Avatar

PleassBuiltInNoed

PleassBuiltInNoed

About

Username
PleassBuiltInNoed
Joined
Visits
91
Last Active

Comments

  • @NominalBadge099 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1557727#Comment_1557727

    This is an okay build at best my dude. He/she is most likely a solo survivor who will hide and do gens or play for the hatch when the other players bite the dust and he ends up with no hooks on him.

    Personal opinion, he could've traded out calm spirit for spine chill and been much better at stealth. Allowing him to just walk away from a gen while you're still walking towards it. Seriously, calm spirit is only good against doc and situationally good against Oni, Hillbilly (oh wait he dead), and Leatherface because they tend to carry infectious fright.

    This is the kind build we want to see, it has counterplay whilst also having the survivors play smarter rather than just hur dur decisive into dead hard into ring around the pallet now the gens are done.

    i was playing the oni 😂

  • @ChickenMcthicken_5 said:

    What in the actual living hell is that build XD? He should of swap Inner Strength with Quick and Quiet and he would have been the perfect DBD ninja. What rank was he?

    he was rank 5

  • @Yung_Slug said:

    I recently saw the new chest animation, and it appears you attempt to break the lock off the chest to get an item. And since chests now have locks, does that mean keys will be changed to open chests faster? Perhaps the skeleton key could still open hatch, but only for one player, and the dull key would only open chests.

    imagine if killer could search the chest for mori, but would have to throw away the power 😂

  • @CalamityJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555168#Comment_1555168

    "Just cleanse totems" when every totem, even dulls, reveals you to the killer.

    OP is right, the only counterplay to that perk is being on comms to get on 2 totems at once.

    perks are decent at best, not even close to what killers can use right now

  • @Ramxenoc445 said:

    Hope it stays that way. Plus Legion was nerfed and had that kind of ability removed. Perks like third seal and sloppy don't work on those kinds of hits. Same goes for other killers. Only basic attacks can insta down

    its honestly dumb, his power is already too hard to control and you barely ever get a hit with it

  • @tactic said:

    for some reason it isn’t considered a basic attack, which is... pretty bad

    i kinda thought about it and realized that he has that instadown ultra-rare addon so if instadown perks would be triggered too addon would kind of loose its value but still its dumb it doesnt proc

  • @seki23 said:

    i love when she hits me 5 mts above me. i love it, but even more how "good" huntresses know how to abuse it.

    problem isnt with hitboxes but with server, her hatchet hitbox is bigger for a reason

  • @UseTheValve said:

    I'm really really hype about HEX: Undying, finally a perk that make HEX build more consistent. Really really hype to try it out.

    should have been basekit long time ago to be honest

  • @clem1710 said:

    I've nerver seen so much genrush than these past days. I don't know if it's because console players can't do anything but sitting on a gen, but nearly all the game I has were against genrushers. It seems to be even worse than before and even when I apply pressure, gens fly at a steady pace. It kills all the fun and I really don't think the game can be enjoyable anymore for killers.

    use noed and discordance, there is literary nothing else you can do

  • @JamesBondIGuess said:

    I get it, the game is impossible to balance due to the disparity of the skill of the players, that is why they dont buff killers or nerf survs or gens. In high ranks(20-10) the game is easier for killers because there are killers that have deranked to farm new players and also some of them just went back to the game. There are some good survs that just came back to the game in these ranks too but since u play with other 3 survs that are usually new to the game the matches are in killer favour most of the time but if u are good surv u can obviously rank up very easily.

    The point is that, due to the previously said, the devs can´t buff killers anymore or any new player would have a terrible time playing and probably would stop playing so they lose a potential skin/DLC customer. But keep in mind that this is exactly what happens to red rank killers playing againts a coordinated SWF which happens a lot of the times.

    So the only reason to fix this is to remove SWF in red ranks or give some kind of adventage when playing againts SWF as killer: maybe having a mori by default, depending how big is the SWF could be green or iridiscent, for example.

    At this moment the game is completly broken in red ranks vs coordinated SWF: there are a lot of pallets, a lot of OP perks in survivor side, a lot of windows and a gen is done in 80 secs by a single survivor. So its impossible to get more than 1 kill if the SWF is good at the game and are tryharding, doesnt matter how good u are as killer.

    I dont understand why there isnt even an icon showing the ppl that are in premade on the lobby. We dont want to be checking profiles all the time to avoid getting SWFd.

    I never DC like many survs do and did in the past (actually insane how many DCs after getting caught). Keep in mind that killers cant suicide into the hook if they are not having fun like survs can do. They have to deal with the ocasional SWF bullies and waste their time until they decided to stop pressing CTRL in the gate and leave.

    If u are not gona remove the SWF abuse, then make it visible and clear what we are exposing ourselves to.

    nah, first they are gonna nerf all the killers down to the ground and then the game will die

  • @xenofon13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1535718#Comment_1535718

    You have nurse as photo profile and you said that?

    If someone is just good nurse player survivors don't stand a chance.

    not anymore, you do one ######### up and you can go find someone else, without blink cd addons she is total garbage and unful to play, on big maps where survivor can just run straight shes powerless after one mistake. Shes very good on smaller maps but not indoor because lack of vision makes her powerless when survivors can hide behind a wall and then go to many different places

    she excels on smaller maps with not much tricky areas where she has to guess and now she is twice more punished for guessing which she already was before this ######### rework

    cooldown was never a solution

  • @xenofon13 said:

    Nurse. She can end chases in 5 seconds.

