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Predated

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  • @StarLost said:

    So currently going over this series again because I'm really trying to get a handle on this killer and...wow. It can be genuinely painful to watch at times.

    For those not familiar with Otzdarva, he's a DbD focused content creator known for doing win streaks on killers with either 4 perks and no addons or (rarely) 3 perks and one addon.

    Some takeaways:

    • He tried STBFL, Hex focused builds, Hex focused builds with Pentimento and finally settled on Ruin+PR+MYC+FOR.
    • Her newspaper addon is so essential to her kit that for a portion of the streak, it was considered more valuable than a perk slot and he used it with 3 perks.
    • He considers it to be the most difficult streak he's ever attempted, including pre-rework Trapper and Myers.
    • He was able to achieve a 13 streak before calling it, but it took days of attempts. He managed 20 on Cenobite and 30 on Artist substantially faster.
    • He described her as often feeling like she doesn't have a power.
    • His immediate suggestions for fixing her would be condemn gain for all survivors when someone is hooked, and baking Old Newspaper in baseline.

    On the positive side:

    • Her pickup animation is odd enough that sometimes survivors miss flashlight/pallet saves and DS.
    • She has a cool mori, I guess?

    I understand what the devs were...trying to do with this killer (something that's not an anti-loop) but she came out half-baked and needs to go back in the oven for a while.

    Where's Chef Ramsay when you need him?

    Here is a fact you missed:

    MMR was released. Otz will practically have a harder time getting high kill streaks with a lot of killers, he didnt even really attempt one after MMR was introduced. So yeah, ofcourse he's not gonna get 50 wins in a row when the MMR system alone will give him harder and harder survivors to deal with.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/317767/rip-circle-of-healing-welcome-shadowstep

    They could completely remove the healing speed bonus and it would still be picked because it gives everyone a free perk slot/item. That's why these "nerfs" are so meaningless, they completely fail to address the actual issue with the perk.

    You're completely wrong tho. CoH is a timesink. Let's pull out the numbers:

    1. finding a totem that wont get snuffed before you can use it ->30 seconds on average
    2. blessing the totem->14 seconds, 24 seconds if its a hex
    3. average time required to run to the totem if you are injured->7 seconds, 14 seconds if you're with 2 people to heal faster
    4. time to heal->21 seconds alone, 9 seconds together
    5. average time to run back/find an objective nearby->4 seconds, or 8 seconds when with 2 people

    So thats a 44 second timesink just to have a decent boon active, then 32 seconds before you can be on a gen when alone or 31 seconds when together. Thats 78 seconds for the first average heal wasted.

    Now, here is some other numbers:

    1. be an swf on comms
    2. Tell your teammate to meet up in the middle or at an objective->10 seconds on average
    3. heal up->16 seconds

    That's it. 26 seconds to heal up on average, no items, no perks, just comms. Botany Knowledge is better for SWF than CoH.

  • @MrDardon said:

    People used CoH because of it's overpowered healing potential.

    Why would people now use Shadowstep instead?

    Overpowered? Nah, if you ran Sloppy Butcher, you would obliterate 95% of survivors who insist on using CoH before the nerf. Just because its used a lot doesnt mean its necessarily strong. CoH was picked for it's Utility. It was a way to give randoms "comms" to heal up, but something that killers could turn off.

    CoH only had 2 issues:

    1. 3 injured people healing each other in the boon was always too fast
    2. the radius was too large for indoor maps

    Simply cap the healing to +75% to the healing action rather than to each healer, and reduce the radius to 18 meters and it would have been fine.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886726#Comment_2886726

    I also play both sides and agree 100%. Even taking the 4:1 ratio into account I see more toxic survivors and that's even with refusing to camp and tunnel when I play Killer. I see a lot of really good survivors as well but there's just something about the survivor side that brings out more toxicity.

    Well, one huge thing to consider: were they actually toxic or where they trying to survive with as many people possible? Because spamming flashlight to get the killers attention away from something else isnt toxic, tbagging(outside of the exitgate) to keep killer aggro isnt toxic, thats just distracting the killer.

    Same with killers, tunneling and camping isnt exactly toxic. Its super lame and boring and you could do literally anything else thats actually productive, but its not toxic. Its not untill a killer smacks you on the hook, drops you in front of the hatch only to close it or spams their ability on you while you're already downed(looking at you Toxic Tricksters) that it's toxic.

    In short: Survivors cant really be toxic untill they have an oppertunity to exit the game, killers cant really be toxic untill the survivor is hooked or downed. They can be super tryhard sweatlords, but sweating=/=toxicity.

