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  • @Aquitus said:

    im hard at hearing. that mixed with bgm, killer breathing, random ambiance that pretends to be survivors, and the games terrible sound occlusion makes it near impossible for me to discern survivors and its commonly sheer luck if i hear a survivor sound or the map is just screwing with me makes the game more tedious then it has to be.

    in my research to mitigate this problem i found a reddit post: https://www.reddit.com/r/deadbydaylight/comments/fb894l/a_method_to_lower_the_volume_of_chase_music/

    when i followed the steps i tried it out against the dbd bots and it didnt seem to change much with the settings suggested. i wanted to know if any of you might have better luck with it or if you can share any changes that work for you(if you decide to give it a go yourself)

    It's supposed to be loud to give the survivors a chance to escape the chase, or something.

    Realistically; the footsteps don't even play half the time and there's perks like shadowstep in the game now. Idk why it's still a thing.

  • @Brimp said:

    I find it weird that you use the first image as it is literally nemesis but with the garbage bag covering his head and not just his body.

    Is it weird that I actually want garbage bag head nemesis in the game? DBD has a shocking lack of burlap-sack headed killers.

  • @IsMmrReal said:

    Facecamp every hook when I am on gideons. The map is way to safe. Theres no way to cause pressure to survivors on a map where every tile is a safe pallet. So to counter act this when I do hook someone they will not be getting off. I will take the L im over it.

    PS. I don't mind losing but when it is due due the fact that a map is as safe as Game its annoying. None of of any of that map is enjoyable on the killer side. Someone argued its because there aren't many window based tiles. POPPYCOCK its nonsense Game map has THE best L&T tile in the game. Don't come at me with that arguement because it is just nonsense.

    I'm surprised you need to think twice about facecamping on that map tbh. As a veteran player my tolerance for BS is like 0 so I just facecamp anytime I get sent to some blatantly survivor-sided map. And well, that happens alot so there's tons of facecamping in my games.

    Once you give into the dark side, it's hard to go back. Now I just facecamp all the time. SWF? Facecamp. Map offering? Facecamp. 4 medkits? Facecamp. It's about as easy as playing survivor so it's not like I feel bad.

    It's like yeah, you can sweat your ass off dealing with boons / 12+ second chance perks / BS maps / SWFs / etc......or you can just play rancor Bubba and get a 3k while chilling.

  • @lauraa said:

    Pinhead requires you to put in a ton of effort and mental energy to work in tandem with his chain hunts.

    I'd say hes decent, like B tier but playing him is exhausting.

    Yeah he's pretty good if you are quickscoping chains like a robot. And if you have the impaling wire. He's too RNG reliant without impaling wire.

    You land a somewhat difficult skillshot that has a HUGE penalty for missing, and your reward can literally be nothing sometimes as all 3 chains instantly get broken. Impaling wire is the only thing that corrects it.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756264#Comment_2756264

    No one gives a damn how balanced your game is if it isn't fun.

    Consequently, I think a gap can be bridged between fun and balance-- it doesn't have to be one or the other. Otherwise, Hag would've been deleted outright.

    Don't know why some people scoff at the mere idea of """"""fun""""""" being a factor for changing anything in this video game we play for our entertainment".

    Because it's a PvP game and people in this community seem to forget that PvP is zero sum. Especially an elimination game like DBD. One side having more fun directly equates to the other not having fun.

    I read some post on here about "rah rah got tunneled with my fun build" when the build was like Head on, Breakout, Power Struggle and some other perk that only exists to annoy the killer. And yeah, having fun with that build means the killer is going to be miserable. Does it stop anyone from running it? Haha. Lmao.

    So why is tombstone any different?

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756234#Comment_2756234

    No, it's only fun when it's interactive.

    Blight and Oni are some of the most dangerous killers in the game to be around, far more so than Michael. Yet they're agreed on to be some of the most fun killers to go against. They're not safe, and yet they're fun.

    Tombstone Michael is not fun, and not safe either. He's uninteractive. He walks at you, left clicks and instantly removes you from the match. He's not dreaded because he's sCaaAaaRy, he's dreaded because you're now guaranteed to have a gross frankensteined half-match where you skip the fun part to get right to the dead part as soon as you do anything with the killer.