    Ignoring pallets, walls, every mechanic in the game.

    not anymore, cooldown and fatigue nerfed her down to the ground, you hold W you outplay her

  • @Lt_R1ZE said:

    Pyrimid head needs a cooldown between his two abilities survivors can't loop a pallet because he fakes and gets you because you don't throw down the pallet or you do throw it down and he hits u with is other ability no counter for survuvor.

    that would pretty much make him guess what you do and if he guesses wrong hes not gonna get nothing

    so basically survivors would be just as strong against pyramid as spirit is for survivors right now

  • @[Deleted User] said:

    I've said that before, I wouldn't mind a quality of life update and push back new dlc for a while. Rework a bunch of perks on survivor and killer, maybe rework addons on some killers and powers instead. Work on bugs and glitches. Maybe just add some cosmetics in the meantime or a new map while this is going on. Reworked perks and addons or killer powers would still keep things fresh I think. After that then they can release more DLC.

    i wouldnt add new map but cosmetics for sure, its a different team working on those anyway

    but the bugfixes and balance changes are needed

  • @Aneurysm said:

    Yeah definitely, it doesn't have to be 6 months even but just stop squirting out new killers/survivors/maps when half the roster aren't even working properly. They clearly don't have the resources to be constantly making new killers when the bugs affecting the current ones are now largely just being ignored.

    exactly, i feel like if they keep going this way the game will die sooner or later because of bugs

  • @ Antares2332 said:

    She generally gets 2k in red ranks against decent survivors.

    Spirit with Stridor? use IRON WILL. You have a better chance of playing mind games while she's in phase.

    most balanced? no. Strong? yes

    spirit and doctor are probably the only killers that can take control of the chase

    yes she rng based, but so it the whole game even for normal killers

  • @nursewannabe said:

    Since infectious fright doesn't need one (when it's arguably one of the best killer perks around) I'd really like to know what obscure reasons brought the devs to give surge a cooldown considering that the requirements are the same and 32 meters usually includes 2 or at most 3 gens in most maps

    Maybe @not_Queen would like to enlighten us here as well as they did in the other thread?

    Fyi: this thread does not intend that IF needs a cooldown, but that most cool downs should actually be removed (with some exceptions like I'm all ears probably)

    because infectious fright doesnt give you survivors aura and its only good on certain killers, but surge affects generators and devs dont want to make anything that has to do smth with gens way too furstrating for survivors such as adding 8 seconds repair time lmao

  • @SweetTerror said:

    I unfortunately spawned next to the killer and was hooked almost immediately. Naturally the killer tunneled me after just the first hook, and I walked away with less than 2000 bloodpoints.

    After all these years, why only now are the developers reworking Moris? Why did the devs think that this was a smart design choice when survivors have no possible way to counter this? Moris should only activate on a survivor's death hook, not the FIRST. And honestly, do we really need THREE different kind of Moris?🤨

    you cant just make it activate only on the last hook, that would totaly defeat the purpouse of mori

  • @Wylesong said:

    I am seeing not just mods but other players defending the whole Rank means nothing and it is a soft way of determining a players skill. They also say it just means that player plays a ton.

    This is simply not true. You do not just get to red rank killer or survivor by playing 1000 hours and sucking. You need to do things to meet criteria to pip and rank up.

    As survivor you need to do gens and save people and win chases. You cant just see the killer and fall on the ground and go oops i am dead but I played 1000 hours so I am ranked now. It does not work like that.

    As killer you cannot see the survivors and lose chases and not pressure gens and expect to rank.

    I do agree yes Ranking is a bit easy but I have almost 1000 hours of play and never been Rank 1 on either side. I mean by what people are saying I should be rank 1 because I play a lot but it simply is not true. I have some good games and some bad games. Some games I Pip and some I DePip.

    Rank DOES equal skill because it shows the killer can and does know how to win chases. They have an idea of what perks work together and how to apply pressure. On survivor side it shows the survivor knows how to loop and win chases and can save fellow players and do gens without worry.

    Overall I do not mean to seem rude but if rank never mattered then why have any rank or matchmaking system? It is because even the developers know you cannot put a Rank 1 with a Rank 10-20 and think they are at the same level of skill because it is not simply just play time but it is SKILL.

    Sorry just wanted to put that out there and I know it is just another persons dumb opinion so please ignore me. I hope you all have a good weekend and your matches be great.

    well to be honest, ive never seen a bad rank 1 killer but tons of ######### rank 1 survivors so rank kinda tells you how good killer is but not how good survivor is as it is very easy to rank up as survivor

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515333#Comment_1515333

    As cool as a telekinesis ability is I don't think Sally needs it. It would be better suited to a brand new killer focused around it. Possibly someone like Carry or an original character.

    yeah i know, i didnt post my idea because i think this would make nurse hard to master but then if you did master her she would be unstoppable and this power would be impossible to balance

  • @Justalittlepeeck said:

    My rework is aimed at doing the following: returning old basekit nurse, making blinks stronger, while also making Nurse do some job in order to get her old power back. Another goal was to give Nurse's power a more complex drawback that would increase her skillfloor and skillcap and give survivors more room for counterplay. Overall, her gameplay would have some similarities with shape.

