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PigMainBigBrain

PigMainBigBrain

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  • @SmarulKusia said:

    Not calling anyone's bluff, but im yet to run into one of these killers - yet to run into a pig, as a matter of fact

    There was already only a handful of "Pig Mains". Games fallen into a poor state, got a gang of us that quit. Doesn't help that our public champion Scorpionz has been disenchanted with the game either. This new wave I'd wager isn't from pig mains, just run o the mill killers trying to troll games. Me personally, I don't really care what these players do or what happens to pig as a result. Given up hope on this game ever being in a stable state, or anything close to how it was years ago. We're here...but a lot of us aren't actually "here".

  • @danielmaster87 said:

    I understand that people want Blight nerfed, although I disagree, because he's the strongest killer besides Nurse. But I've seen people citing the recent Adrenaline Vial buff as part of their argument. For example: "He's so strong, and then they gave him a buff!" He's strong, but not uncounterable, as I and others have shown countless times through gameplay. His Adrenaline Vial buff has nothing to do with his base strength, and no I don't see the add-on being OP or meta. It was an unplayable add-on that, because they've reduced the turn rate penalty, is now playable. Combining it with Blighted Crow or Umbra Salts is the best way to go about it. You may think that having 7 total rushes and all those other benefits outweighs the turn penalty, but I think it just breaks even. You're almost never going to get value out of using all 7 rushes, and even with Blighted Crow that level of speed almost seems redundant, especially on indoor maps. I've even had the idea of taking away the turn penalty and swapping add-on rarities with his Iridescent Blight Tag. But as of right now, Adrenaline Vial is not something that deserves the nerf hammer, especially since it saw no play for so long an just got buffed. You could say that about the new Boil Over, but you can see why that would be a harder argument to make. But anyway I'm genuinely curious. Do people want Adrenaline Vial nerfed? Is it really that strong?

    Honestly, people don't play killer enough to say anything about anything being OP. Thats why theres so many bad takes. You look at OP take posts, check the person, 90% of their games are on survivor....At least play test the thing you claim is op....

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2796413#Comment_2796413

    I don't know how this killers has high killrate. Probably people who main them playing so well, idk.

    Its likely mostly from mains. Cause if we're being honest here. Most M1 killers aren't doing a damn thing unless they are being played by mains.

  • @ad19970 said:

    I don't think killers should even really need counters in form of perks for Boon perks, the Boon perks should just be balanced on their own.

    To be fair, the only Boon perk I really have a problem with is Circle of Healing. If they just balanced the perk probably, it wouldn't be a problem.

    The nerf to 75% healing was nice I guess, but not enough in my opinion. It should at the very most be 50%.

    Or just give survivors a different objective to interact with besides killer totems. That way they could actually balance it without also ruining killer hexes.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786324#Comment_2786324

    I'm unsure what power creep you are describing here. I'm almost positive that outside of a specific niche purpose, the new boil over will never be used over currently used meta perks.

    Does toning things back make for a fun game though? The less impactful you make a perk, the less enjoyable it is to use. I'm a big believer in a circular imbalance type system, especially for a game like this. And for that sort of balance everything must be strong.

    So I would prefer they buffed things up to be meta. I just wish they would do it sooner and faster than they do it now. I feel like thats the real problem, BHVR roll changes out so slowly and tentatively that nothing has the chance to shake loose and be changed.

    "Does toning things back make for a fun game though?"


    Absolutely. In an MMO or game where theres tons of players and tons of options to play various strategies etc. Absolutely. I used to balance stats for certain pvp mmo/rpgs back in the day, and a lot of the time the base product had nothing wrong with it (IE the base idea for a character its functions and theme etc) the accessories that get expanded upon and allow a player to control them are usually what breaks things (IE personal stat improvement and scaling, skills chosen, augments chosen etc.)

    A lot of the time (and a reason I even found a spot where I did) devs would try to give more "fun" by just throwing more numbers and inflating things. What this did though was reduce the base product making things less fun for anyone who wasn't playing the "meta". When in actuality they could make adjustments to the base class and improve things significantly, while "nerfing" or moving power from the accessorized augmentations a player could make to a character. For example,

    We have say a Giant Class, its new just came out, The concept is solid, its had 2 years worth of production and is released, problem is its base scaling doesn't match up with legacy classes, and legacy classes are already incredibly inflated. Easy solution, we tone down the inflated power scaling by reducing the % multiplier but for the classes accessory we intend to buff move its scaling from less % multipliers to more flat numbers within the same algorithm. Then adjust and boost the Giants base power to fit in line with the rest.

    Or say for instance you have a skill thats just incredibly strong, but its a fundamental part of a kit. You could buff everyone to match up with that skill, or you could tune that skill down without removing its function. The faster you move to keep power creep from coming in, the less work you have to do in the long run or god forbid you ever run into a situation where you have to literally buff every single thing in the game to match a new concept in the works coming to the game aka a full systems overhaul. Its also good to have general rules and categories for the functions of a game in the first place so they can be handled separately. This game though has let perks dominate its base creation for so long that they'll likely have to do the very thing you're suggesting at the bottom. Which as I mentioned before....is going to take...a long....long...long...extremely long time. <----Nightmare scenario.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787357#Comment_2787357

    I hope you really aren't trying to say old Iridescent Head was justified being that overpowered.

    I mean sure, its OP if you don't miss. But that would imply that huntress couldn't miss. Which we all know...nobody ever hits 100% hatchets. That requires skill, and this game likes to remove skill requirements in favor of hand holding. Thus, no raising the stakes with Iri Head.

    Also can we get real for a second and stop pretending every single huntress runs around with a stack of 90 iri heads as if they're bringing them to every single game...

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786324#Comment_2786324

    I would agree, but boil over is not even close to powercreep. Most people complaining about it believe it is a genuinely bad perk.

    "Believe" its a bad perk. A growing number of people "believe" the earth is flat, doesn't make it correct.

  • @BenihimeWrath said:

    In fairness, and feel free to disagree with me about this, but if a player (killer OR survivor) commit their entire build to doing something, they should have a high likelihood of doing that thing. For example, if they are running Boil Over, Unbreakable, No Mither, Soul Guard they SHOULD be practically impossible to slug. The same if a killer uses Ruin, Undying, Pain Resonance, Corrupt Intervention they SHOULD make it very difficult to finish gens.

    Unfortunately the buff that Boil Over got is too much, and they probably knew that, but at the same time we cannot change the meta without putting powerful things in it TO change it.

