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Orthane

Orthane

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Orthane
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  • @Phantom_ said:

    What is the Yamaoka map in Light's out???? WHY IS IT FKN BLACK??? Just put the survivors on hooks and then start the trial at this point. Don't even bother with "map aesthetics", "better graphics", or anything else for that matter. Even whilst holding candles you can't see a thing on this dumb map.

    ISTG you guys are just doing it to piss your players off by now. I came back to play this mode after taking a break after 2v8 and this is the BS you as a player have to face. At least during Light's Out 1.0 you were able to see an inch more than the utter garbage that is now LO 2.0 Yamaoka map. No wonder others have six billion filters on their games, screw the people who don't use filters or mods, right?!

    https://us.v-cdn.net/6030815/uploads/2G8HH64SOK77/afbeelding.png

    https://us.v-cdn.net/6030815/uploads/SE2S4DRAIWI9/afbeelding.png

    First of all Killers have the same vision as you do so it's easy to lose people, second of all, the game mode is literally called LIGHTS OUT. It's supposed to be hard to see, that's the whole gimmick. Very few people like this mode, I'm surprised they brought it back tbh, but don't complain about it being dark when that's the whole point.

  • @Rokku_Rorru said:

    I really don't think she should ever get haste for another team mate getting scanned, it's terrible design, makes some chases feel out of your control.

    I feel every iteration had you lose for interacting with her power regardless of how you tried to counter it:

    1st iteration: getting rid of drones traps you so she knew where you were
    current iteration: getting rid of a drone still notifies her its been ridded of she can still return to it.

    not to mention getting a claw trap in current gives you like every debuff known to DBD it feels like whilst also buffing her… It's so dumb. She just isn't fun at all to deal with. This needs to happen, that or her drones need severely limited to 3 or something so she can't just place them on gens and every loop hook window known to dbd.

    The thing is that's sort of the game. If you get a bad teammate who goes around and drops all the God pallets first chase that directly makes your chases harder. I guess a middle ground would maybe be only getting Haste if the person who is currently in chase gets scanned, but the Haste is a integral part of her kit. Every other M1 Killer has some sort of tool to make M1ing you easier now without Haste Skull Merchant is the only one who doesn't.

  • @dbdisnotfair said:

    I legit can’t go one game where survivors body block, gen rush, loop me for 5 gens, and just straight up being toxic like I feel like I wasted all my money in this game and can’t have fun. My rank is the lowest it can be and I can’t get any kills the Mmr sucks in this game why does the killer vault speed in this game have to be so slow it’s a killer THEY ARE MEANT TO KILL NOT TO JUST CHASE AROUND.

    I regret spending money on this game just to not have fun

    I very rarely say this but…. skill issue.

  • @Alen_Starkly said:

    First of all, In the LGBTQIA2S+ area. There are so many amazing trans creators and members, and we still do not have an original trans character. I do love that we've got Tubarão, he's an amazing addition to the game. Nonetheless, you would bring so much joy to so many people if you would bring an original trans character (preferrably survivor, so there are no malicious incidents like with the Unknown). It would also show that you support trans members of the community and that they can feel safe in DBD. ❤️

    Second, huge imbalance in the cosmetic department. 2 big licenses (D&D, Castlevania) with cosmetics for original chracters, and not a single skin for a black survivor… How did you let this happen? Claudette can be a D&D magician too! Adam and Élodie can be vampires too! So many cool cosplay ideas. Also, Castlevania skins that got announced are both for female survivors. One of them being Mikaela, who got a skin in the D&D collection. Did you know that you have dozens of original survivors in the roster? Did you know male survivors exist? I sure do!

    I keep seeing people on Twitter complain about this and ask you to give POC characters more skins and include them in big collections. It feels like we are being ignored. Can a developer muster some courage and let us know what's going on?

    Ugh… this game has gone so insanely far out to give as much representation as possible to the point where they have flags for every letter of the alphabet and that still isn't enough. Jesus man.

  • @ponzukun said:

    I still don't understand after all these years why people don't drop their first aid kits and tool boxes when they are attacked when they are unprotected, whether they are being slashed, beaten, hung on hooks, or whatever.