    Again-- what's usually the fun part.

    He's not scary, or horrifying. That's you trying to flavor away the fact that your favored playstyle plain blows fat pog logs for everyone that isn't you and appropriately hates it.

    I don't think fun is a measure for DBD balancing. You can flip everything you just said around because running ultra-safe god pallets as an M1 killer isn't exactly fun or interactive either. But guess what? That happens alot more than tombstone myers killing people.

    @DoritoHead said:

    It or mother-daughter ring is the strongest addon in the game.

    Unlike Judith's Tombstone, Tombstone piece allows you to delete a survivor at pretty much no disadvantage. No slowdown or anything to speak of.

    Having more than double the stalk time is not "no slowdown or anything to speak of". It's the survivors fault for feeding myers. Tombstone myers has NO PRESSURE at all until he reaches tier 3. A good team can easily finish the first 3 gens or more in that timeframe.

    But here's the thing...most survivor teams are not good. So like how people think Bubba is OP they think tombstone is OP because bad survivors get dunked by it. I say too bad, git gud. Tombstone is fine.

  • @Murgleïs said:

    The counterplay is to tunnel + proxycamp. In this scenario, boons are not only useless but a waste of time for the survivor who bless it.

    https://www.youtube.com/watch?v=pv_oKdL7GzI

    Facecamp leatherface is the best boon counter in the game. This guy has it down to a science; and I can confirm through independent testing that it does work like 95% of the time.

  • I think the better question to ask is why is teabagging at the exit gate the norm; but hitting a survivor on hook as they die means the killer is a psycho?

    Just more double standards from entitled survivor mains. The killer gets BM'd no matter how they play, FYI. Why get mad when you can get even?

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751406#Comment_2751406

    The game kicked me into the main menu with "unknown error" or whatever, still can be considered as "crash" even if it wasn't to the desktop.

    It's not "constantly" crashing, don't put your words into my mouth please. It happened once for today and it's enough to ruin it and piss me off for the whole day, since beside the crash I also get undeserved penalty. Double hit by BHVR. But yeah, in your opinion whoever gets DC penalty - 100% deserves it, this game is flawless and contains no errors in the code, I'm not even going to start arguing with this position. What surprises me is the uniqueness of the game in this regard and the uniqueness of the community of people who see no problem in handing out undeserved bans because of technical issues within the game.

    Well it's just too bad. I'd rather have a few random DC's then just no DC penalty. I had a game crash yesterday when I was literally in the process of finishing up a 4k so 3 people got out for free. But I didn't cry about it, in fact the survivors went and talked smack on my steam profile because they were so salty they were about to lose!

    The game is legit unplayable without that penalty. Whenever it is off, I stop using all add-ons, offerings, and items because the DCs come in so fast and trivially that it's not worth using a single bloodpoint on any of those games.

  • Play 1 shot killers, or the killers who just dominate a chase so the impacts of 5 second healing times are mitigated. There's also plague, who seems very strong now.

    Engravings Billy is also pretty solid these days, if you have the skill to be a flick billy.

    Other than that? Don't play the killer. Honestly, not worth the time or trouble to have to deal with CoH being as blatantly broken as it is.

  • @Yankus said:

    I love being rewarded for being good at killer by only playing the sweatiest 4 man swfs every game. So much fun.

    It's the death of variety that I don't like. DBD played optimally is a chore for the most part. 20+ killers in the game but only a handful are viable against good survivors. And MMR isn't really by killer so once you get to high MMR you basically just lose out on all these characters you busted your ass grinding for.

    Or you can play them, knowing you will probably lose in a brutal fashion and then get BM'd at the exit gate and in post game chat. All you can do is pray for potato survivors on the weaker killers.

  • @Junylar said:

    Escape Based Matchmaking at its finest. They lead the killer to other survivors intentionally, to lose him and have a higher chance of escaping themselves. They are not aggressive intentionally, for the same reason.

    I mean that happened before MMR at red ranks too. But really, it's just not that beneficial to take chases as a solo survivor.

    The killer always wins a chase, and your reward for running them too long is probably getting tunneled to death.

