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Munqaxus

Munqaxus

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Munqaxus
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  • @brokedownpalace said:

    Does anyone else know my pain? :(

    So Hex: Undying gets cleansed first... That still leaves you with all your other Hex perks that didn't get cleansed, I'd call that a win.

  • @The_Krapper said:

    So basically those statistics just show that people die more often when they try to do challenges because it isn't their playstyle, I expect these type of numbers when you're taking stats on everyone playing a different way and using different perks than they're accustomed to, I'm more interested to see the numbers without challenges so that way we have a better understanding of where the K/D ratio really is in a standard game

    You are misreading the MODs post. It's taking statistics from challenges that ONLY require kills on the killer side or escapes on the survivor side to complete the challenge. These games would have players MORE serious about escaping or killing since that's what the challenge requires.

    These are try-hard games.

  • This is basically a random sampling of games. It's basically games where survivors or killers are trying to escape or make kills. This is probably a better sampling that random games, because players are MORE serious about making kills or surviving (So there are less disconnects from survivors). So yes, this is actually very good data to show balance.

    • 88% of Survivors are being killed
    • 22% of Survivors are escaping

    For every 3 kills, 1 survivor escapes

    And that's including hatch escapes which aren't really escapes in the first place. This shows a major imbalance on the Killers side.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453713#Comment_1453713

    Discussing reasons for warnings/bans on the forums are against forum rules & I don't fancy being banned so sorry mate, but I can't tell you.

    Opps, sorry, didn't know that.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453701#Comment_1453701

    It's the third stage of warning--jailed. It means I can post a comment once every 150 seconds and cannot create new discussions whilst jailed.

    What did you do to get it?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453683#Comment_1453683

    The said they'd keep working on it but it's not planned for the launch, I'd assume because of issues with Sony and Microsoft.

    What is the cage around your icon mean, GoodBoyKaru? Are you banned or restricted?

  • Brutal Strength, Fire Up or Bamboozle are almost needed on Clown.

    Pop goes the Weasel goes very well with Brutal Strength and Fire Up.

    Tinker sucks on Clown.

  • Pop Goes the Weasel, Remember me, No One Escapes Death, Nemesis and Freddy.

  • @The_Krapper said:

    Theres nothing wrong with him people just need to learn to look behind them when they run

    Looking back doesn't give you any information. You can't anticipate, much less dodge, a quickscope. You can zig-zag but that allows Deathslinger to quickly catch up to you and M1, since he's walking straight the entire time. Plus zig-zagging doesn't prevent him from hitting you, it just makes it a little harder to hit you.

  • @sizzl3 said:

    https://us.v-cdn.net/6030815/uploads/V1XZJNYURJMM/image.jpg

    It is so bad. I deranked from this game!

    Honestly, I'm surprised you got kills.

  • @mottigedel said:

    ghostface doesnt do what he bascially does, and that is making a creepy phone call. but how silly would that look in dbd? again they adjusted it.

    Myers and leatherface are indeed the ones that are closest to their original depicture in the movies.

    as for Demo, he's nowhere near his original intented character unfortunately. There is no upside down world and his charge power is not something he's known for. So much potential missed indeed to have that typical atmosphere brought to the game

    I think Freddy is actually pretty close to movies also. You have the Dream World, you have him changing the rules in the dream world, it's honestly a pretty good fit with him too.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1453044#Comment_1453044

    My thoughs exactly, people really like to suggest for example that giving him long ADS would somehow give him counterplay when only thing it would do is limit the potencial of his shots around tight corners while counterplay would still stay the same - predictions.

    I don't know what the problem is, that's why I'm asking people who have it to give some feedback.

    I think an indicator of some sort a second or two before he fires his chain, just like Pyramid Head. Maybe his muzzle flashes red or a ground indicator appears. It allows the survivor to have a chance to do something. Right now, survivors can only guess where his shot is going and with quick scoping, all you can do is weave and hope you randomly don't get hit. ScottJund makes an excellent point about why Deathslinger is not fun to play against for survivors in his video "Boring Killers" - Are Survivor Complaints Valid. I highly recommend watching it.

