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Nameless

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  • What the Blight needs is better turning for his lunge so he can actually punish people that are outpositioned. I don't think this change would be too much either as Oni can practically flick better the Blight currently and Oni has an insta down. I don't think any other changes are necessary though.

  • After the update today I kept rubberbanding. I have never really had any connection issues before so that was really weird. At first I gave it the benefit of the doubt and just assumed I temporarily had a bad connection but perhaps it really was just the servers seeing how there's other people with similar problems after this patch.

  • @AChaoticKiller said:

    they did change it and even increased its speed, did you even read the patch notes? he is still locked at a turn rate but the speed and turning during rush was buffed so that indirectly buffs his attack turn rate.

    Pretty sure they didn't change to lunge itself though, which is what OP is pointing out. This makes it so that you can actually dodge the attack. I haven't had the chance to play against him yet so I'm not sure how easy it actually is to dodge the attack. Soo... I don't know if this is such a big deal or not.

  • Any lobby with survivors in it is a lobby I will dodge

  • @[Deleted User] said:

    Or you could always use bloodhound which makes the blood pools super bright no matter what map you are on.

    What's the point of any add on or perk that causes the hemorrhage effect if you need to pair it with a kinda below average perk. Besides Bloodhound does its job fine without hemorrhage deeming these perks and add ons even more useless.

    This status effect has always been kinda lack luster so if they decided to buff it by making the visuals more clear, I'd be completely down for it as long as they're not completely overdoing it.

  • @BabyDweetMain said:

    You can't force someone to play a match they don't enjoy. This post kinda screams crybaby entitlement.

    I'm sorry what? So leaving a match because you got outplayed and thus "don't enjoy playing the match" isn't entitlement but complaining about a broken pipping system that punishes everyone left in that match is entitlement? Your post makes no sense.

  • @xEa said:

    ARRRR i like ships, but not in DbD. Indoor = yikes.

    A ship doesn't necessarily have to be completely indoors. I think it's a cool idea and opportunity for a map that could create both the vibe of indoor maps which is a bit more chaotic and the outdoor maps which are more open. You could also create more unique loops with it too.

  • @Aven_Fallen said:

    There are also good Totem Spots, but nobody talks about them. Probably because Survivors dont complain about stuff like that on a constant basis like Killers do.

    This is on Storehouse on one of the walls of the Storehouse. Without the Map, I would not have been able to find it:

    https://us.v-cdn.net/6030815/uploads/RWB2IHI86YML/20200527221341-1.jpg

    Totem Spots on new and reworked Maps are sometimes insane. In the end, Hex-Perks should be a risk/reward, you can have a Hex-Totem next to a Gen or so hidden that it does not get found for minutes.

    The fact you can take out a perk is always a risk to the killer.

    The way I see it, totems should always be well hidden in spots away from the gens. People will learn these so called insane spots you will only be able to find with maps anyways. The only difference it will make is that you will actually be forced to look rather than going to a generator, which is your only objective as a survivor so I'm not sure what else you're doing, and see a lit totem beside you or just casually being in the open when you're on your way to the gen.

  • I mean... A well organized solo team is still pretty insane. I just obliterated a Freddy with a random team of solos just because we all knew what we were doing. Gens got done pretty fast and we all escaped but one because well... Endgame means the last unfortunate guy that got caught usually gets camped so we had to leave them.

    I feel like a lot of the time solo teams make mistakes due to the lack of communication and communication is like the biggest problem with SWF (at least in DBD's current state) The other problems I mainly have with other solo survivors have to do with their skill level which isn't something that the devs should plasterfix by making major changes and buffing random solos imo. I wouldn't know how either if not for information.

    I thought they were going to bring up solos to SWF level anyways and then buffing killers accordingly. But that's something we've been kinda waiting for a loooong time. The problem of SWF and soloqueue has been left in the dust ever since they made that statement.

  • @SweetTerror said:

    Legion's detection abilities in Feral Frenzy is already pretty powerful. Not only can he see the heartbeat of every nearby survivor after the first attack, but the survivors are highlighted as well. Seeing scratch marks on top of all of that isn't needed.

    As if seeing scratchmarks would be such a game changer and suddenly make Legion a great killer

  • When people say that survivor is easy, they're not referring to being able to loop. They're talking about the comparison between a killers objective and a survivors objective. The survivors objective just doesn't require a lot of skill. The skillchecks aren't exactly hard. The harder part for survivors is indeed looping, but with how fast gens could be going and there being some maps with questionable loops and tile combinations, suddenly looping doesn't really become a big priority to actually master. Being efficient with gens is what gets these people to victory.