    As for endgame chat, well, lots of killers actually, even with the ratio in mind, I can easily remember 5 games in a row with the killer being toxic in chat, but I cant remember 5 games in a row where there was a toxic survivor in each match. Too many people who say gg ez after camping with bubba, or smacking you on the hook with Nurse after you dodged them for 4 gens, or tricksters repeatedly emtying their knife inventory on you untill you get too close to hatch. Survivors are relatively mild in that sense. In fact, I am even going to be controversial here: It's worse if the killer is being toxic, because it actively wastes someones time without them being able to do anything other than DC, where you could do something about a toxic survivor as a killer.


  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883412#Comment_2883412

    ok.... why does procing of another survivor that is out of reach make this any better? why would marking a healthy survivor who is now possible instant down than chasing another survivor who is likely healthy be a smart decision? I do not get it. Is it some sort of joke? I do not understand how being immune to being broken out has anything to do with the speed.

    There is not anything gap-close, as I said this is 2 meter speed boost over 5 seconds. Even a single stack of PWYF is really good and far outclasses the add-on because it is permanent speed increase until the killer attacks. Marking survivors smart survivors is very time consuming, even more so than getting stacks. Its just not a very good add-on.

    Balance landing triggers on stagger and is not dependent on fall distance. To my knowledge, the stagger reducation on balance landing is additive bonus meaning that 100% stagger is no stagger at all. About 3 years ago, One of my builds for survivor was dead hard+balance landing. Old stagger distance was so good that you could create infinity loops from elevation in many maps. Just to illustrate my point, if you run more than 1 exhaustion perk, like say you run dead hard+lithe+balance landing+smash hit, you have more situations that you can exploit as survivor to gain distance. Its not about timing, its about being in right situation to use it. Running 4 different exhaustion perks gives 4x chance to find a situation to proc it as opposed to one. This is very off-topic to thread so I will stop here.

    BT base-kit has nothing to do with dead hard. they're thinking of adding bt-base kit because they think that adding BT base-kit will make facecamping with instant down less effective. In my opinion, BT as a perk largely encourages hook trading and does very little to combat facecamping in general. I would say BT is a perk that punishes proxy camping and tends punish weaker killers that are poor at defending hooks. this is off-topic to thread so I will stop here.

    "Oh no, the logic of the sentence is this: I would keep the original crouching speed increase(aka, the current 8.4% crouching speed) AND get the 10% haste that you get upon marking a survivor."

    According Peanuts, They're changing add-on because previous effect was not very impactful for purple add-on. To me, it looks more like replacing an a mediocre effect with another mediocre effect with situational impact. I am not sure how having two mediocre effects changes much. 2 mediocre effects does not make add-on good. I think green add-on is generally more useful out of two add-ons revealed.

    --------

    @Dsg4041 The ultra-rare add-on your thinking of is outdoor security camera. it reveals the aura of other survivors if you hit marked target when in nightshroud. ghostface caught on tape reduces stalk time by -1 second but increases normal stalk time by 0.75. I use it to make stalking more reliable/worthwhile, but its still pretty situational.

    Proccing other survivors out of reach are often survivors you might need to hit anyway, and thus lose stalk anyway. Proccing it makes them spooked, while also making them unable to bring back your red light which makes it easier to mindgame in close corners. And its not meant to be done consistently ofcourse, its situational, but the situation is more common than you'd think. Again, we dont know the full list of changes yet and how it affects gameplay.

    its 2 meters over 5 seconds extra distance, that means you close the gap quicker, can cut off survivors faster. That doesnt sound like much at first, but that also means you can cut off a survivor from going to safe loops much easier. That's the main power of that addon, to close the gap between you and the loop. Lets say a loop is 20 meters away from the survivor, and 25 meters away from you, a survivor reaches that in 4.1 seconds of running and you reach that+lunge within 4.7-ish seconds, which means a survivor can be on the other side of a pallet. But with this addon, you'd reach that within 3.8 seconds with a lunge. Meaning the survivor has to run away from it while you are now breathing down their neck. If you are just walking behind a survivor untill you can hit them, then yeah, the addon is useless. Then you can also chain marks when there is a survivor you initially wanted to go for reaches a loop where you'd waste 40 seconds to down them but instead use the speed to get closer to another nearby and mark them to basically have 10% over 10 seconds.

    Yeah, but stagger is dependend on fall distance. Hence Balanced Landing being depending on fall distance. And no, BL doesnt remove stagger, it reduces it by 25%. But considering where you can drop down effectively, killers can very easily cut survivors off, especially if the killer can lunge and recharge before they touch the ground. As for stacking Exhaustion perks, actually not a good decision unless you combine it with Head-On. It actually creates much more oppertunity to make mistakes compared to oppertunities to use one. You might plan on using Lithe after delaying the killer with a pallet drop, only to lose it to Smash Hit on an unsafe pallet because the killer was closer to the pallet than it seemed. Or wanting to use BL on a drop but there being a window and out of habit you pressing shift because medium vaults are faster than slow vaults, accidentally proccing Lithe. But yeah, that's going into a whole different argument.