    Me? I only care about myself in solo Q so the killer tunneling me all game and getting 3 man outed while I die is a bad result. I have a totally different mindset for a SWF, where that would be a win. But solo? It's a loss.

    Play immersed, slam gens, save only when it's convenient for you. That's how you actually consistently survive in solo Q. Going down with the team every time is a great way to die a whole lot.

  • @About8Genjis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741381#Comment_2741381

    I didn't say I put on BT against tunneling, but to help out other survivors if they are being camped (hence the "and have something for the camping").

    I did escape, I did "win" some matches, I was able to use deception successfully and even power struggle, but I also had games where nothing worked and those games were mostly from a sweat game where they just tunnel you out of the game, no care about the decption, any means, etc.

    I did use a power struggle build about a month ago and that went the same way, with me still escaping, but only because I know how to actually play survivor and not my perks giving me value.

    And the games where I died and wasn't able to use almost any of the perks was because of A and above Tier killers giving it their all to get that 4k, which can feel ######### a survivor (especially as a solo surv), when you know that DS and BT could have helped in that situation, extending the game and maybe getting a fun deception use.

    I guess what I want to say is that, there are games, where if you do not have DS or BT or an exhaust, the game can end for one really quick, regardless of their skill level, making me want to use BT/DS and such in every game, just for that not to happen, for the sake of me and my teammates, but that goes against what I want to do: try out new perks all together and not have DS/BT for once.

    I guess I have to apologize to you all for talking so much nonsense. I just feel a little shaken up after trying out new perks, just to be met with insults and not having a lot of fun moments with these perks, since the killer or survivor just want to sweat the game out quickly and move on.

    When you go and play with a weaker build in the days of MMR I guess you can't really complain when you lose? But I would not take the game too too seriously. It's not balanced enough at all and it's heavily RNG depednant. Especially when the matches are so short who really cares? Test out something and if it doesn't work you can try something else 5 minutes later, or in your case 1 minute later haha.

  • I have to put the veil mask on charlotte so she looks more like a scary killer and less like a disgruntled walmart cashier.

  • The buffed chatter's tooth is actually insane on indoor maps. You grab the box, get full location information on the survivors, then go collect a free hit to start your next chase.

    I haven't experimented with too many add-on combinations yet but I feel like there is probably a way to cheese with it.

    i.e. if a box spawns in a really bad location and you know it, you can just defend that area and keep chain hunts going forever.

  • It's just an SBMM failure. If this game had great matchmaking like league of legends you would never see these kinds of posts because good survivors can trivially loop 80% of the killer cast and you would never see perkless M1 killers getting anything beyond a 1k.

  • @gendoss said:

    I wonder if the narrative on the forums will ever change from killer's being oppressed. People like Otz and Scott Jund are finally admitting it because there is just so little evidence on the contrary.

    All it shows is that survivors can't loop for #########.

    I did the 30s AFK + Perkless challenge on Myers and literally got a 2k on "the game" last night. How? Because the survivor were hot trash. That's the only reason.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738723#Comment_2738723

    It...sounds like you maybe need to take a break. If you really are this frustrated with the game, a holiday could well do you some good.

    It is capitalism. I am not frustrated at all. Almost everything in the world is done for money. At least I can understand what is going on and why the game is in the state that it is.

    The core gameplay is great but the balance is crap because the devs keep hitting the "release OP item the nerf it 2 months later" button. You wanna know why Trickster's perks are some of the best in the game? I will give you a hint, it's not because they sold well initially.

  • Leatherface, Clown, and Plague are all you need. That gets you corrupt, pop, BBQ, and bamboozle which is a staple combination on almost every killer.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/303928/what-should-be-new-grade-rewards

    I'd like to see the BP gains doubled, and some cosmetics for hitting Iri 1.

    https://forum.deadbydaylight.com/en/discussion/comment/2738687#Comment_2738687

    Uh, I think you're getting shards and cells mixed up.

    Shards are earned passively while playing. Cells are the RMT currency.

    No, i'm pretty sure I know what both are. Do you think these devs are looking out for the players? I would argue they look out for themselves.

