Not that he's necessarily strong but totally negating looping ends with survivors running in a straight line because it's more efficient for the survivor. It leads to boring game play and is a problem.

  • @stikyard said:

    Honestly, I think Keys have been left the way they are because Kill rate is so high.

    But, with all the whining about it, BHVR might actually change it.

    I absolutely agree with you on this. With a 60% kill rate by killers. A key nerf will probably result in a killer nerf also. I bet without keys, you'd see an almost 70% kill rate by killers.

  • @Th3Nightmare said:

    There are many maps which a good killer tries to make a good mind game and the survivor in many of the maps (since more than 50% of the maps have structures close together) which gives them time to make a full W to go to the next structure that is 10 meters away and the killer meanwhile doing a mind game .. is there a counter for this?

    I'm mainly a killer, but I play a survivor, the thing that I am in rank 1 in both roles, and when I play vs killers and I do this of pressing W when the killer is doing a mind game, the killer I think he can not do anything .. You have to waste time going to the next structure and looking for me. The real question, as a killer, is there a chance to counter this? Do we have to play full W killers too without doing mind games?

    As a survivor, get into a structure and see if the killer is doing a mind game and as a survivor, pressing the W to the next structure is very easy for me to do, and today there are very few killers that can counteract this ... nurse? Idk.

    Well, the more the killer is designed to negate loops, the more survivors only option to waste killers time is to press W. Nemesis, Pyramid Head and Deathslinger almost completely negate looping which creates really boring game play for survivors because the better option becomes running in a straight line.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309272#Comment_2309272

    No, the keys should be as useful as mories are since that's their equivalent, not other items. No reasonable killer would care if keys opened hatch once all gens are finished since that only bypasses 20s of exit gate opeaning which is already undefendable.

    And keys would still be good if you team has lost, you're last alive and killer closed hatch. You'd still get 1 free escape at a point where it's reasonable.

    They would still have a lot of uses with change like this (arguable more then other items even) but wouldn't be bypassing main objective in unhealthy way anymore.

    And the best part, all devs have to do is change single number of gens from whatever it is now to 5 on the hatch spawn condition (like they did to mories, iri heads etc).

    1st off, Moris offer the killer the ability to use the kill animation. So Mories have another use besides directly affecting the game. They also allow killers to not need to last hook a survivor. Worried about DS, Mori. Worried you can't make it to a hook from the exit gate, Mori.

    2nd Keys are not the survivor equivalent of killer Moris. So we can throw that argument out the window. Killers and survivors don't have anything that is equivalent.

    3rd If Keys no longer open hatches or are so useless that no survivor in their right mind would use them, then survivors would need a buff of some sort to get the 2 kill/2 survive ratios balanced out.

    Reworking keys so that they are still meaningful in the match is the best option.

  • Plague Rules

    1. When someone cleanses, then everyone must cleanse.
    2. Cleanse at the most inconvenient to get to pools. Preferable at gens that are already done and on the opposite side of the map to the gens you need to do.
  • @Kebek said:

    Too complicated, just make hatch appear after 5 gens are done (and when only 1 surivor remains) = FIXED perfectly.

    Removing the key or nerfing the key so it's pretty much removed, invalidates 1/4 of the survivor blood-web. The key should be repurposed so it has an effect on the match similar to flashlights, Toolboxes and Medkits.

    Also if the key has anything to do with hatches, the killer players are going to belly-ache so hard that they might rupture a spleen.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308779#Comment_2308779

    I did.

    And it didn't.

    Game is unbalanced and worst of all getting quickly unfun.

    So playing survivor doesn't suck yet the game is quickly getting unfun?

    It sounds like there's an inconsistency somewhere in this.

  • @bibibib8 said:

    Playing killer is not worth i discover that recently. Survivor is so much easier and stress free that this make killer player look like a fool. I cant see the game getting better for the killer anytime soon when the hype for the RE chapter is over we will go back to the time were survivor were waiting 10 minute before they could get a match

    I honestly think it's a good thing to play both sides. And honestly, you should play the side that you find more fun.

  • @Krunga said:

    Because Trapper is one of the most overpowered killers in the game, that's why. (Sarcasm)

    Dead Hard works against Billy's Chainsaw, Huntress' Hatchet, Deathslingers Gun, yet shouldn't work against Trappers Trap? Dead Hard is doing exactly what it's suppose to do, dodge Killer powers. Nothing to see here.

  • @CringeGame said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308786#Comment_2308786

    also it annoys me how survivors tell you how to play when the game is a landslide in their favor

    Says the 60%+ kill ratio Killer-side.

