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PigMainClaudette

PigMainClaudette

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  • It's any offensive action. If you shoot the Redeemer as Deathslinger, or throw a hatchet/bottle as Huntress/Clow, it consumes a token anyway.

  • FOR THE ENTITY'S SAKE NOTHING'S BEEN ANNOUNCED YET!

    Fear-mongering like this is why we can't have nice things.

  • @unluckycombo said:

    I know Ollie already mentioned this, but Spirit can't see Blood while phasing unless she's using an Ultra-Rare add-on. She's entirely sound and scratch mark dependent. (I know there's a bit of a hit box thing too, but it's super hard to notice unless you've played a ton of Spirit imho.) I think the only change Spirit really needs is to the phase start itself- I've always argued for a Phase start animation for Survivors to see. I don't feel like it takes anything really away from her (because man, I don't want to see her get gutted...).

    Trapper- I think he should just have one of his bags as base-kit. The fact that he constantly has to waste an add-on slot for a bag to ensure he can get value out of his traps is pretty bad. This would also open up more ways for Trapper to actually be able to utilize other add-on combinations without having to worry about bags.

    Wraith- Honestly, I just want a Windstorm add-on to be base kit, for the same reason as Trapper above. It feels like you constantly should be running Windstorm if you want to get good value out of Wraith. Making it base kit would just increase the amount of options he had for other add-on combinations.

    Hillbilly- I think he's great as-is.

    Hag- I personally think Hag is fine as-is. You can counter traps as a Survivor, especially ones under hook. I think if anything should be changed about her, it's Rusty Shackles- that add-on is pretty nasty to play against. Nothing else really needs to be touch imho.

    Nurse- I will forever say that I miss old base-kit Nurse. I honestly still haven't gotten over her rework.

    Myers- ...Gotta disagree here. As someone who's played a lot of Myers, I would usually only use Tombstones on players that were already fully stalked, since they had less value to me. If anything, he needs to be able to stalk a bit faster at base, or be able to reset the stalk amount on Survivors. Currently, his power destroys his early game with trying to get out of Tier 1, but can also be entirely useless in late game thanks to Survivors being dry from Stalk. Maybe something along the lines of 'after all survivors have been fully stalked, everyone gets reset back to half'? Something to give him the same potential as a killer like Oni.

    Doctor- Agreed. I'm also excited for this boi to get a graphics update- his shock hand honestly looks like something straight out of the first Bioshock game to me lol.

    Huntress- Also agreed, but people have been complaining about hitboxes in this game for a while. I'm hoping the better hit detection system will help this. I'm also excited for her add-on rework- I would hope that they at least make it so Iridescent Head doesn't stack with Infantry Belt.

    Bubba- I think the boi is pretty good in his current state honestly. The Devs did a good job with his re-work.

    Nightmare- Honestly, I just want his lunge animation changed a bit. I think he's the one killer where when I'm playing against him, I'm constantly questioning whether he actually should have hit me or not because of his lunge.

    Pig- A stereotypical request, but man I want Ruleset No. 2 to be base kit with some add-on reworks. I just think it would help increase her pressure enough to help her really get the ball rolling to solidify her a bit better as a mid-tier killer. Currently she just sits as a 'Jack of all trades, master of none', where she just gets pushed around way too easily.

    Clown- Honestly, I've never played Clown. So I'm not in a good position to say what he should or should not have changed about him. I'll leave that to people who actually play him.

    Spirit- (See my first paragraph.)

    Ghostface- Honestly, I just want a more consistent detection system (since his current one is very inconsistent on both sides), and add-on reworks.

    Demogorgan- Add-on reworks. His best add-on is a brown one. That's depressing.

    Oni- I don't mind Infectious working with the Kanabo. I don't think he should get nerfed or buffed.

    Deathslinger- Same with Oni. I don't think either of them are particularly fun to play as or against, but I don't think their kits should be entirely destroyed either just to make them more 'fun'- and I'm not really sure of any way their kits could be changed to make them more fun to play against without just that happening.

    PH- I haven't played as or against him enough to really give a good idea on what I think should be done to him.

    Just my thoughts. Any killer not listed are ones I agree with you on and had nothing more to say.