  • @GhostMaceNotCrusty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1452694#Comment_1452694

    I feel that with pyramid head. I played silent hill 2 and loved it but I think it would be as easy as dropping a pallet on him to stop him.

    Well, was there any pallets to drop in Silent Hill 2? Maybe it would have stopped him.

  • @Sinister0208 said:

    Claudette (Self care/Empathy), Meg (All three), Dwight (bond - is amazing you play solo Q).

    These survivors and in this order. (Try and get sprint burst or another endurance perk from the Shrine of Secrets).

  • @derppug said:

    My biggest issue is looping. I cannot loop for the life of me and any time a killer senses that I am a weak link, they'll target me a lot. I thought I'd be much better at 300 hours in but I'm not. Damn this game is rough.

    Use Windows of Opportunity, it helps us survivors who can't loop well.

    Watch some of the youtube videos that explains looping.

    Run straight from a killer, instead of diagonally from a killer. This gives you more distance.

    When a killer is about to hit you, don't vault windows or drop pallets, use the speed burst to run as straight as you can to a jungle gym.

    Change your tactics. User a more immersed perk build that lets you work on gens, do totems and rescue survivors while hiding from the killer.

  • I don't see why Surge's radius can't be increased. Maybe 32/48/64 meters depending on the level of the perk. Since it has a cooldown, I think an increased range would be fine and make it a useful perk, instead of a novelty perk.

  • @NuclearBurrito said:

    Deja vu

    • You see the aura of all generators. Any generators within 32/48/64 meters have their intensity altered based on how close they are to completion

    There, fixed.

    Detectives Hunch is currently better due to providing more information on gens while also providing information on both chests and totems, making it the best environmental tracking perk in the game. As such Small game also needs a buff (preferably to versatility) while Plunderer's instinct is validated by it's secondary effect of altering item quality.

    I like your idea to. It makes the different level do something and it does something different that Detective Hunch. It gives Deja Vu it's own identity.

  • Actually, what should happen is on the 5th Token, the skill check sound should sound randomly. Once the sound goes away, I can hit Huntress Lullaby all day long. It the timing for the notification sound for a skill check that messes me up.

  • @Bovinity said:

    This is actually why I don't care as much for licensed killers.

    They have to fit within the confines of the game mechanics, so they'll never really feel like the real deal. It always feels like something is missing. (One notable exception is Ghostface, because hey...he basically does what Ghosty Boi does.)

    Michael Myers and Leatherface want a word with you.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451216#Comment_1451216

    Those weren't major survivor nerfs, ruin was major. 70% isn't even a 3k average and it didn't count suicide and dc.

    I play both sides, survivor and killer, and when I play killer, I do not see the "Ruin Nerf" as a major nerf. It was definitely nerfed but it really wasn't a major nerf. I'll still use it and it works great with certain other perks. And to be honest, I didn't use pre-nerf Ruin every game, it was a bad crutch and handicapped you as killer, because you got use to the slower gen speeds and had to use a perk slot just so you can keep up. Trust me, ruin is much better as it is now because it allows you variety in your slow down perks.

  • I like the idea that you can go to the upside down as Demogorgon and survivor through the Demogorgon's portals.

    However, there would a problem if someone is hooked in the upside down and the survivors destroyed the last portal.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451170#Comment_1451170

    That data is older than dirt. Pre ruin, pre map changes, pre toolbox nerf, pre DC penalty. On top of that, the same stats showed massive survival rates at the very top. On top of that, the dev's themselves say to take it with a grain of salt.

    Exactly, the data is after the Killer - Ruin nerf, the Survivor - Small Map Nerf, the Survivor - Toolbox Nerf, the Survivor - Instaheal Nerf, the Survivor - God-loop Nerf and the Survivor - Gen Slowdown Nerf when multiple survivors work a gen. And honestly, Ruin is still used and is still useful.

    That data is only 8 months old with 4 major survivor nerfs, 1 medium Killer nerf and 1 medium Survivor nerf. (There were individual killers, such as Nurse and now Billy, who got nerfed).