    Power creep isn't always the answer. I mean...it is if you dunno what to do. But 9 times out of 10 things can be toned back rather than buffed to extreme measures. Unless the thing you're working on is just a trash skill....in which case, it gets buffed to the moon.

  • @Thr_ust said:

    Whenever the problems with this update are brought up they already go unacknowledged 90% of the time. But somehow it’s even more frustrating when you do respond. Because the response is just “it’s being brought up with the team” or “we’re working on it.” Wasn’t the whole purpose of inventing this kill switch thing in the first place so that you could disable things that are objectively causing issues and completely breaking the game? What is the issue in this situation that is causing this hesitation. Did you intend for survivors to become invincible if they bring 3 anti slug perks, a map offering and boil over?

    2 years minimum.

  • @Lancifer said:

    If you look at the steam charts this game is declining. Content creators are getting frustrated with the game and devs, and I think we can all agree that the game is incredibly frustrating for both killer and survivors. I was wondering how we can keep the game fun and refreshing without saying "buff this killer" or "nerf this survivor perk/play style."

    Just interested in seeing if y'all have anything like a new game mode or mechanic to keep the game fresh without the killer vs survivor debate.

    Another game mode would have been nice, like....a year ago. So that at least if the normal mode goes to hell people have an alternative. They're still playing the game at least. But we've been shut down so many times on even suggesting another game mode its pointless to even ask. So if the main mode dies....I guess...whatever? I guess instead of playing the game and continuing to contribute to it and buy skins etc, or play another mode when the main one feels bad we're just supposed to go off to another game like Civilization V.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772652#Comment_2772652

    That putting a good player on a different team will change things is... literally what he was originally saying.

    Those top teams are there because they have good players. And as you yourself now found it in you to realize, while those players' various skills and performances are measured by many different metrics, the teams actually win by scoring more points than the teams they face. The top teams are simply those that win the most, by scoring the most points, and the multitude of player skills that analysts try to evaluate in various complex (and still often subjective) ways and with various statistics, ultimately only matter for performances insofar they lead to their teams winning (scoring more points than their opponent; getting the ball through the basket more often).

    If basketball did not have set teams but a matchmaking system that pairs up all of the players among each other all the time, would you expect the teams that a player like Kobe Bryant ends up on to on average perform well, due to his contributions? Of course, and certainly, those teams will perform better than they would have if they did not end up having a player as good as Bryant on them. They will win more often, and this will have an impact on the individual winrate of Bryant himself in this system, since while the teams constantly change, his contributions' impact is consistent over many teams and matches and will lead to wins more often than if he were a player without the ability to contribute that much to any team's ability to put the ball through the basket more often than other teams.

    Now to tackle another fallacy in the context of this analogy: Say for some reason Bryant despite being a player as good as he was and despite consistently contributing as much as he did would still be losing consistently in such a system. That would mean players like him would systemically be falling in rating, and end up getting paired with each other. So now you have "low-rated" teams full of Kobe Bryant-level players... and they apparently still lose. This either means those players are not actually good in the sense that their skills do not translate into winning by scoring more points than other teams (provably false in the case of Bryant), or it means that it's an absurd mistake in thought to even assume that such a player would not be winning more often than not in the first place in this system.

    So even if you absurdly assume a player as good as Bryant would lose more often than lesser players in this changing-teams MMR environment, at worst their "punishment" would be... being paired with other Bryant-level players, lol. And of course, since as opposed to basketball you don't actually get any prizes for "winning" in DbD, the MMR system doesn't even matter beyond the type of teammates and/or opponents it gives you.

    You're missing the point though. Putting Kobe Bryant on the Houston Rockets is not enough to get them a championship. Listen, the houston rockets are known for 2021 as being the worst team in the league. If he scores 35 buckets a game and still loses because he's being held back by the rockets its a fault of management for leaving him on a sorry ass team. In the same token, a high skill survivor being dragged down by trash team mates, who cares if his team mates got out, if he gets left behind and camped, or even just left behind, he gets dropped in rating. Even though that survivor dropped 35 buckets, he still gets marked as trash by the current MMR because he didn't escape. I'm a killer main, I literally see this all the time. Survivors just playing like trash against each other unless they're an SWF group. I've seen it consistently watching other killers, and while playing survivor myself. That guy who scores 35 buckets against the killer has a target on their head. Even though they played like a maniac, they're not gonna just get let off the hook. And you're trying to tell me thats acceptable to count everything they did in that match as a goose egg?

    Same token, Kobe on the Rockets right, say he scores 35 a game....thats not enough to get him a championship because THE ROCKETS SUCK. He still has to in that instance get WINS, he still has to go up against Lebron. Now on the opposite end of the spectrum Lebron plays with a bunch of premades SWF, or lets say, instead of running the killer, Lebron is doing gens. In the current system that says he's a good player, even though he had 0 interaction with the killer. Kobe drops 35 buckets and runs the killer for 3 gens, current system says thats trash. The current system in that case....DOESN'T EVEN MAKE SENSE!

    Not everybody can be on gens, somebody, one of these survivors has to interact with or get chased by the killer, one of these survivors has to be the hook save guy, one of these survivors has to be willing to heal and look out for others, and one of these guys has to be willing to not get caught out as much, so they can bang out gens. Everybody has a role. Yet the current system says none of these roles or actions matter and only counts skill and rewards being selfish by escaping alone. You got a whole team of players 1 of them being an MVP runner and you expect him to auto win against a killer who he's playing against practically solo because his team is trash and can't come in with a save or at least pass the baton off?

    You're basically expecting to put Kobe on a team full of 12 year olds and pull a dub against the Lakers....THATS CAP AND YOU KNOW ITS CAP. Come on bro....stop it bro. You know damn well unless Kobe gets put on an actual team he's not getting a ring. He's not getting his MMR raised. Same logic, you put a good survivor with a bunch of scrubs, and have him running and get hooked and camped and die, they aren't getting an MMR raise or a dub either, but his team mates who may be less than skilled get a free escape and an MMR raise. And the MMR system only cares about dubs so you tell me? You got a 10 minute match and we're supposed to just ignore everything that happened in between and GIVE THE GUY ON THE BENCH A RING EVEN THOUGH HE SPENT THE WHOLE GAME LOOKING FOR TOOLBOXES?

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  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2771712#Comment_2771712

    "So can we infer from your post, that if we put Kobe Bryant (RIP) on any team in the NBA that that team would perform the same regardless of the ins and outs of Kobe? Cause if so....thats cap."

    Err... yes... that's exactly what I said. You put a good player on another team, and absolutely nothing will change. Exactly what I said. Perfect. You understand perfectly. Very big brain you!