    I do realize this isn't exactly the right depiction of the entire playerbase, but what I'm trying to say is that when killers say this stuff, they're usually referring to the idea they generally are able to outplay survivors but the gen speeds and maps is what costs them. This is just my take on it though.

  • I doubt they will be changing the hatch mechanic soon as they're introducing new hatch related offerings this next patch, let alone straight up remove it.

  • @Waffleyumboy said:

    That's a really fancy way of saying "I don't know how mind games work, but I'm gonna explain them anyway!"

    Mind games involve guessing from both players, Spirit involves guessing from the survivor while she retains all the tools she needs to gain an advantage. Killers don't rely on survivors making mistakes to get downs, they take chances with 50/50s in order to have a shot at ending the chase early. Otherwise they have to use their power to close the chase gap and prevent the survivor from extending it indefinitely. This is objectively how chases work, you have no argument here so I don't expect you to respond. If you do respond, try not to resort to name calling too fast, that would be boring and predictable.

    ^^^ This.

    Can you really call it a mindgame, when you yourself have the advantage at all times? There really is no mindgame to it when you have the upper hand. You either phase or you don't and as survivor you wouldn't know which one they're going for. Just slap on some Stridor on that Spirit build and unless they don't know how sounds work in the game, and bye-bye goes the unpredictability when she's phasing argument as well.

    It surprises me how much of this unmindgame-able bs is still in the game and it's starting to really annoy me. Unmindgame-able loops, Spirit... Just delete it all please

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1575152#Comment_1575152

    yeah, it was a meme build monday video, but you're forgetting that the 2 games from what i remember the killers weren't good and made countless mistakes, and he depipped all the way from rank 1 to rank 3ish from games not included in the video, meaning it took him a minimum of 10ish games to get 2 games for that video

    My point still stands. You can't paint a picture of someone who spent an awful lot of time into this game and apply to the playerbase.

  • @BloodyNights said:

    So Otzdarva got 50 wins in a row with the only conditions for winning be that he kills 3 people. The last person escaping through hatch doesn't matter. For consistency he isn't using any add-ons.

    I know Otz has a ridiculous number of hours in the game. But if the guy can get 50 wins in a row with Legion of all people, against all sorts of survivors. SWF, Strong Items, the full array of Borrowed Time, Decisive Strike, Unbreakable, Dead Hard, etc.

    Maybe...just maybe killers are stronger than a lot of killer mains lead you to believe. I've heard the excuses of well those survivors were just potatoes, but Otz did like 100 games. I think just maybe...people need to stop blaming the game's balance so much when they lose the occasional game as killer. Because clearly at high levels, a killer can wreck if the person playing the killer is good. I think the biggest issue isn't really that the killer is just that much weaker than survivors. It's that the killer takes a lot more time to git gud than survivor.

    I have seen a video of No0b3 playing without any pallets in the game. Pretty sure he escaped a couple of times too so maybe... Survivors shouldn't need any pallets at all. I realize No0b3 has a ridiculous amount of hours in the game and he's probably one of the few survivors that could pull this of... But let's just not take that into account here when I just made this statement

  • @EuphoricBliss35 said:

    Trapper is OG. You don’t change an OG.

    1). He’s really not awful starting out with one trap. You need to be S tier with trap placement though

    2) His add ons are OK. You can either carry more, or make them take longer, or basically work as an instadown.

    hes not amazing, he’s not awful. He’s trapper. Leave him alone

    So everything old school shouldn't be changed because... It's old school? What?

    Do you play Trapper? There's a reason why most Trappers run Corrupt Intervention and that's because he needs to set up. Starting with only one trap and going around collecting and setting them up one by one takes a lot of time and having a bag reduces this by A LOT.

    Half his add ons are terrible. The only useful ones are the ones darkening the traps (which really is just Tar Bottle because the other one really isn't great), the setting tools, the bags and his Pinks. The honing stone could be alright, but you'll find that a lot of the time when you're playing Trapper you're chasing and herding people in your traps rendering the honing stone useless most of the time.

    You're right. He's not amazing, he's not awful either, so I completely understand if devs want to spend their time getting rid of some of the bs add ons like iri head before revisiting Trapper. The fact he's not awful however doesn't mean he shouldn't be touched.