  • @Edgars_Raven said:

    Heres mine:

    https://us.v-cdn.net/6030815/uploads/V5XDAZGRL0HP/my-image.png

    D needs major buffs additional things added to their kit to be viable

    C needs heavy buffs but mostly just number changes

    B could use some QOL buffs, but its small number changes mostly.

    S and A are fine as is though would be nice if A were touched to be S

    SS is rough on solos but only thing for the good swfs. I dont think every killer should be this strong but if you buffed solo to match swf youd have to buff the absolute crap out of all the killers to be here (or add in additional mechanics that slow the game down which is probably the better option).

    Edited to add: Nemesis is probably B tier but with lag the way it is its hard to tell right now

    Needs Nerfs of Reworks - Nurse, Spirit

    Needs Buffs - K-Pop Killer

    I think it's fine there are stronger and weaker killers. You can decide what who you want to play. If you want to play at the highest levels of play, choose a high tier killer. If you have fun playing a weaker killer, then expect them to be harder to play.

  • @theplaggg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308390#Comment_2308390

    Playing low mobility killers with no gen perks needs many mistakes done by the survivors. Ofc you will win against potato survivors with random/no perks but trying that in higher ranks will most likely result in a lose.

    Or maybe you're just a godlike player that stomps everyone with any killer.

    I play Trapper and Plague but I play for fun. If someone disconnects on the survivor side, I'm going to go way easy on the survivors and let someone escape.

    I also understand, the more try-hard you are as Killer, the more shoe-horned you are into playing a certain way. If I want to play with random perks or try out an unusual perk build, I can still play the game. If you are only using Nurse on Red-Rank 1, then you did it to yourself. That is the goal you are going for and you accomplished it. But don't complain that you can use anything but meta perks and the Nurse, when that was your goal.

    Dead by Daylight lets you select how you want to play as Killer, so why not play for fun as Killer, instead of being miserable playing Nurse at Red Ranks with meta perks.

  • @TheClownIsKing said:

    Good gravy...

    Theories about how the devs operate, and base their decisions off of.

    Accusations without any iota of solid evidence.

    Disgruntled claims about bias that make absolutely NO SENSE for a business to make that WANTS to stay in business.

    Believing streamers have complete, total, unyielding influence on what does and doesn’t get put in a game.

    Refusing to accept the risks that comes with using Hexes.

    Invented narratives.

    I could go on...

    Geez Louise, many of you need to get a grip, grow up, or both.

    (Clarification: I’m NOT invalidating anybody’s anger. I’m NOT invalidating anybody’s disappointment. It’s perfectly reasonable to feel that way, and okay to express as such.)

    Honestly, I think some of the Streamers act like children. In fact, I can think of one very famous streamer that loves creating his own narrative and his viewers just eat it up and spew it back onto the forums.

  • Obviously, you need to main survivor instead of killer. It's all roses and ambrosia on the survivor side.

  • @CringeGame said:

    i really wanna have fun with different perks but most of them are useless meanwhile survivors have a plethora of good perks they can choose from.You are also forced to run gen regression perks because gens fly too fast my idea is to nerf these perks and give survivors something to do beside M1 like finding a fuse to turn gens on.

    Survivors do not have a plethora of good perks and survivors are required to run exhaustion and anti-tunneling/camping perks just as much as killers are required to run gen slow-down perks.

    In fact, playing as killer, I feel a lot less need to run gen regression perks than I feel like I need to run an exhaustion and anti-tunneling/camping perks. And killer perks are way-way better than survivor perks, for variety.

  • Lag. It sucks but that's what's happening.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308665#Comment_2308665

    No, I havent. I never said dead hard needs a nerf. I said using it doesnt make you good. But dead harders seem to think it does and i find that laughable.

    Ok, so you are just trolling. You did catch me, very nice.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308638#Comment_2308638

    You already know how to loop anyway (assuming youre not a potato, dh doesnt help potatos). Youre literally just pressing a button to gain distance or delete a mistake you made. Thats it. Thats the skill. Anything else is you pretending.

    I guess you can say that about everything. I press "shift" and I have Sprint Burst. I press "the action button" an I drop a flash bang. So you have successfully invalided your own argument. Because Dead Hard does the same thing as every other perk, then obviously "pressing a button" to do something doesn't matter. Everything is pressing a button to do something? So you either nerf every single perk in the game or "pressing a button" does not mean a perk deserve a nerf. Right?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2307415#Comment_2307415

    Mathematically though, Survivors can win with less skill than Killers.

    It isn't even close. Survivors need to average like, 30-45 seconds in a chase and the Killer will LOSE if they don't tunnel.