    Not that it's a revelation, but the dogged loyalty and ignorance of the situation by people like yourself perpetuate the situation. The game is unbalanced, rigged to #########, run by devs who blatantly release overpowered characters/items/perks to boost sales. But unfortunately there is no real competition for the genre so they can get away with it. A snap of the fingers and it can all change though.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738687#Comment_2738687

    2k shards for monthly would not hurt them. And all outfits & characters are not available for shards. So they can still make money. But it is BHVR, you never know.

    You underestimate corporate greed. It is the foundation of society today, if you live in North America.

  • As if they will ever give you shards outside a holiday event. That is against profits.

    Grades don't matter anymore since you cannot lose them. It's how much you played for the month rather than how well.

  • @slunder said:

    @OpenX you are basically talking about the best survivor teams here, so why not compare them to the best killers as well, like nurse?

    @Barbarossa2020 one broken item does not mean the game is survivor sided.

    Not really. DBD is not a very mechanically difficult game, especially as survivor. I would compare the best survivors in the game to maybe gold league of legends players. Killer has significantly more skill expression. It's pretty damn easy to loop safe pallets, if you can't do that you are just ######### at video games.

  • It's survivor sided because 80% of killers rely on survivor mistakes. No mistakes, no downs. It's that simple. Good thing most survivors are trash but when you hit good people who can loop and it's a map with endless pallets? Good luck, enjoy.

  • Tombstone Myers, 4x endgame perk facecamp leatherface builds, left behind + key builds on survivor.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738591#Comment_2738591

    Uh.

    • I'd say that even Legion is miles better than Mirror Myers, especially with some of their addons.
    • Clown isn't a great killer, I'd also say that he's better than Mirror Myers.
    • Yes, 'worst maps' or 'worst etc.' - but we're talking entire killers here, not specific circumstances.

    Well you asked for "who is worse than a mirror myers" and that is the almost comprehensive list of builds and killers I think are weaker. I think 16m of wallhacks is a useful tool to have anywhere. But some killer powers are gutted via maps.

    And let's be real, maps are a huge factor in DBD. Probably the biggest balancing factor in the game as it stands. Do the survivors get ~12 "meh" pallets when they load into Shelter Woods, or do they load into the game and get ~26 god pallets? It's the biggest factor there is in determining who wins or loses.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738583#Comment_2738583

    Worse builds? Yes, absolutely.

    Worse killers than a mirror Myers? Name them.

    Anything legion. Trapper on a ton of maps. Clown with no bleach, ether, or extra bottles. Plague if the survivors don't cleanse and you load into a pallet town map. Billy/Huntress and some other killers on their worst maps or anyone running an actual meme addon.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738565#Comment_2738565

    It's...pretty meme.

    His big issue is that he has zero antiloop. This is somewhat counteracted by his ability to instadown - which the mirrors remove. Aura reading is more a fun novelty on him than a compensator.

    Sure but any seasoned killer should be comfortable with M1 killers by now. You can't just mindlessly pursue chases but can easily get the drop on people and collect free hits. Sort of like a shittier wraith; but to be fair wraith is very strong vs. solo Q teams.

    I'm not saying it's amazing or strong but it's not that weak either. There's significantly worse killers and builds you could be running.

  • @emetSdidnothingwrong said:

    So is there anything at all in the works to fix how unbelievably weak all but 2-3 killers are when dealing with actual good survivors who play to win? I for one love killers like Doc, Nemi, etc but despite being pretty good at the game I basically can't do anything to win. I get sent to a map that is wildly in their favor (yes I know that's most maps) they bring a ton of extremely strong items and full meta perks including plenty of boons. I know when I mess stuff up but feeling truly helpless is really unfun and makes me want to quit this game. This game is so unbalanced when survivors are good that it just makes 90% of the killer cast worthless and doomed to lose.

    Please tell me something is going to be done about this because it is just miserable, and no I don't want to switch to survivor or play civ I want the role I enjoy to not be a pathetic joke.