    And the data shows massive kill rates for all killers except Nurse. Usually hovering around 10% or more, better kill rates.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451009#Comment_1451009

    Give me examples of killers having an advantage. I listed mine, where are yours?

    @Peanits said:

    Stats are back at last! We've taken some time to gather some data and make some fancy graphs for your viewing pleasure. Be sure to let us know if you'd like to see more regular stat releases in the future! Since it has been a while since we last shared stats, these graphs show data from the past three months unless otherwise stated. Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers.

    Note: If you're having trouble viewing the charts, clicking on them will open a larger version.

    Killer power vs. popularity

    Starting off with how frequently killers are played compared to how well they tend to do on average. A 50% kill rate would be the equivalent of two survivors dying and two survivors escaping.

    https://us.v-cdn.net/6030815/uploads/230/KSPIKOCTC8RD.png

    https://us.v-cdn.net/6030815/uploads/910/6KD3I8P3L1V9.png

    Maps

    We went ahead and checked which three maps are safest and which three are the most dangerous.

    https://us.v-cdn.net/6030815/uploads/275/ZYOLAR28JADQ.png

    Mid-chapter 3.3.0: Outcome

    The Nurse was changed in the last mid-chapter patch, and we've been keeping an eye on her performance since then. Below, we've listed her performance on PC before and after the changes, both in all ranks and in red ranks. Like the charts above, the numbers shown here are her kill rates (where 50% means two survivors escape and two die).

    https://us.v-cdn.net/6030815/uploads/864/BDOZ0GYZMPZW.png

    I think the Devs say exactly who has the advantage.

    Hint: Killers.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1450477#Comment_1450477

    Babysitter & Camaraderie are alright.

    Camaraderie has saved my butt a few times.

    And everyone goes on about why use Babysitter when you can use BT. I say “why not use both?” If the killer is camping the hook, you give the unhooked survivor endurance, no scratch marks, no blood trails, and the killer is going to be super distracted by your aura. It basically guarantees the unhooked survivor gets away.

    You get endurance when you get off the hook anyway? At least I thought you did.

    Using 2 perks on the off-chance a killer is camping/tunneling seems like a pretty big waste and I don't think Babysitter gives you enough to justify it. Plus, you'll be on the hook next and could use a DS instead of Babysitter.

  • @RedditUser69 said:

    80% of perks in the game need a buff. The remaining 20% need a nerf. Welcome to DBD.

    I completely agree.

    However, having said that, Deja Vu is literally a bad version of Detective's Hunch. I don't think there is any perks in the game that are so FREAKING similar.

    I would say remove Deja Vu because we have Detectives Hunch and it's the same perk but better.

  • I like both. Survivor because I can find matches quickly. Killer because I get sick of not being able to play the game because of stupid decisions my teammates make.

  • @Duality said:

    I use bamboozle and brutal to avoid looping, i used them in every killer IDK why them are a abd perk, they help you to have quicker chases

    I see your problem. If you were better with the hatchets, you wouldn't need to use bamboozle and brutal strength. Basically you are handicapping yourself by trying to make up for your hatchet skills by running M1 perks. With Huntress, you want to work on getting hits with your Hatchets at Windows and Pallets. Once you learn that, Bamboozle and Brutal Strength become much weaker perks. (The really good Huntress players will hit you through pallets and windows).

  • ScottJund made an excellent video addressing why Deathslinger and Spirit are not fun for survivors. It's called: "Boring Killers" - Are Survivor Complaints Valid.

    The short and sweet of it is: Survivor players have learned a lot of skills in this game to use against Killers, such as jukes, looping and mind games. The problem with Deathslinger and Spirit is you have to guess at what they are doing. It's no fun for survivor players because survivor players are not using any type of skills to avoid those to killers, it's basically a guess or random roll of the die if you will avoid them or not. There's no skill a survivor can use against them that makes a difference. Hence they're boring to play against as survivors.

    Freddy is different, he's not boring to play against, he's just hard to play against. But survivor players have options and skills they can use against Freddy.