  • When I first started playing there were also survivors that offered me a petty kill. I just think there's seemingly more toxicity from the survivors because they are with 4. Chances are higher you'll find at least one toxic survivor then.

    @RossSama said:

    HAHAHAHA, what???

    I have never seen a killer show mercy to one of my ######### teammates.

    Literally not a single time. EVER. Tunneled and dead. Mercilessly.

    Meanwhile, I am over here farming most of the games I play as plague and making friends with the survivors.

    I know in your extremely biased and limited perspective, you think there's only one side to everything, but uhm... that's not how the world works.

    Uhh... Did you actually just deny the existence of nice killers and then a sentence later completely disprove your own statement by claiming you're a nice killer?

  • Does that matter when the survivors can loop around the hook to buy the ones on gens time, as well as the one on the hook?

  • I'm sorry I'm confused... Why exactly is it a problem they added minor details such a necklace and earrings? You won't even notice those in the game lmao

  • Why the cooldown on Territorial though

  • They need to look again at some of the maps they already reworked in my opinion.

  • In my opinion PH is fine. If you predrop the pallet like Clown for example, then it's less likely he'll hit you with his ranged attack. After all, you won't be stuck in animation such as dropping the pallet or jumping the window. It's actually pretty hard to hit anyone with the ranged attack that's paying attention and not stuck in animation.

    Deathslinger is in a weird spot, because his counterplay isn't so much about not getting shot. I mean you can try and be unpredictable but I find that hard myself to actually pull of. It's more about holding the W key and when you eventually do get shot, trying to find something to get stuck on. Besides that, he's got no mobility so gens can go fast really fast. It's just a form of counterplay people aren't used to really as looping has always been saving grace before. Obviously stealth would also be a viable option just like any other killer aside from Doc.

    I don't know if this type of counterplay is fun or engaging gameplay (I personally don't, but then again some people may enjoy it. I hate stealthing but clearly some people do for example), but I wouldn't say that there just isn't any form of counterplay.

    Spirit is just on a whole different level really. She hardly provides any form of feedback to the survivor similar to Deathslinger and on top of that has very good mobility, making both the "W strat" or simply doing gens practically useless. Unless you have Iron Will helping you in a chase with her, I find it extremely hard to escape from a good Spirit.

  • Rotten Fields and Fractured Cowshed are just like Ormond. Big maps with unmindgame-able loops. Even the "weaker" loops that aren't actual safe tiles like a jungle gym are still very safe. Ormond is still the worst out of the bunch though.

  • @tactic said:

    Or just.. make it possible for consoles or harder for PC?

    No they all need to suffer!

  • I feel like a lot of people easily forget the changes in favor of their main side when the devs change something in favor for the other.

    What does a "killer chapter" mean anyways... Yes this chapter, like any other introduced a new killer... That's the whole point of the chapters. The killer isn't even that good so yeh...

    A lot of people are overexaggerating the killer perks. 2 of them are Hex perks so that already raises a red flag. One of the Hex perks has a cooldown and good survivors will hardly be affected by it. The other Hex perk is quite nice but it's still a Hex and thus a risk. The last perk is alright but nothing amazing really. Any survivor that realizes they got this perk will just wait until the killer is gone before they touch it.

    A mid chapter ago they nerfed Billy. Doesn't that fall under "something for survivors"?

  • It's a killer with a double cooldown (the swing animation and then the syringe) for no reason, especially because his power really isn't all that good. He's extremely clunky to use because you literally have to run into walls and can't see where the survivors are going. Steering him is clunky too because he's basically like Billy, only Billy has the time to react because he DOES see where the survivors are and when you get hit you get insta downed. He doesn't have any form of anti loop so I can imagine he's going to be an m1 killer with some mobility.

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541320#Comment_1541320

    But it doesn't work 50% of the time?

    And sprint burst does a way better job at extending loops

    The fact something works only half the time doesn't somehow make it any less broken and neither does the fact that Sprint Burst when used correctly does a better job that Dead Hard for extending loops.

    If mories worked like half the time, I'd still consider it busted. Sprint Burst requires a little more skill than pressing "E" and doesn't erase a mistake just like that either.

    That said though, I think there's way more stupid things in the game atm like DS+UB, mories, keys and Iri Head that should be looked at first.

  • @EmpireWinner said:

    A Neanderthal pls, oh wait..