    I think we can have the Franklin tragedy ability by default and the original park can be reworked.

    Please no. I'm a Killer main but even I think Frankies is one of the most unfun stupid perks in the game.

  • Yeah I noticed she looks a bit off in game.

  • @Valimure said:

    It was pretty survivor sided before, but the pendulum has swung super far to the other side with the rework. It is basically unwinnable on against most killers.

    There's far too much randomization with which vault locations / windows are open or blocked, some of which can completely shut down any viable loops survivors have. Combine this with the small map size and the very small number of pallets (which not a single one is a god pallet, by the way) and it's pretty much unplayable.

    Yeah idk how they just can't seem to get some maps right. Haddonfield used to be one of the most unfun survivor sided maps out there and now it's one of the most unfun killer sided maps out there. The spot where one of the houses was removed needs to have at least 2 trash pallets instead of literally nothing.

  • @Didiii1 said:

    They ruin the experience for everyone. Both sweaty killer lords or survivors… So yeah, you should consider completely removing map offerings. I'm pretty sure a lot of people want it too.

    Yeah I can't believe they still exist. It's so unfun to get sent to Badham by Survivors or Haddonfield by Killers

  • That would be nice, or at least have the entity block all hex totems for the first 30 seconds. That way even if a Survivor spawns by a totem they have to make the choice to wander away and go work on a gen and leave the hex up for a duration, or wait and do nothing for 30 seconds. Hex builds can be extremely unfun to play against, but at the same time using a Hex build can also be extremely unfun. They're in this weird spot where it almost feels like an all or nothing situation.

  • @RickSanchez said:

    Maps are way too big and this destroys so many killers like deathslinger that have poor map control, its just terrible

    Honestly I think map size is mostly fine now. They reduced the size of most outdoor maps recently and now they're fine. Right now I think the only changes some need are Indoor maps. Gideon Meat Plant needs a whole rework so it's not just 1000000 Pallets, Lery's needs a rework so it's not 1000000 vaults, etc.

  • @Linkdouken said:

    I believe it wouldn't hurt to introduce a survivor perk to rebuild broken pallets with modern DBD since most pallets aren't as strong as before and with correct usage, it could be a decent perk but not too strong with certain balancing.

    I envision it as only being broken pallets (and doors) but not being able to put one wherever you like.

    The speed to build should be similar to cleansing a totem and perhaps a cooldown to stop potential abusing.

    Thoughts?

    Impossible to balance. While there are a ton of trash pallets in the game there are still quite a few God pallets, the single ability to rebuild even just shack pallet is too unfair. Imagine places like main on Swamp or main on Garden of Joy there's just too many areas with God pallets. It would reward just going to OP tiles over and over and over and over again. Which wouldn't be fun.

  • @Lixadonna said:

    Every match has her. Broken hitboxes. She makes the mode not fun.

    Or just reduce her buffs. Max Hatchets down to 8, no increased movespeed when out of hatchets would be a nice start.

  • She's mostly fine just needs to have 8 hatchets instead of 10 and remove the "Increase movespeed by 4.5% when out of Hatchets" that she gets and then she's fine.

  • Yeah it's boring but in all honesty it's actually really bad to do. With 7 other Survivors not being chased or shoved off gens you should be getting Gens done like crazy.

  • @fussy said:

    I was so excited about these buffs, because I wanted to play these killers more. And I can say these buffs are nice to have, but they didn't change strength of these killers at all. They definately need more than this.

    Doctor

    I used to think 20% of Discipline addon will be good, but it barely changed anything. I'm good with timings on him, but I feel like I still need to bring Discipline to not watch how survivor vault or drop pallet a second after I shocked him. Yeah, it's also ping thing probably, but mine is always ~50-60 on average, what is not bad, as I know.
    And after all, Discipline and Electrode are his best addons anyway, because 80% of his addon either garbage or just repeat themselves with different numbers. I think he is definately in first half of killers who needs addons rework.