    BT basekit actually has everything to do with facecamping and tunneling. Right now, if you dont have BT, it might not even be a hook trade, giving the killer 2 downed survivors at his feet. Hooktrading will heavily invalidate facecamping, and quite strongly impact tunneling too. DH helped a lot against tunneling, and probably still will. But with the alterations it might get, it would need the help of things like basekit BT just to have a similar strength of current DH against tunneling.

    The effects arent really mediocre, they are above average, and combined they are quite consistent, being able to crouch mid-chase and being able to move faster while having less visibility is quite good for a lot of mindgames. Its just not good enough on it's own. Being able to close the gap between loops and cutting off survivors upon marking them is quite good, its just not good enough on its own. Together, they can be quite nutty. Would there be better addons? Possibly, but this is the type of addon where survivors will be caught off guard and make mistakes out of the unexpected. And the longer the match goes on, the more they will be able to deal with it, sure, but being able to get 2-3 hooks before the 3rd gen pops because of survivors not expecting the effect early on is really good in a meta where 90% of the hooks happen after the first 3 gens are done.

    IMO, green addons should always be the most powerful addons, because they are common enough to use semi-consistently. Purple addons should gain you unexpected benefits that forces survivors to play differently or be slightly more powerful than green addons if there isnt enough variability with the power(myers is a good example of having both types) and pink addons should make your killer play entirely differently(because they are by far the rarest addon, Renjiro's Bloody Glove is arguably the best example of this), or amplify the killer's main ability to the 3rd degree while still being counterable(there are some killers breaking this rule, like Nurse and Spirit, I wouldnt be surprised if those addons get nerfed within the next year). BHVR's design logic seems to follow this rule somewhat with a lot of killers. Having the purple addon be basically a green addon but more powerful in a lot of cases would simply break the balance. Take Myers his stalk addons for example. Following the logic between addons, the purple version would have been 38% speed, that's practically the obsession-only stalk addon in terms of speed. Which combined with tombstone piece alone would mean 1 death every 20 seconds. Or infinT3 could be gained within the first 20 seconds of the match. It would be "purple value" following that logic, but it would make Myers practically impossible to not die to. Tombstone Piece is still being begged to be nerfed. Killers that can simply guarantee a kill without actually having counterplay to prevent the kill(coughcoughbubbacoughcough) are something that should be part of the past. Equipping a pink addon should not make it impossible to escape, just as things like BNP shouldnt make it impossible to kill.

    With that out of the way, yeah, having both the crouch speed and the ability to cut off survivors away from strong loops upon marking is quite worthy of a purple addon. Especially since it has synergy with perks, potential other addons and maybe even left-out changed mechanics that wont be revealed untill tuesday.

  • @Ath4nat0s said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883389#Comment_2883389

    And vice versa man

    At a certain MMR you can't play another killers than Blight/Nurse/Spirit if you don't want gens done extremely fast cuz the E key extends a chase more than it should be.

    It's a boring/annoying endless cycle for both sides we agree?

    Oh definitely, with the practically guaranteed DH rework/rebalance that is coming this year, it's almost inevitable that Blight and Nurse will be nerfed soon after, if not at the same time.

    Now all that is left is to nerf the Ruin/Undying combo(my personal suggestion is to give Ruin 5 tokens, 1 for each totem standing, meaning Pentimento can increase it's power) and the Pain Resonance/Pop/Call of Brine combo(idk, like, not giving the location with Pain Resonance? that forces Tinkerer to be the 4th perk rather than keeping a perkslot open), address NOED(it needs different activation mechanics, the power is fine, my suggestion is to activate it in a similar fashion that Pentimento is activated) while also nerfing Medkits and Adrenaline(which, honestly, if NOED is altered can be fixed by making survivors Exposed as long as they are Exhausted, its a good trade-off IMO).

    That way, the perks still remain powerful enough to have a good effect, but not be devastating in the hands of people who sweat to squeeze out as much value as they can.

    I used to play killer 80% of the time and survivor mostly with friends like 18% of the time and solo survivor 2% of the time(just to get iri 1), nowadays, I play solo survivor 75% of the time, killer 5% of the time and 20% with friends. Solo survivor is horrible, but at least I can always have the decision to sacrifice a teammate if I have been targetted a lot, while as a killer, a lot of my B-tier killers are facing S-tier survivors right now, and unless I have an A-tier map(not necessarily killer sided, just a map that I can use against my opponents if I gain the upperhand), I am going to be forced to tunnel someone out if I want to kill more than 2 people or run endgame perks only. My killrate on Trapper is considerably high lately due to me running NOED, Bloodwarden, No Way Out and Remember me with both self-resetting trap addons. I often even kill the entire team before the final gen is done, with 0 perks having any value because I focussed on the endgame with my traps and survivors thus running into my traps a lot. Which is a D-tier killer facing A-tier survivors and outplaying them because I am at least an A-tier player myself on both sides. But without that specific build, I would need to face B-tier survivors or lower to even stand a chance on the long run.