    "You put a good player on another team, and absolutely nothing will change."


    Ok its obvious from this point you either don't watch sports or have never played. We literally have full ESPN franchises and a multi billion dollar industry based on the trading of players to other teams, BECAUSE ABSOLUTELY EVERYTHING WILL CHANGE.....LITERALLY....YEARLY...

    Bruh #########. If I put Kobe Bryant (RIP) on the Houston Rockets(loling thinking they could afford him), I'm sorry, but he's gonna carry the team. They might not get a championship ring, and a trade like that would be the dumbest thing LA could ever do, but what you just said is 100% bullshit. Kobe averaged 35 points per game at his best, he's worth 2 of their best players against the hardest defenses in the league. And again, while he may not be enough to get them a championship, it is enough to keep them from being the worst team in the league. WHICH IS AN ABSOLUTE CHANGE FROM BEING THE WORST TEAM IN THE LEAGUE.....WHAT ARE YOU EVEN TALKING ABOUT....Stop playin around bruh....stop.


    Untitled Image


  • "You don't need to do the complicated calculations when there's a much simpler indicator that correlates closely enough. For any sport, if you look at their league tables, you can infer the teams (consistently) at the top have the best players... because how else did they get there? You don't need to know the ins and outs of each player, etc."


    So can we infer from your post, that if we put Kobe Bryant (RIP) on any team in the NBA that that team would perform the same regardless of the ins and outs of Kobe? Cause if so....thats cap.

    IMO the ins and outs are what matter the most. A guy running 5 gens plays a big factor on a teams outcome, in the same way a Tristana playing in plat league with terrible CS is going to play a big factor. League of legends has more than just Win/Lose to determine LP, they have CS, vision score, KDA, DPS, and a slew of other stats to contend with. My problem with SBMM if I had to pick one, is they went from the previous system of ranking a match through individual tasks, to cutting 90% of that out into a win/lose scenario. When there was previously a fat stack of other factors that went into play. You say, "Well that guy running a killer 5 gens is going to do that consistently." I'd argue, what about that other guy making clutch heals, or that other guy stealthing and banging out gens, or that other guy who does all of the above who <---can all be killed and camped no matter how well or how poorly they performed, negating any actual value out of them as a player.

    If an NBA player consistently gets 20 points a game, but his team still loses, and you don't count his ability and adjust him to be on an actual viable team guess what....you didn't create an MMR system, you created an ELO hell. Where valuable players get constantly knocked up and down in limbo for placements when their actual skill is way higher. If this game was a heads or tails contest sure, simple factors would make simple sense. But its just as complex as any other game with rankings, albeit less complex than a MOBA, but still. Besides most of what we're talking about wouldn't matter anyway where matches are forced to take place faster, where there's an empty slot, they said themselves last live stream, to prevent long queue times that slot gets filled. And as people have pointed out this month and last month alone, that slot being filled isn't always "balanced".

  • @Trickstom said:

    After watching the trailer for the next Tome, I wonder why Pig still doesn't have a unique theme song. Most licensed killers that came before the Demogorgon and after Myers (Bubba, Freddy, Pig and GhostFace) did not receive a menu/chase theme (excluding the GF that received a menu theme at least).

    She received buffs and nerfs during her long time in this game and now, she will have her own Tome. She deserves it.

    Btw, I'm still hopeful that the Devs will put 'Hello Zepp' when Pig's traps activates, like the video below.

    https://www.youtube.com/watch?v=v2IYpJQL01M&ab_channel=LukeR

    And seeing that Tobin Bell (aka Jigsaw) voiced the trailer for the Tome, I really hope that one day he will have some in-game voices just like Pinhead, for example: "I wanna play a game" (Trap activate), "Most people are so ungrateful to be alive, but not you, not any more...." (Removing the trap) and "Game over" (Dying by a trap).

    In my perfect Pig Fantasy.

    Once you put a trap on a survivors head, you get hello Zepp, but its only some quiet piano parts.

    When the trap activates, the bass swell comes in and the music picks up.

    When the trap is nearing full activation the music pics all the way up to the highest degree, until your head snaps.

    When your head snaps, another sound queue comes on in the voice of Jigsaw saying "GAME, OVER".


    But....its just a dream...like my dreams of this game being killer friendly.

  • @LL123 said:

    Matthew Kotte You need to know the reality of Korea.

    When Matthew Court came to Korea and became a murderer at the time, he was bullied by the Flash and nerfed the Flash.

    Other countries, particularly Japan, have a high percentage of PlayStation (console) users.

    It's unclear what the PC-to-console ratio will be in North America.

    But in Korea, most people play games on PC.

    Compared to the PlayStation (console), there is a big difference in the feeling of operation.

    Perhaps the movement of PC play is more natural.

    This affects the killer's more accurate abilities or hit rate.

    If he ever played Survivor

    Note the special abilities of Blight and Nurse.

    Roofing / Pallet Roofing

    These are of no use to Blight and Nurse.

    If so, what was the reason for making the pallet? I can't even use the jungle gym.

    Translation of Krenglish

    Matthew Kotte you need to know and see the reality of the Korean servers and how we play the game. When Matthew Kotte came to Korea and played killer, he was bullied by flashlights and then nerfed flashlights. Other countries like Japan have a high percentage of Playstation users. And while I don't know the PC to console ratio in North America, most people in Korea play games on PC.

    Compared to the console version of the game there is a big difference in the feel of the game compared to PC.

    Maybe its because the movement on PC is more natural. This also affects the killers ability to be more accurate with their powers. If he ever plays survivor he should note how powerful Blight and Nurses abilities are against Pallets and Vaults. Blight and Nurse don't care about pallets and vaults. And since this is the case, whats the point for the pallets even existing? I can't even use a jungle gym against them.

    https://youtu.be/R98e-Y4Lu8w


  • @SOULWARRIOR71K said:

    I see a lot of threads about nerfing camping and giving solo queue more information so they are closer to swfs, but I rarely see what people are willing to give killers in return. I'd love to hear your ideas (with the exception of just buffing ghostface/legion - not trying to hear that at all lol).

    Probably nothing based on what the devs just said in the last Q&A.

  • @Lat0 said:

    For a game like Dead by Daylight, having a system that counts every action you do in game and then individually rewarding the player based on that is a great. The better you do, the more you go up in rankings.

    It may not be perfect but it's by far the most accurate way to calculate a player's contribution to the match.

    What I don't understand is why was this community complaining about it so much and wanted MMR?