    My suggestion: I think time to charge up Shock Therapy should be reduced by 15% or/and his speed while charging Shock should be significantly higher, maybe 3,5-3,6m/s (Definately needs testing, it's hard to say just on paper). And another 10% of Discipline should be added to basekit. He 100% deserves it, since his kill rate is by far lowest in the game.

    https://us.v-cdn.net/6030815/uploads/2D86G74ECL9X/image.png

    Problem with Doctor is that he waste too much time to have one hit, you still need to run like 4-6 circles around semi-long loop to land hit with perfectly timed shocks. You sometimes make it faster without using your power at all on some loops.

    On top of it, I think Doctor is very flexible killer in terms of cool ideas on him. At least he could see some work on his addons, which will make his basekit more interesting. Fake pallets, illusions, screams, he has so much interesting to add to make his gameplay more various and unexpected.

    Pig

    Buffed dash feel completely as before: since you start crouching, survivor already on another loop. Maybe there are 10% of new loops where Pig can use her dash, but difference isn't noticeable at all. Only good thing about new Pig is her crouch speed, I definately started to use it more.
    But I started to play more on her because of this addon combo:

    https://us.v-cdn.net/6030815/uploads/M2XOFNA96WWO/image.png

    https://us.v-cdn.net/6030815/uploads/SD0TBCTTDGXD/image.png

    This combo is what make her power actually viable and very fun to use. Problem is: you can't use only Last Will, because it's awful addon on its own and you forced to bring Grease to make this addon work.

    My suggestion: add 5-6% movement speed during Dash to her basekit. If you think it's too much, at least, PLEASE at least remove this stupid downside from Last Will addon, so I won't be forced to bring two addons just to be able to use her power. Also, will it be too strong if we will buff her crouch speed to 4,0m/s? I don't think so.

    Hag

    I think Hag is extremely outdated killer on par with Trapper. Her buffs feel nice, but playing this killer still feels terrible. And same as Doctor, you still use range/setting/shackles addons just because there is nothing better and reworked addons are lame. As I said 4 months ago, Hag is still rarest killer in the game.

    https://us.v-cdn.net/6030815/uploads/J2DN8ZN61ZTW/image.png

    https://us.v-cdn.net/6030815/uploads/YM9YTPG2YY88/image.png

    And this with keeping in mind that 80% of Hag I see on streams and in my match are just different killer: Chase Hag with Iri Shoe. So amount of people who actually play her I don't think is bigger than 0,3%. If this is not signal that something wrong with this killer, than I don't know why. Here is comment of only Hag main I know after her buff:

    https://us.v-cdn.net/6030815/uploads/RTJAV6VL4PVA/image.png

    My suggestion: I don't think we will see her big rework any time soon, so I strongly believe she SHOULD be 4,6 killer. And since you force killers to not play territorial and defend some space on the map, what is clearly Hag's playstyle, I think she should have some buffs in this way. Many people claim that wiping traps did Hag weaker and I don't know how to improve it and left it still balanced. Left her without counterplay at all will be, probably, too strong in some situations, but right now she definately has too much counterplay. Maybe make wiping last something 7-8 seconds?

    Appreciate if you made it up here. Thanks!

    I just don't get why Doctor gets slows so much while charging his power. I often feel like I could have caught up if I didn't bother using it at all. At most it should slow to 4.4 but realistically it shouldn't slow at all.

  • @Nos37 said:

    The devs said that until they come up with a solution for 3-gen game-hostage hour-long matches, they would be buffing Deja Vu. (Honestly, it was Potential Energy that needed the buff, since that perk actually helps take energy from non 3-gen clusters and dump it on 3-gen clusters; seeing the probelm gens with Deja Vu was not going to help much against a killer who never left those gens.)

    Anyway, with the soultion implemented, disable Deja Vu's speed boost when there is only 1 gen remaining.

    Deja Vu lets you see the tightest cluster of gens. The gen speed helps you break those clusters up. However, once there is only 1 remaining gen, you can no longer change their location and there are no more possible cluster combinations. It is too late to break them up. At that point, the speed boost only serves to make survivors who are winning win more.

    Deja Vu is fine. It saves ~5 seconds per gen and its main use is preventing 3 gens. 3 genning might not be a huge issue anymore, but getting into a situation where you accidentally 3 gen yourself is really bad, Deja Vu prevents that. It doesn't need any changes imo.