    NEW NURSE'S POWER, GENERAL DESCRIPTION:

    Her new power is going to be more complex and would now be split into 3 separate abilities:

    • Spencer's last breath - her main power that sustains Nurse's mobility and chase potential. It's base stats are the same as Nurse's default blink, however it has bigger cooldown that is 8 seconds for each blink and it also has an extra drawback which is longer fatigue.
    • Breath steal - an ability that could be activated upon dying survivors once per every survivor. It steals survivor's breath and empowers Nurse's first power up to 4 times. It has a special animation which takes 10 seconds to complete. Once finished, it instantly moves survivor to the nearest hook through the spirit world.
    • Fading - a new debuff inflicted upon survivors whose breath was stolen. These survivors are walking corpses, animated by dualistic powers that keep life in their dead bodies. They are slowly losing hearing and vision, however their breathing and bleeding are stopping and disappearing. Eventually, the only thing they are going to hear is the sounds she makes when blinking, allowing Nurse to suddenly ambush them if they don't pay enough attention to their surroundings.

    Additionally Nurse would get a few QoL changes:

    • Pressing attack button while charging the blink cancels the blink.
    • Nurse is now able to see her blink target locations as basekit.
    • Nurse is now able to pick up survivors, damage generators, break pallets or vault windows before she succumbs to fatigue, which allows to avoid part of it.
    • Blinks can now recharge when Nurse is charging blink.

    NURSE'S POWER STATS:

    Nurse's blink can be empowered 4 times by stealing each survivors' breath. It goes from Tier 1 to Tier 5. Nurse's stats differ in every tier.

    • Tier 1 - Nurse's movement speed is 4.2 m/s. She is undetectable. She has only 1 blink charge. She is affected by 4 seconds fatigue after blinking. Her vision is heavily blackened during fatigue and she hears sounds 50% quieter. Blink CD is 8 seconds.
    • Tier 2, one survivor's breath taken - Nurse's movement speed is 4.2 m/s. Her terror radius is 12 meters. She has 1 blink charge. She is affected by 4 seconds fatigue after blinking. Her vision is moderately blackened during fatigue. Her hearing is normal. Blink CD is 6 seconds.
    • Tier 3, two survivors' breaths taken - Nurse's movement speed is 3.8 m/s. Her terror radius is 24 meters. She has 2 blink charges. She is affected by 3-3.5 seconds fatigue after blinking. Her vision is slightly blackened during fatigue and hearing is normal. Blink CD is 4 seconds.
    • Tier 4, three survivors' breaths taken - Nurse's movement speed is 3.8 m/s. Her terror radius is 32 meters. She has 2 blink charges. She is affected by 2.5-3 seconds fatigue after blinking. Her vision is slightly blackened during fatigue and hearing is normal. Blink CD is 3 seconds.
    • Tier 5, all survivors' breaths taken - Nurse's movement speed is 3.8 m/s. Her terror radius is 32 meters. She has 2 blink charges. She is affected by 2.5-3 seconds fatigue after blinking. Her vision is not blackened during fatigue. No cooldown on blinks.

    Survivors, whose breath was stolen are experiencing the following:

    • They are affected by progressive debuffs over 300 seconds.
    • Every 3 seconds, Fading status effects grows by 1 "token". 100 tokens at maximum.
    • Every token does the following: 1) Reduces injured survivor's sounds by 1% 2) Reduces amount of blood dropped by 1% 2) Reduces loudness of all sounds heard by 1% except blink sounds. When survivor goes completely deaf, he is hearing a special music 3) Reduces the amount of scratchmarks left by survivors by 1% 4) Blackens edges of survivor's screen (like knock out) by 1%. (100% is current knock out effect).
    • Once "Fading" reaches its maximum effect it additionally afflicts survivors with "Blindness" status effect.

    ADDON CHANGES:

    I'm going to highlight changes I've made to some of her addons and give explanation to some of them.

    Common

    • Wooden Horse - unchanged.
    • White Nit comb - Moderately reduces the distance of blink lunge attacks. Increases bloodpoints for blink attack score by 200%
    • Plaid flannel - Nurse is unable to teleport on the location lower or higher than her current position more than 5 meters. This addon is only for beginner Nurses just like old Plaid Flannel. This addon would prevent sudden teleports to the basement, different floor just because you lowered blink too much as you haven't got used to her. This would also handicap some of Nurse's mobility potential as a result.
    • Dull bracket - Moderately decreases maximum Blink distance. Increases bloodpoints for precise blink score events by 200%.

    Uncommon

    • Pocket Watch - unchanged
    • Metal Spoon - Increases sounds of pain made by survivors that are not affected by "Fading" status effect by 50% Addon version of Stridor that works on survivors you haven't caught for the first time which would make finding them easier.
    • Dark cincture - unchanged.
    • Catatonic boy's treasure - unchanged.
    • Bad Man's keepsake - Survivors not affected by "Fading" will have their aura revealed while healing within 28 meters from you. Addon version of Nurse's calling that would make finding survivors easier.

    Rare

    • Spasmodic breath - Blink ability is unable to progress further tier 2. Increases Nurse's moving speed to 4.6 meters/second while not in chase. Nurse's moving speed while in chase is 4.4 meters/second.
    • Heavy panting - unchanged.
    • Fragile wheeze - unchanged.
    • Ataxic respiration - unchanged.
    • Anxious gasp - unchanged.

