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Nameless

Nameless

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  • Or something similar. The main issue players have with the Trapper is the fact he needs to walk half a mile to get half his traps, is it not?

  • I'm not sure, but I think I felt my IQ dropping when I read this thread. You can't just claim something and not base it off evidence lmao. It's in their own interest to maintain the game and last time I took a look at Dead By Daylight, that would mean balancing both the killers side and the survivors side. The funny thing is that they have been balancing both sides too, but you're just either too ignorant to see it, or you're just an extremely underappreciative individual.

    The Insta medkit nerf, the Freddy rework, the Doc semi-rework, map reworks and the fact they said they would be monitoring both Doc and Legion are all proof of that. And as a matter of fact, the only 2 major changes I can come up with right now favoring the survivors were the necessary add on nerfs for Freddy and Spirit and the Nurse rework.

    I'm not saying the game is perfectly balanced. It's far from it in my opinion, but a bit of awareness of what's going on does go a long way.

  • The amount of underappreciation to the devs in threads like this is just pure comedy gold. It's that sweet bedtime story I never knew I needed to make sure I sleep well.

    I think the trapper needs some tweaks, yeah. If the traps spawned in something like lockers, it'd already be huge since he wouldn't have to warlk across the map anymore.

  • I enjoy the 4 chapters a year. It keeps the game fresh for me and as long as they keep balancing the game in the mid chapters, I don't see too much problems.

  • Nah once you get in red ranks, a lot of killers aren’t that threatening. These killers simply don’t possess the tools for map pressure in my opinion.

  • @leslie4445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/653518#Comment_653518

    But dude like many ppl say here ..not every legion player is gonna be good . So it doesnt matter if their power goes against core game mechanics Lol honestly i think the legion are good for now. Cuz i go up against survivors that are skilled and i get de ranked sometimes so. Honestly idk man. The game in general is just effd up imo. Both sides can get toxic quick. And if you are good survivor loops are your bff. Lol ppl abuse the games mechanics too as survivors so is that fair too?? I dont think so. And if you dont have decent perks as legion its game over bro. END OF DISCUSSION 😂🤣😅

    Yes not every Legion player is gonna be good, but balancing isn’t about the very few players. It’s about the majority. What you’re saying right here is like saying Prayer Beads Spirit was fine because somewhere on this planet will be someone so terrible with Spirit, they will perform badly with her even with Prayer Beads.

    The fact survivors can abuse game mechanics too is completely irrelevant to this thread. This is about Legion, not the survivors. And again, as a dev you want these broken game mechanics gone, you don’t want to create new broken mechanics to balance to old broken mechanics.

  • It's a 4v1. Survivors can rely on their teammates while the killer is on their own. This depends on the teammates you get as a survivor though. As a solo, you sometimes queue up with some questionable survivors.

  • @StrodeWins said:

    https://forum.deadbydaylight.com/en/discussion/comment/918931#Comment_918931

    exactly. keys actually require work. mori=tunnel and kill immediately.

    Keys require 3 people holding m1 for 80 seconds or less if they got toolboxes. Since you got a team of 4 people and the killer has no pressure at the start of the game, this is ridiculously easy to accomplish lmao. Sure, sure when there's 2 gens left technically only 2 survivors can escape through the hatch, but that doesn't change the fact the killer depips and that it is unfun just like mories for survivors.

  • Because the devs want an engaging game to attract new players. Say what you want, but holding m1 isn’t engaging.Though I think they’re aware of the gen rushing problem or at least know how killers experience this issue.

  • Yesyes these are facts and while we’re at it, remove all pallets too!! I didn’t need to use those the last 3 games and still managed to pip and escape!

  • A cooldown this long will make the perk useless. A shame because it looked interesting.

  • There’s a cooldown on his stealth ability and you can break him out unlike the other stealth killers. You can always look and inevitably you will find some downsides to killers and try to compare them but Ghostface has got them too. Wraiths addons are insane as a stealth killer compared to Ghostfaces and the Pig has extreme slowdown potential and pressure while Ghostface has none.

  • @dbizzle said:

    no doubt about it, the game is unbalanced favouring the killer. also if you lose ONE survivor youre basically all gonna die

    Unless your team plays terribly, you’re not going to lose anyone in the early game. There’s also a lot more grey area as there’s many occasions where I survived when there were 3 or less survivors remaining.