    I've said before with RS.2 to the point that it should be given as an intro message to new forums users to never make it base kit.

    It forces survivors towards generators, which is the exact opposite of what you want as a Pig. Making more than 10 of her add-ons remotely viable would do leagues for her.


    I did also cover it with previous people pointing it out, but I'd be happy to trade blood for sound and make Father's Glasses give her sound back.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615361#Comment_1615361

    Maybe not as far as you want it... but I think her volume while phasing should at least be lowered. Iron Will is only a counter to her if she doesn't have Stridor (which plenty of spirits run anyways- worth the perk slot with how quickly it can shut down chases). If her audio was lowered by 50% while phasing, Stridor would still make it 150%, 50% for IW, but maybe not crazy broken, and Spirit mains certainly couldn't immediately jump to crying about big nerfs. I think also making her footsteps louder would be a good addition. At this point she just has a bit of everything... and while I'm not opposed to her being very strong, I just wish she required SLIGHTLY more skill instead of slapping Stridor on (or changing headset sounds) and calling it a day.

    This is why the PTB exists, after all. If we had a way of testing this sort of thing, then it would be easier to get a better sense of what's needed.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/191030/possible-fix-for-every-killer-in-the-game

    also i just read spirits nerf? tf man. Thats literally her entire power. what you just did is nerf her to an m1 killer with good mobility. which is weak. All she needs is a sound queue when she phases and she moves grass and corn when she phases

    Spirit strips away too much information from survivors, and loses next to nothing herself. You still have your mindgames as her.

    If she was on an even playing field, then nobody would be complaining now, would they?

  • @GoodJobGuys92 said:

    Might as well delete spirit then, because I'm pretty sure you need the ultra rare add on to see blood.

    Fine. Swap sound for blood. I generally only run brown or yellow add-ons for my killers, if I even decide to run them at all.

    Just take away her ability to hear survivors because it is just too strong as it stands.


    And again, last paragraph if you don't like what I've come up with.

  • @ToxicMyers said:

    for everyone saying they get tier 3 popped than instantly deleted, thats your teams fault, not the add on and not the killer. put myers against any compentent team that knows how to starve him and he will get 0 to 1k. Like i said he is already pretty niche nerfing one of his stronger add ons with no compensation just puts him into the unplayable tier. and OP, if you have no ideas for myers why are you commenting on him. No offense intended, but thats like a rank 20 telling bhvr that botany is op because it counters sloppy. Really i do say his tombstone needs to be looked at, but if you are going to nerf one part of him you need to buff the others. Only time that rule doesn't apply is when the killer is op, which he isn't. also btw if you find out he has tombstone(his stance is different) then hop into a locker. this rule is for when your and your team failed to keep him in ew2 and he either uses it or you look at his stance. Another tell-tale sign is when he is in attacking distance but isn't lunging. that could be a sign that he has tombstone.

    My change is simply so that I am not removed from the game, completely deranked and deeply frustrated because my TEAM can't play the game in the slightest. It is simply to remove an element of frustration that the add-on brings. Other than being the only killer to literally kill off survivors without perks or Moris, I really like Myers and have a lot of fun playing him, despite my deep-seeded hatred for instant downs.

    The only other thing that I can think of that could possibly help with Myers is to slightly increase his Tier-I movement speed or something to do with his Stalking mechanic.

  • Please refer to the last line of the post if that is how you wish to conduct yourself here.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615343#Comment_1615343

    The Myers Change is not much of an issue, unless you are using the Tombstone Piece on a regular Basis (the normal Tombstone is bad anyway). But it would prevent situations where one Potato feeds him all the Evil and the guy who has not seen Myers tne entire game is instantly dead without any fault on their side.

    @Topic:

    I dont really like the Trapper-One. It would not really change anything, because Traps often enough spawn in places where nobody would step into them (sure, there are exceptions, but a normal Survivor would not step into an open Trap). Also, for me personally, I prefer to know which Traps I set and which Traps where set randomly. I would rather increase the carrying capacity.

    Regarding Oni and Billy with Infectious Fright, I would rather do some changes to IF.

    Clown-->I agree that his Gas could get some tuning. But the problem I have with Clowns ability is that it might become too oppressive when going into one direction. I dont think that you can tweak Clown just with one little thing (except for making him a little bit better like they did in one of the recent patches), because he would either still be weak or too oppressive with his ability.