    I honestly liked pre-mmr matchmaking a lot. I get that it could be frustrating for new players, but there are bot matches now that was introduced after MMR was implemented. You could "simply" give newer players full bot matches with the first 10 matches, then 10 matches with 90% bots, 10 matches with 80% bots and they would still have 10% of their matches with some bots in their 100th match. At that point, they have about 33 hours in the game, excluding matchmaking time etc. Then you could apply that you can only face people who have at most 10x your hours and at least 1/10th of your hours. Meaning someone with 100 hours wouldnt face people with 3k hours, and people with 10k hours wont face people with only 900 hours


  • @Dream_Whisper said:

    I always suggest the possibility of adding a cooldown when the killer snuff the perk; like 90 or 120 seconds of not being able to bless it again. As well as allowing the killer that runs Hex perks to gain back a Hex perk, upon snuffing a Boon perk. As not only does it give the killer abit of ensuring that the Boon Perk is not constantly being Bless all the time for a good duration; but.... it creates a difficult decision making for the Survivor on whatever or not, it is worth Blessing or destroying the totem (between having their own Boon perk active at all times, or be reassure that the killer will not have a hex perk again)

    Thats a huge cooldown for something that's already a timesink. Boons arent as gamebreaking as people think. I did consider reactivating hex perks upon snuffing too, as it would basically be a trade-off for survivors to cleanse or to bless certain totems, but my big issue there is that survivors cannot remove blessed totems, so if there is 4 boons, you would have 5 ruins to deal with before its gone, which is basically old undying again.

    If Ruin were to be nerfed, it would actually be fine, Ruin is the reason why I think that's a horrible idea.

    With the healing speeds they consider now, I dont see a reason for anyone to run CoH. Botany Knowledge will objectively be better.

    And you could always say "yeah, but I have seen X and Y do this, which made it nearly impossible to be picked up which means Exponential broken, and A and B did this with CoH that made them heal in only 4 seconds, which means CoH broken", not considering the weaknesses that those builds bring with them. Would X and Y have lived if the killer took 3-4 seconds to snuff? Would A and B have been able to do so if the killer brought Sloppy Butcher?

    That's like saying Pain Resonance is broken because the killer also brought Ruin, Dead Man's Switch, Alchemist Ring Blight and BBQ. My big issue with Pain Resonance is that it's 3x stronger than Eruption and can trigger DMS. If it was just the 15% reduction, I would be fine with it. But the point is that Pain Resonance isnt really super powerful unless combined with other perks. Same applies to boons.

    Yeah, if you ignore boons at all, its gonna be devastating, but thats like saying Ruin is broken because you refuse to cleanse it. Ruin is quite powerful if left uncleansed.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879721#Comment_2879721

    this comment... wow weeee where do I even begin when talking about this comment. First of all when 99% stalk, a large goal behind 99% stalk is to instantly proc mark. most of the time, when your procing 99% mark, your already pointblank at the survivor and ready to m1 them. You do not need movement speed at pointblank to hit a survivor with mark.

    Second of all, 10% speed for 5 seconds is like equal to clown yellow bottle after procing the mark. its like worse than 2 stack PWYF because PWYF lasts indefinitely until you land a hit and worse bloodlust as it has infinity duration as long as your in chase. Most killers move at 4.6(115%), this add 0.4 m/s per second. your traveling 2 meters more than normal over course of 5 seconds. I'm willing to bet that this is like worse then dead hard in term of distance gain.

    This add-on has downside, the downside is that you have to mark the survivor and carefully time your speed boost at moment where it would make the difference between landing a hit or not. Its just that at 10% for 5 seconds, this is almost never going to make much a difference in most pallet looping environments. The vast majority of safe pallets are far too safe for this movement to be of much use.

    On average vs strong survivor players, you get broken out of nightshroud 24/7 as Ghostface. you barely get to use his ability for anything more than undetectable. I will say on average, on my best games, its like at most, you get like 3 stalks a game if even that. On my worst games, its clear 0. Its just that at low-levels, surivivors are.... notoriously bad at breaking ghostface out such that you can stalk and mark on every single chase. that was possible pre-mmr. Now it is different.