    Now you are crying that MMR sucks...well, of course it sucks. it is not a system meant for a party game, why did you ask for it in the first place?

    Welp, the problem with the emblem systems were pretty obvious.

    You could simply smurf. Be it killer or survivor.

    Your killers didn't have different rank scaling meaning if you're a Spirit savant 360 no scope god gamer, but a Trapper lummox your trapper would end up in the same matches as your god gamer spirit. Regardless of how bad you were at Trapper.

    You could literally boost your friends by creating inflated scenarios they could profit from.

    You could literally just grind your way to the top as survivor while still largely playing like trash.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2764887#Comment_2764887

    Yeah i agree with this.

    I know people who have droven a car for more then 45 years. If my car breaks down i'm still going to see a mechanic rather then them.

    I agree with op that lead designers and stuff aren't always right but i think they are overestimating a bit how right the 9000+ hour people would be.

    The absolute best way would be ofcourse that they both work together with good communication but we can't even come to an agreement among ourself and the devs also don't see eye to eye with everything so i wouldn't get my hopes up

    This is a misnomer.

    A more accurate description would be a person driving a car for 45 years giving you input on how to design a race track.

    The race track is the gameplay, The engine and parts under the car are the game code itself.

    ^ Nobody here has ever just offered BHVR a buncha code and said "here ya go this is what the game should be."

    But we have been the ones in their ear going "Hey that 45 degree on turn 2 needs a wider angle, someone is going to get seriously hurt."

    "Hey, when I shift to 3rd I'm gonna need a way tighter ratio on 4th cause right now the current gear ratio is trash and slow."

    ^ All we as players can do is demand a better working vehicle and better race tracks, in your scenario we've been driving for 45 years, we're not going to fix your car from the ground up, but we know our damn cars and what they should feel like.

    In the same instance, people with 9000 hours know their damn games and how things should feel, whats too fast, whats too slow, whats overpowered whats underpowered etc. Being on the pit crew isn't the same as being the driver, but ultimately you need to listen to the driver because at the end of the day, the only reason any of this is happening is to get people behind the wheel of dead by daylight if you catch my drift....

  • @Junylar said:

    (Just in case, before I begin: I myself play both roles almost equally, and I'm not a "main" of any side. I usually play as whoever has the fastest queue time at the moment.)

    We all have seen our fair share of these "us vs them" threads, we see them every day, but many of you might have already noticed that such threads made by killer mains are greatly prevailing. Every day you can see them complaining about toxic survivors, demanding to nerf survivors, etc, while the opposite kind of threads created by survivor mains don't appear every day, sometimes not even every week. Comments defending the killer side and attacking the survivor side gain more popularity and agreement than the opposite.

    You can create, as an experiment, two threads with identical form but opposite content, one saying something about poor weak killers and toxic teabagging survivors, the other about poor weak survivors and toxic camping killers, and you will see a great difference in responses: the first thread will get an overwhelmingly greater support. It seems like killer mains constitute the majority of the community, at least judging by the forums, even if we include that humble minority of players who actually play both roles.

    Why is that so? If the killer role is so hard and frustrating, why is it the most popular and represented then?

    Because people don't go to a shoe store to buy tires.

  • @Pulsar said:

    It was a bad analogy.

    Look at the perhaps the two most skilled players in the entire NHL. Connor McDavid and Leon Draisaitl.

    Connor McDavid's stats:

    https://us.v-cdn.net/6030815/uploads/F28L6W3LJQFI/connor-mcdubstep-png.png

    Leon Draisaitl's stats:

    https://us.v-cdn.net/6030815/uploads/X610VCH550IY/drais-png.png

    Now, the team they play for.

    https://us.v-cdn.net/6030815/uploads/JL56XW2VRJVI/edmonton-png.png

    As we can clearly see, goals does not equal wins. Edmonton has lost 7 straight and lost 6-0 tonight.

    Golden Knights ftw, haters mad, haters hate.

  • If you woulda put "SOON Kappa" I wouldn't even be mad.

  • @GHOSTfaceP3 said:

    Ok why are boons not fine?

    Overlapping non refundable objectives lazily thrown into the game instead of giving the survivors their own objects outside of totems.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755141#Comment_2755141

    I hear what you're saying but I'm referring to this thread here: https://forum.deadbydaylight.com/en/discussion/305540/facecamped-and-tunneled-by-the-same-killer-repeatedly/p1

    This thread is specifically about a killer choosing to target a single player because they did something in ONE match and every match they were in together afterwards because the killer was able to see who they were beforehand, the killer could single them out 4 different times after the fact.

    And again as I stated in my initial post although not as bad as this person's experience, I have had that happen to me once or twice where a killer recognized me from a previous match and then decided to play toxic towards me based on some I did a few games ago.

    You should be asking yourself, how and why you end up in the same match with the same person multiple times in a day...

    Player pool much?

  • @dugman said:

    Just to clarify, hit validation isn’t the problem, that’s actually a good thing overall. The feedback on the scream is sometimes awkward from a hit getting retracted but the result is correct.

    The issue is that Dead Hard is probably overpowered. It was held partially in check previously because it wasn’t working as intended due to latency. But now that is works properly it’s become more apparent just how strong that perk is since not only is it useful to gain distance but it also is useful to 100% dodge hits when the survivor sees an attack animation. So assuming I’m correct about Dead Hard being too strong, the solution is adjust that perk, not revert the validation.

    That would just be pretending that hit validation works at all times even without deadhard....

    Which for the record...is not the case at all. Even survivors who don't have dead hard will get janky escapes from hit validation. Be it at pallets, at windows, or whatever. They wouldn't be making adjustments to it on the PTB if it was perfect....which it blatantly isnt.

  • @PlayTwink said:

    Can't believe there are so many players that are actually protecting hackers. Disgusting.

    Given the current state of the game...I'd say you're probably fighting up a muddy hill with 2000 pounds of cargo on your back and a video game controller in both hands. That being said, I would probably take it as a sign to put this game down for a while like a good amount of us already have. Death Stranding is a good game. Maybe some Civ 6.

    Oh btw to the guy saying hackers aren't a problem or cheaters aren't that common.

    The public hacks available for this game have been downloaded several thousand times so....do with that math what you will.

  • @Sonzaishinai said:

    Are you a newer player by chance?