    Very-rare

    • Kavanagh's last breath - You steal survivor's breath instantly. Time saving addon that would allow to use your breath steal ability instantly (10 seconds animation is skipped).
    • Jenner's last breath - Survivors affected by Fading at maximum effect perform any actions except vaulting and dropping pallets 25% slower. A slowdown addon that would come in effect near the endgame. This would not affect moving speed of the survivors but only repair, healing, cleansing, exit gates opening speed and so on.
    • Campbell's last breath - Blink visual effect are now invisible. A unique effect that would make Nurse's movements more difficult to track. She would still make noises, however it would no longer be possible to see the direction she just has blinked.
    • "Bad man's" last breath - Blink ability is unable to progress further tier 1. Nurse is completely silent. An addon similar to "scratch mirror" that will give Nurse a huge boost to her tier 1 ability, giving her horrifying sneaking and jumpscaring potential.

    Ultra-rare

    • Torn bookmark replaced by "Sally's last breath" - The last breath she drew before succumbing to the new beginning. In hands of The Nurse it twitches with despair. - Start the trial with blink tier 5. All survivors are affected by Fading status effect at 0 stacks. Survivors do not suffer the negative effects of Fading. An addon that removes the necessity to earn blink ability, however the cost of it is bigger survivors' awareness.
    • Matchbox replaced by "Iridescent bonesaw" - A new blade for her bonesaw, shining with deadly light. - Survivors affected by "Fading" at maximum effect can be killed by hands of Nurse.

    i had a bit different idea, you could take their breath when they are on the hook and by doing this you would get blinks, when you run out of blinks you become enraged and you will move at 110% ms and gain new ability that has to do smth with nurses telekinesis. I was thinking about smth like force waves which would push survivors to any direction you want, even knock them back when vaulting a window or pallet if timed and aimed correctly and survivors would get that notification like when PH uses his ranged attack

    would be cool i think

  • @TheBus4K said:

    Camp pallets?

    I see that you haven't yet faced a decent killer. New matchmaking of mmr works 😂

    idk if you saw the new video of otzdarva but in the first chase first survivor wasted 50% pallets and they kept doing it cuz they were all injured and still won the game just cuz of gen times and ds/unbreakable/soulguard he got 2 kills only cuz of him being basically lucky

  • @Buttercake said:

    Weakness is failing the check.

    skill checks are not a weakness, they are all easy to hit no matter what

  • @Customapple0 said:

    It already has multiple weaknesses.

    1) Only active for 60s

    2) Slugging

    minute is way too much considering the fact that games last 5 minutes due to gen speed

  • @SaltedSnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1505352#Comment_1505352

    Yes, now the clueless meg knows he was standing there for a long time. I don't know that though.

    not everyone is supposed to know everything, killer doesnt have any info about what survivors have too, he has to find out the hard way

    but survivors have tons of tells on killers perks and addons

  • @SaltedSnow said:

    Imo while the piece is strong, what they really need is a tell that lets survivors know myers is using them. Other than that, the pink is kinda meh, the purple is stronger but at the end of the day if you know Myers had them you'd be able to jump in a locker or something when you saw it.

    you got a tell, its takes forever to stalk to have it

  • @Spencerjnlouis said:

    I literally just close the game because what is even the point anymore

    thats honestly alot of time bruh

  • @hanibel said:

    Since entitled survivors think there so good time to nerf them

    Speed boost given from receiving a hit is now reduced by 50%

    Throwing down a pallet take alot of energy so giving survivors the exhaustion status affect for 30 seconds

    Windows now get block after vaulting once so do pallets

    Healing speed reduced by 50%

    Bones now are a main objective can't leave without finding and destroying all 5

    Pallet mandatory distance from each now 32 meters

    im a killed main and honestly nerfing everything down to the shithole aint gonna make gameplay harder but impossible and boring

    if u want to give survivors more challenge think of how to buff killer/s or adding a new mechanic to survivors/killers

  • @Babyyy_Boyy said:

    I should not be forced to play a game where the killer decides to play like douche. Why should I be forced to play a game where the killer lets me bleed out to death instead of hooking me? Why should I be forced to play a game where the killer first hook moris? Why should I be forced to play a match where the killer tunnels? Why should I be forced to play with a killer that shakes their head no as if they’re good? It’s kind of annoying how the dc penalty keeps coming back and going away. Like can someone on the development team make up their mind if you’re gonna have it up or not?

    your arguments are funny lmao... like its not what survivors do every game and i still have to play against them

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1498529#Comment_1498529

    How is guessing not fair? I’d argue that what other killers have to do (eat pallet after pallet with little to no counter) is much more unfair than guessing. The survivor dictates everything.

    well that is my point, the game is rng based thats why spirit is actually fair, she still can be destroyed by god survivors

  • @ner1n said:

    Title pretty much. I'm just so curious to hear you guys' opinions. I feel like we are not playing the same game. Why do you think she's fine? What is your playstyle, how are you countering her?

    Also, how many hours do you have in the game? I mean I used to think Legion and Bubba were op as fudge when I started playing months ago, once I understood the game a bit better I realized how weak they actually were (Bubba is op now tho change my mind)

    People say shes op because there is no counter play, because she is all rng but the fact is that she is guessing too, survivor can do stuff to trick her and she can do so aswell. Spirit is usually in control of a chase and thats another reason why people dont like her, because killer can actually decide how the chase is gonna end and not relying on survivors making a mistake. Also its funny that people complain about how rng she is when most of the mechanics that survivor can utilize are kind of rng as well, for example gen placement, totem placement and then loops which are also a rng( a mindgame). Survivor is in control of a loop against most killers and you cant just keep bruteforcing every loop or else you loose. You have to try and do the mind game. By doing so you are just guessing what the survivor is gonna do....