  • @MaddieMage said:

    Seriously. That ability was completely unbalanced and ridiculous. It negated the entire wiggle mechanic. I’d really prefer not to see it in any future events or game modes. It definitely had to do with why I didn’t play this anniversary nearly as much as the last two years. Made the matches miserable (among other things that made the event annoying to play but that’s for a bigger thread)

    Remote hooking is fine, it's the remote pallet breaking that's a problem.

  • @SkeletonDance said:

    I know this is a 105832785328 post about her, but every match with her there is at least 1 survivor that gives up against her and kills himself on hook. Sometimes it's the entire team. This is okay when this happens like once from time, but not like almost every match with her. I know everyone complains about her, but situations like this really ruins trials and waste a time

    Hot take: Revert the rework and change a few things. Like allow a Survivor with a Claw Trap to hack another drone in exchange for their Lock on instantly filling (which exposed instead of injured before) which would allow a single Survivor to remove 50% of Drones from play in exchange for them going down in 1 hit, forcing her to at least take a chase. As well as have the first lock-on which took about 20ish seconds of sitting within a Drone's Active Radius to give a Claw Trap and only Expose when you already have a Claw Trap. With the new changes to gen regression max I think it would be better. Old Skull Merchant wasn't bad because of her mechanics like she is now, where she's just turbo bloated, she was bad because everyone 3 genned with her. I played her a lot before the rework and her chase was easily A tier with Geographical Readout but no one chased with her because her 3 gen potential was so easy. Old Scans were not nearly as punishing as they are now and your lock on ticked down passively so you weren't instantly punished for a single scan. She also had direct interaction with her drones thanks to the "Activated" state of drones that she could manually do compared to now where's it's literally just a "Put down and forget about it" power.

  • @TheRivulet said:

    Makes it so that it isn't just "if you luckily come across the hatch mid chase you win"

    I disagree. Hatch race is much more fun.

  • @DustyPumpking said:

    It should be 180 seconds to be in line with Breakdown imo.

    Nah, it's easily one of the most unfun things to play against. Breakdown needs a total rework honestly. All it does is force slugging which isn't fun for either side.

  • @Jean_Cobra said:

    We are at the 3rd day of the event, and the FIRST challenge community is not completed.

    As I write this post, we are only at 1 195 108 inv collected by everyone. And i see we need 3 FUCKINGS millions inv used necessary for the second challenge, and 5 MILLIONS for the last one, and it's the same for the second chapter of the event. We have only 18 days now, and i can confirm it: the community's challenges CANNOT BE COMPLETED in 18 days.

    You need to reduce the conditions for the community RIGHT NOW, or we will never get all the thing of the event (mask, banner, etc) with the special money.

    https://us.v-cdn.net/6030815/uploads/E97WRO9D2Z7B/capture-png.png

    Agreed, they way overestimated how many people would be playing.

  • I have 1.5k hours and I still haven't gotten every survivor and killer yet… Also it's gotten way worse. I started right at Tools of Torment so I at least had perks like Jolt and Inner Healing but now you don't which is stupid. The new player experience in this game is horrible and I'm surprised I stuck with it honestly.

  • @Royval said:

    https://us.v-cdn.net/6030815/uploads/7J4CZLF8OGDR/img-2448.jpeg

    4th game in a row where the survivors just give up on first hook. Can’t even enjoy the event. I shouldn’t have to play “fun” killers in order to play the game.

    Welcome to playing Skull Merchant. Getting an actual game is very rare. 9/10 times someone will either give up on first hook or just DC. Which doesn't even make sense because reworked Merchant isn't even bad to play against, at the very least she's better than Nurse, Blight, Chucky, Plague, Clown, it's just her reputation from before the rework.

  • I think Huntress is a bit OP since she got crazy buffs for no reason, but this isn't the play at all.

  • @Soundwave_11 said:

    I'm not sure if anyone else has noticed, but since the update, playing Survivor has been horrible. I keep getting killers who tunnel and proxy camp the hook. While yes, it does sorta waste their time proxy camping, I feel like it kinda ruins the experience…

    Does anyone else feel the same, or this just a me thing I've noticed?

    For context, if it helps, I have 1000+ hours.

