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  • Trapper, 100%, same reasons as @DelsKibara . Spirit is fine for me tbh, so is Oni. Don't get the hate towards them.

  • Anyways, @dhealy646 give me an unbiased idea that would be fair for both sides, and I'll take you seriously. Because right now, you're only telling me YOUR experiences and giving no solution to help your case which is also fair to the other side.

  • @dhealy646 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286185#Comment_1286185

    All indoor maps suck for nurse spirit hillbilly and oni. They are the top 4 killers and have the mobility. This means even if they win on these maps which sucks for them they still can't patrol the doors. Survivors escaped through the doors about 4 times against me today. And I closed the hatch 4 times. I lost about 10 kills to the hatch as well. Meaning out of 18 games I 4kd 4 times when I should have 4kd 18 times.

    Oni does fine on indoor maps, I main him so I'd know. Can't argue with Billy, and Spirit also does fine, again, I main her.

    Perhaps you're the issue here, not the map design.

    Spirit isn't affected by maps AT ALL.

    Oni, Lerys can be tough, but doable.

    Billy, only Lerys can ruin his momentum, but he's still fast and can use the sides of the map to travel, I used to main him too.

    And Billy isn't top 4, he's 5th because his map reliance puts him below Hag, again, I've played both killers and my opinion was formed on their strength as I saw them.

    Edit, forgot to include Nurse, only Lerys sucks for her, but the nature of her power can give her a chance but only if you're ON IT. The Game is her best, and Hawkins isn't anything new for her. Yamaoka Estate sucks for her though...

  • Fixated, let it work when you're injured.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286136#Comment_1286136

    I do have an interesting idea i think.Not sure how balanced it would be but i will make a thread about my idea later in the feedback section and tag you :)

    At the end of the day the hatch is in an alright spot right now.It could use some changes to make it more fair for both sides but there are certain killers/maps/perks etc. that would need a change much more than the hatch does.

    Thanks! I want to see because I haven't thought of anything tbh. Also, as I said above, maps like Lerys, The Game and Hawkins could totally use changes to fix the hatch mess.

  • @dhealy646 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286146#Comment_1286146

    Not on lerys the game and Hawkins. Besides why shouldn't it be strong for the killer. They won the game, the fact the survivors even have a second chance to escape should be taken for granted

    It already is strong for the killer, they are faster so finding the hatch is in their advantage, and not only that, but when EGC starts, they can use LOS to protect gates from a distance. You just want it to be no chance for the survivors, which is unfair completely.

    Lerys, The Game and Hawkins happen to be some of the worst maps for survivors anyways, each having lots of unsafe pallets (although Lerys isn't THAT bad, it's still killer sided). Perhaps the gates should be closer in exchange for some more safe pallets (don't touch The Game though, that one doesn't need pallet buffs and Lerys could perhaps be left, but maps like the Saloon and Hawkins are ridiculous).

  • @Rin_is_my_waifu said:

    Survivors: "DS is balanced, as it can countered it by slugging"

    Also survivors: Why did you slug us, bro? This is toxic. You suck. Uninstall the game..."

    I hate it when one of the sides show hypocrisy.

  • I'm glad people see my way of thinking, the complaints are driving me crazy.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1286149#Comment_1286149

    Me neither.

    I don't mind that it exists. I don't mind how it works. I do kinda mind WHY it exists, but I can't change that.

    I mean, I don't think it's possible to prevent survivors holding the game hostage without the hatch mechanic. Even if they cut it straight to EGC, that's unfair on survivors, and would be complained about.

  • @Tiersis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285938#Comment_1285938

    As the guy who was away for 7 months, yes, I made the thread after I was surprised that someone got away using the hatch when they didn't get a single gen done. Last I played you have to have the team get at least 2. I know hatch standoffs were a thing back in the day, which was awful and boring. I just never Imagined that the fix to survivors holding the games hostage would be to just let them escape.

    That would be like me giving my 3 year old Ice cream at bed time just because he throws a hard enough temper tantrum and keeps trying to open the fridge.

    P.S. The new mechanic was thoroughly explained in the other thread, I get how it works now. If I want a 4k I have to first fine the hatch, and either slug or make sure I hook right on top of it to close it, then race them to the exit gates.

    So what's your opinion on it overall? It wasn't your thread that made me want to write this, but I've seen people complaining everywhere even in game, so I decided to make a thread on it.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285970#Comment_1285970

    A) Survivors get out via the hatch the majority of the time it becomes an issue. It's why every other thread for a while was deriding "sweaty killers slugging for the 4k". Also, doors are RNG. I've had them spawn so far apart that it was 100% a free escape for the survivor, literally impossible to get from one to the other in a straight line fast enough. Besides, even if it's 50/50, how is that bad? The team failed in every way.