    Legion-->It should be a shorter stun in General. Also it would be great if the Pins would work on the first Frenzy Hit.

    Regarding Plague-->I dont know how much that would actually change. I am not an expert on Plague, I find her rather boring to play, but her Main issue is that her Corrupt Purge is so strong and on the other hand in so much control of the Survivors AND her Add Ons suffer from this. Corrupt Purge Add Ons have almost no effect when she does not get Corrupt Purge and Vile Purge Add Ons lose their effect once everyone is broken.

    Changing how long Objects stay infected would not really change much for Plague IMO. It could work with Ruin or Regressing Gens in general, but would also not matter if every Survivor is already sick.

    Well, trap locations can be changed. At the start of the game, Trapper has nothing going for him, so I thought that this change could help alleviate some of that early game struggle for him.

    Yes, my change for Billy and Oni is entirely to do with Infectious Fright, as it is the problem that I currently see with those killers. Not the killers themselves.

    Clown only has the chase, and for some killers, I would like to see that become a more prominent feature about him. Similar to how Deathslinger feels oppressive in a chase.

    Legion is hampered hugely by those stuns, but I feel like making the extra stab one shorter would encourage a more aggressive style of play with the Legion, rather than just boosting them.


    No clue about Plague though. Thought that trying to use her power for more map control seems like a better way to focus her.

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615339#Comment_1615339

    Add ? Don't you think the survivors already have enough skill to counter all killers ?

    Okay, fine, then let's add unlimited power, equality..🤗

    https://forum.deadbydaylight.com/en/discussion/comment/1615361#Comment_1615361

    And what do we do for console people, or PC people who don't have a good headset ? We do the same as with the nurse..🤔

    Oh, I am aware about the console issue. I am an Xbox player.

  • @OllieHellhunter said:

    Just 2 things I noticed

    Spirit- you said remove ability to hear survivors and use bloodhound? Would that mean you're also giving her the ability to see blood while in power? I dont play spirit so correct me if I'm wrong but I'm almost certain she can't see blood.

    Deathslinger- making it hitscan would be terribly overpowed, while making it a slower projectile would just give him another way he's worse than huntress.

    It's been a while since I have played Spirit, but I'm sure that you can see blood. I could be wrong.

    Basically take away her ability to hear survivors while phasing. It's the best solution that I can come up with.


    As for Deathslinger, I feel that he fits a different niche to Huntress. Huntress is an actually ranged killer while Deathslinger is more about the 1v1, and actually has a stealth element being a 24m Terror Radius killer.

  • @ToxicMyers said:

    i think the myers one is unneeded. he is already in a niche spot, don't put him on the level of someone like clown or trapper

    I've been deleted by those add-ons when the Myers only had enough stalk from me to actually pop EWIII, then kill me instantly. They are just super frustrating add-ons to go against since MY input/ability has no determining factor on the add-on killing me.

    That and I had no other ideas for Myers.

    @GoodBoyKaru said:

    I'd actually offer some (a lot) more fixes for Executioner (as a PH main myself).

    • The cages are sent to random locations.
    • The Executioner is not notified of the location when a survivor is rescued from a cage.
    • The auras of survivors in cages cannot be revealed to The Executioner.
    • Punishment Of The Damned (POTD) now applies Torment on a successful hit.
    • Gain free movement when using Rights of Judgement (ROJ).
    • Reduce cooldown of a successful POTD shot by 1 second (to 3 seconds).
    • Reduce the detonation delay of POTD.
    • Increase the width and range of POTD.
    • Increase the duration of exiting ROJ to 1.5 seconds.
    • Increase the slowdown of exiting ROJ to 77% speed.

    Honestly, I feel like these would make him better and more rewarding to play whilst also fixing many of the common issues with him.

    I don't mind most of these changes, and I would say definitely add the wider PotD and the shorter delay. While all of those changes do seem worth it, I'm trying to keep it small for now. Especially since this is for every killer.

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615102#Comment_1615102

    The idea of the grass that moves doesn't come from me, it's the people who ask for this rework (I think)...