    Mathematically, Killers have a 60%+ kill rate, as shown by the Developers.

    Where is your "math" coming from?

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295331#Comment_2295331

    how do you counter dead hard for distance? go on... I'll wait.

    How do you counter Sprint Burst for Distance?

    Yeah, that's what I thought.

  • @Edgars_Raven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2306584#Comment_2306584

    This is what im saying, they think using dead hard takes skill 😂

    It takes as miniscule amount of skill as possible in a game like this, like hitting a skill check. Thats it

    Having to look behind yourself when you are running forward and not bumping into objects while judging when the killer is about to swing or use an ability while ALSO making sure you are Dead Harding in a spot that will be advantageous to allowing you to get to a safe spot while ALSO keeping in mind where you end up being after you use Dead Hard because it only goes in a straight line.

    Yeah, it's a very low skill ability. I'd say, in fact, that's it's probably one of the highest skilled perk in the survivors kit, if not the highest. It's also one of the best perks for making high skill plays in the survivors kit. If anything, there should be a lot more perks similar to Dead Hard that require skill to use and also let you make amazing plays.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2304517#Comment_2304517

    Which is why DH shouldn't make survivors invincible, the perk should require the survivor to dodge the attack, not straight up tank it.

    The trade off for the Invincibility is the severally reduced distance you get with Dead Hard. 3 seconds of distance with Sprint Burst and I think only 1 second with Dead Hard. Also, Dead Hard doesn't allow you to turn.

    Honestly, Dead Hard is the high-skill type perks that should exist. It's strong but requires a lot of skill to use. Honestly, Sprint Burst and Lithe are stronger. In certain situations, Dead Hard is better but usually the other exhaustion perks out-class it in every way.

  • @VonCrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2306373#Comment_2306373

    Can you please read my first post? Jesus christ.

    I don't like Haddonfield, doesn't mean I can't win on the map.

    You have to explain everything...

    I can give you some hints if you need help with winning on Haddonfield. Definitely don't chase players that run upstairs in houses, that tends to waste the most amount of time for killers, because a killer will get looped around the entire house if you do that. Try to hook survivors around strategic center of the map gens that have been worked, so you can kick those gens and waste survivors gen progress, because they have to get off that gen to help the hooked survivor.

    Are you above rank 15 yet? If not, Haddonfield will seem like an unwinnable map. Once you get some more hours, you'll be able to win on it.

  • @GrimmGaliard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2306333#Comment_2306333

    DH allows for the most control over WHEN you get that distance, compared to others that need a trigger and can be activated when you don't want and can't be when you need it.

    Honestly, I think it's fine. It requires more skill than any other surv perk to use and it's funny to see a surv botch its timing

    I would have to say that Lithe is pretty much trigger when you need it also. You are always going to find a window or pallet.

    I've always liked Sprint Burst so much better, it stops chases before they begin, it's better at stopping tunneling that DS (Because it gets you away from the hook and a soft camping killer), it's more reliable than Dead Hard and honestly waiting till the last second to use Sprint Burst has ended with more Killer missed attacks than Dead Hard has ever done for me.

  • @danielmaster87 said:

    I tried to play this game only for dailies, since the constant freezes started. But no, I can't even do that. I can't play one ######### game of killer without pulling my hair out because every ######### time I use my power on any killer, the game freezes. You say it affects both sides equally? BULL #########! It's like every killer I play is 110%, even the ones that should be 115%, because I'm doing nothing at all wrong with my movement, but I guess there's mini freezes or something for like a millisecond, because I cannot even catch up to the survivors for the life of me. I just can't ######### do it! I wanted to try out some of the cosmetics I bought, grind a bunch of matches, play the new characters. There's no point in any of it though, because the game is unoptimized and glitchy, AND THIS ######### SHOULD HAVE BEEN FIXED THE FIRST DAY!

    Utah?

  • @VonCrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2304986#Comment_2304986

    Can you quote me when I said that I can't win on Haddonfield?

    If you do, I give you all the money you want.

    Jesus, some people just can't read.

    I win about half the games I play on Haddonfield. I think you're exaggerating when you say you can't win any games on Haddonfield. What Killer are you playing, the K-Pop Killer without add-ons?

  • @DragonSlayerX67 said:

    I find survivors more toxic due to more of them in matches being toxic to killers

    You see clicky-clicky and butt-dance with Survivors.

    You see face-camp, tunnel-off-hook, hit-hooked-suvivor and try-hard-after-a-start-of-game-survivor-disconnect.