    B) That's the definition of "free". The team failed, but you still get a chance at a win.

    C) That's how team games work. You live and die with the team, generally. You're not entitled to something extra because you think your team sucked.

    Also, D) The hatch is a classic example of the survivor-centric thinking of the game. Survivors were behaving poorly, holding games hostage, refusing to do objectives. So what do the devs do? Make the offenders easier to find somehow? Punish them with a timer earlier? No, they give them a chance at a free win in the hopes that hurting the killer that way would be enough to satisfy them so that they'd stop trying to harm them another way.

    Seriously, survivors complaining about the hatch are startlingly oblivious or entitled. It's literally only there to give them something good enough for free in the hopes of getting them to stop throwing temper tantrums.

    I just don't understand why ANYONE complains about the hatch tbh, makes no sense.

  • @dhealy646 said:

    Hatch can be easily removed by starting the EGC as soon as the 3rd survivor is sacrificed. This would still give the survivor a chance at escape but will be tilted in the killers favour slightly more as it should be because they won the game for gods sake. This would fix the hatch and key problem while still giving the losing survivors a free escape sometimes

    Faster killers would be too strong in that situation.

  • @tippy2k2 said:

    The arguments didn't come out of nowhere, that's basically just what this forum does all the God damn time...

    User 1: Makes a unique thread about something they don't like that hasn't been talked about in forever

    User 2-6677722354834: Oh that's something I hate too! I'm going to make a new thread about it instead of just commenting on THE DAMN THREAD THAT ALREADY EXISTS!!!!!!

    Every. Freakin. Time.

    Honestly, I read a thread from a person the other day which was actually him discussing the hatch in a normal way, but my god, he sparked something. Hatch is a hot topic even in the game.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/153716/these-hatch-complaints-came-out-of-nowhere

    While i do agree that the hatch is way more balanced than it used to be,especially the removal of hatch standoffs was very much needed,i disagree that the hatch is a well balanced mechanic.

    The problem with the hatch is that it's entirely tied to who was lucky enough to find it first.

    You can be a Blendette that did nothing for your team and still escape because you were lucky enough to find it first

    Or could be a really great survivor,but your teammates weren't able to carry their own weight and now the killer had more luck with finding the hatch/door spawns.

    Those kind of situations just feel really unfair for both sides.

    I would love to see the hatch replaced with some kind of last man standing mechanic in which both sides have equal chances to survive/get their last kill.

    But a whole new mechanic would be way too difficult to add, especially when you consider that people in this community ALWAYS find a loophole around new stuff.

    Overall, I see the hatch as the best fit. But I want to know, what would you personally add? Perhaps you have better ideas, and heck, you might even be the person to change the whole situation. If you got an idea, make a thread and tag me! <3

  • @DelsKibara said:

    Pretty sure the thread you're talking about is made by a guy who has gone on hiatus for 7 months, so I would think his opinion is still rather "fresh".

    I'm not referring to a specific person, LOTS of people have been saying it, even in my personal games.

  • @LALYTHIA said:

    Please bring back old hatch. 🙏

    Man I loved a good hatch stand off vs. EGC certain death.

    Killers have this end game ######### so easy.

    Boggles my ######### mind they have the balls to complain, still.

    No, it's not an 'us vs them' post, I play both sides and neither is easy. But I agree that the fact that they still complain is ridiculous.

    For these people who complain, the devs should definitely bring it back temporarily, just to show them what they didn't experience smh.

  • If someone DC's the hatch should also have a delay. But don't delay it further when someone dies on hook. Finally, a constructive hatch complaint post.

  • Pig, I don't know about as I don't play her.

    Leatherface, I'd personally go for Nemesis, Play with your food, Enduring and BBQ and Chilli (very strong on him)

    As survivor, I've started using a pretty strong, but fun build of Sprint Burst (Best exhaustion perk, plus Lithe got too inconsistent for me), Resilience (always solid), Spine Chill (Mainly for Ghostface tbh) and Iron will (probably the best survivor perk because of the insane potential it has).

  • @Angelicus23 said:

    (when the whole community gets over you for asking a nerf to spirit and for shame you have to edit the title and description)

    He had a friend code too lol.

  • Aaah, so that's what it was. Gotcha man <3

  • Why is a friend code there? So random...

    Oh, that makes sense.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/153546/what-is-something-that-a-survivor-does-that-will-make-you-tunnel

    Only if theyre being overly toxic

    Ex.