    Also I want to say even the absolute weakest killer in DBD is never "doomed to lose" I would argue it's more "doomed to a 2k while playing ultra boring" since you can basically have 5 generators to tunnel a single survivor out of the game. Then you can collect a free down with NOED and camp them to death unless they go down right next to an exit gate.

    in Optimal Comment by OpenX
  • @emetSdidnothingwrong said:

    So is there anything at all in the works to fix how unbelievably weak all but 2-3 killers are when dealing with actual good survivors who play to win? I for one love killers like Doc, Nemi, etc but despite being pretty good at the game I basically can't do anything to win. I get sent to a map that is wildly in their favor (yes I know that's most maps) they bring a ton of extremely strong items and full meta perks including plenty of boons. I know when I mess stuff up but feeling truly helpless is really unfun and makes me want to quit this game. This game is so unbalanced when survivors are good that it just makes 90% of the killer cast worthless and doomed to lose.

    Please tell me something is going to be done about this because it is just miserable, and no I don't want to switch to survivor or play civ I want the role I enjoy to not be a pathetic joke.

    No and they never will.

    Of course, there is an equal amount of BS to use as the killer. Though it's expensive BS, while survivors get it basekit. But it does exist!

    in Optimal Comment by OpenX
  • With the buffs, I don't even think the T2 one is that meme anymore. 16m of wallhacks at 115 ain't bad on an indoor map. Or any map really, wallhacks are pretty solid.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738512#Comment_2738512

    Honestly it wasn't really that. Ghostface had a good hit and run for a while, but between stretch res becoming more common and most maps being bad for ghostface due to how big they are. He really struggles to apply pressure for hit and run.

    Then CoH exists.

    I never thought hit and run ghostface was any good. I have always been a stalking ghostface. The healing meta has been around for a while, purple medkits have been insane for a long time. It's just that CoH is pushing healing into stupid levels currently. And it won't get nerfed until the devs have sold enough copies.

    Though as I said I considered wraith better at hit and run even before his buffs if you had good (green+) addons. He was just a better M1 killer straight up with addons, and both of them can get a free first hit.

    I still played him anyways because no MMR meant weaker killers were much more viable.

    These days I doubt I would go into too many serious matches as him without his ultra rare. People are nuts that they consider "ghostface caught on tape" bad since it means you can stalk people close range and expose them like twice as easy. Normally even if you sneak up on someone and get the drop on them with a stalk, if they react fast enough they still break you out. GFCOT means they get exposed almost every single time.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738374#Comment_2738374

    Improvements to bring them out of the garbage.

    Legion is actually the worst Killer in the game and has been for almost 3 years.

    Deathslinger got crippled.

    Ghostface has always been bad too.

    Ghostface was great before people learned how to loop. Great before MMR too.

    Now? Unless you are getting tons of 1 shots he is strictly worse than wraith. I actually thought Wraith was better than Ghostface before his buffs with some add-ons considered; but now it's not even close. Which is sad because Ghostface is so much cooler than lame ass Wraith.

  • @RayrafLPP said:

    Like Lightborn, Shadowborn, Starstruck, Mad grit,Enduring, brutal strenght etc?

    So Im a pure killer main and i see survivors run meta builds like 90% of the time.

    I myself tend to run builds that dont really help in chase but make playing killer a little bit more enjoyable.

    I feel like many things survivors do to "annoy" killers can be countered by perks.

    I hate beeing blinded everytime when i break a pallet --> lightborn

    Pallet breaking feels so slow --> Brutal strenght

    Oh survivors body blocking for each other? --> Starstruck (which i dont run because i dont own trickster but i got mad grit instead wich does the same in regards to counter body blocking)

    Shadowborn should be base Imo but i dont mind wasting a slot on it.

    So does any one else go feel good over meta?

    As I said i only play killer so I dont know what other killers run^^

    I never stack them since that's a good way to lose, but sometimes I will give up a single slot for something like enduring / shadowborn.

    I don't consider perks like Brutal / Enduring / Bamboozle QoL perks though. Those are legit meta perks on some killers. Even starstruck + distressing is a meta build for Nurse.

    Lightborn I refuse to run, I would run Franklins 10000 games in a row before you ever caught me with lightborn.

    Although Bamboozle is probably my weak spot. I crutch soooo hard on the bamoozle on some killers because I really don't want to deal with Shack + Jungle gyms or busted god windows.