    Well it's one of those situations where since they nerfed the best block and regression perks (Pop went to oblivion) people feel the need to tunnel and camp and slug to win since they can't rely on slowdown.

  • They have a ton of LGBTQ stuff and skimpy outfits in this game so that's for sure not going to happen.

  • @GeneralSkien said:

    Let me preface this by saying that I think Skull Merchant complaints are blown to extreme proportions. She is a very powerful killer with a somewhat low skill floor, but the amount of people her hate her most likely comes from her legacy design, which was the most unfun Era of DBD. She was reworked heavily to be more chase oriented and that solved a lot of her problems with holding Areas. She can certainly still hold Areas, but not to a degree as before.

    It’s hard to make Skull Merchant a “skilled” killer, her fundamental design doesn’t invoke any real skill, kinda like Legion in a sense. The main Idea rather than nerfing her into the ground, it should more focus on buffing survivor counterplay, instead of relying on standing still and crouching, and punishing poor placement of drones.

    Here are some small changes I have in mind to add this

    Nerf: Amount of inputs needed to disable a drone reduced to 5 (from 6)

    Nerf: Recalling a disabled Drone now puts your power on a significantly longer cool down (20 seconds)

    Nerf: Disabling a Drone will give you 25% Haste for 3 seconds, and endurance for 6

    Nerf: Disabling a Drone While you have A claw trap will automatically reduce the remaining timer by 30 seconds

    Nerf: Skull Merchant no longer gains haste through Scans, or Claw Traps [as someone who has played dozens of hours on Skull Merchant, there is an unbelievable amount of times I get a down because some moron across the map decided to cross my drone and give me a speed boost]

    Buff: Increase the hindered status effect to 15% from 10% [I don’t want to Gut skull merchant also, I just don’t think having both a haste and a hindered seems kinda overkill, I think buffing the hindered while getting rid of the haste, seems to be a fair trade off]

    these are just some ideas as someone who plays skill merchant to make her seem more fair and inline with other killers.


    [side note, I think the reason a lot of SM mains get so defensive about their main, is due to a fear of them being gutted. I do find fun playing skull merchant, but I can see how it can be unfun to go against, but no one character gets as much hate as SM so I think her mains get extra defensive of her]

    Holy ######### you're wanting to basically remove her from the game. Just remove the Hinder or injure from Claw Trap. That's literally all they have to do.

  • @cornbreadeater said:

    Hi there!

    I'm a survivor main who has played the game since about 2018 and is now starting to play some killer (Skull Merchant and Artist). I got to rank 1 as a survivor before SBMM and regularly played both solo and duos (very rarely 3-4 person SWF) before taking a long break from the game. Even after taking a break, my bf and I both still kept up with the metas and DBD happenings, discussing things somewhat frequently. He plays both killer and survivor regularly, even getting to rank 1 on both (before SBMM). Safe to say, we're fairly competitive with how we play and understand the game as experienced players, we just don't know a lot of the newer maps.

    Since returning to the game, we've noticed how necessary WoO feels, especially without a full SWF. There are so many more maps in the game and so many more anti-loop killers. The difference between a chase with and without WoO is staggering—with the perk you can avoid dead spots and position yourself much better to ensure a longer, more exciting chase, but without it, you have to hope your teammates didn't use the pallet(s) on a specific tile and do the best you can with the little you can see.

    It also doesn't necessarily make mind games or loops more difficult for the killer, as the loop itself remains the same. A killer that can end loops will still be a killer that can end loops regardless of if WoO is run. It only makes it easier to start loops and chain loops, once again, taking elements of RNG out and making skill more important.

    I don't think WoO is similar to perks like Quick and Quiet or Botany Knowledge, which give you a slight advantage in specific scenarios. It instead acts like a bandaid to cover the issue of chases being very RNG heavy (when skill levels are even) and solo queue players getting very little info compared to SWF. Killer Shack, for example, is incredibly fun to run (imo as survivor and killer) because the duration the chase lasts is entirely dependent on skill rather than simply guessing if a pallet is nearby. There is also a massive variety of mind games that can be played since both survivor and killer are equally aware of the area. Loops on random spots around the map, however, is much less fun because even if you successfully loop one spot and eventually drop the pallet, you cannot guarantee your skill will extend the chase.