  • Legion needs a complete rework. Maybe Doc and Clown too but they could fix them with some small tweaking of their power. Trapper just needs some looking into his addons and something needs to be done about the fact he needs to run across the map for his traps.

  • @Sleephartha said:

    https://forum.deadbydaylight.com/en/discussion/comment/870721#Comment_870721

    No. I mean assume they are included. They would still make no difference. It feels like many of you are missing the point. Regardless of if survivors go afk or screw around or killers camp or tunnel... whatever... the end result is that killers average 3ks. So your average Freddy gets to win some games even easier from an afk here and there and then he has some hard ones, and at the end of his day of killing he has averaged 3ks a game. So even if some games are hard for him, the majority aren’t.

    Oh I noticed I just brainfarted there lmao.

    The only thing those stats would prove then is an objective killer tier list based on stats though. Percentages of how many kills they get would be misinformation as the source of this info relies on survivors killing themselves and AFK’ing or the killer playing a scummy way. If you want to figure out which killer is overperforming based on their actual power, then those things should be considered and maybe even changed/punished rather than the killer itself.

  • @Sleephartha said:

    https://forum.deadbydaylight.com/en/discussion/comment/870689#Comment_870689

    Let’s assume these stats include suicides on hook and afks and all the other things mentioned. What difference does it make? The main killers are averaging 3ks per game, regardless of the quality and variety of styles of play in those games.

    You mean what if they’re not included in the stats?

    It makes a big difference. Camping, tunneling, AFK, ... all result in a quick 3v1 and a quick 3v1 game is what killers aim for. Why? Because applying pressure is SO much easier, meaning their chances of getting more than 2 kills gets higher.

  • Do these stats take suicides on hook into account? How about people AFK’ing? And camping/tunneling? The Endgame Collapse? Etc, etc...

    Looks to me that many people are drawing conclusions without actually asking themselves too much where these stats come from. I’m not saying they’re completely wrong, I am however saying that when looking at stats you need to consider the missed variables that may or may not have changed the outcome of those stats.

  • @Rin_is_my_waifu said:

    @Nameless @DepravedKiller

    Guys I'm not talking seriously. Read carefully the whole post again

    Smol brain time

  • Don’t quote me on this but I’m pretty sure taking the game hostage is already a punishable offense. If the killer slugs all 4 survivors and just bm’s then that’s taking the game hostage, right? Seems to me that this issue already has a solution then.

  • Freddy is fine. Just his slowdown addons may be in need of tweaking a little but that’s all

  • If the hatch wasn’t part of the game I would happily kill the third and look for the fourth.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/858713#Comment_858713

    Yeah, uh, so, how many of us are in red ranks? This is an issue that's more about ALL ranks. And unless I'm having a really bad day with Killer, or they're full meme-team of SWF, then I always get at least 1 pip. Even if one of them escapes.

    The principle still stands though. When I play well as a killer and get to the endgame then I’m gonna slug for my 4k, no matter the rank. Why? Because I earned those points and shouldn’t be punished because of a busted game mechanic.

  • Slugging for the 4k only exists because of the hatch and slugging is necessary in red ranks.

    Before calling something unhealthy, maybe you should try and look for reasons on why things are the way they are. Then you would realize that the actual issue here is the controversial hatch mechanic and that killers simply want their points they worked hard for.

  • I enjoy getting chased more than hiding in the corner of a map and quite frankly as a killer I enjoy “running around in circles” more than looking for the last 2 survivors because they’re hiding somewhere. Most people find the chase the most enjoyable part of the game so why wouldn’t you invest in it as a dev?

    Oni’s map seems quite good for being stealthy and the last time I checked Spine Chill and other stealth perks are still in the game so not sure why you would think the devs are against stealth play. I think Spine Chill even got a buff and you’re able to see Myers in T1 etc.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/854853#Comment_854853

    But then they immediately nerf Spirit and gut legion right after... and there is a tendency for killers to be nerfed at a quicker rate than survivors.

    I understand they don't want to kill what makes them money, but they could try to make the killers the power role since they're at a massive disadvantage at higher ranks.