  • @C3Tooth said:

    Im not really like CI because if usually survivors spawn far away from killer, with blocked Gen will make them run into you and see your setup.

    With purple bag I think replace with Zanshin is better, since you have to know the best spots to lay traps.

    It should not really even matter if they know where the traps are. Iri stone + trapper bag means they are purely set and forget. I imagine them being used more to deny pallets than as sneaky traps. 8 pallets gone off the bat seems pretty nuts if you can actually get the game to be played out in that area.

    I have enough hours I know where to place traps at each tile so Zanshin is a total waste.

    I do actually think pain resonance might not be the best slowdown though, since the hooks might not spawn in the 3 gen area.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732079#Comment_2732079

    1. Unbreakable is a time sink, slugging is a time sink. You're not really supposed to waste time on a freshly unhooked survivor, if you chased them off hook and spend 50 seconds on them and pick them up, full knowing you were wasting time because of DS that's your fault. Either wait for those survivors to start progressing the game again, slug them very early on and waste minimal time to create a time sink or eat the DS. Not that hard.
    2. Just punch them and thank them for wasting their own time. They need to head to safety to mend up safely before they can safely work on a generator. Meaning that 3 second cooldown on the punch gained you at least 16 seconds of that survivor not being able to do anything untill mended.
    3. Except, it hasnt. Camping and tunneling and actually getting a survivor out early is effective, but overall, its not gonna gain you anything. Camping and tunneling has been proven time and time again, against good survivors, to consistently win survivors the game. And who said anything about 12 hooks?(also, The Game is mechanically balanced, it's just really, really, really, really ######### boring mechanics to the point of frustration. I kept track and I currently have a winrate of about 60% on The Game, including SWF's, including optimal survivors, including games where pallets gained them a ton of value, I have had fun about 10% of the time. It feels unbalanced, when in reality its really ######### boring)
    4. Gens arent fast. You're simply biased that you need to protect generators while killing survivors when that's not the case. You slow down generator progression through trying to kill survivors. Trying to protect generators will more often than not cause you to lose games, while slowing down gens does not. You can have 0 generators remaining 100% of your matches. Gencount doesnt really matter. What matters is how much benefits you gain. Maps arent necessarily too big, it's resource placement(aka, too safe or too dangerous) that's a problem on maps. It's quite hard to place resources in a somewhat fair manner for all killers, since some setups make loops impossible for 1 killer, but easy for 20 of them. Some setups make loops super easy for that same 1 killer, but impossible for 20 of them. You would need to heavily nerf killer abilities, meaning M1 is always the most effective strategy, and then balance all maps towards m1 killers to have fair maps for all. But players have indicated time, and time, and time, and time again for the abilities to be the main aspect of that killer, making it very difficult to balance maps properly.

    Like I said i'm not arguing it. You will never change my opinion since I have thousands of hours in the game and have formed my own. I think BT/DS are fine in their current state for the most part. But to have people in here being like "they only punish campers and tunnelers!" is the same junk people used to say back when it was basically "offensive strike" and was used as 60 seconds of invincibility to do gens in the killers face. They can still be used aggressively in a way that punishes "fair" killers and it vexes me when people swear up and down they cannot.

    And I don't care, because I don't play "fair" and I eat them full well most of the time. Because like I said, it's the only way you are ever winning against competent survivors on a ton of the killer roster. So when I play weaker killers, I know my strategy is tunneling straight from 5 gens and that is that.

    Fact is, 3 gens is 80-100 seconds in any given game. You can waste like 30+ seconds on a single pallet loop against weaker killers with literally nothing they can do about it. And that's AFTER you have actually both located and caught up to a survivor at a loop. That's all the math you ever need. If you can't add it up, that's on you.

    And then you are going to say "the game is meant to be played at the 3-4 gens!" but also simultaneously say "punish those horrible proxy camper killers!" when literally by your own advice your best strategy is to hook in the middle of a 3 gen.

  • @SnakeSound222 said:

    I was extremely disappointed upon seeing the Nemesis add-on changes listed in the dev update. He's nowhere near oppressive enough to warrant a nerf. Two of them got unnecessary nerfs and the others still don't look that good.