    Nea already exists

    There's Quentin too 🤔

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1533326#Comment_1533326

    What people are saying is don't introduce a character in 3 months, fix the game first.

    And you say trying to avoid stereotypes is wrong, but I'm assuming you also think stereotypes themselves are wrong. So there is no winning then?

    Read what people said here already. The game is plenty diverse. Also, no one here is against more characters from different backgrounds, they are against quotas

    I'm not saying that trying to avoid stereotypes is wrong. I'm saying that it makes no sense to believe they're going to resort to stereotypes when every single chapter before disproves this claim. I'm pointing out that the argument "creating more diversity just for the sake of diversity leads to stereotypes" is severely flawed

    And well OP didn't mention quotas so bringing those up in the discussion doesn't make sense either. Besides, I can understand if you're against the idea of a quota when applying for jobs for example as it could lead to discrimination the other way around, but being against a quota for the representation of video game characters again makes no sense at all. Representation doesn't mean they're never going to make caucasian characters, it doesn't mean they won't make anymore characters you like and can relate to. It means they will make more characters POC can relate to as well and I don't see why the hell that is a problem.

  • @Talmeer said:

    Should bhvr not bugfix the tons of bugs that plague dbd, before they looking at those "minor" things?

    Maybe it is because I am a killer main, but I consider a bugfree gameplay, buffing certain killers and certain survivor perks as more important as that.

    At the end, every survivor ends anyways on a hook and turns grey if he hangs there too long :P.

    BHVR updates the game every 3 months with a new chapter regardless of the bugs in the game. Creating a chapter introducing a character of color takes as much time as any other chapter.

  • I don't quite understand what's wrong with asking for more representation? Hell, even the fear that they'll create stereotypes is just... Wrong? They succesfully created the 40 already existing characters in the game without any stereotypes, neither did I see any posts before saying they were scared that BHVR was running out of ideas and would start using stereotypes more often?

    Even lore-wise it doesn't make sense either. Like, does the entity just not want to see POC suffer as much as white people?

  • Either make the cooldown on the perk worth it by giving it something more or remove it.

  • @Unicorn said:

    I don’t think that every Killer should be strong. That’s where skill comes into play. I’ve seen a crap ton of amazing Clowns and it’s so unique which makes it great because he has low mobility.

    Strong does not equal not skillful. Take Nurse for example. Even after her nerf she still breaks the game but the amount of skill and practice necessary to be a good Nurse is insane.

    @EmpireWinner said:

    Any killer can win if played effectively.

    Although, in my way of playing, winning is not a priority, having fun with any killer with different builds is.

    I'm not denying that weaker killers can win. The difference between the stronger and weaker killers is that the weaker killers rely a lot more on the mistakes from survivors while stronger killers not so much. Combine this with the survivor meta of 2nd chances, the fact that an awful lot of the maps are still pretty unfair towards killers such as Ormond and a survivor team that actually has brains, the weaker killers can't compete.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153511#Comment_1153511

    So if the cooldown were removed for surge, and a killer downs 2 survivors in quick succession when the survivors have 3 gen’d themselves. That’s a total accumulative regression of 48% progress.

    That doesn’t sound balanced to me at all.

    It would be 16% to each gen, which is about 13 seconds of holding m1 to make up for it. Most of the time gens aren't close enough together for Surge to be able to regress them all.

    Usually survivors aren't potatoes and they won't be downed in a quick succession. The only time in my opinion that it's completely out of the hands of survivors is when they're playing against a Nurse or a Spirit. This is more of a Nurse/Spirit issue than anything else really. Bear in mind that it only activates on normal attacks so any killer that uses their power directly to down people fast like Oni or Billy for example wouldn't benefit from the perk.

    Smart survivors would also realize the killer has Surge so when the killer finds them they could run away from those gens. Taking the killer away from those gens would be the smart move either way when they're using a 3 gen strat.

    3 gen strats is usually also something survivors did to themselves. I mean yeah a killer could be protecting the same 3 gens from the get go but when you see that happen, you know you need to get one of those gens done before it's too late. So the strat itself could also be countered.

    In short, what you're describing is in my opinion a very niche scenario and a scenario that against solid survivors would never be the case. Surge already has 2 requirements, being that you need to down people and you have to down people with your basic attack, making it so downing people fast would be pretty hard to do, unless you're playing a broken killer basically.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493728#Comment_1493728

    Yeah I saw that Peanits mentioned that they were both finally on their "to do" list. But why did it have to take YEARS?