    So, I think WoO needs the BT treatment. A similar, but potentially slightly weaker version of it being basekit would be much healthier for the game and allow more variety in perk builds, especially since it has a staggering 28% usage rate.

    Here are some of my ideas:

    Option 1: Make it so the two closest pallets and the two closest windows within 32 meters are always highlighted (maximum of 4 highlighted spots total). This allows for better gen positioning outside of chase and allows loops to be chained without adding too much basekit screen clutter or utility. This is by far my favorite option since WoO usually has too much screen clutter and unnecessary info anyways. I also think less obvious auras for it would be nice, such as them being red instead of bright yellow, or even being more transparent.

    Option 2: Make WoO and Zanshin Tactics basekit for both sides, but only work during chases. That way both sides have the same information during chases but it still means that map knowledge is required for good positioning.

    Option 3: Give recognizable loop tiles some sort of visible indicator for if a pallet is there. For example, there could be dimly lit lanterns surrounding a jungle gym and if the pallet has been dropped and/or destroyed, those lanterns are off. That way survivors still need to be paying attention, but they won't run into a spot expecting a pallet just to not have one because someone already dropped it. This won't help with non-generic tiles, so it's by far the weakest option, but it's not horrible.

    While most perks get utilization due to their undeniable strength, there are still many that get used purely for closing the gap between SWF and solo, or for more informed plays, and WoO is definitely one of those perks. It doesn't make the game toxic or horribly unsided, it simply takes out some of the guesswork and emphasizes skill on both sides instead.

    Okay then make Pain res basekit as well. Because WoO is an insanely powerful perk that completely removes deadzones and removes having to learn the map. If anything it needs to be nerfed and have a CD after throwing a pallet or vaulting a window so you can't just run to the glowing item every time. It removes having to actually pay attention to the map and allows you to put your full attention on the Killer instead of having to balance looking for where to run and seeing what the killer is doing, making chases substantially easier.

  • @bloodyknife said:

    Springtrap and slenderman should be added before adding this closet skeleton aka jason from f13. He is so old and hes just like Trapper i dont get why anyone would want to pay for the same thing? It doesnt make sense

    Please no.

  • @steamed_hamzzz said:

    I love playing this mode, it’s such a refreshing change of pace, but there’s one thing I have noticed. If killers know there’s no threat of perks like DS, OTR ect then they will tunnel like their life depends on it, which is why such perks are necessary in the main game

    But should they need to be necessary? Game modes like this show us how fun the game can be when there’s perk variety, if players aren’t running the same build game after game out of necessity the game becomes so much more fun

    It’s why I think a lot of the anti tunnel perks need to nerfed/ reworked and instead have some of their power build into a survivors base kit, just so you’re not completely disadvantaged when you don’t run the same perks game after game, and aren’t heavily limiting your play style/ build just to avoid getting hard tunnelled at 5 gens, allowing a lot more perk variety which is much healthier for the game in the long run

    It's also a good example as to why slow down is needed.

  • Because he's the most mobile killer in the game, every other mobility Killer has a speed nerf. Spirit, Chucky, Nurse are all 110%. It's stupid that a Killer with a power as OP as Blight can still chase you like a normal M1 killer.

  • @ays12151 said:

    Yeah. Remove Bubba's Power near the hook and Survivors will just come before last a few seconds to unhook and Bubba won't be able to do anything. We can talk about nerfing his Power near the hooked Survivors, if Bubba would be very strong. Upcoming buffs don't make him very strong, just a little bit stronger. I completely dissagree with your statement.

    They did a great job with Wesker in my opinion. These changes will decrease using his Power for Tunneling. They could give him a small buff in some way though. But, in my opinion it's very good.

    Deathslinger buffs are very minor, but it's a buff and it's nice. He will lose less distance while reloading. It's a chapter, nit Midchapter Update, but still we'll receive many balancing changes.

    Blight Iridescent Add-Ons were making him the best Killer in the game and that's good they will nerf these Add-Ons.

    Nah I think everyone can agree Bubba being able to so easily insta down Survivors unhooking is pretty lame. You can still M1 you know, it's still a free Health state.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715159#Comment_3715159

    Seems like you annoyed the killer, this doesn't happen accidently.