    While on topic of exhaustion perks. Dead hard for distance barely has any timing vs m1 killers. Its just press E to a window or pallet. Dead hard vs like... nurse blinks and blight's rushes has more timing to it because you need actual reactions and game sense to utilize it. Overcome does not have timing, you just get free distance when you get hit. Sprint burst away from a generator is not really timing, its just hold-W which is strong against most killers. Vaulting strong windows with Lithe a lot of the time is just free distance. Most of exhaustion perks are just about being in right situation to use them more so than timing.

    My interpretation of this add-on is that add-on is designed to be baby wraith lunge upon activating mark. wraith is 50% at 1 second with less conditions. my suggestion is 30% for 2 seconds. you could argue for lower duration, like 1.5 or 1, but for purple add-on, this almost grey add-on in value.

    "Personally, the change I would make to the addon is to keep the original crouching speed in addition of the 10% haste. Gives it a bit more utility and have consistency in that aspect"

    If I understand this sentence correctly, you want it to be 10% haste for 5 seconds every single time ghostface crouches. I think that is highly too easy to abuse as you could keep haste effect permanently active. I would respectfully disagree with such a change. It would be too powerful in my opinion. crouch speed add-ons were almost never used for ghostface. recovery was always superior choice even post-changes.

    I personally used chewed pen and ghostface caught on tape and both grey and yellow add-on for recovery. I tend to only like 4 or so add-ons per killer. on some killers I use more type of add-ons if they're really good and I like them. Like with blight, I use many different combinations because I think a lot of them are pretty good and somewhat under-rated. ghostfaces current add-ons are pretty bad so I didn't see much point in using any add-on variety with him.

    I think you misunderstood me, you use the proc of another survivor that is out of reach to quickly close the gap with someone else.

    As for it being worse than PWYF, yes and no, because you need to find the obsession and lose 2 chases to gain 2 stacks, then not hit anyone. Where with the instadown, you gain it when you need it most and dont lose any stacks. As for the distance gained, well, thats not thinking about it correctly. It's about distance difference. 2 meters is the difference between reaching the shack pallet and entering the shack, adding to the fact that you can lunge and have a longer lunge distance(yes, haste affects lunge movementspeed, thus you gain distance too).

    Considering the fact that you cannot break GF's nightshroud while marked also benefits this addon more than you might consider right now.

    And DH is the most problematic of the exhaustion perks, because it doesnt really require anything, which is 100% true and why DH is getting addressed(and the addressing being a big reason why basekit BT is being considered). As for the right situation for other perks, not really, because the wrong window will screw over Lithe more than it helps, dropping slightly too high will negate Balanced Landing later on. Sprintburst is comparable to Nurse, because just using it to run away from a gen is awful for distance since the killer can cut off 50% of that boost with ease, mastering SB to conserve it and use it with similar distance that Lithe offers is harder than it seems.

    As for addon value, I mean, people still are in the old mindset of what an addon must be like to be a certain rarity or anything. For current GF, yeah, you're 100% correct, altho its more likely to be yellow value tbh, however, with the changes that will come to GF's basekit(which arent all revealed, nor even tested what the in-game implications can be), there is a lot you can do. It might be very favourable for GF to mark everyone. Especially since basekit mark duration lasts an entire minute. That is an entire minute where you cannot be revealed at all.

    ""Personally, the change I would make to the addon is to keep the original crouching speed in addition of the 10% haste. Gives it a bit more utility and have consistency in that aspect"

    If I understand this sentence correctly, you want it to be 10% haste for 5 seconds every single time ghostface crouches."

    Oh no, the logic of the sentence is this: I would keep the original crouching speed increase(aka, the current 8.4% crouching speed) AND get the 10% haste that you get upon marking a survivor. So you can crouch closer faster, mark a survivor and close the final gap with the 10% increase when they have been marked. That way, even if survivors make it impossible to be stalked, you still have value from the addon, albeit a minor one.

  • @Ath4nat0s said:

    And NOED

    But yes

    DH is just extremely annoying and made me a Blight main

    Funnily enough, Blight is one of the main reasons why DH is absolutely required to be in the game. Especially as long as Alchemist ring is a thing. How else are you going to juke a Blight for 5 bounces without a hit, then instantly again with 5 bounces? You could spawn in more pallets, but is that better than DH?

    Basically, if lower tier killers are unable to compete due to certain perks, then its often the higher tier killers why those perks have to exist in the first place.


    Same with the CoH change. It's gonna be utter ######### against Sloppy Butcher after the change and Self-Care would be objectively better.

  • @Bubbalover said:

    Just remove the Perk for a week. You will notice how much fun this game is, when the most broken thing in the game dissapears

    Deal, if Ruin gets blocked for a week too

  • @DriplordDrew said:

    Interesting but a few things. If the one with WMI is hooked their healing benefit is gone. If I am healing the person off hook and the killer comes back and they must find someone else that is another lose of time and the effect of WMI is wasted. CoH is an AoE heal for all. If I am in CoH with someone it is even faster. If there is Shadow Step added the killer may not be able to find us at all. While the healing speed may be slightly faster CoH will always be the best option because if the killer comes back they can hopefully make it back to the boon and I am able to heal them in the Boon it is still going to be slightly faster. AoE free heal for all wins 100%.