    Pretty sure they said they were looking into buffing certain killers like Doc. Tbh I don’t think they intended the Legion changes as a nerf either because they’re well aware that Legion is one of the least performing killers.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/854795#Comment_854795

    I think he's pointing out how killers get nerfed faster than survivor perks. It took 2 years for DS to get the nerf hammer, while Legion only took a few months...

    Nurse & Spirit took quite some time too. You’ve got quite a limited view if you believe one side is priviliged by the devs.

  • @slingshotsurvivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/809063#Comment_809063

    No they're not. A killer can close hatch after a key is used. A survivor can't stop a mori.

    They aren't even in the same stratosphere... Not by a margin or a long shot.

    You must complete gens in order for the hatch to spawn unless you are the last survivor. Even then I've seen keys used and killers closed hatch before survivors can escape.

    There is no such counter for a mori.

    Personally I don't want Mori's removed. The killer must hook you first then mori with the exception of Mikey Boi or Spirit's Perk "rancor". It adds some suspense to the game and not knowing which of the 3 is used makes me want to play stealthy.

    The damage is already done when the key was used. Just because the killer may still find a survivor out there to get a bit more of their objective doesn’t simple negate that. Besides, this is like claiming survivors can no longer escape (that being their objective) once a mory was used.

    You don’t have to complete gens at all. Your team could do them for you and no matter how many gens get done, the hatch spawns anyways.

    I do admit that counters to mories are limited, but I believe that the counters to keys are too. As I said though, I’m not defending mories.

  • @HamdaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/811521#Comment_811521

    that would be super cool, or see the killer for 3-4 seconds

    What would be the point of babysitter then? I like the idea of wglf getting a buff in some form so that it’s a bit more on the same level as BBQ though.

  • @harry14141414 said:

    https://forum.deadbydaylight.com/en/discussion/comment/808954#Comment_808954

    no its not that easy or common to get a key from a chest unless you equip and reserve perk slots for them.

    2- hatch doesnt spawn so early as early as a kilelr can send you to a lobby.

    its kinda sad people defend moris in this forum

    I’m not defending them, I’m simply saying keys are on the same level as mories.

    @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/808954#Comment_808954

    Both Keys and Moris should be reworked. But, there is a difference between Key and Moris:

    Moris can be used at any time (when the Survivor was hooked before), Keys only after a certain amount of Generators. When no Gen is done, the Killer can mori one or more Survivors, but a Key cannot be used at all.

    Furthermore, Keys are more rare than Moris, especially because some Killers do not have two Pink Add-Ons, which lead to every Pink Bloodweb Item being an Ebony for them, while the Keys share their spot with things like Syringes, BNPs, Odd Bulbs, etc.

    This is also the reason why Ebonies are not as rare as Green Moris.

    Yeahyeah, we could be discussing all day every day which one is worse or better, or which is more balanced than the other.

    My point is that they’re both not healthy for the balance of the game. Each has it’s drawbacks in the sense that you could argue that keys are rarer than mories in the bloodweb but in reality keys are used more often because you don’t get punished for using those pipping wise. In fact, you get rewarded for it. And yeah mories can be used relatively faster than keys, even though you can still use your key without a gen popping. I’m not denying any of that. I’m simply stating that they’re both extremely cheap ways of playing the game, their usage involve no skill and promote toxicity and cocky behaviour. In my eyes, they’re all the same and thus should both be reworked in some way.

  • @harry14141414 said:

    https://forum.deadbydaylight.com/en/discussion/comment/808901#Comment_808901

    you find keys as OP as eboni moris ?

    also you knw when someone is bringing a key dont you?

    either dodge lobby or franklin or whatever

    totally irrelevant

    Keys allow a survivor to escape earlier from a match.

    Mory allows a killer to kill a survivor and remove them earlier from the match.

    What’s the difference?

    Also, keys can be found in chests relatively easy. If only a killer could find a mory during the game, right?

  • MoM shouldn’t exist in the first place. It should be reworked.

  • ”Overperforming” is a nice way of saying “we ######### up and it’s borderline unfair” lmao.

    Your second point may be true yeah. Although, you can’t deny that some of her add ons are quite broken and that mind game potential against her is limited. That said, I don’t think she should get the legion treatment, but just some tweaks here and there.

    I do believe buffing the weaker killers is the way to go after spirit has been addressed though.