    People have been calling out DH waaay before the validations. I can't remember a time where people didn't call dead hard op and i was here since bubba which is like the chapter after David released iirc

    Been playing since jump street. Been at red ranks and in that range just as long. Albeit those first 2 months I was hella noob. I think you're missing the point though. Back then, we had much larger maps. A tiny ass dead hard wasn't going to completely flip a match upside down on its ass, even if every survivor ran it, because they would dead hard, and be just out of range of anything before they got popped by a killer at sneezing range. DS was the problem child back then. And I'd argue you'd have a bias motive if you said anything otherwise.

    I raise you the same question of if you're new. Or maybe just tunnel visioned, into thinking that that massive shift in tiles didn't also buff DH. Or the fact that survivors can drop pallets behind themselves 5 meters away from the center of the pallet and get sucked over safely to the other side. Or the fact that the general public now has access to an auto dead hard cheat that would have never been possible nor as effective without the miraculous 1 sided gift, that is hit validation, in all of its terrible glory.

    The skill has been the same, with the exception of them adding in more obvious animation wind up so you can see it coming.

    Its not the perk. Any more than NoED, or Franklins, or people whining about self care before. Its the systems around it that make it overtuned. Not the perk itself. NoED got a buff in strength when maps shrank as well. No more lobbying halfway across a map to find the next person, that distance got cut. Which gets further assisted by NoED's speed boost. Pan forward after that change and survivors are freaking the ######### out about NoED when the skill itself hasn't intrinsically changed at all. Survivors before then would simply either find the hex break it and continue rolling the killer or ditch the hex and leave the map. Self care used to be a problem before they adjusted med kit healing and stacking. Now Self care is in a meh state and boon totems bring people back to a time when self healing could get ridiculously out of hand. And I say this from experience, as when I play survivor, I usually run botany and healing builds, and am guilty of running those cheese healing tactics to heal people in like 4 seconds....or extending chases with insta heals <----Which by the way, were WAAAAAAAAY more powerful than a few frames and a leap from dead hard.

    It seems to be, that these "changes" to improve killer quality of life, have done the exact opposite as systems tied into each other get ignored. We lobbied for smaller maps because killers who aren't Nurse, Hillbilly, Oni, Blight, Spirit, can't zoom 50 meters away in 3 seconds. OK fine....you now have to deal with the side effect of smaller tiles <---Which for some reason you've forgotten were the bane of killer before the map changes. People HATED smaller tiles, because survivors could link and chain loops more efficiently without even needing an infinite to abuse. The reset time for those vaults and the time needed to mind game effectively make tripple tiles near infinites. Or maybe you don't remember when survivors were complaining about dead zones (rightfully so considering the map generator) so they made that "small" adjustment to fix it after shrinking maps. I wouldn't expect you do....most people have short term memories here anyway so the big picture is always ignored.

    Considering the big picture, what do you hope to gain from a DH nerf? Remove I frames? Lower the Distance? Remove the perk? Won't matter. You're still going to have to deal with what you asked for in the end, which are short scale tiles and longer chases by any survivor with a brain bigger than a pea. Dead Hard will just be replaced by sprint burst meta, and you'll still be crying because your precious M1 can't catch up without wasting 40 seconds of chase time. AKA extension, that is, if you don't get sprint bursted and double backed into losing track of your target, since in most peoples short sighted pleasure, forgot that sprint burst also got buffed with the shrinking of maps. I can be so long gone from a sprint burst it'd blow your mind. And in some cases completely lose a killer shortly after they tap me, run halfway across the map from the double boosted speed and heal by a totem so you can do exactly what you just did again playing this ping pong game all day long. You'll still have to deal with broken hit validation, and you'll still have to deal with tripple tile safety nets.

    I'll admit that I'm a bit of a pessimist, but you should probably pick your poison a bit wiser. Or we could keep focusing on DH, while the other hand we can't see is slowly bleeding you out..

  • @Pulsar said:

    Suddenly became meta right? Yeah I see it too.

    I'm afraid DH has been meta for quite some time.

    I'd argue its use went up from mediocre meta, to maybe 75% use in most games. I see it more than sprint burst, I see it more than self care, I see it more than DS. But thats beside the point. Its been relatively the same perk for ages.....why the sudden shift in perception?

  • @Seanzu said:

    they've stated multiple times (as have 100's of forum members) that this is only ONE of the reasons it changed, why are killers so ignorant of that fact?

    I was there. And I also remember it being changed because....


    MUH NOOBS CAN'T DO SKEEL CHECKS!


    You know....balancing the game around new players....always seems to work out for the best... /sarcasmbecausepeoplewontrealize.

  • @Marc_123 said:

    I really can´t remeber if i have ever seen a bubba with a different mask.

    Because you can barely even tell he has another one on aside from claudettes and even claudettes on some maps just looks like he has a shadow bug. Everybody else looks like bad textures.

  • @whampyri said:

    Is it just me or if a survivor group is halfway competent do they just have no fear of the killer. Best abilities are hexes which they dont hide well so are gone almost before first gen pops. There is literally no reason for the survivors to feel rushed or that they may not win.

    Why would they fear killers? Survivor is the power role right now. Its a 4v1 Congruent horror game instead of Asymmetrical. With a bunch of mainstream horror licenses thrown in to bait the consumer to play a game that takes 1-5 year long balance recognitions.

  • @kate_best_girl said:

    So I've been thinking of how you'd nerf COH without turning it into a useless self care and I can't think of any. I feel like the perk would need a rework. Do you guys have literally any ideas?

    Give Boons their own real estate instead of taking up hex totems.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742374#Comment_2742374

    Ok but where did I say he's strong? I agree PH's stronger than Nemesis, but he's not "pay to lose". If that's coping then I dunno what to tell you.

    Besides, those 8 extra healthstates can be inflicted at virtually random by the zombies, if they work. If they fix their pathfinding, they'd be a substantially bigger threat. Their passive pressure is something PH just doesn't have in any way.

    He doesn't need that passive pressure cause he's not giving survivors 8 free mettle of man procs....with a sprint boost....

    Like he literally doesn't need it, he shaves off time by throwing people onto hooks without picking them up or wasting time traveling to a hook.