    Thing is, you're often already better off just healing on the spot unless CoH is close to you. Running to CoH costs time, running away from CoH costs time. Remember why self-care was often called a killer perk? Because people ran to the safest corner of the map, self-cared and ran back, only to be hit and run back. And that is a perk you can realistically use all over the map. And even with that, it's only really good as solo survivor.

    Boons were basically buffing solo survivors to swf, without buffing swf. Literally any other healing perk was better than CoH for swf. You'd think that the more buff you have, the more it's worth to run to CoH, but the opposite is true. Without any buffs, CoH would take 9 seconds per heal+(time to run there+time to run back)*2(because 2 survs), meaning you better both be injured or one of you is dead on hook, otherwise you wasted time if the circle was more than 6 meters away. With Botany Knowledge, that would be 7,6 seconds, so you'd save 1,4 extra seconds you might think, but healing in the spot is already 12 seconds with just botany knowledge.

    As a 1v1 comparison, you would need to be closer than 5.6 meters with 2 people from CoH to be worth healing up 1 health state together. And that's pre-nerf. And that's not even considering the fact that you need to find the totem, you need to bless it and the killer can snuff it before you get the opportunity to.

    The big issue with CoH comes with 2 people healing and the range to self-care on small maps. Because it was in speed better than self-care. And self-care can be amazing if applied correctly. On a map like Midwich, you could use it as effectively as self-care and BK, which made it a bit powerful.

    The speed being nerfed isn't going to solve the issue with the boon. It will still be extremely fast to heal 3 injured people up and still be super helpful for people who self-care on maps like Midwich.

    75% is fine. Cap the 75% per healing action, not per healing person, and reduce the range of boons to 16 meters on small and indoor maps.

  • @bm33 said:

    I've said it before, I'd love a bot mode similar to For Honor where you can complete challenges, get BP/XP, progress through rift, etc. just make it so you don't pip/get grade rewards - save grades for PVP mode. Bot mode can be the more casual mode. Can set the bots up to use a variety of load outs so you can use variety of load outs to play against them.

    I mean, grade rewards don't really mean much. Pips don't really mean much. You could hook everyone twice, force yourself into lower MMR and easily farm BP and pips. I don't know why people are like "that has to be pvp only". The only thing that somewhat matters right now for PvP is the MMR.

    People were always like "if there is a difference between ranked and unranked play, then unranked shouldn't get BP". Like, how the ######### you going to get perks at all? Like the grind isn't grindy enough already. Keep the BP and the pips in such a game. You're still playing against opponents that are going to cause you to lose from time to time. The big difference I would say is no access to offerings.

  • @mynameisBlade said:

    https://forum.deadbydaylight.com/en/discussion/316919/i-do-have-an-issue-with-the-coh-nerf

    This guy knows whats up. The HEAL SPEED WAS NEVER THE PROBLEM....... The fact that they made a BOON that HEALS is the real issue. Sorry but its just too broken. A 5th perk for every other Survivor that didn't bring it, and gigantic radius, and an infinite amount to place again and again and again and again and again and again. I say 3 strikes and your out. The Killer should Smash the Totem on the 3rd SNUFF!

    Its not the fact that people can heal, its not the pseed either. It's the radius.

    The infinite replacement? It's a time sink. If you manage to snuff a totem before 4 people heal from it, there is a net gain in time in terms of survivors working on gens. Not a problem, and can easily be helping the killer.

    The healing speed doesnt really break untill there is 3 people healing together.

    The fact that people can heal isnt an issue either, because its so much faster to heal on the spot with a teammate and just do gens while you're not being focussed by the killer. SWF can callout exact locations where they meet up, heal up and do a gen at the same time. Boons do not really amplify that as they would need to replace the boon somewhere else(costing time) or would need to leave a gen in the boon range, which then means they didnt really use the boon.


    The biggest issue is the radius. Its fine on large maps, but on small maps and indoor maps? Thats where boons start to break.

  • The same could be said for many. Take Nurse for example, the best killer in the game, barely has any skins compared to someone like Spirit, let alone actual good skins.

    Similar case can be made for survivors, there are barely any (good) skins available for Jeff(he gets less skins per year than Jonah, and Jonah has only been out for 6 months), yet every single year Feng gets 5 skins. Feng Min has more skins than Jake, who is an original survivor to the point that "Jake squad" triggers PTSD in veteran killers.