    • Iridescent Umbrella Badge sounds good until you take into account travel time since Nemesis just moves like a normal M1 Killer and that this probably won't include hits from his tentacle.
    • Shattered STARS Badge relies on the zombies, who have horrendous AI. That 150% speed is useless if they're just running into a tree. This is probably the best change on here since the zombies will be really fast, especially if you combine it with Mikhail's Eye.
    • Marvin's Blood... I'm shocked but at the same time I was expecting something like this to happen. Marvin's Blood is one of his only good add-ons because it means players get access to the fun part of his power faster. Most of his other add-ons currently suck (especially Licker Tongue, that's basically wasting 5000 BP), so instead of buffing them you guys nerf one of his only good ones without any kind of compensation? No, that's really bad game design right there. You don't nerf something that isn't OP or unfun to play against just because it's popular. You try to see why it's so popular (this case being that most of his other add-ons SUCK and his base kit isn't amazing either) and see what you can do to make the other add-ons more appealing since almost none of them are right now.
    • Mikhail's Eye is in a similar situation. One of his few good add-ons nerfed because it's popular instead of buffing the others. Unlike Marvin's Blood, I can see a possible reason for this nerf being that combining this with Shattered STARS Badge for 200% zombie movement speed was actually too much, but I doubt that's what happened.

    I am really hoping that the PTB brings us more Nemesis changes that justify the nerfs. Otherwise Nemesis just got nerfed for no good reason.

    I doubt they nerfed it because of Mikhail's Eye + STARS Badge; considering you can just use the ink ribbon to get the 200% speed.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731997#Comment_2731997

    you're exaggerating if you think there are 4 dead hards in every game. like by a lot. You probably see Dead Hard about as much as I see NOED

    I would actually say if you DONT see at least 2+ dead hards every game, you are probably not at an MMR to be making statements on the games balance. Most overused perk in the entire game by a long shot.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/303316/devs-you-broke-otzs-heart

    for the record Otz tru3 and I are absolutely dropping DBD for Elden Ring. I doubt permanently though.

    I think that's one of the first things you have ever posted that I hit the like button on! Bye bye!

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732045#Comment_2732045

    "BT is already a get out of jail card with no activation requirements" BT isnt a get out of jail card with no requirement, it's a "punish the (proxy)-camping killer" perk.

    "DS ensures that every survivor who does get hooked has a decent chance of not being hooked again...for an entire minute at T3." False, only if you tunnel them, or if they dont progress the game. In one case, you get punished for tunneling, in the second case, the teammates buy 5 seconds of time by being useless to the team for 60 seconds(or bait you into chasing them, either case, it's healthy).

    "even after 3 gens have popped, and hope for the best"

    The game is balanced towards the killer not being able to protect all gens. 3 gens being lost without you being able to protect them too much, is pretty much done by design. The final 2 generators is when the patrol area of the killer is minimized and their power most useful. Which is why between 2-1 gens, you tend to get 3x as many hooks as you do from 5-2 gens. The generator counter is the survivors' counter to open exit gates, not a timelimit for you to kill survivors. You can kill all 4 survivors before the first gen is popped, or after the last gen has popped. In both cases, you gained 4 kills. Your frustration at generators being done early quite quickly is self-induced.

    How to get over that bias? Grab a spreadsheet, keep track of your results. You would need to see your match history to get over that generator bias.

    Getting DS'd by full health survivors who run in to bodyblock is definitely still a thing. "Just leave them slugged!" so they can unbreakable after ruining your chase, right

    BT is still used for body blocking habitually and aggressively. "Punish that proxy camping killer" when the survivors can freely just bomb the hook if you don't have a 1 shot.

    And then there is the huge elephant in the room that it's been proven time and time again that camping and tunneling are the only strategies to beat good survivors unless you are playing a top tier killer with a top tier build. Expecting 12 equally distributed hooks out of clown is lunacy when you have maps like "The Game" that exist and honestly I won't even argue over that point because it's been beaten to death.