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/177478/dying-on-first-hook-because-of-a-facecamp

    Going by what'd be needed for that in terms of code (proximity to the killer and other survivors, duration etc) I'd say it'd be a bit easier (and more satisfying for survs) to be able to do two things:

    1. if the killer is close enough to kick them and if one succeeds to stun them thus one automatically gets off the hook
    2. if a killer stays within a certain range the chance of unhooking oneself is tremendously increased, stunning the killer due to disbelief.

    both these would simply use the mechanic that prevents PH from making a trench right under the hook.

    just no, this could be easily abused or it would be totaly useless mechanic

  • @Dabihwow said:

    So I just had a game as Deathslinger in blood lodge running, stbfl, monitor, pop and nurses. And in a short while gens were going off, and my first hook was when only two gens left, then after that the two went off. I got one kill when a survivor thought it was a good idea to flashlight near exit gate as Deathslinger. I had stop watch and used it for the entire match just to see how fast it would go, the time was 8: 23. So 8 minutes and 23 seconds and all gens are done exit gates are open and everyone left. That is a record for me, never have I had a game that fast before. When I told the survivors at endgame chat even they were surprised, and they even stated that it wasn't that fun, so they agreed with me that Gens need to be worked on. At least they weren't toxic about or rude at the end. So before anyone says " GiT GoOd " or " ApPLly PrESuRe" I ask how can I do that when I have to chase survivors, hook them, and constantly do so through out the entire map while I'm being pressured to apply pressure when I have nothing truly to do so? Anyway just a bit outraged by this but feeling better I know what some of you think it happens, but not like this

    thats not that bad actually, ive had games where they did 5 gens in under 5 minutes

  • @gunslingers_potatoe said:

    Listen, the PTB version was bad, I agree. But now I can strongly say that the Overheat mechanic is not punishing enough...

    I saw many people playing the new Billy, and even if they were not that good, or if the survivor dodged the chainsaw a few times...it still didn't overheat. Don't get me wrong, but isn't that the point of Overheating? If you can't use your chainsaw right you will get punished. The Overheat mechanic now is so not punishing that the add-ons that reduce the heat gained/increase the rate of cooling are extremly bad...'cuz you'll probably not Overheat. not. even. once.

    If you implement the Overheat mechanic, at least make it have an impact on the game when it's needed.

    i mean if billy has a chance to chainsaw you that means you are in the deadzone and thats the only possible way for him to use his power for downing people

  • @calem said:

    Honestly, this mid chapter update has been the straw that's broken my back. These developers do not listen to anything their players say, and it shows immensely in every single one of these ######### updates they are making.

    Let's talk about all the ######### changes that have been made this patch:

    • NO ONE wanted Billy changes. What we wanted was ADD-ON changes. Nerf instasaw, that's all ANYONE was saying.
    • His chase music is weird and unfitting. Sure, I don't think it sounds that bad by itself, but it doesn't suit Billy. He's one of the original killers, so shouldn't he have original chase music?
    • Changes to perks that did NOT need changing. Franklin's was fine as is. Knock Out, albeit kind of weak, was still fine as it was and served its purpose. Now it only applies on BASIC attacks? You guys know this is a LEATHERFACE perk right? What's the ######### point of using it if his power can't apply it? This time would have been better spent buffing the other 60 garbage perks in this game (which takes literally 5 seconds to change and experiment with)
    • Subjective thing, but Billy's weird scream thing he does is weird. Some people like it, I personally don't.
    • Some add-ons that make me question whether the devs have actually played this game. Because I definitely want to use Mother's Helpings :)))
    • The new auras are terrible and hard to see from distance (which is kinda the whole point of them).

    The only thing good to come out of this update is Bubba getting deservedly buffed. But the Silent Hill patch also made me angry about some things.

    • Midwich is a terrible, TERRIBLE map for both sides. I don't understand the design philosophy that went in to making this map. The pallets, bar 2/3, are all unsafe and not worth using, much like Hawkin's. Plus, this map is just a 'hold W simulator', unless you're playing Nurse (but nobody really does anymore). Getting up and down floors is also a huge waste of time.
    • The new legendary cosmetics that are super expensive but we can't customise for whatever reason. I'm guessing out of laziness? Nobody really cares if it looks kinda #########, the whole point of cosmetics is for us to buy them and then use them however we want, not however BHVR wants.

    And just things in general:

    • Why are we nerfing Billy but killers like Spirit still exist? It was even stated that you guys are HAPPY WITH HOW BILLY WAS PERFORMING, and then you add an overheat mechanic to his chainsaw. It makes no sense. Why don't we spend some time trying to make Spirit fun and interactive to play against? I don't know a single person except biased Spirit mains who don't want her changed or reworked.
    • Most of the maps favour survivors heavily. Except for like Hawkin's, The Game, and arguably Lery's and Midwich, I think maps are too survivor-sided. But this all depends on what killer you're playing and the skill of the survivors. But I think the extremely bad maps should be changed (looking at Ormond and Haddonfield). And this is coming from someone who plays both sides pretty equally.
    • Quick edit: I somehow forgot the bullshit that are Ebony Moris and keys. Everyone hates them, so just change/remove them :)

    Overall, I'm pissed. I don't know how else to word it. We are getting killer changes we didn't want, problematic things are staying problematic, changes to perks that were fine and didn't need changing (while all other garbage perks are left to stay garbage), terrible map design, restrictive cosmetics, really questionable add-on changes, and things that make no sense like the aura changes. Until BHVR starts listening, I don't think I can support this game any longer. They've shown they don't care what their players have to say, so why should I play their game?