    Unlimited power? Yes, but with charges like Wraith (input-output). It would be a huge revolution, the Spirit would become a real surprise killer, it would no longer excel in loops but rather in the rapid search for survivors. The speed in the power allows you to go quickly through the map without being seen... it would be excellent in surprise, a real ghost !

    What do you think about it?🤗

    https://forum.deadbydaylight.com/en/discussion/comment/1615210#Comment_1615210

    Sorry i dont understand..?🤣

    So. Spirit denies Survivors any form of information with her Husk and it's Terror Radius.

    As it stands, Spirit as TONNES of information between scratch marks, blood and still retaining the ability to hear Survivors, something they cannot do, then add Stridor on top of that and certain PC Spirits adjusting audio settings to the point where a set of headphones may as well be an aura reading perk in an unknown 5th slot. If the Spirit can no longer hear Survivors while she is phasing, then that would alleviate most of the problems associated with going against a Spirit.

  • Depends on where I am in relation to the hook and if the killer is on me. Usually they are worth it to me, since Benevolence is a SHARED emblem and I am not de-ranking because of them!

  • Just treat others as you wish to be treated. If you would not wish it upon yourself, then just don't do it to others.

  • I think that Spirit retains too much information. Especially when compared to what she loses.

    Make it so she CANNOT hear survivors at all, watch all the bandwagoners lose their mind, have anyone with sense realise it is healthier for the game and see how the meta shifts before someone finds a new killer to break, or we all stop sweating so hard and play the killers we ENJOY.

  • Sweat and stealth my tiny behind off so I'm the last one standing to spite all of them.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/182611/pc-players-are-worse-than-console-players

    I have noticed the exact opposite. So far every killer from console (all rank 5 and 6 right after rank reset) played like they weree drunk or just installed the game, sorry but it is true. Missing all the time, respecting pallets, no mindgames at loops etc

    I dont know how it is at purple, green, yellow or even brown ranks, but a on R1, console killer were not able to get anything done so far. MAYBE it was just cooincidence, i dont know, but for myself i see a trend.

    If FPS or controller is the problem... i dont know, but something is wrong with console killer. No offense to anybody, but it felt like bully the killer.

    So I like to enjoy DbD after work and a few drinks...........

  • @CalamityJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1613910#Comment_1613910

    Are there any plans to revisit old outfits and make them less ridiculously blended? Namely Claudette's mud-brown coloured head-to-toe camouflage.

    I switched from a regular TV to an LCD LED and they all turned bright red.

    It's not JUST the cosmetic.

  • Don't be. Kids are mean, and I've moved on. It was 15 years ago anyway.


    It's not what happens, it's how you move on from it. No point dwelling in the past.

  • As someone who HAS been bullied IRL, no. I'm the type that doesn't want to see anyone else go through what I did, which is why I avoid camping and tunnelling so much, especially after being there.

  • I've had more DC's come from OTHER PLATFORMS since crossplay. Those of us that don't DC are sick of it too

    - sincerely, an annoyed Xbox player.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611535#Comment_1611535

    Typo? Can or an and are you mad? Im agreeing with you

    Your comment came across as a "killers are weak and bullied" line. Or at least the last sentence did.

    I've had threads derailed because people can't stay on topic and I've actually had kne shut down because of it. That and the last few days have been frustrating.

  • Male character models are larger, but generally quieter overall.

    Female character models are smaller, but generally MUCH LOUDER overall.

  • I already run this build and have for about 2 months now. Only difference is Lithe instead of Sprint Burst.

    @Missing_Toe said:

    Your gunna get a lot of flak for this post, but I’m still glad you had a good time thinking over and experimenting with your build and sharing it with us.

    Personally wouldn’t fit my play style but I’m a killer main anyways~

    Everyone's gonna get flak for ANY post on here unless you go out of your way to make it wholesome or memes.

    Just look at majority of my discussions on here that have legitimate criticism.

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612091#Comment_1612091

    I also like perks but the game is actually horrible for the killer (for me)...

    https://forum.deadbydaylight.com/en/discussion/comment/1612093#Comment_1612093

    I'm talking about the perks, not power.

    Without perks the game is balanced for all !