  • @Sockura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444621#Comment_1444621

    It's also arguable that Nurse and potentially Myers has good slugging potential.

    Nurse for her high mobility and no collision with walls.

    And maybe Myers because of his instadown, but he's still the survivors ######### on good setups because at the end of the day, he is just an M1 killer

    There are other killers that can get a good snowball going because of their abilities

    Just had a Billy do it again to me. Distressing and Infectious Fright on Lery's. It's honestly a nightmare to play against.

  • @bingbongboi90 said:

    The shittiest thing about these players is when they unhook you. They use their invinsibility cloak as claudette to hide after the unhook which I cant because i am Ash moaning like my life depends on it. So the killer Comes back and doesn't see the unhooker and Goes for me...

    And in all honesty i dont blaim him.

    Why I run Sprint Burst or Iron Will. Every time I don't run Sprint burst or Iron Will, the killer is right back on me and I'm like, why didn't I run Sprint Burst or Iron Will.

  • @LetsPlayTogether said:

    No, just no. Its pretty much easier to 4 slug with Billy than almost any other killers.

    I have seen Billy slug 4 players all on different parts of the map. Once the survivors start getting up other survivors, they move closer and closer together making slugging even easier.

    Oni can also slug at about the same level as Billy. He just has to get the initial buildup, after that, he just goes on a slugging frenzy.

  • @luvcraft said:

    I've had a couple games tonight where I've been hiding WAY out of the way in weird spots and the killer has bee-lined right toward me, and they haven't been using chili or any other perks that would have told them where I was. I know there's a lot of anti-cheat software on the game, but is it possible that these players have a hack that's showing them where survivors are?

    I've seen it before. Killer goes straight to each survivor right at the beginning of the match. It's pretty obvious when they have it because they have usually went straight to each survivor.

    1. Perk Load-outs (It's really difficult searching through perks, it would be REALLY REALLY nice to be able to have Perk Load-Outs you can just select). Maybe about 10 to 20 Perk Load-Out slots.
    2. Hook Struggle Mechanic - This is annoying and needs to be changed. Just have it set as holding a button down instead of having to tap space bar continually.
    3. Struggle Mechanic - Change this to holding down a button instead of hitting 2 different buttons.
  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444123#Comment_1444123

    I think i made myself perfectly clear. There's a man who stands against negative opinions of DBD like a lone wall holding back the tidal currents of a typhoon. Ever steadfast and unwavering. But even this man, this legend of indomitable spirit, this absolutely insane in the membrane bro, still thinks the changes are a negative and unnecessary. Unlike those who have come before him he does NOT think hillbilly will end up gutted, but will definitely lose his fun gameplay.

    The point is that I honestly don't think it'd be humanly possible to get a more unbiased and well weighted opinion from a top killer than this.

    Your writing is bombastic, which makes it hard to read. Be more direct, you don't need flowery speech full of metaphors to make a point.

  • @FootMan2893 said:

    There exists a human being. A hidden ninjutsu killer master of the 9th hall of the secret shaolin temple. Every killer Prestige 3, plays all of them at Rank 1, thinks pig is actually a good killer and 4k's with her, thinks generator speeds are COMPLETELY fine and he's more than content with the current state of things. Literally nothing negative to say about the game, except for one thing.

    Even when all the streamers, content creators, and the larger majority of the forum outlets call the billy changes the worst possible choice, he still thinks billy won't be bad. BUUUUUUUUUUUUUT he says he thinks it IS bad that the developers think that base kit billy needed to be changed, ANNNNNNNNNNNNND that while it won't make him "bad" it will ruin the fun of the killer so he'll no longer be enjoyable to play. Like, you actually managed to make the iron willed, stone walled, infallible positive mental attitude super mutant ninja killer, who was thought to be incapable of disliking anything within the game, actually say it was a bad move.

    Like I honestly don't know which to be more surprised at. BHVR's balancing decisions, this guys unwavering mental fortitude, or the fact he actually had a problem with the balance changes.