    Excessive teabagging (survivors use this to communicate, so its not always toxic)

    Excessive flashlight clicking (sometimes to grab attention to get me off their friend, sometimes being an arsehole)

    Gesturing after a stun (this almost guarantees a tunnel, because theres no way its not BM. Other than that, if a survivor points or beckons me in the open, Ill usually stand still and see what they want)

    Ill never tunnel for just blinding me at a pallet though. I wouldnt recommend doing that every single blind.

    I sometimes point at a killer over the stun but in my head I'm saying something like 'What a sweet killer' or, 'close'. :P

    Not everyone is toxic when they gesture.

  • I got cocky with a Myers who had tombstone (I didn't know and wanted to improve my chasing), he beat my ass though.

  • @EvilJoshy said:

    TL:DR

    If your bleeding why would you stop running to walk over your own scratch marks? It's not like your going to lose the killer at that point. You can juke the scratch marks but not the blood trail.

    I play injured 90% of the time, and I'd like to at least try :3

  • I really like him tbh, he's a LOT of fun to face on The Game (Cause he's easily loopable due to most pallets being safe and having long walls) but he is also just fun to face in general, it's nice versing a killer than can control stuff.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1284308#Comment_1284308

    Yeah, you're totally right! That's a great idea! Why not only play as a certain small selection of killers to counter a basekit non-ability that all survivor have access to in a game who's main draw is a wide array of cast members! Why didn't I think of that before?

    Run [BLANK1] to counter [BLANK2] is not exactly good advice.

    Don't most killers tell survivors to run Borrowed time to counter camping, or run DS to counter tunnelling, and proceed to complain about said perks when it's used against them? The hypocrisy in your statement is hilarious.

    Also, maybe you should track by using crows, I've found it super reliable for finding people. Don't even need Spies, if your headsets are good you can also listen for the grass moving, as @Raven014 correctly stated.

  • I think the best buff is to reduce the protection hits needed from 3, to 2.

  • Oh, if they're playing LF and facecamping with the saw, I love them! <3

    Idk, he's just super goofy lol.

  • If they have to: ie, when the exit gates are powered or when people are around, it's fine. If they do it cause I've ran them or they've had a bad game or a bad day, fair enough. But if they did it for literally no reason that I can think of and state none if I bother to ask, then I find it scummy.

  • @KingFrost said:

    Funny how the same people who are like "THIS IS TOTALLY OKAY! STOP COMPLAINING!" are usually the first to cry about a guy with DS jumping in a locker.

    Omg that's actually true lol, although Proxy camping isn't much of an issue tbh.

  • @PrincessBubblegum said:

    Hey, everyone!

    I have a question... What's your opinion about "the hatch"? I play a lot of Survivor and I think the hatch is a kind of broken, like u get a free survive if you are lucky or you got a key that u took on the campfire or find in a chest. But the fact that u can open the hatch with the key and close it and it get opened again because u are the last one is kind a stupid. Killers get pretty rekt by the hatch. This is pretty hard to kill all survivors, expectially if u wanna do Adept [Killer Name]. I think the hatch needs to get nerfed like once open, never get open again after closed and I don't like that this activates "Endgame" I would enjoy it more as a survivor to finish the last gens.

    What's your opinion? :)

    As someone who plays killer a LOT as well as survivor, the hatch is literally fine. It used to be broken, but definitely not now. And anyways, it's better than me having to wait for a survivor to complete gens to let them go. Hatch is good, and without it, the last survivor would hold the game hostage.

  • I can actually see that working tbh, would make it good.

  • Make BT work against him, stop OoO working against him as it does and make him slow down when placing snares like Clown when he is throwing his bottles.

    That would fix most the issues survivors and killers have with him.

  • With the right perks, No mither is easy to operate.

  • @[Deleted User] said:

    Fixated’s condition make sense if Nancy were being used by new players to the game, using only her teachables in order to get the Adept Nancy achievement.

    Fixated is meant to teach the dangers of always running everywhere, and how scratch marks work, with the added benefit of making walking more frequently a less cumbersome way to get around.

    Knowing this, it’s supposed to get Nancy players dealing with injuries ASAP, to restore Fixated. So never ignoring totems so that Inner Strength is ready, and when totems/lockers aren’t available Better Together let’s other players know where Nancy is without Nancy wasting time trying to find someone to heal her: she’s doing something useful with her time until somebody else can reach the same gen and heal her.

    So there’s a kind of beautiful circle when you look at all 3 of Nancy’s perks as a whole.