  • Pretty sure Peanits already replied on one of the other million threads on the 4th tome that these challenges are subject to change.

  • Yesyes devs, you heard the man. It’s time we finally address a nerf for wraith. He’s just way too strong man. People get 4k’s every game

  • I predict many people will derank just to pull these challenges off and I don’t blame them to be honest. I don’t think the devs thought these challenges through as much.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/798731#Comment_798731

    Look. You can call me entitled all you want.

    When I bought this game I wanted to play Survivor and sneak around.

    Nurse non-looping is a counter to one killer. That killer is not played in 90% of the games. There is something wrong with the game when 90% of it is playing one way and the other way has been nerfed into oblivion.

    When something becomes so meta, they need to take a look at it and fix the problem, so that the game doesn't suffer as a result. See, this is the problem with the game: it is moving towards looping playstyles far too much and is disregarding stealth styles.

    A lot of survivor-side things were nerfed for the betterment of the game. And this is good. Sabo was broken and stupid, so it was nerfed. That's good. Vaulting was too broken and prevalent, so it was nerfed. That's good. Now while BBQ isn't quite broken, it is prevalent, so something needs to be done so that it doesn't completely neuter an entire playstyle.

    I get that you can stealth around it. But it's just one symptom of a bigger problem this game is trending towards.

    Anyway, I don't expect anyone to understand. You can call me entitled all you want.

    Now, back to the original point you brought up as segueway to all this:

    KEYS ARE NOT BROKEN.

    Keys you see are pretty well-balanced by the fact that a specific number of gens are required to use them. Do they need nerfing? Not really. But I wouldn't mind some of the changes proposed like allowing only one survivor to use a key, etc.

    You using one comment on Keys that I made, then seguewaying it into an off topic issue on a view I have on another thing that you found disagreeable is to be honest poor form. If you have an issue with my views on BBQ talk about them int he BBQ topics.

    You do realize that there is a difference between meta and broken, right? Just because a certain perk becomes meta, it doesn’t mean it’s broken and needs changing. It just means it’s one of the few useful perks out there. There will always be meta perks and if we follow your logic soon enough perks like déjà vu become the strongest perks, simply because every other perk got nerfed into the ground because they’re meta.

    As for the keys, just because there is a certain condition you need to meet before you can get the full potential out of something, it doesn’t mean it’s balanced. Let alone, the fact it leads to toxic gameplay and punishes the killer because of what? Because one of the survivors brought an overpowered item. And don’t get me wrong on this, mories are the exact same. Besides your whole “a certain amount of gens needs to be done” argument is simply not true. The amount of times a survivor escapes, even though I got the upper hand during the match is honestly annoying and bothering. Plus, you need to time required to complete a gen in mind. In a 4v1 situation, unless the team of survivors really sucks, usually 3 gens get done. 1 or 2 popping in the first minutes because that’s when the killer still needs to get momentum and start gaining map pressure. Requirements aren’t even that hard to meet.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/798504#Comment_798504

    @DudeDelicious You don’t get it.

    Why on earth would someone need to run an additional perk just to get the benefit that another is suppose to offer? That seems pointless.

    OoO should bypass undetectable or just disable itself. This isn’t meant to turn into a killer perk just because they decided they wanted to crouch.

    You don’t necessarily need to pair it to get profit out of it. Whenever a survivor gets hit or is being chased, you know exactly where these stealth killers will be. You’ll just have to be more careful running the perk against stealth killers which is perfectly fine imo, especially because at the start of each match you will know in advance whether or not you will be facing one of these killers.

  • The solidarity you see from time to time. Sure there’s some toxicity but sometimes you come across these nice players that look further than the “us vs them” factor of the game and all the competition and want everyone to enjoy it just as much.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/796291#Comment_796291

    Pretty much. I was trying to be charitable, since they're not literally useless, but they're definitely not worth what you pay for them and I rarely bother with them anymore.

    I mean you’re still not wasting time healing. It bypasses Nurses, thana, sloppy and every other perk related to healing so I’d say it’s still quite strong.