    Your post is incoherent.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443966#Comment_1443966

    Yes, well, if we were all Otzdarva we could all just win every game doing whatever we want - which is what he often times does all day long. (Although interestingly enough, Slinger is the killer he often seems to struggle with.)

    As for the rest, it's irrelevant to the topic. If there's some change you know that's being made, then great. Otherwise you're just complaining about a killer but trying to do it in a way that has the air of neutrality and objectivity, when it's clear you're anything but.

    I play both killer and survivor. However, I realize, you have not said anything to prove your point, yet I have laid out point after point after point proving mine.

    BTW, "trying to do it in a way that has the air of neutrality and objectivity, when it's clear you're anything but." is your only counter argument and that's a Ad Hominem logical fallacy. You're basically attacking me instead of trying to defend your own stance.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443872#Comment_1443872

    But that doesnt its bad to try get 4 kills.

    If you complain about someone whos trying to 4k, just because he want to escape, he act like as he is entitled to escape, which he isnt.

    I know killers also dont have to 4k and killers often are entilted too but theres still noting wrong with trying.

    Theres also nothing wrong with trying to survive but no one should act like they HAVE to escape / 4k or act like as they deserve it.

    No definitely not, I always go for the 4k as killer. I usually don't slug because it's not fun for me as killer and because slugging really requires you to run Whispers and/or Deer Stalker. I'd rather not waste a perk slot just so I can get the 4k and it's usually just as easy to get the 4k if I find the hatch. If the survivor finds the hatch, I still consider it a win, because the survivors weren't able to power the gates.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443897#Comment_1443897

    Nope, don't even try that. (And no, camping isn't usually the best play, it's a great way to throw a match for one kill.)

    This isn't the killer facecamping someone to be a jerk or something. This isn't a Bubba standing in one spot the entire game.

    No, this is a killer with 2 people on nearby hooks, 3 gens left, and only 1 survivor out there. There's no good reason to walk away at that point.

    Constantly telling killers that they should give up advantages and cut survivors slack for reasons gets old. Especially since if the survivors got the upper hand for a moment they'd be out the gate in two seconds flat, no matter what the killer thinks.

    Actually, Otzdarva proved that proxy camping/tunneling with NOED netted 4k consistently, game after game for an entire day. He wasn't running basement Bubba or anything like that.

    And I'm not saying this from a survivor perspective, I'm saying this from a developer perspective. As a developer, you want the game to be fun for both killer and survivor player. Game play that is unfun for one side or the other, ends with nerfs. Look at Legion and Freddy, both had extremely unfun mechanics for survivors, both were changed. Look at god-loops, unfun mechanic for killer, god-loops were nerfed.

    Deathslinger, his terror radius is promoting unfun play by Deathslinger players, aka proxy-camping and tunneling. Nerfing his terror radius will for Deathslinger players to not have the option to proxy-camp and will promote better gameplay for Deathslinger players and make the game more fun for survivors.

    You know what other killer had mechanics that allowed him to hard-core tunnel? Pyramid Head. What did the developers do to Pyramid Head?

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443829#Comment_1443829

    It's not that people don't understand the point, or that "killer mains are biased!!!"

    It's that this isn't an example of a killer doing something wrong, or even unduly mean. Rather, it's a classic example of survivors blaming killers for their mistakes and the situations they put themselves in.

    There is NO reason for the killer to leave those hooks now. Literally zero. It's not to be toxic, or "ruin their fun" at this point, it's just the most intelligent strategic choice in that situation. That goes for any killer, not just Slinger.

    Camping and Tunneling is always the best play for a Killer.

    However, from the developers point of view, camping and tunneling ruins the "fun" for 4 out of 5 players. That's why DS and BT exist and it's also the reason Deathslinger will probably be looked at by the developers and have is terror radius increased. Because right now, Deathslinger's terror radius promotes proxy camping and tunneling.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443338#Comment_1443338

    Just because the devs once said the ratio should be 2k/2e, it doesnt mean it is balanced that way at the moment. Also even if it would, why should it be bad to still want to try to kilk everyone? You are not entitled to escape.