    I'll admit, if his zombies were better..."MAYBE" and thats a hard maybe, it would increase his effectiveness overall, but knowing the way BHVR balances killers he's not going to get that needed buff, and his kit without add ons for zombies to fix how trash they are is going to stay D-Dogwater tier. Lets be real here. In a game, a pvp game no less, the devs themselves said they can't put in more than 2 zombies, their reasoning=Bad coding. <---Imagine, any other game as large as DBD saying "Any more than 7 entities on the map bricks our code". On top of them saying they aren't even "WILLING" to make a change like that because "Muh new players" <--which basically is the translation of them balancing around their own in house squads....which lets be real here, aside from a very select few, their own guys aren't getting past green ranks....I just don't see most of them being double pippers, especially after seeing Cotes killer game play and survivor. Just big yikes. Most of their team would get kerfuffle smashed in high MMR as killer. And this is what we have to rely on for the state of the game. Probably why it took them so long to admit SWF is kind of a problem. They say 15%, they also say they couldn't collect the right data for it up till now. I say its more like 100%, and it doesn't take much to find out and queue up with a bunch of solo queue oppressive perks like knock out and blinds and watch as people completely and utterly lose their #########. Those same builds don't do ######### to SWF. I'm ranting and losing faith now but anyway....

    I dunno man. Its been a hot minute since Nemesis was released and I haven't seen much in the way of improvement for his zombies. Just a bunch of stuff that says they can't do it or aren't willing.

  • @GentlemanFridge said:

    A third healthstate that can only be healed 4 times, at specific locations.

    Did he need nerfs? No, he really didn't. But he's not that weak.

    32 Health states per game to 4k while using your power, compared to other killers 24 health states per game to 4k while using their power.

    DBD is a time crunch game, and you think having 8 extra health states worth of chase time...." Isn't that weak:"?

    "BUT HE'S NOT THAT WEAK"


    Ok dude.....

    Untitled Image


  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735806#Comment_2735806

    I was told by the designer who was in charge of adjusting Freddy that him being easy is not the reason for his high kill rate, but I could not agree. The reason why the Nurse is so low is because human error is an extremely common factor in how successful player are with her, as you said, whereas Freddy, who was weaker than a Nurse at her MAXIMUM potential (and that may or may not be something indicated by your data collection), was performing the best out of all characters because of his power level and ease of use.

    Wouldn't the objectively better solution for "too easy for the level of strength" be to make a character harder, not weaker? If you make more room for error, then a killer will always be weaker on average statistically, which would allow for more interaction between survivor and killer and force players to improve at the character to reach his maximum potential. That's not what happened, though.

    Why directly weaken rather than introduce more room for error? Changes of either nature can be mutually exclusive.

    That would involve having killers keep their high skill ceiling. Or skill required for the amount of reward on return. IMO more killers need to be like nurse. Where it requires a high amount of skill to get the maximum potential and just shred the hell out of people. But they keep nerfing those aspects. Not only that, but for killers who actually require a decent amount of skill they find ways to nerf them so the time you spend learning the damn thing and fine tuning it doesn't pay off. If I spent 500 hours learning nurse. And then spent 500 hours learning Pinhead <---I've literally cut my life short for no reason spending all that time learning pinhead when his skill cap is high, but they keep nerfing his payout. And the guy just came out not too long ago..... same thing with blight, players learn a skill, spend 100s of hours to learn and perfect a killer then they go...."nah"...and then just drop their skill cap outta nowhere. They did it with Blight, They did it with Oni, they did it with Hillbilly, they did it with Pinhead, and did it with Slinger and spirit repeatedly. So they don't want you making precision turns with your mouse, they don't want you quick scoping, they don't want you mind gaming, it feels like they don't want killers to think. They just want us to walk around in this cage of limitations like robots waiting for cooldowns like we're playing some mmorpg with global cooldowns between casts. GCD when you miss, GCD when you hit, GCD to kick a gen, GCD when you hit someone but didn't actually hit someone cause hit validation says no and you get stunned anyway.

    Wanna be stealthy and use your brain to come up with witty ways to capture survivors, NO. Survivors need to have all the information in the game. Devs apparently think, survivors need to know where you are, need to know if you're using your power even if you aren't anywhere near them, need to know that a hex is in play, etc. Its too much hand holding, both on killer and survivor side. And because of all that free information and hand holding we get garbage for horror elements. It literally kills the mood. I haven't even been able to put together a jump scare compilation in over a year because people just aren't immersed into the game. Its all UI and huge Tells. They even tell you what killer you're up against in the loading screen. Theres no mystery, theres no high skill caps, its just info leaks and survivors running around not feeling threatened in the slightest to even hide because the game gets dumbed down so much. If I had one wish for this game that would be it....just increase killer skill caps so it doesn't feel like we're running around hamstringed all the time by mechanics and bad hit validation and give us the payoff for actually learning and improving our skills. We only get 7 minutes in most cases to make 24 hits (32 for Nemesis) and 12 hooks to completely 4k a game. But given the games current state survivors complete damn near 50% of the objective in the first 2 minutes. Then you have killers who just can't perform because their kit only allows so much pressure. Its a mess and its been a mess for years. It used to be, "oh you can get away with running just 1 generator protection perk and be fine. Now people are running 3 to 4. Theres more second chance perks than ever. More healing perks than ever even after they did a pass to balance healing. And we still have to deal with perks and add ons that have little to no impact on a games outcome...

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735921#Comment_2735921

    Please, everyone try and not focus on expert badass gameplay in DBD, the so-called high level play. They've proven time and again their intention to consider all players of all skills in proposed changes, not just how it would affect the best players.

    Whatever changes you have in mind, please always tag onto it "How would this affect a brand-new player? Or one with less than 200hrs?" Because that's the biggest portion of the playerbase.

    What chance do we have of keeping players longer if changes immediately become frustratingly noob-stomping? The grind is already rough, the tutorials (imo) still unsatisfactory. Now add on something only aimed at the top 5,000 or so best players we have? No one would stick around to "git gud".

    A common misconception in pvp games in general is that balancing around high levels of play will some how inhibit a noob from entering the game or find success. This is demonstrably false. When you balance around "end game" or experienced players, you're balancing the entry level by default. The end game sets the pace and the goal, the early game is literally just a tutorial. If an end game player with 1000s of hours can know with pixel perfection how to exploit a system <----YOU BALANCE THE GAME AND FIX THAT SYSTEM. Because at the end of the day that same experience is going to be used AGAINST a new player, and a new player will have no way of combatting it. At the same time, Skill caps, should stay high. To avoid end game players running into walls that their mechanical skill can't cover, and to give new players something to achieve INCREASING their skill. If you only balance around new players, and noob entry level gameplay NO ONE WILL IMPROVE. So that things that can be solved with skill <---Are instead replaced by the game auto driving itself to make up for lack of awareness and lack of skill. <---This hurts everybody, its hurts competative play, and it hurts noob play. Noobs end up never learning how to deal or cope with anything and get blasted by simple things that can be adjusted with a bit of learning. Meanwhile Competative players have to deal with a completely unbalanced, unfun, and uncompetitive game because they get restricted by brick wall skill caps.