    Gens are stupid fast, maps are huge and sometimes way too safe. Only a handful of killers can go in and try for 12 hooks without getting slapped (and then BM'd to boot). I personally don't care much since I only run 1 shot killers these days; there is no BT/DS/Unbreakable when people just straight up die on the hooks when you need them to. It's actually the best counter to all of them.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731916#Comment_2731916

    It's 5.7 seconds. Even still, I'd just run vault build then with 2 other perks that actually help throughout the entire game.

    Vault build is 15%, and wake up is another 25%. So 40% off 20 seconds is 8 seconds. Thats assuming you are injured at the gate and don't do the "tech" to get it to barely before the first light.

    And you say "the entire match" which is really disingenuous in solo Q. I rarely have good balanced matches in this game, it's typically a stomp one way or the other. When survivors are stomping, you don't even need perks because you are just holding M1. When the killer is stomping, left behind or wake up are literally the only way you are going to escape in an overwhelming amount of situations.

    So many solo Q games don't really even get played out because of suicides, people DCing, killer running a busted build, etc etc. Most perks in the game do nothing when you are going to die on your first down and your only option is waiting for hatch.

  • I honestly don't even see how racist remarks are any worse than what you typically get in an endgame DBD chat. Death threats, DDOS attacks, SWATING, etc, etc all in a game where like 20% of the players are probably hacking anyways. The DBD community is a trashcan overall.

  • @GrimReaperJr1232 said:

    No, I won't. Want to know the speed increase? It's 4 seconds. That's it. 4 from 3. It does 1 thing and it's so small. You could give us a 5th perk slot and I'd still never run it.

    If you stack it with resilience or spine chill you are lopping off some pretty significant numbers from the door. 8 seconds off a door? That's literally a guaranteed escape on so many maps if you just let the killer find the hatch.

  • It's the poor man's left behind key.

    I would use it if I did not have a key and was going for a door-camp strategy by letting the killer find the hatch. Being the last person alive is not a rare scenario by any stretch in solo Q and it's basically one of the two or three perks that actually help you in that situation.

  • @Veinslay said:

    LOL, how is an M1 killer supposed to deal with this? This is how 3 gens pop in the first chase

    https://youtu.be/r10RP7RQztA

    You deal with it by using corrupt as a band-aid solution for 3+ survivors literally spawning on gens; even when against good teams it only buys you like 30 seconds before the other 3 are on the gens anyways.

  • @Laluzi said:

    Forget Haddonfield balcony. RCPD library and upper floor Thompson House next to the chest is where it's at. Don't even have to bother with sabotage in those ones. Possibly some balcony spots on upper floor Eyrie? Or Ironworks outer catwalks if you don't get the hook inside the building? This is the real thing to test in the PTB, just which spots it turns into GGEZ git gud baby killer.

    Yeah there's plenty of spots this perk will become extremely broken. Especially if you got the real abusers who will run every single chase to the spot you can't hook them at. This will probably be good enough to pull off solo but with 1 breakout or some CoH fueled bodyblocks added? Impossible to hook people I would imagine.

  • I think it's a buff myself, but really there's no reason to run any perks beyond the current meta.

    The new gearhead you might get a fair amount of aura readings through a match, current gearhead you might get a lit gen like once or twice? I would not know because current gearhead is so terrible I have literally never equipped it

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731725#Comment_2731725

    Oh, really? I've never used it before, just thought the build looked interesting.

    Survivor stacks are way too reliant on your team and the killer. Your team can suicide, DC, the killer can get stomped and get 0 hooks, etc etc. 4x unhooks is a ton; especially if you are competing with other survivors for them.

    You will usually need to position yourself early for the unhooks, or take needless protection hits for stacks (aka the throwing thing I was talking about).

    Alot of the time the last stack or so you can only get through a trade and killing yourself; and it's usually worth it purely from a time/BP perspective so as I said it gets you killed.

  • I was gonna say, I just play basement leatherface and kill as many people on first hook as possible.

    Or maybe some full endgame build + facecamping? Nothing like 5 gens of facecamping into a 3k-4k because of rancor + no way out.

    And if it doesn't work and you lose? Who cares, it was pretty low effort on your part anyways. STILL not lower effort than playing survivor though funnily enough. So maybe just go play survivor.

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