    Both sides are equally toxic. However, I think the toxicity toughens these precious-snowflakes up. There's no second-place, there's only 1st loser!

  • @Yords said:

    Plague is such an underrated killer that hardly anyone plays, she is next to the twins in terms of being picked.

    It would give her a fresh feeling and probably introduce people to her as well. She is a strong killer with counterplay that would be nice to see more often, I think that the new chase music and terror radius music would draw more people in, or at least help with it.

    The Plague's music should be the first part of "Tubular Bells" by Mike Oldfield.

  • @Uistreel said:

    The perk is poorly worded here, but I believe when you use dead hard, from 0 seconds to 0.2 seconds your movement speed increases from 100% to 250%. After 0.2 seconds, you quickly transition back to 200% speed for the remaining 0.8 seconds of the 1 second dead hard use. Might be totally wrong, probably am math isn't my strong suit, but I think (10m/s x 0.2) + (8m/s x 0.8) - 4m/s would be 4.4 metres gained using dead hard. Probably totally wrong there but it'd be roughly accurate regardless.

    Killers lunge makes them instantly move at 150% of there movement speed, so a normal 4.6m/s killer would be boosted to 172.5% movement speed for 0.3 seconds. This should just be 30% of 6.9m/s, so a basic killer lunge would be 2.07 metres long.

    So if any of that is roughly correct then no the killers lunge is no where near as long, however they can still easily catch up if they wait like a second after you dead hard.

    Tell that to Freddy Long-Fingers

    (I am totally joking and know that Freddy's lunge is the same as everyone elses).

  • @jamally093 said:

    Seriously the number of times i've HIT survivors and ran into me and hit them is more then i can count my finger and toes want to know why dead hard i had a survivor earlier ran right into me and i hit them but nope dead hard prevents that and they phase right through you so yea dead hard is garbage everyone complained saying dead hard is garbage because i still get hit out of no where.

    1. Played Deathslinger shot a survivor nope dead hard doesn't want that

    2. Played huntress nope even though the hatchet hit and broke nope dead hard

    Basically dead hard is just stupid in general doesn't work when i play survivor way to perfect when i play killer how about this dead hard gives the boost but just actually make it fair deep wound state activates for the survivor so at least their not dead on the ground.

    Since time is DBDs currency. How does Dead Hard give you more time than any other exhaustion perk? If a survivor just barely made it to a pallet because of Dead Hard, then would they also not make it to the same pallet with Sprint Burst. I just don't see how Dead Hard is any better than Lithe or Sprint Burst. Explain to me the major advantage Dead Hard gives you as a survivor.

    Also, you are already saying that it never works for you as Survivor. That's happening to every survivor that plays Dead Hard. It's not some magic bullet, if fails a lot. You have confirmation bias, you see a frustrating Dead Hard play against you and all the sudden that's all you see, you're not seeing all the Dead Hard failures. However, when you play survivor, you all of the sudden see all the Dead Hard failures.

  • @KateMain86 said:

    Just had ANOTHER match where someone playing the cannibal was basically given a free win because they were able to press a single button on their controller. This is why I will NEVER and I mean NEVER go for end game saves ever again when playing against this killer. I had the door open, 2 survivors on their 2nd hook. I step out of the exit gate to try to see if I could possibly make a save. One of them ran out of time and just as I was about to go for the other the cannibal shows up. I am literally only a few feet outside of the opened exit gate and just as I turned around to try to run out they made it to the exit gate as I did (because terror radiuses in this game will never make sense to me) and simply pressed ONE BUTTON that requires absolutely no other conditions to grant an instant down and down me right at the very end of the exit gate. I get picked up, thrown on the hook and just to be toxic the killer decides to hit me on the hook. When things like this happen in DBD I cannot tell you how much I just don't want to play the game. Killers that have this much power in a match that require no other conditions but to press a single button simply make the game completely unenjoyable to play. Until this killer's power is nerfed into something fair I will not be making anymore save attempts with this killer on the map. As much as I want to, and I always try to, I simply find making those save attempts against a killer with this much power is not worth the effort. This killer is rewarded with far too much for doing very little.

    The cannibal's power needs to be changed. The instant down effect it has needs to go. Replace it with the broken status effect or something. ANYTHING but an instant down. There are just too many situations where this killer is overly rewarded for very little effort. I never have fun playing against the cannibal. Seeing this killer in a match immediately makes me want to give up and not even try. I don't want to have these kind of experiences in DBD. I want to have fun and playing against this killer is not fun for me at all.