    ^ League of legends already tried the concept of balancing for noobs, or balancing for entry level players to "get more people involved with the game" It literally destroyed an entire season of ranked games because the balance was completely broken (AKA anybody remember tanky dps meta?) Tanky dps back in the day had low pick rates because they required more skill and more item knowledge than grabbing a mage and picking up a death cap (or 2 if you're familiar with season 1) So what did the devs do... Buffed the everloving christ out of tanky dps characters so people new to the role wouldn't have such a hard time.....

    ^ The end result.... ^ HIGH LEVEL competative players picked up these same tanky dps characters and were basically invincible. Literal gods. Literally cannot be touched after having like 6k gold it was over. Wrap it up if you're a mage, leave the game if you're an AD ranged carry, if you're a support just roll over because tanky xin xao is going to 5v1 your entire team and walk away with 10% hp and a pentakill. Probably the worst season I and many other have ever experienced in that game. There was no % hp damage, and penetration items didn't give you much damage so you had to just sit there and take it.

    Now if you were a noob during that time, the game was great....low elo games, people that weren't level 30 had an amazing time I'm sure until someone who knows the system goes "Oh...they buffed tanky dps for this elo, I'm gonna go Garen+a few tanky items and literally 1 dps item and just 1v5, once noobs figure out the exploit its what happens all the time. But anything you add to "Help some noob" is going to in tandem BUFF THE EVERLOVING HELL out of high level players. Which is why so many people in competitive scenes say "Balance around the end game" "Balance around high level play" Because the alternative means bricking competitive play and end game so that the meta is stale as hell and nobody has fun games because of some BS noob helper you added in.

  • @Tdbrown50 said:

    Me and two other members of my family uninstalled today.Hope more killer mains quit.It isn’t worth hassle.Survivors claim they want balance and enjoy chases.HAHAHAHA!!!Not once but twice in the last two hours I played against teams with 3 purple toolboxes and 3 brand new parts,each time the 4th survivor had a med kit and boon perks.Dh,bt and prove thyself and iron will.Two times,two different teams of survivors since 5:45pm central.My other family member who quit was tired of getting cussed out during chat,he’s 14 and didn’t need the bullying.Then the other been playing a lot longer than me saw how survivor sided the new update is and quit as well.Guess I’ll go back to sports games.Atleast sports games are skill based and balanced.The devs at EA don’t say we like the ClevelyBrowns do we are gonna make sure the Browns are unbeatable!

    Honestly its not even the survivors fault. The devs have made it like this. I recommend a nice game of Chivalry 2. Its balanced just enough to get your pvp jones goin.

  • @RekLaw said:

    At first you may think no, how could it be it’s a perk that the devs put in for a reason. However it ruins an outlet for fun for the survivors and is very much not enjoyable for them.

    Is it available for you to use in this game? Yes..

    Then its not toxic...

    Stop trying to censor and fit yourself into a box for other peoples enjoyment.

    Play the game for yourself, use perks, for yourself. If people get mad.... ######### em. They're soft and not worth the effort.

    This game has balance issues yes, but if something is broken, it'll be called out, then wait for the devs to fix it.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732114#Comment_2732114

    Elden Ring looks good I guess? Totally different genre though. Looks to me like Neverwinter with better graphics basically. I have basically no interest in it. 🤷‍♂️

    Its Dark Souls but open world. Don't worry, theres gonna be tons of people streaming it regardless of their normal genre, and plenty of clips floating around of your favorite streamers dying. Hype will last for about ~~~ 3 weeks to a month. People...er....streamers who want to 100% the game will keep going, others will either go back or hop on the next trend. Its how it goes.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732128#Comment_2732128

    Ehm no because Elden Ring will be such a massive and constantly updated open world game that views maybe will be almost the same.

    Actually the views will be more. More people are anticipating Elden Ring than pretty much anything else set to release this year.

  • @Smuk said:

    Maybe you should try and swap to killer main for a week. Or play something else! Civilazation is a good game

    Sluzzy is a nurse main...

  • @RenRen said:

    I understand that killers are doing the posts more but just a little note, try to not make it sound like killers are the only one to do it so we can avoid the whole "us vs them".

    Anyways I do think people should stop just saying "game unfun pls fix" but whenever I see constructive posts it just seems to be put aside. I can't think of a single time where constructive posts actually do something whereas people complaining that something is unfun/unfair/OP, it gets changed. Changed IN THE WRONG WAY but still changed which is where constructive posts would help but like I said, they don't seem to take any of that.

    Players don't give a damn about constructive posts, for the same reason I don't think devs read or give a damn about them either. Its not click baity enough to spark a response or read so people glance over the ######### like it doesn't exist. The same phenomenon happens on youtube. Negativity is more eye catching than positive constructive feedback.

  • @Voodoo_Thirsty said:

    I'm tired of seeing killers cry every time I'm on this site. Enough with crying and start constructively jotting down points and factors that could make the role better.

    And PLEASE for the love of god, stop saying that the side needs to be "fun". If killers find something "fun" then the survivors would probably feel the opposite, vice versa.

    Make it "balanced" or "fair". I'm tired of seeing "oh, playing killer is unfun." BS.

    And if you still don't get why "fun" can't be a medium for good balancing, then watch this:

    https://youtu.be/a1iOVUWoInQ

    That's all.

    I feel like you don't actually read the forums. Cause if you actually go into those "crying" threads and read further than 120 characters like a twitter post. You'll actually find the constructive criticism and suggestions. The thing is though, these are players....not developers. Its not their job to pick every minute detail and come up with a solution that will magically solve everything. They can give suggestions in the right direction for sure. But the ultimate call should be up to COMPETANT devs.

    I could sit up here all day and go, "Hexes need better spawns" <-- a comment that is echoed constantly. < BUT IM NOT A CODER SO THATS THE MOST AMOUNT OF CONSTRUCTIVE FEEDBACK YOU'RE GOING TO GET! We cant sit up and go, "Alright guys you need to adjust like 368 of the code and algorithm for hex spawns, this will for sure fix hex spawns making them better and more fair for everyone involved." No it doesn't work like that.

    I could sit up here all day and go "Hey you know pigs head traps could be a bit more consistent instead of running into tons of scenarios where the traps come off at the first check" <----THATS IT thats as far as a player can go. I can't go into the code, and theres no telling what other adjustments would need to be made to fit my suggestion into the game.