    Thing is, not many people play Jeff, and not many people play Legion. And when people do play Legion, they play Suzie or Joey. The lack of skins for Frank, Julie and Jeff doesn't help either, but why put priority in something that's barely going to gain money, when you could focus on characters that would earn 5x as much? Feng is definitely going to get another skin around the anniversary, Spirit too. If Legion gets a skin, he'll get one for Suzie and/or Joey. That's simply where the money is.

    I would love a nurse skin thats pretty much just a ghost drape like Bert from Obsideo, I would love for Jeff to have killer based outfits, he already has Clown and Wraith cosplays, might aswell add the rest of the cast. But from a business perspective, it's going to be second or third to characters like Spirit and Feng.

  • @Devil_hit11 said:

    I would prefer 30% for 2 seconds.

    30% makes it practically impossible to avoid an instadown tho, especially when its someone who was 99%. It's like having basekit Coup. 2 seconds is a long ass time, especially considering ghostface can 99, then get closer to guarantee it.

    The 10% haste for 5 seconds is nuts enough. You dont ever want haste to be above 10% without having a downside to it. Exhaustion perks have the downside that if they arent used correctly, they go into a massive cooldown, use it wrongly and you're pretty much dead. Play With Your Food has the downside of losing stacks. Bloodlust has the downside of not kicking any pallets nor using your ability for 45 seconds.

    Being able to move at 125% everytime you mark someone means you have reasons to fully stalk an already injured survivor to gain that extra boost mid-chase of a fully stalked person to get a second 10% boost. The potential of that addon is much larger than it might imply.


    @Dsg4041 said:

    Hello guys,

    I want to talk about the new Ghostface Add-ons coming out soon, and how I think one of them should be changed for the better.

    For some context, I'm a GF main and I've played it for about three years now as my main. I live in High MMR and occasionally beat Top MMR. My personal YouTube Channel is Adi for you to judge (probably need to type Dead By Daylight or Ghostface to find me). But I have my days where I play lazy and bad too, just as if I am playing an M1 Killer who occasionally goes Undetectable (the Low/Average MMR GF). And there's nothing like two or three High or Top MMR losses in a row to remind me that I am an average or downright bad GF too, haha.

    As a GF main for so long, I also experiment with a lot of Perks and Add-ons. For example, just as some people are discovering the power of PWYF on GF, Legion, and even others like Wraith, I have been using PWYF on GF for about three years and swearing by it to others to try out seriously. And yes, after experimentation, a vast majority of GF's add-ons are not used at all.

    It is in these regards, I feel strongly that the new "Drop-Leg Knife Sheath" will become another unused GF add-on after its novelty wears off. After doing thousands and thousands of Marked chases with 1-2 PWYF tokens, I can say that 5 seconds of Haste (even 10% Haste) is going to do very little. The Survivor simply needs to run to the nearest Pallet or Vault and the 5 second Haste is gone. That is without SWF comms in their ear, Spine Chill activating, or their eyes spotting GF beforehand too (aka, getting to the Pallet/Vault very easily). You can even play scenarios out from there, "next the GF breaks the Pallet, but with the time waste, the Survivor makes it to the next Pallet or Vault" and etc. etc.

    As a proposition from a humble GF player, I will give two variation ideas of the "Drop-Leg Knife Sheath".

    Original Variation:

    Drop-Leg Knife Sheath - After Marking a Survivor, gain a 10% Haste effect for 5 seconds.

    Variation #1:

    Drop-Leg Knife Sheath - After Marking a Survivor, gain a 5% Haste effect for 20 seconds.

    Why?

    20 seconds is long enough for the GF to not have to face a Survivor who see's him coming early, and not only avoids his 5 seconds of Haste, but can loop him 3 times around before using a Pallet.

    And if the Survivor is semi-surprised in another scenario, they will make the Pallet/Vault but only be able to use it immediately, because as they use the Pallet early, Ghostie breaks the Pallet and still has 15 seconds of chasing with Haste.

    Similarly, in another scenario that the Survivor is completely surprised or with no safe spot nearby at all, then Ghostie was getting that Down regardless of any Haste add-on or not.

    Finally, 5% Haste is a great counterbalance to having the 20 second timer over a 5 second timer. It is a fair adjustment downwards from the 10% haste, and 5% Haste is actually even a tiny bit slower movement speed than just 1 PWYF token (which is about 5.75% Haste).

    Variation #2:

    Drop-Leg Knife Sheath - After Marking a Survivor, gain a 5% Haste effect for 30 seconds. Your first attack will remove the Haste regardless of if you land the attack or not.

    Why?