    And yes, the maps (like Yamaoka) are literally unbalanced.. beautiful but not balanced. Did you notice the distance of the generators ?🤣

    Killers are at war with each other about their own powers and how good they are.

    Survivors complain about killer powers.

    There is no end to it.

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1612069#Comment_1612069

    "The simple concept of how DbD is designed to be impossible to balance !"

    Remove all perks from the game and you will get a balanced DBD.🤔

    Sure! Let's also remove the unique killer powers while we're at it! Oh, wait. Someone will complain about map balance.

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/190403/why-this-game-will-never-be-balanced

    There is no listening, the developers hear nothing, so for me they are responsible !

    A proof ? Spine chill, Nurse, Decisive, Loop.. it's a horror game on paper but in the end it's just a rodeo game, no fear or challenge, just a bit of adrenaline because as a survivor I know that killers are nervous, so I know I win and I almost always win (the door or hatch). Such a large map also plays an important role in my survival. And the only killers I fear are Billy and Bubba...

    A horror game is when you fear the killer, you're not going to start a bodyblock ... you fear the killer in a horror game, that's the basis of horror... No in fact here you are the survivor and the killer fear of you....

    Look for the mistake !🤗

    NO SINGLE PARTY IS TO BLAME. The simple concept of how DbD is designed to be impossible to balance!

    As for the topic of "horror" in DbD, I have covered it in another thread that literally nobody read.

  • @ZaKzan said:

    Reduce map size, increase pallet spawns, reduce pallet strength making most pallets unsafe. These three changes would vastly increase the amount of skill that goes into a particular loop and counterplaying what the survivor / killer does.

    Quite a few killers would need rebalanced, and probably all the meta perks. Gen times would probably need reduced too, but this would result in a much fairer game. Maybe not completely balanced, but it would increase the amount of situations where the skill of the survivor / killer plays a pivotal role in whether the chase continues or ends at a specific pallet loop.

    Point is though that we will NEVER achieve a state if balance. Yeah, those changes might help, even if they are all killer-sided.

    Outside of red-ranks and SWF hit-squads, these issues just aren't apparent or outright non-existent.

  • @YehBoiGoku said:

    I was sitting here wondering why this forum post hasn't blown up yet.

    I'm as surprised as you are.

  • Sweet. I won't be on for a while though, because work is really backed up and I'm here generally quite late. Tired Reaper isn't as entertaining as Gaming Reaper.

    When I do come back, though, I will be doing a blind run of Destroy All Humans! remake. I have not played the game in 10 years, so I will be going off sheer memory alone.

  • @YehBoiGoku said:

    Very good topic, and very well said

    I was also wondering if you have a yt or a twitch because you did mention content. If you don't well that sucks, but I think you have huge potential.

    I never really thought of it as two separate games. Pretty cool perspective on the game.

    I do stream occasionally on Twitch under the name midknightreaper1, but I do need to edit it to be capitalised.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/190403/why-this-game-will-never-be-balanced

    And this game is not made to be balanced as seen with their 3 latest killers everyones complaining about 2 of them but the killer is supposed to be the power role not a toy that yout can hamster around

    An you NOT turn this into another "them vs. us" thread? It is that EXACT mentality that I am saying is driving this community apart.

  • @BigBrainMegMain said:

    Let's get 1 thing clear.

    I'm not against SWF.

    But if SWF was limited to 2 friends only, then we'd have a better, balanced game.

    I'm just saying.

    Wrong thread for that discussion.

    SWF has absolutely nothing to do with the point I'm making here.

  • @Terro said:

    I get the point you're trying to make. Just a few nitpicks. Survivors aren't playing survival horror (game genre definition). Killer is kinda a hunter simulator. Not really... I think a closer game would be a horror themed cops and robbers with special rules. Killer are cops and survivor are robbers.

    Well, I said "hunting simulator" because that's how I play killer, as someone who plays a lot of stealth killers.

    But the point is indeed that they are 2 separate games playing by completely separate rules, and comparing them for balance isn't possible on a fundamental level.

  • @StibbityStabbity said:

    F13 definitely had better objectives, as they required more interaction from the counselors. If the Jason wasn't top notch, though, it was pretty easy to bully him. F13 also had a side objective that would cause one of the dead Counselors to come back as a new character with superior stats, so sticking around was worth it in the event you were the summoned helper.