    You cant just say ,,Uhh then kill 4 guys but you should accept that the game isnt balanced that way"

    If you say that, i could say you should accept that me and many others still want to kill everyone and not everyone cares for the pips or Bloodpoints.

    I play DbD because its PVP element, thats why i want to kill everyone.

    When you say "You are not entitled to escape", that also means you are also not entitled to 4ks. When you are calling out one sides entitlement, it makes you look entitled-as-f*ck.

    2k/2e is the developers goal for the game, it hasn't changed.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443662#Comment_1443662

    I dont think this was console, otherwise OP wouldnt be able to take a picture WHILE working on the gen if they had to go through a menu. As for what I would do...Lets back track real quick. Theres 3 survivors left, 1 guy gets hooked. Lets give him the benifit of the doubt and think the first guy hooked WASNT the one with kindred so OP didnt know where his other teammate was. The moment his other teammate took damage and it became clear he was being chased, OP shouldve been moving for the save. Its real easy to wait til things are completely out of hand to stop and go "Well what else am I suppose to do NOW" when the time to act is already over. OP turned this into a hatch game by not prioritizing a save when it mattered. Since it IS a hatch game, doing that gen will only give away their position. The only smart thing to do at this point is to wait til they both die while standing away from things like gens.

    Now, I'm gonna present you a similar question. You're the Deathslinger. You down and hook one guy, then get into another chase and manage to hook another guy. You have 4 gens on the side of the map your at and 1 in the far corner. What do you do now exactly? Judging by the bars under the names, its been about 30 seconds since your last hook. Thats enough time to verify at least the gens on your side of the map are still sparking.

    I agree, the moment the 2nd survivor gets injured, you stop doing gens and get in position to rescue someone.

    However, on the other side of that. Deathslinger is one of the worse killers to proxy camp. It's absolutely annoying and unfun. His terror radius needs to be adjusted to 32 meters, there's absolutely no reason he should have a 24 meter terror radius with a ranged attack. It encourages proxy camping.

  • I played a game against a Huntress and after all 4 of the survivors escaped, I saw she had a Ebony Mori. She never downed a hooked survivor the entire match.

    However, that an anomaly. If you can kill 1 survivor before the 2nd gen is popped, you usually win as Killer, with or without a Mori. If you have a Mori, it's pretty much hopeless at that point.

    (Again, I don't think Moris and Keys should be removed from the game. I think a little bit of unbalance makes the game more fun because you don't exactly know what is happening from match to match).

  • @Deathslinger said:

    People don’t like it because they consider the series childish based of the majority of the fan base. Apparently we’re just a bunch of boomers here who look down on new horror franchise.

    Then reach out for any plausible excuse. If you don’t like FNAF, then fine, but saying it doesn’t fit puts a chill in my soul. So child murdering killers are out? You know that’s Freddys whole shtick? You think it’s too cute to be scary? Ya know we got silly costumes and the contrast of “cute” with murder is a huge scare that’s used all the time.

    The series isn’t scary enough? So Ghostface, Myers, and Pig, three people in a mask (2 being a Halloween mask) are more terrifying then strengthened mechanical monster with a devils heart and some supernatural powers. Gotcha lol.

    My only gripe with this FNAF stuff is everyone’s fixation of Springtrap. I get why people may not want one of the others based off the lore but I prefer somebody else personally.

    Lastly, despite saying all this, I’m in the camp that doesn’t want FNAF in this game, but that’s not because of the usually mentioned reasons. I feel if the sound team finds the right sounds then I’d be too horrified to enjoy playing against a Animatronic. Sounds of metal scraping metal and tick tacking of gears moving has always given me the creeps.

    You should build a shrine to FNAF in your closet.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440939#Comment_1440939

    "that takes an appreciable amount of effort", yeah it's called looping into jungle gyms, cow tree loop or fun house and dealing with exhaustion perks, what you think is the average chase time on most killers?

    "If you bring an ebony and don't 4k, you are horribly messing up" that's exactly the point, with a mori you can mess up, while with a key you can just afk+left behind and you get a free escape.