    to be honest im quite impressed they actually tweaked the numbers of the overheat mechanic, its almost like it its there anymore, the only problem are the addons which are mostly useless

  • and thats enough even for one player to have it and it will ruin your momentum completely, considering that all gens can be done in 5 minutes...just lmao

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476762#Comment_1476762

    do people still cite “rank” in 2020 like that means something?

    not being able to pick up a survivor doesn’t mean immortality. It means, “if I pick up the survivor, I’m stunned for a couple of seconds potentially.” Aren’t there usually 4 survivors in a match? Crazy, I don’t find perks to be much of an issue. Sometimes, I just get outplayed. gasp I know that never happens to anyone on here though

    which is basically immortality, you dont have mori or pyramid head every game lmao

    and i never do tunnel the unhooked person, i always get dsed after i hook someone else and then run into that guy again randomly or he literary just follows you because he knows you cant do ######### to him, at that point you only can slug but then again -> unbreakable so what the ######### am i supposed to do when im being punished for not tunneling

  • @Veen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476744#Comment_1476744

    Yer still free to slug the potential DS user negating him several seconds and wasting another survivor time if he don't have unbreakable.

    like 50% of the players that use ds in my games have unbreakable and when i try to slug i always slug those players...lmao

  • @EuphoricBliss35 said:

    It’s not 60 seconds of immortality. I’m not sure why people keeping saying this. If you don’t understand why that sounds silly, you need to watch someone better than you play killer.

    survivors goal is to survive, not just die to killers as easily as possible. Anytime I’ve been in a game with no obsession, people are just tunneled into the ground.

    so can you pick up the survivor without them freely escaping in these 60 seconds? no

    im rank 1 killer

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475816#Comment_1475816

    If you can't hook them for a full minute you're doing it wrong.

    Why are you punishing this survivor that was recently unhooked for YOUR greed?

    That's my question, you're going for the unhooked survivor and expecting an easy hook, why aren't you going for someone else?

    See my issue here? Your complaining about not being able to hook this survivor with DS, why are you going for this survivor instead of the other 3? You wouldn't be complaining if you weren't tunneling, you wouldn't be complaining if you weren't camping.

    You wouldn't be complaining if you simple just went for another survivor instead of literally, the one you're now waiting 60 seconds to hook.

    You're blaming their perk for your mistakes.

    In most high rank games you just need to get rid of someone very fast or else you loose the game 100%.

    DS is always abused in many ways, it grants you 60 second immortality with 0 drawback.

    As proposed before by some other people DS should be deactivated after you jump on a gen, or get fully healed (50% heal if you have medkit, 70% heal if you have selfcare), or if you heal yourself to 30% by selfcare, or if you have been at least 32 meters away from the killer for 20-30 seconds.

  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464716#Comment_1464716

    This is for fun, if thats what you believe...please explain what is overpowered and what ruins said killer and how youd change it.

    wraith - purple addons in base kit would be way too broken, if you dont see that i think there is no point explaining.

    his second part would be fine if he got free hit after maybe 6 attacks but would be still too op

    the nerf is fine

    trapper is fine

    billy- the nerf is way too hard, we dont want another legion and just by knowing how easy it is now to bump into smth it would be way too punishing, other than that the buffs are fine i guess

    nurse - cooldown is annoying yes, but fatique has to be there, all they should have done was remove omega nurse out of the game and thats it

    myers- buffs are fine, but no myers addons should be touched as he is the only killer with proper addons in this game that actually do smth and change his gameplay in a fun and interesting way, tombstone piece has a counter, it takes soo long to use it that youll lose game vs good survivors (imagine how ######### you are vs coordinated swf)

    hag - none of these changes are good, first buff is way too op, stacking traps could result in very fast downs without any actual skill, second one is also overpowered because she already places traps very fast, and the nerf is bad because thats the whole point of the hag - to get the momentum from hook and keep it going + it can be easily avoided by flashlight or crouching

    doctor changes are very good and i thought of that myself before but i dont think they would do it because survivors say its too frustrating to play against him (lmao)

    huntresses buffs are good, i heard about that ms gain for hatchet lost somewhere and yes its a good idea, slight buff on speed while winding up is quite nice too, iridescent hatchet should be reworked abit more id say you should have at least 3 if you hit someone at 12+ meters they are given mending effect or smth, if you hit them at 18+ meters its an instadown

    leatherface charge buff would be op, the rest is fine i guess

    freedy buffs would both be way too op, combined with bbq and chilli literary broken

    pigs traps should be reworked, it should be less of an rng, survivors should find a somethink somewhere else on the map and then use it in the box to get the key, box should have alot harder skillchecks and failing them would not let you get the key, the more boxes you search the easier skillchecks you get

    also she should have at least like 5 of them and the crouch buff would be alittle to overpowered because she has her lunge

    the nerf should have been in the basekit to discourage tunneling trapped person

    clown buffs are good, but the nerf is way too big, when i play clown thats usually what im trying to do with bottles to get some time and dont let people unhook

    legion - first buff is good but they already removed loosing power bar when hitting someone didnt they? nerf is indeed not needed

    mending should be removed from the game and legion should do smth else, but i dont know what exactly right now