    This said, outside of specifically using just her 3 perks exclusively, the healthy condition makes no sense for any other player experimenting with builds using Fixated.


    Yeah, that makes sense. But don't you think the devs should also focus on making the perks individually viable, like Megs or Claudettes' perks. (Yes, Botany is decent without SC to accompany it, the faster healing is really strong)

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283420#Comment_1283420

    If someone ask for common sense in DBD, the game will be very difficult to play as survivor. Nobody can keep doing gens when he got bleeding and feel painful, not even running.

    Exactly lol.

  • @Booper_Of_Snoot said:

    If you are slowly bleeding out, would you be able to fixate on anything extremely well, or focus at all? I dont think so.

    It's DBD, common sense doesn't apply. Would you be able to run at your normal speed after you've been 'exhausted'? No.

  • @brokedownpalace said:

    This is the biggest thing holding the perk back. Urban Evasion used to be like that too and they changed it so Idk why Fixated has that condition

    It really just makes no sense. It'd be like Urban Evasion if they buffed it, where it does an excellent job of what it's intended to (stealth) but is by no means gamebreaking.

  • I wish there was a perk to make it louder it but didn't make injured breathing louder, I'd run it all day :3

  • @ALostPuppy said:

    A "weird" build? That's the most used build in the game right now if you replace lithe with dead hard.

    On to solidarity though, it's a trash perk. If it healed both you and the survivor at the same time? Sure it might be pretty good. But it only heals like 50% at most, and that's only if you heal them to full, by yourself, without a medkit. Way too situational. You're better off bringing something like empathy if you want to find people to heal.

    It is weird when you put Lithe in it.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278314#Comment_1278314

    Damn I never knew that. Now I have a tool for proving that the survivor's internet was at fault and not mine.

    Yep, I think they deserve to also know if they can get greedy or not personally.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278310#Comment_1278310

    How would the game being balanced be boring? Every trial is still a unique experience and there are still plenty of perks and powers to experiment with. If anything, an imbalanced game limits the pleasantness of these aspects and makes the game more boring. I think you somehow misspoke here.

    You'll see when it happens. Updates keep this game alive, in a balanced states, there'd be no big updates. Like all other games, it'd die. I know it sounds weird, but it makes sense when you think about it.

  • @Waffleyumboy said:

    How do killers tell survivors are foreign? I've never seen the ESC menu, is it in there?

    Yep, you can see their ping. If I see someone with high ping, I know I can get greedy with my lunges.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278296#Comment_1278296

    The point is to buff killers when SWF is present. Not asking for a universal buff, but buffs that happen when SWF is there.

    I fully agree that solo's should not be punished for SWF, but especially the higher your rank the more and more SWF you see. The stats on SWF percentage is clearly diluted by all the solo survivors at like rank 14-20.

    Devs ignore the SWF issue 100%, because they'd rather milk 4 SWF survivors for cash than keep the killers, but killers are all quitting because their metas keep getting purged and SWF are more of an issue every day. No matter what is suggested, devs are not even prepared to start a dialogue to even attempt to tackle the issue.

    See, you're right in this sense, SWF needs to be dealt with. But by doing that, you ruin solo experience. The most healthy option that is unlikely to backfire is to buff solo and buff killers accordingly. But, a balanced game would actually repel a lot of players since it'd become boring and balance changes would be pointless, so without new changes to look forward to, lots of people would move on, so I can see why the devs haven't taken this route.

  • Mike = Mikey Boi

    Ghostface = Stalky boi

    Pig = crouching cutie

    Leatherface = Loop 'er face

    Billy = Skillbilly (I suck as him so I respect people who can play him well)

    Wraith = Bing bong

    Wont say Demo's name since it's inappropriate.

    Nurse = Nerf (even though I think she's fine, but I used to think she needed a nerf and it just stuck)

    Spirit = Kinky b*

    Trapper = Trappy boi

    Oni = Housewife (Idk with this one)

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278269#Comment_1278269

    There's no way to buff in ways that mimic the advantages of SWF.

    Killers require buffs against SWF because they get advantages that solo survivors cannot have and that killers cannot counter through any traditional means.

    There is, I'll list one I can think of on the top of my head, built in kindred.

    See, from your standpoint, you want killers to be strong against SWF, which is great! But you neglect the fact that solo's would heavily suffer and be even more unfun to play. The best route is to make solo's as strong as SWF, and buff killers accordingly.

  • VPN'ing isn't bannable, since some people are forced to. Stretched Resolution also isn't, because like you said, it's unlikely they can detect, plus some people have naturally stretched monitors.

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