    I think just removing the ability to chain insta-downs together would be fine. Leatherface moves plenty fast enough during an insta-down to also have the ability to go from one side of the map to the other side of the map while using an insta-down. Also, going through pallets with a chainsaw needs to be slower.

    Oni has a buildup before using his power and it takes a lot of skill to hit a survivor with his insta-down in a loop.

    Billy has an overheat mechanic and again, it takes a lot of skill to hit a survivor with an insta-down in a loop.

    Leatherface only has windows as a counter or an extremely exact pallet stun. He has no build up and no overheat mechanic and ignores loops.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305633#Comment_2305633

    And why should he/she do that? The Killer got hit in the Pips and BP also when those idiots disconnected. He/she still has a job to do. Why does your job take precedence in value? Get real. You are just another entitled person blaming the WRONG Players for why you got screwed over. You should have started a thread ranting about bad sports who disconnect and leaving you hanging; instead, you attacked the only other Player in the game who had the ethics to play it to the end. Grow up.

    Just because a survivor DCed or got DCed doesn't stop it from also being a person playing Killer. I think it actually says more about the person playing the Killer, because the person playing the Killer is making the conscious decision to make the game even more miserable for the survivors who are already in a miserable situation. This isn't a job, this is a game with 5 different people. What you do affects other people in the game.

  • @Kees_T said:

    Lol git gud.

    Every Killer has their niches where they're strong and weak. Bubba/Billy/Oni/Any instadown Killer is strong against Survivor in deadzones with no defense, that's just how it is.

    Actually, I kind of agree with the OP. With Billy or Oni, you have a chance to dodge insta-downs in deadzones. Bubba on the other hand, has a guaranteed insta-downs in dead zones. The only way to outplay him as survivor is with a window or an extremely well played pallet, otherwise you wasted a pallet on a chainsaw which goes through them instantly.

    Bubba can chainsaw through loops. Bubba ignores pallets unless it is well enough timed to stun him. Billy and Oni both cannot one-hit down through a loop.

  • @TheClownIsKing said:

    I’ve had to resort to my “You Don’t Care About My Fun, So I Don’t Care About Yours” build/strategy.

    Doc with Distressing, Coulrophobia, Overwhelming Presence, Unnerving Presence, Iridescent King, and Iridescent Queen, AND LOTS of Slugging.

    Yeah... deal with it. No more playing nice.

    Just remember this, the harder you play, the harder you will have to play. So if you are winning with these tactics, soon, you will not be able to use anything but those tactics. Is that the type of game you want to play, locked into specific killers and specific perks every game or would you rather have fun and lose games.

    (MMR is going to keep putting you against better and better survivors as you beat them).

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296059#Comment_2296059

    I didn't say gen rushing, I said rushing through gens and avoiding the killer. I'm talking about it as a general strategy that all survivors can do regardless of perks. That is the easiest and most optimal way for survivors to win. No one will ever say taking your time on gens and throwing yourself at the killer is the best way to win. The better survivors are at their basic strategy, the less fun a killer is able to have in terms of getting to participate in the match.

    Not to mention that it's a cycle. If a killer feels gens are popping too fast, they'll camp. If a killer camps, survivors are told the best counter is to rush through gens and leave the camped survivor to die. In their desperation to win no one bothers to have fun.

    Or there's the other easy escape: the survivor who camps the hatch instead of helping their team. They "win" but they didn't play, they didn't participate.

    Like I said, the game is poorly designed and encourages boring playstyles on both sides. Only talking about one side and not the other creates an illusion of blame, like it's all the players' fault rather than a core gameplay problem.

    Still kind of disagree with the survivor side of things. Survivors have a lot more fun running the killer, doing gens is boring. Also, you are almost guaranteed chases as a survivor. So there's a reward for getting into chases.

  • @PatWesker said:

    https://forum.deadbydaylight.com/en/discussion/259773/bubba-needs-nerfed

    What about billy who can go from across the map in 5 seconds AND can break a pallet as easily as bubba?

    Sorry but imo billy is way stronger than bubba, also breaking a pallet with the chainsaw needs to be charged anyway by charging your ability.

    And usually bubba's players are low IQ killers, Billy players usually have a lot of skills and like... never camp. I would say camping rate of bubba players is above 85%.

    I have to say that Bubba may actually be better than Billy at this point. Bubba can loop while swinging his chainsaw, Billy can not. However, map mobility is a big advantage.

    With some maps being way to small, I would almost say that all killers with continual mobility abilities, need to be reduced or have a long delay inserted between uses of their power somewhat like Oni. Billy, Nurse and Blight specifically. (Blights power can pretty much be continually used because of how fast it comes back). Nurse just needs a serious rework.

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