    spirit - she should not regain collison, too op, shes already kinda easy to use if you know what you are doing, i read an idea on the internet that once in 2-3 seconds she should reveal herself for 0.3 seconds and survivors would be able to see that just as she would be able to see them, this would create more possibilities for outplay, but id say she should reveal her self in an rng time between 2-4 seconds and the spirit would not know when this happens, then it would be actually interesting

    ghostface - removing lean stalk should never happen as that is what actually makes ghostface ghostface, both buff would be way too op aswell

    cooldown addons make ghostface S tier killer and if stalk meter didnt decrease you would be easily able to instadown everyone which isnt really fun, his stalk should be situational, its more about the undetectable and mindgame

    demogorgon changes are fine

    oni is in a very good spot right now, i wouldnt change him at all

    pyramid head- if your buffs went through you wouldnt even have to m1 as ph ever, basically full ranged killer, there is a reason why his ranged attack is slow and why its hard to turn in his power and it should stay that way, also baiting mindgame is what makes this killer strong, his ranged attack is only used when you know it hits 100% (sometimes you can guess)

  • @Nemmy_Wemmy said:

    First of this post was entirely inspired by @Judgement! After seeing his post of his fun little ideas on buffs and nerfs for each killer, I wanted to do my own take on it.

    Keep in mind this doesnt mean every killer needs said buffs and said nerfs, just means what I would do if I had to! This is just for fun, tell me your thoughts and I'd love to see more posts like this.

    THE TRAPPER

    Buff 1 - All bag addons become basekit with the bag addons reworked to do/be something else. So that Trapper starts with 5.

    Buff 2 - Make it so that if survivors step in to trappers traps, they have the hemorrhage status effect until healed, and hindered status effect of 5% for 30 seconds. (My idea is that stepping in a bear trap should hurt alot and it would probably make you bleed alot as well lol). So I wanted those status effects to reflect that. This would allow synergy with more perks like bloodhound or any other less used perk that deals with someone bleeding or being injured.

    Nerf - Bloody Coil no longer causes survivors to be downed or injured when disarming, it instead applies the mangled status effect if injured and disarming or caught in the trap, while also spawning in more traps into the trial. [Side note: I don't feel trapper needs this nerf lol]

    THE WRAITH

    Buff 1 - A buff to his invisibility powers..purple windstorm and purple swift hunt are basekit..meaning his invisible movement speed and vaulting/breaking gens and pallets are all made faster.

    Buff 2 - Each successful uncloak reappearance hit grants you 1 token, after you gain 3 tokens you are able to strike a survivor while cloaked which immediately uncloaks you and you do the successful attack cooldown animation. If you miss the attack you take the light burn stun.

    Nerf - When within 10 meters of a hooked survivor you take 50% longer to uncloak with your uncloak lunge also being removed...to prevent low ranks Wraiths from invisible hook camping.

    THE HILLBILLY

    Buff 1 - Heat from the chainsaw builds up by only half of the normal rate, when not in chase.

    Buff 2 - Hitting a survivor removes 50% of the overheat bar. (I like Judgment's idea here).

    Nerf - Bumping into objects stun time is increased to 4 seconds from 3 seconds.

    THE NURSE

    Buff 1 - Movement Speed increased to 100% from 96%

    Buff 2 - Remove the fatigue...if shes gonna have a blink cooldown she doesnt need another cooldown that already hurts some people's eyes as is.

    Nerf - Add .5 seconds to miss blink swings (like how miss swing blink fatigues were).

    THE SHAPE

    Buff 1 - Make Evil Within 3 basically have a built in Fire Up..it already has increased vault speed, make it have increased pallet/gen/wall breaking speed and increased pickup/dropping speed.

    Buff 2 - Spine Chill/Premonition no longer effect Evil Within 1.

    Nerf - Purple tombstone piece is removed and made to do something else, it currently has no negatives to completely kill a survivor.

    THE HAG

    Buff 1 - Teleporting to a trap cancels your attack cooldown animation.

    Buff 2 - Trap setting speed is made 20% faster.

    Nerf - You can no longer place traps within 10 meters of a hooked survivor.

    THE DOCTOR

    Buff 1 - When fake doctors spawn, they shortly follow and may even swing at the survivor. (Doing no damage of course).

    Buff 2 - Fake pallets can also spawn as unused pallets.

    Nerf - Mending takes priority over madness...and snapping out of madness is faster when near another survivor.

    THE HUNTRESS

    Buff 1 - For each hatchet lost, gain 1% movement speed. (Each extra hatchet from a addon is -1% movement) My idea is that hatchets weigh alot lol.

    Buff 2 - Shiny Pin basekit...this makes hatchet movement speed +4%..so its increased to 84% total.

    Nerf - Iridescent Head is capped at 1 hatchet and can only down at +10 meters. (Maybe change the meter numbers im unsure).

    THE CANNIBAL

    Buff 1 - Can cancel his chainsaw run at any time.

    Buff 2 - Can charge his chainsaw 15% faster.

    Nerf - Tantrum lasts 5 seconds no matter the charges spent. (Also Judgement's idea).

    THE NIGHTMARE

    Buff 1 - Can teleport to blocked gens and completed gens.

    Buff 2 - Fake gen teleports dont use any of your power bar.

    Nerf - Fake pallets are now basekit and snares as addons.

    THE PIG

    Buff 1 - Start with 7 RBT's.

    Buff 2 - Crouch much faster, closer to ghostface's crouch speed.

    Nerf - Can no longer see Jigsaw Box auras.

    THE CLOWN

    Buff 1 - Bottle reload speed doubled.