  • @suli033 said:

    How about we adress something more Important like killers dc'ing at the exit resulting in survivors losing all there points instead of whinning about which killers survivors like or not?

    https://forum.deadbydaylight.com/en/discussion/99441/need-some-help-making-a-list-of-survivor-approved-killers

    Well oh my... someone got salty after a killer didn’t appreciate some survivor bullying and pulled the plug. All jokes aside though, you could just create a thread on it yourself if you really want it changed because spamming other threads that hardly are related to your issue isn’t really gonna be helpful.

    Personally I feel like this question differs for everyone so making a general list of survivor approved killers is gonna be impossible. I just hate going against doctors and legions. They’re overall terrible killers to use but I just despise Mending Simulator Squad and the Docs constant laugh lmao. Hag is a close one too though because I don’t run Urban Evasion so I always set of her traps.

  • Keys and mories are both broken game mechanics. I don’t see why people would defend either as they’re the equivalent of each other on each side.

    Mory removes a player earlier from the game and requires 0 skill to use. It robs players from an enjoyable game.

    Keys allow multiple players to leave the game earlier and also doesn’t require any form of skill. It robs a killer from their enjoyable match.

    Both are also stupidly easy to find in bloodwebs or chests. Both lead to toxic gameplay because a win is practically garanteed.

  • Survivor etiquette:

    1) Always Tbag when you’re at the gate. Don’t matter how many of your friends died and how well/respectful the killer played or how bad you played.

    2) Always Tbag when you found the hatch before the killer. Also, make a lot of noise to make sure the killer can come see you celebrate your chances of finding it first. After all it requires skill to be lucky, common sense.

    3) When you got a key, insta heal or you’re in a SWF you should be cheeky and Tbag non stop during a chase. The killer can’t do anything anyways and escape is pretty much garanteed.

    Be sure to give killers in the endgame chat a slap with the “GG EZ”. You didn’t end the match well if you don’t do this.

  • I think they did a pretty good job so far though

  • Run while you still can mate. Log off and never join back before it’s too late!

  • Just play something else like civilization and you’ll be fine.

  • @justarandy said:

    You can't mori anyone before you hooked everyone at least once. This prevents tunneling of hook and ez games. Would be still strong, but not as bad as it is now.

    Ngl, this is a pretty neat idea and these mories could still be worked around by a well organized team.

  • @xZeroStrike said:

    https://forum.deadbydaylight.com/en/discussion/comment/725365#Comment_725365

    Staying awake is a counter but a niche one. The only time you use a pallet is in a chase where you'll most likely be asleep or will soon be.

    I thought it was an add-on too but I versed a Freddy yesterday with 2 brown add-ons so I thought "pallets is a brown add-on? That's stupid" but then I checked and it was written in his power description.

    Not sure about Rainbow maps and small game. Rainbow maps can be good, small game will still be niche and a detriment to run in almost every game, unless you're not familiar with totem spawn locations.

    There’s a brown addon for it. Staying awake really isn’t a niche, just look around a generator for real pallets when you’re awake and you should be good to keep him busy for a while.

  • @xZeroStrike said:

    https://forum.deadbydaylight.com/en/discussion/comment/725312#Comment_725312

    Apparently Freddy's pallet power isn't even an add-on. It's base kit functionality.

    There's very little to no counter to Freddy's pallets in its current state. Not even Dead Hard can save you once you've started the drop animation. The point of the "fake" pallets is to trick survivors into feeling safe when they're actually not.

    The suggestion I gave are just that: suggestions. Not set in stone changes that need to or even will happen.

    With Doctor's fake pallets, a survivor can at least attempt to juke or DH or something in an attempt to survive. With Freddy, this is impossible because the animation keeps you locked in place.

    This would be totally fine if there was some way to tell a fake from a real pallet, but as far as I'm aware not even WoO provides that functionality, and that's an entire perk.

    Is it OP? No. But I'd personally rate it on the spectrum as "too useful" or "too detrimental to a survivor".

    Add to this that he has quite a few other tools in his kit, being his snares and his "mobility" through gen teleports, it can be extremely frustrating to verse a Freddy as a non-SWF who hasn't got full coverage / intel over the map and each individual pallet and their state (used / not used).

    Unless they changed something drastically the last time I played, it’s an addon. The counter is to stay awake. A rainbow map shows pallets and small game I believe gives them away as well. Hags traps have less counterplay than the pallets if you ask me and everyone seems to be cool with her

  • This thread and replies made me giggle, ngl.

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