    In the case of Rainbow Six Siege, since it was mentioned previously, the dead team mates get the benefit of being able to help their team by providing intel. A bad team mate that is alive might be an asset when dead because they have solid call-outs.

    Back to F13, though. It was/is a flawed game with many issues, but it certainly had some great ideas. Objectives were a VERY strong point for it, lots of cool environmental kills, and Jasons Enrage towards the end of a match really added pressure to make things happen. I personally wouldn't mind seeing DbD take some of those ideas. That said, Illfonic also has a TERRIBLE track record with balancing games. Counselors could and often were insanely strong. The Jason needed to REALLY be able to land their hits and get kills. Giving Jason the ability to talk REALLY hurt the tension of Jason coming at you, because you could now belittle and haggle with him, and get a response to know exactly what the player was thinking and feeling. Jasons stuns got longer as he got hit more, which also gave the Counselors way too much power against him if they were particularly aggressive and capable of avoiding taking hits (I abused the hell out of this). I don't know how it's balanced today, but if it's anything like the Predator game, my guess is it's not great.

    It was mentioned here earlier, but in-game comms is a HUGE boon to those that can use them, and a bane for someone going against it unless their design is adjusted accordingly. I'm sure DbD will never have in-game comms, but if it did, it would require a complete redesign of perks and some of the games core mechanics.

    Yeah, I mentioned Siege as the part of you are more likely to get an objective in a round of that game done than you would in F13, but then again I haven't played much of F13.

    F13 does also have the issue compared to DbD of having DOUBLE the Counsellors to our Survivors, but less interactivity. I find the chase of DbD, with all of its pallets, windows and other elements to be more interactive than the F13 "I'm seen so now I'm dead" problem I run into, but then again I can hardly find a pocket knife and I've been playing AJ like I'm a Blendette. Lots of success in the survival front in THAT regard!

    Comms have never been an issue for be since I play on Xbox and only with friends.

  • And here I am, someone who's played on console exclusively since Darkness Among Us, with the exact opposite problem.


    I've had so many games where there are 0 generators done because people constantly go for unhooks. It's a region thing more than a platform thing.

  • @StibbityStabbity said:

    You mentioned ranks and time played, and more than anything, that's where I see the issue.

    Long story short, the game is entirely different at the high end of play than it is for everyone else. You have like 90% of the player base playing with a variety of perks, making mistakes, and playing the game as the devs likely envisioned it, and then you have maybe 10% or less of players that have optimized the game to kingdom come. For those few, a majority of perks are nearly useless, and the game is either about pinpoint tracking and precision hits while maintaining strong game sense, or it's about stacking denials and counters in every possible perk slot while laser focusing on Gens and swapping hits/hooks to ensure the size of the team.

    It's two completely different games being played in the same game, with two sides playing in different ways. That kinda makes it four games that the devs have to try to balance.

    Well, you're going to get THAT issue when you add any sort of ranking system, but I feel like that point has been explained before for other people, and different titles.

    For me, the biggest issues this game will ever face is that Survivor and Killer are totally separate games. Yes, each rank does have it's own meta, and yes, everything will ultimately come as a singularity towards the same Nurse/Hag/Spirit builds against the same DS/UB/DH/BT Survivor builds to counter the more underhanded parts of higher rank killer playstyles. That though is an issue with having a ranking system, not the core design of the game.


    One thing that I do agree on though with balance, is not catering to the 1%. Blizzard doing that was the start of the downfall of Overwatch for me. Yes, I know that their player count is high right now, but there was a time where balance was basically thrown out a window because of Overwatch League, and largely still is. If anyone has reached red ranks, they go into one of two camps. Either "I must keep this rank" sweatlords, or "Now I can do WHATEVER I WANT!" players who are either casuals or content creators.

    There are so many divisions in this playerbase that we will never be happy.

  • F13 for me is way more boring because it is literally just Jason running around massacring everyone in sight, and an objective getting completed is rarer than in your average Casual match of Rainbow Six: Siege.

    I tell people to go there if they think that a killer's objective is solely to kill, because in F13 it is, but not strictly so in DbD.