    Buff 2 - Hinderance addon basekit (-5% movement seed)

    Nerf - He laughs his butt off after vaulting....jk..he can no longer interrupt interactions with direct bottle throws. [Tbh I wouldnt give clown any nerfs lol.]

    THE SPIRIT

    Buff 1 - Regains collision in phase.

    Buff 2 - Regains vault phasing with no vault animation.

    Nerf - No longer can see survivors scratchmarks in phase and her glass and eyes visibly glow when phasing.

    THE LEGION

    Buff 1 - Power fatigue is reduced to 3 seconds instead of 4.

    Buff 2 - Can see scratchmarks and blood in frenzy...and hitting a survivor no longer takes away any of your frenzy meter outside of frenzy.

    Nerf - Can no longer see survivors in lockers. [Again...I don't think Legion needs a nerf hehe].

    THE PLAGUE

    Bluff 1 - Pallets no longer cancel your Corrupt Purge.

    Buff 2 - No longer hear distracting voices and whispers in Corrupt Purge.

    Nerf - Survivors using all cleansing pools no longer gives you a free Corrupt Purge.

    THE GHOSTFACE

    Buff 1 - Chewed Pin basekit..which is his green power recovery rate addon.

    Buff 2 - Survivors stalk meter isnt reset on hits or hooks.

    Nerf - Can no longer crouch lean stalk.

    THE DEMOGORGON

    Buff 1 - Rat Tail and Rat Liver are both basekit to increase shred movement speed and teleport placing speed..his portals also recycle like hags.

    Buff 2 - Many of the audio cues demo has will now only be heard in his terror radius.

    Nerf - Can no longer place portals in the basement...honestly out demoboi don't need any nerfs :(

    THE ONI

    Buff 1 - No longer has a consumption penalty to blood fury when picking up a survivor.

    Buff 2 - Passive blood fury charges can fully charge your power and you absorb orbs at a faster speed.

    Nerf - Scalped Topknot is removed.

    THE DEATHSLINGER

    Buff 1 - Brown reload speed and brown missed shot cooldown are basekit.

    Buff 2 - If you hit a survivor with your gun and break the chain on purpose, the survivor still gets the deep wound status. (I mean they still got shot right?)

    Nerf - Now has a small cooldown after aiming before he can aim again. Maybe 1.5 seconds.

    THE EXECUTIONER

    Buff 1 - Ranged attack hits faster.

    Buff 2 - Has full maneuverability while using his trail and ranged attack.

    Nerf - Has a cooldown after cancelling his ranged attack and doing a basic attack...1.5 seconds as well.

    Alright this took me forever to type out and think about. If anyone else does their idea of this 2 buffs and 1 nerf idea, let me know, I'd love to see it!

    Feel free to discuss my ideas, thanks for your time.

    most of these things would be quite overpowered or would copletely ruin the killer

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460398#Comment_1460398

    Yes and no. I have been in plenty of matches with other good survivors where I know the killer will assume we’re a SWF by the way we’re playing but I’m in a solo lobby. Sometimes it’s 2 SWF and 2 strong solo survivors. Sometimes it’s literally just 4 strong solo survivors. It isn’t difficult to play co-ordinated without being on mic to each other. Especially with certain perks.

    there is a big difference between 4 strong solo survivors and swf still and you can tell the difference

  • @Todgeweiht said:

    How do you know they are SWF?

    if you are experienced killer its very easy to know if someone is a swf just by seeing how coordinated they are

  • @Opex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455379#Comment_1455379

    100% agreed. The cooldown makes her way more boring. Also that there aren't so many different add-on combos anymore that you could use like before the nerf. You got that annoying cooldown which is not even helping to balance her but instead make the game boring. And she got so so so so many bugs just from the one nerf. They should really look into that killer. Look why players don't play her that often anymore. Look at her add-ons. Play a few games with her so they can find out her bugs that she has and work on getting rid of them. I really hope they see one of my discussions or this discussions. I also reached out to a few devs without an answer.

    I'm not sure if there are rules about tagging. But @not_Queen @Peanits can one of you tell us something about this? Are you guys going to look into the Nurse's add-ons and bugs or maybe even her cooldown? Are you going to do something? Or can we stop discussing about it incase you are not gonna do anything? A answer would be really helpful. You got a lot of suggestions here what you can do. Suggestions from me or from @DrFrozen and even @CaulDrohn made suggestions and even more people. Please please look into it and you will realize that she needs a add-on rework. You have to look into her bugs that she has and maybe even into the cooldown. Don't understand me wrong I know that she is still the strongest killer in the game. And I know that you guys care about your game and you want to balance everything as much as possible. But even if the Nurse is the strongest killer in the game. She needs changes! I really hope that one of you will see this discussion and I would love to hear an answer from you guys.

    they are not gonna do anything as always

  • @Misteriluminado said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456137#Comment_1456137

    Bruh, the gens time its ok and for me its too slow. and some perks can help for rush, but the killers need to know how avoid gen rush. so if u are starting at game need to know the typical spawn sites of survivors, how loop and how self protect of gen rush with perks.

    im rank 1 killer, but it is very frustrating against swf teams or really good survivors with many hours. sometimes killer is just powerless and that should never happen

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456137#Comment_1456137

    ... Which should. But i have no power over what devs do.

    i know dude, but the problem is that by prioritizing nerfing killers you literary remove them from the game, first you have to fix game wide issues rather then just a single killer/survivor/perk issues

1 … 8 9 10 11