    4 Survivors have to do 5 gens before the hatch will appear, 1 Dead survivor means you have to do 4 gens, 2 Dead survivors means you have to do 3 gens, 3 Dead survivors means you need 2 gens done. You can't use a key until the match is pretty much over. Moris you can use right at the beginning of the match.

    (I'm not advocating for either to be removed and I think both add to the game, rather than detract. I don't believe either should be removed or nerfed).

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440837#Comment_1440837

    Nah Wraith is fine. He could do with like, a small buff, but he's actually a lot stronger than people give him credit for.

    Trapper just needs to start with more traps and be able to carry more than one without needing a bag. Also trap spawns need to be nicer to him.

    Wraith is fine, he's definitely unrated. Trapper needs to start off with his traps instead of having to roam the map and pick them up. Maybe make it so when he places the max number of traps, the oldest placed trap disappears.

    Billy needs the 2 perks that let him insta-saw nerfed but his gameplay shouldn't be changed.

  • @PleassBuiltInNoed said:

    https://forum.deadbydaylight.com/en/discussion/171707/the-fallacy-of-balancing-toward-the-highest-level-of-play

    nurse is ######### anyway so she doesnt really fit the description, and btw if you balance the game around casual players there is no chance for killer to win against very experienced survivors, and there are alot of them and that is also the current state of the game

    Very experienced survivors would go against very experienced killers, if the MMR was working correctly. Right now that needs fixed.

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/171707/the-fallacy-of-balancing-toward-the-highest-level-of-play

    People don't play Nurse because she's bugged as hell though, not because she's hard. No one minds a high-skill ceiling when it comes to Killers and they love the reward they reap when they master the Killer. It's why you see Spirits, Docs, and underrated Killers running around.

    No, people don't play Nurse because she's skill-capped. However, in Dead by Daylight, it's fine to have some harder to play Killers, just as long as there are Killers that casuals and new players can learn the game on. I think it's the variability in Killers and the skill required to play them that makes DBD very fun.

    Nurse is really the only problem child for DBD and out of 14 killers, that's not bad. And her problem is she is balanced as such a high level of play, that casuals can't learn her without wanting to smash their heads against a wall and when casuals play against her, she waffle-stomps them.

    The problem is her main ability is easily exploited by high skilled players and casual players can't use it.

  • DS...

    I honestly just don't play it because I only would use it in 1 or 2 matches out of 5. Killers rarely tunnel, and when they do, I just go to the next game.

    As a killer, I'd rather you use DS than Leadership or Prove Thyself. DS is used so rarely that I can't believe anyone complains about it. The only thing I can think is the people who complain about it are relying on tunneling to much.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/171154/watching-tru3ta1ent-play-bubba

    Again, we should not balance around high level play. Tru3talent has been playing DBD since launch (if not before) and he will obviously be getting better results than the average player.

    The Nurse is balanced toward the highest level of play. However she's unplayable by 95% of players. And that is the reason you don't balance around high levels of play.

    You balance around casual play and use high level play to squash play that can be exploited by highly skilled players. Otherwise, no one would be able to play the game because the skill cap is to high.

  • @Snowbawlzzz said:

    Since Scott's new video, there have been a lot of discussions about what killers are "fun" or "unfun" to play against (fun usually just meaning "easy to bully"). I don't think the use of this metric will yield any positive changes if it's normalized and the balance team starts reading into these threads. I know I'm going to get responses along the lines of "Its not a competitive game", but the fact that it's PvP-only means that this game is, whether intentionally or not, competitive. And in a competitive setting, balance is the first priority. This game's playerbase has a lot of overlap with the fighting game community (IE Tru3ta1ent), which is about as competitive as gaming gets.

    The thought of Deathslinger being changed to be more "fun" in the eyes of survivors haunts me. He's already a skill-based killer that requires movement prediction, pop-shotting and player reading to perform well with. I wouldn't put these devs above giving him a huntress-like directional terror radius to make him a straight downgrade, for the sake of "fun".

    Fun should be the primary metric a game developer should judge everything by. If people aren't having fun in a game, they won't play it, game developers are out of a job.

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