    Nah I usually agree with you but I have actually been slugged for 4 minutes when I have done nothing wrong. Once I think it was because someone else was Teabagging the Killer but I didn't do anything and they took it out on me for no reason. It's not as common as Survivor mains try to claim it is, but it does happen quite a bit for no reason other than the Killer wanting to be an #########.

  • @MSX_exe said:

    Cool, now killers will tunnel easier, AGAIN! Decisive needs to be 5 seconds because it's a PUNISHMENT for tunneling, don't reward unfun gameplay with a shorter stun.

    Revert it to 5 seconds again

    Remember when Survivors said "It's only 2 more seconds stop complaining" when Killers had valid concerns over body blocking to force tunneling with DS? Well it's still 1 second longer, and still one of the best perks in the game.

  • Victor seems impossible to play against, by the time you hear him charging an attack he's already in the air. Also, Slugging is EVEN WORSE now.

  • And how exactly do you propose we accomplish this? Also should we also remove the ability for more than 1 Survivor to work on a gen at a time?

  • Maybe because a Perk shouldn't make you literally unhookable in certain areas? Boil Over is a dumb perk that needs to be reworked.

  • @NerfDHalready said:

    but before that please prevent its abuse and that's mostly through bodyblocking. either

    • make bodyblocking for somebody else interfere with the perk
    • remove bt bodyblocking altogether
    • make locker pulls not trigger ds

    with current ds or even without the perk, i'm already so tired and disgusted of bt bodyblock nonsense and i'm not built to endure that bs with buffed ds. thank you.

    Honestly yeah, I don't tunnel but the OTR DS combo with body blocking forces you to. It's going to be a huge problem. Yes, you can do it already, and it's still OP and annoying, but with the 5 second stun it's going to be crazy.

  • People not understanding it's not even about the Flashy saves is kinda sad. It makes Pallet Saves impossible to avoid. If they go down on a Pallet and you know someone has Background Player you literally cannot pick unless you're okay with them getting saved. Pallet saving is the real reason this perk is so bad for the game. With Flashies at least you can sometimes position yourself correctly to avoid them even with Background Player in the game, but there is nothing you can do against Pallet saves other than pray they mess up.

  • Nah, too many OP combos that would make the game annoying. Imagine the giga Gen Survivor or the Killer with Pop, Pain Res, Eruption, Call of Brine, and Overcharge all at the same time. No thank you.

    I would like to see 3 addon slots however. For both sides.

  • Idk what's been going on but I've been forced to start using Corrupt Intervention. I had an Oni game on Dead Dawg where I was doing quite well, and then boom, 3 gens pop in 3 minutes, another pops in 1 minute. I was getting downs consistently mind you, I was putting a ton of pressure on the Survivors constantly. My first down was in about a minute, then got 2nd hook on a different Survivor and then 3 gens popped. I dropped a Chase popped power and got another down, used my Pop Goes the Weasel on the most progressed gen I saw which around 50% hooked another and boom another gen was done. Idk what the hell is going on but Gen speeds seem out of this world during this event.

  • Please just not FNAF. I really hope it never comes to DBD. Please no.

  • @FrenchBagels said:

    Title.

    Weird it doesn’t at least start the game activated. Would it be too excessive to at least have it in the beginning? The problem with the initial nerf was that it was infinite after exhaustion like Sprint Burst. This is the only instance where it doesn’t work like any exhaustion perk. I feel not having it at every state of the game is odd.

    First Chase Dead Hard would be insanely overpowered. It's still a very VERY powerful perk. Sure it's not that great against the OP Killers like Nurse or Blight since they can nullify the distance you gained instantly but against every other Killer Dead Hard is insanely impactful and can extend a chase considerably. 3 uses would just be too much.

  • @UndeddJester said:

    I've always been against the hard counter nature of Lightborn and just straight up removing flashlights from the game... it's especially annoying with regards to the challenges to blind the killer while carrying a survivor, but as we all know, Lightborn isn't particularly good, and once survivors realise you have it, they stop trying.