    You act as if mories and keys were/are the only things broken in this game. They have been changing this game since release and when so many different changes get introduced, it's only natural some things get done before others. If they changed keys and mories for example half a year earlier then people would still be complaining about the insane amount of god windows in the game and "why it's taking them so long to fix them".

  • Looping is fun as long as it's interactive. If there's no mindgame to it and both roles don't have an equal chance to outplay the other then it's just mindlessly going in circels.

  • Devs if you read this message I promise I'll buy every single cosmetic in the game if you bring a waddling drunk Jack Sparrow into the game

  • But... Weren't those changes made to Billy survivor favored changes? Besides it was a patch for the chainsaw brothers. They said on multiple occasions they would be looked at in the near future so wouldn't it make sense that... You know... They reworked their perks as well?

  • DBD RANKS2.png

    I understand that it could take some time for the MMR to adjust so you could somewhat "justify" going against green ranks and maybe even these rank 13 and 14 survivors but can't you make it so the system prevents red ranks, purple ranks, hell probably even green ranks from playing against literally new players? I just killed 2 babies with like 10 hours into the game and I'm certain I'm going to hell for this.

  • The cooldown on perks that already have requirements like Blood Echo and Surge really just kills these perks... I really hope they look into these cooldowns on niche perks

  • I've got low fps when I play either side. Sometimes it refuses to acknowledge I hit m1 or m2 but I don't know whether or not this is because of dbd or because of my laptop.

  • You see, the hatch mechanic doesn't exactly serve as a purpose to give the survivors a 2nd chance. Or at least that's not the impression I'm getting from what the devs have stated in the past.

    It's a mechanic that's supposed to bring an end to the game and prevent situations where the last remaining survivor ends up hiding all game long. And I can definitely see that some kind of mechanic is necessary for these situations.

    That said, the reality is that even though it may not be the true intention of the hatch, it does give the last remaining survivor(s) an extra chance. Personally I'm not a fan of these extra chance game mechanics because they're nothing more than a source of frustration. The hatch in particular because killers that want the 4k are going to slug until they find the other survivor to prevent them from escaping through the hatch. This again is just frustrating for the survivors...

    I don't think killers should get a similar mechanic, I think the devs should look into changing the hatch mechanic so that endgame isn't such a pain for neither side, but I honestly wouldn't know how myself.

  • I cry in the corner of the map mostly

  • Trapper: give him a mechanic so he doesn't have to walk 5 minutes to the other side of the map in order to collect a trap.

  • I think most of the coldwind maps suffer from the "Ormond problem", even though Ormond is probably the most extreme. They're big maps with a lot of loops that are pretty strong and usually not very mindgame-able. I realize they have just recently been reworked but I feel like they still could use some tweaking.

  • Like it or not but there were people complaining that Billy was too strong and BHVR listened. After the PTB people complained about how useless he was with this new mechanic and guess what... They listened and toned it back. People have been complaining for ages to change perks and thus they have been doing so. Hell I even remember seeing people say after the PTB that Billy didn't have any chase music and now he does. BHVR may not always change things the way you want them changed, but claiming they don't do anything and don't listen at all is unfair.

  • @PrettyFaceKate said:

    Auras were overperforming, obviously.

    And they didn't fix it with a cooldown?? What the hell is the world coming to.

  • @stikyard said:

    I'm baffled, if BBQ is so easily countered and doesn't disrupt the gameplay of every survivor, then why do I face it 85% of the time?

    My loadout is typically... Dead Hard / Spine Chill / Lightweight / Borrowed time. If I have them.

    Sometimes I try to run... Mettle of Man / Breakout / Dead Hard / Inner Strength. I usually don't get MoM to proc and I cheer for joy if Breakout actually helps!

    No one claims it's a bad perk. You don't have to get out of your way to get extra bloodpoints like WGLF and seeing the auras is nice. The fact it's run so often doesn't necessarily mean it's overpowered though... By that logic every single meta build out there is overpowered.

  • Which totem, I can't seem to find it

  • I’m tired of survivors DC’ing because they don’t get it their way. I’m tired of killers DC’ing because they got outplayed. Grow up and accept the reality that you lost. DC penalties should come back in my opinion because literally about every game some guy thinks pulling the plug is somehow going to save his fragile ego.

    Even when bots come into the game. As stupid as this sounds, I wouldn’t feel any joy outplaying a bot. They’re only bots after all, even when they’re “hard”.

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