    And lastly, the most commonly used phrase for balance as far as "FUN" goes, comes from survivor posts. Don't take my word for it...do the search query yourself. Now....I've given you the suggestion, given you the hint in the right direction. You can either continue believing that constructive criticism doesn't happen and ignore every word in a killer post past "X thing is broken" and think players are just crying (sorta the same way the devs have been for oooh at least 6 to 8 months now) or you could continue scrolling through those threads where killers complain and actually pick up on the constructive criticism that gets put out.....OH RIGHT you\re probably not gonna find it in general discussion because IT GETS MOVED TO SUGGESTIONS WHEN YOU MAKE SUGGESTIONS!

  • @Fantasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723371#Comment_2723371

    Survivor queues were just as long before CoH and DH validations.

    Thats cap. Survivor queues during the day, and during the night a few months ago were usually about 30 seconds to 1 minute. Now though, if you wait till after prime time and have high MMR you're gonna be sitting there for at least 5 to 15 minutes.

  • @douggie123 said:

    I'm done with this trashy survivor sided game which the devs don't care about. Survivors are overpowered and it's bullshit. I have somehow held on 4/5 years and watched as the game has slowly got more trash. Well done devs you have managed to sell it about leaving the game yet again another almost veteran player. How the hjrll you don't find anything wrong with your game is beyond me. Killers have said regularly for ages now and do you listen no you don't. The survivors ask for something your there bang on following there suggestions. Forget what killers say they clearly don't matter to you. You have had time upon time to sort your game out add balance but you have skewed more to survivors still.

    - maps are highly imbalanced with most apart from maybe shelter Woods are survivor sided.

    - flashlights are overpowered and need token charges very similar to likes of distortion and bubba chainsaw. So every click reduces a token

    - pallets are broken

    - loops are unbelievable

    - gen speeds (no matter what perks a killer has they are still stupidly fast)

    - it takes no skioll to be a survivor really as you hand it to them on a silver plate

    - killer I understand needs to be challenging but right now its not challenging its unbearable, unplayable and ridiculous we may as well sit in a corner

    - survivor is easy mode

    - boons are overpowered these should be separate totems to our hexes and should be able to be broken not just snuffed out for unlimited usage.

    - hex totem spawns are beyond a joke

    Overall the game sucks and considering you have a lost a lot and I mean a lot of players in last few months mainly killers you should have worked out something isn't right. The new players just joining they are even saying the hame is survivor sided. When I first started both sides had minor issues which were copable. Then over last 4/5 years what do you know many many issues for killers. Very little issues for survivors.

    You need to sort your game then I will maybe consider returning along with the other god knows how many who have left. It was a fun run to start with then it just got trash.

    Hate to say it but uhh....


    You're wasting your breath. Not literally of course since its text but you get what I mean.


    Survivors are going to meme on your post, if not be excited by it. And Devs are gonna just ignore it like they do. You're better off waiting for them to do their quarterly changes and see what happens. They're aware of how killer players are feeling, its just...meh, you're not gonna see anything change about it for some months.

    We could sit here all day long and blame MMR. But the negative thing MMR created has always existed. MMR just shined a light on the bad game balance. All we can do is wait. In the mean time theres always Propnight.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722709#Comment_2722709

    Yeah... you're just wrong then.

    Nurse has that movespeed she does because her power literally ignores all pallets windows and literally everything except LoS blocking and Dead Hard. It is ridiculous if you can use it well.

    The Redeemer wasn't that. Was it good? Yes! Was it above average in power? Absolutely yes, that's what the 4.4 move speed is for. Is it anywhere near Nurse level of raw power? NO! Why? Because yeah you were going to get shot, but like... everything that man did was slow. Literally. Everything. He walked slow, he had to constantly reload, he has to reel, unlike Huntress and Trickster he still has to swing and gets the normal M1 cooldown for that. Seriously... this man was SLOW. When I still played him... honestly he felt like a glacier. He was eventually going to kill everyone and he couldn't really get slowed down, but he was really slow so it became a race of whether the Survivors could out pace him.

    Also... you seem to have missed that Deathslinger was a stealth killer? Then again literally everybody missed that.

    I get that you hated that his 1v1 was insanely good, but if they were going to butcher his 1v1 like they did, they needed to massively buff the man's 1v4... and they didn't. So now he's garbage.

    His 1v1 was literally the only thing he had, he doesn't have pressure anywhere else. And BHVR keep releasing killers who rely on getting quick chases then turning around and nerfing them to hell so that the only thing viable now is mobility and the ability to pressure 4 people at once (which also get nerfed to the ground ala Hellraiser) scammed out of my money for the last time on that one... His 1 offs aren't even all that great either compared to his other ranged killers. But its pointless even being bothered by it. BHVR doesn't care about anything but survivor game play and skin sales. The interaction between killer and survivor and fairness overall could jump off a cliff, especially since they've been so keen on putting in AI killers. Me personally, I don't care if I get replaced by an AI. Survivors never wanted to play against human beings to begin with...and its encouraged by the way the game is set up overall. If they aren't encouraged to ######### on each other for every little thing, they get encouraged to ######### on killers as well.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/302386/can-we-all-agree-that-deathslingers-nerf-was-too-much-right

    They nerfed that jerk? Finally.

    Of all the killer terror radiuses, his made the least amount of sense. How you gonna have a ranged killer with normal movement speed and have a terror radius that's practically non existent until he's in range to shoot you. Hated him since launch so whatever nerf he got, he deserved it

    he has huntress move speed bruh...did you even read his skill set?

  • @IlliterateGenocide said:

    While I don't think nurse is nearly the hardest killer to learn or master. Every killer takes skill.

    I think twins huntress and blight are harder to learn and master then nurse.

    Nah...nurse is by far the most difficult hands down. Theres a reason why there are so few of them. Her skill cap is incredibly high. Blight is a high APM killer, Nurse is a high MM killer. Two different sets of skill needed. And huntress.... Bruh...if you can't land an axe on huntress with those gigantic hitboxes I dunno whats going on....they even move through the air slow so she doesn't even attract twitchy players.

  • @IsMmrReal said:

    Like we get it you mastered an easy killer to play!!! You are a god let me tell you!!

    "Easy killer to play"


    yikes....smells like Haterade

  • @Labrac said:

    Playing like that will just result in a killer nerf.

    hmmmm not exactly.


    Understanding the OP, the best way to play those "META" rounds would be to play both survivor and killer in the most toxic way possible. I MEAN FULL ON! That way they'd be able to at least see both sides of the coin and adjust accordingly. SWF group with coms vs killer, and another group vs killer with no coms and no familiarity of who they're playing with.

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