    So, I was playing with Shadowborn after the rework, and I dunno if anyone has actually tried playing with Shadowborn... but getting blinded and running after the survivor with the 10% haste is actually pretty awesome when you're able to keep track of their footsteps... it has this real feeling of "Ha! Gotcha!". I think this feeling would be pretty awesome with Lightborn... so I want to share a buff idea.

    Instead of just making the Killer immune to Lightborn, survivors can still flashlight blind the killer... but the killer will still be able to see the survivor.

    --------------------------------------------------------

    Lightborn

    Killers blinded by flashlights/flashbangs/firecrackers or any other means: -

    • will no longer have vision completely obscurred, the killers vision will instead go very dark.
    • the aura of the survivor is revealed for 4/5/6s.
    • cannot be stunned by blinds.

    -------------------------------------------------------

    I'm thinking something like how Dredge Nightfall looks to survivors, kinda like this:

    https://us.v-cdn.net/6030815/uploads/FVLI0JFHOD12/20230609000156-1.jpg

    This would allow killers to actually feign being blinded after being blinded at pallets and alike, and still manouver to try to catch survivors. They would however not be able to lunge for the duration of the blind, so the survivor doesn't get nothing from blinds... this still gives it some counter play.

    Of course if the survivors get a flashlight save, the jig is up, and they won't try no more... unless they have a challenge, in which case you can eat it and not care.

    This maintains the strength of Lightborn, adds some new options to the Killer, and just makes the perk more interesting overall... You can even see the possibility of Shadowborn, Hex: Two Can Play builds actually being a thing.

    Lightborn has to stay in the game as is until they limit Survivor items to 2 max per lobby.

  • @dance said:

    Our latest update brings changes to several Killers: The Blight, The Clown, The Demogorgon, The Doctor, The Hag, The Huntress and The Pig. We'd love to hear your feedback on how these adjustments feel.

    https://us.v-cdn.net/6030815/uploads/HJFGH1L2V57D/dead-by-daylight-all-things-wicked-killer-updates.png

    Blight is still OP, stop buffing his already insanely powerful kit with addon compensations. His addons are still super OP.

  • Easily one of the most frustrating maps to play on. Just 200 pallets and 90% of them are God Pallets. Playing it as an M1 killer may as well just afk.

  • @LazyClown said:

    At higher levels all survivors do is body block these types of killers, I don't know if you realize that or just think that we won't see it. But giving Clown a "buff" to the antidote and completely gutting the tonic is only going to make body blocking even worse and probably lower his kill count even more let's be honest, as well as making the killer think they can down at pallets which they cannot, because we all know that it forces a dead hard strat or a for the people buckle up play that clown couldn't do anything about before and has to break the pallet losing more and more distance. Especially with a power that has the worst reload of all time. Don't get me wrong this was a nice attempt to make the character better, but it won't, it will make him worse especially with the lack of more and more options in his kit now.

    Can we nerf the iridescent addon? Yes, you can you do it, but in its current form? No. I propose to make the tonic flask of bleach 5% and ether 15% basekit, this will prevent survivors from body blocking while also staying in that 2 hit range that you need for clown.

    Nah, pinky finger is super boring to play against. It needs to be reworked entirely.

  • @robotwizard101 said:

    How is it fair that Skull Merchant can just recall a disabled drone just to put out a brand new one? It makes it so that you are now stuck at a loop (that you would have previously been undetected and safe at because you disabled a drone) where she's gonna get a free health state from you because you're sure to get detected 3 times and become broken. Unbelievable the amount of exploits with this killer.

    Uh how is that even something to complain about? So she has to manually recall a drone, then go the exact location it was before and set it back up to bypass a hack that takes you like 4 seconds.

    Like I get people don't like SM, but this is definitely not something to complain about. Do you think it's the same "exploit" when Trapper does the same thing except actually gets a full down instead of just making you injured?

  • @Quizzy said:

    So im pleased with Into The Rainbow charity event. But we need more representation for the characters in the game when other games like overwatch are doing it better. We only have one canon gay character. Even then, that character has been ignored with lack of new cosmetics and no mention, no tweet acknowledging him on pride month.

    We need to do better. And its tiresome to see us move at a very slow pace.

    There's already a ton of representation. It doesn't need anymore.

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