  • New killers aren't always for everyone. The main point of "maining" a killer is finding a killer, or group of killers, that you enjoy playing and sticking with them.

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1608976#Comment_1608976

    Between Pig and GF there is a huge difference... GF has to wait for his power, Pig is at will...

    I am not talking about GF's tick problems...

    Even still, Pig's stealth is also technically worse and more limiting. But that also isn't the point that is up for debate. Both are stealth killers, both rely on an element of surprise for their first hit. My points still stand.

  • So, to play Devil's Advocate here, @MeltingPenguins is completely right. You don't get an indication of WHERE the killer is, only that they are looking at you. I have had a lot of situations where I have run into the killer because I didn't observe my surroundings and relied on Spine Chill.

    As someone who also made it to Red Ranks with Spine Chill and Bond in their build, it also has one advantage to it that Premonition does NOT and with a cooldown, never will: You can't tell if the killer has ditched a chase and is coming for you instead.


    I also play a fair bit of stealth killers, but using Spine Chill against Survivors to spook them off generators is also a skill in its own and something that shouldn't be underestimated. So, I use stealth on both sides, and commonly use Spine Chill. All I can say is that it helps less than you give it credit for, not to mention that there usually aren't THAT many teams that use Spine Chill, and even if there is one, other team members miss the call or don't notice something easily enough. Stealth killers need something to keep them in check, and that's from a Pig main!

  • @Boosted_Dwight said:

    It would be a nightmare to balance.

    But if it's just a dumb limited time mode where nothing matters then I'd be okay with it.

    Agreed. But I alao wouldn't change it to 1p generators.

  • @Stinde said:

    Trapper: Take me man meat!

    Wraith: Love the addons, especially the faster action speed ones.

    Hillbilly: I liked the old you, no one wants to hear your new yells of pleasure.

    Nurse: Every hit I get as you on console feels like I won in the olympics.

    Hag: My favourite girl with Plague. Your higher color addons are underrated and very fun. One of the best mori animation in the game.

    Doctor: You were my main until they reworked you, miss you. I love that you're always so happy. Dr. Vivisection 4-ever!

    Shape: *breathing*

    Huntress: When I play you, it feels like I'm on a horse. Your lullaby stays in my head for several hours after hearing it.

    Leatherface: Now you can be as happy with your new buffs than you are in the end of your mori animation. You could be named Lethalface.

    Freddy: Sorry but I can't say anything positive about you. I just hate you.

    Pig: You deserve some buffs but are still fun from time to time.

    Clown: Some sexy belly you got there, it would be a shame if someone sucked the maggots out of your christmas skin. Seriously. Santa Clown is the best skin in the game.

    Spirit: I love playing against you. Good basekit.

    Legion: Ugh.. Well, I don't hate you as much as Freddy, that's something, right? You were over-nerfed.

    Plague: One of my favs. Beautiful and heartbreaking. <3

    Ghost Face: You are one of the most fun killers to play as and against. Your addons could use a buff.

    Demogorgon: One of my top 5 favourites. Fun and cute. Could use some buffs to both basekit and addons. Blindness in portal kekw.

    Oni: I love the chases against you. I should learn to play you.

    Deathslinger: Meh. I don't hate you or love you as survivor or as playing you. Neutral.

    PH: This game ruined the immersion of you for me, sadly. At least you are not weak.

    Blight: Too new. RAAAA!

    You Know your feelings about Freddy? That's why I said that the TCM movie was good and said nothing about his in-game character.

  • Their backstories affect their POWERS, not any other affects. Yes, I'd love a permanent mini-Ruin as Pig, but that'd also be yet another thing to balance around and survivors to complain about.

  • I play later because I generally don't finish work until at least 6pm most days, and the last thing that I want after dealing with "children" all day is to deal with actual children.

    If I'm also not feeling KIller because of the concentration I require is lacking, then I'll go for survivor for a more chill session.

  • Yep. Love playing as him. Very fun, decent kit and actually good at controlling the flow of gameplay.

  • @Golden_spider said:

    https://us.v-cdn.net/6030815/uploads/8UF6D42TMHGV/thefuck.png

    Calls it Overdrive in title, then correctly calls it Overcharge, goes back to calling it Overdrive 3 more times.

    I'm not OCD, but............

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