    Well, most of the explanation for this Add-on is the same as in the First Variation. But I actually prefer this Variation the most, and that experience comes from playing GF in High MMR very often. The number of times 1 PWYF token on me still resulted in long GF chases remains in the back of my mind (maybe because of a Pallet dropping tour, maybe because of a long hold w path, maybe because I am bad, etc. etc.). And 30 seconds of Haste would be the best for GF, as again, he has to juggle the downside of having only 5% Haste and losing it as soon as he swings any attack (meaning the 5% haste could be as short as, say, 3 seconds long!).

    That is about it for what I wanted to discuss, and maybe this illuminates ideas to the Devs for changing up more of GF's add-ons. As a GF who gets my position called out in SWF comms or Revealed a lot during my dips into Top MMR, I would forward one final idea for changing one of his Add-ons to make GF dramatically difficult to Reveal. For example, "With this Add-on, Revealing GF takes 7 seconds - or is not possible - until he has Marked 1 Survivor."

    Thank you to the Devs for the nice GF buffs coming and changing up his Add-ons!

    The 5% haste from the addon is also 5.75% practical speed, because they are the same haste effects. There are some exceptions(mainly event related), but those are far too niche to use effectively. Let alone that 5% haste for 20 seconds is absolute nuts. If the average chase can be considered 40 seconds with 2 hits, then having a 5% haste for 20 seconds with an instadown can easily reduce that average below 20 seconds. Essentially, it will always have a significantly positive outcome. As I stated above, even though Exhaustion perks seem like they are a free second chance, getting the timing right, knowing how to hold it and when to use it and making sure you can lead the chase to a position where using it benefits you are all things that require skill. Misusing it a little bit, and you basically down yourself. Sure, it might have bought 2 extra seconds, but considering an exhaustion effect lasts for 3 seconds, dropping a pallet, jumping in a locker, vaulting a window, trying to spin all have more time that can be bought. At the higher skill levels of survivor, failing an exhaustion perk is often worse than literally not using it at all and trying something else.

    10% for 5 seconds is just on that edge where it can have massive rewards, but also has a potential to still make mistakes. 5% for 10 seconds has equal distance gain over a longer period of time, but also gives more consistency than 10% for 5 seconds.

    Personally, the change I would make to the addon is to keep the original crouching speed in addition of the 10% haste. Gives it a bit more utility and have consistency in that aspect, while giving it the ability to massively reduce chase when used correctly.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2868102#Comment_2868102

    That's a meme/BP gain add-on, they're supposed to be bad! Almost all killers have them, they're annoying as hell to have in your blood webs, obviously more survivor favored as they purposely nerf your power, and the only reason anyone might use them is for the pathetic BP bonuses! Ultra-rare Perks, on the other hand, are supposed to give the killer a massive, and even game/game play changing advantages. SO yeah, it's NOT her worst perk, but the problem is that unlike VTC, which is by design /BAD, Remote Control is supposed to be one of her BEST!

    Gonna be that guy, but actually the purple ones are supposed to be the best of their kind. Pink add-ons are often power alterers that require the killer to play differently.

    Yeah, some are practically more powerful versions of existing ones, like tuft of hair being the 4th step in Myers duration add-ons. But it still requires a lot more stalking, and even with the best stalking add-ons, it's a lot of time.

    As for the aura reading, well, 5 seconds seems to be standard for add-ons, so the 2 seconds was added to work around the animation, giving you 2 seconds free aura reading extra while getting up. The aura reading should work with TV's regardless of their state. It's basically a free BBQ and Chili if anyone carries a VHS tape near any TV. That was the case on the PTB. But for now, run it with Mother's Comb to basically narrow down the location of survivors. On maps like Midwich it basically gives you free info on where survivors are at all times.


    As for the meme add-on, well, it actually DOES help. I mean, how often do people get condemned enough through you teleporting to even get in danger? In fact, survivors getting condemned means they know you're nearby. Not getting the condemned means they won't know you're coming unless they have exact visual contact.

    Think of Onryo as old Freddy with the ability to teleport to a gen, without the weakness that teleportation spots get permanently removed in the endgame. The add-on is fine in the right hands. It's this reason why it's pink in the first place. If you don't like using it or altering your playstyle to use it, then don't. It's not appearing often in the bloodweb anyway. The grey ones are the ones you should care about more as you can't really avoid them, so if you can't really use them either, are they even worth existing?

  • @prion11 said:

    As an actual hockey player, DBD actually CAN be like hockey. But the code required to place appropriate value on every single action a survivor does besides killing or escaping is wayyyyyyyy too hard for any game. Such is the nature of having an asymmetric game where wins and losses are not harshly defined

    Oh, since when do hockey players have to play hockey against the Troll that escaped from the Hogwarts Dungeon? Would love to see that hockey game.

    And I never said every single actions at all. I just redefined what a "goal" is in DBD, and I did the maths, it checks out. You can track the average time compared to the average time to other players in your same bracket. If you extremely outperform them, even if you die, you as an individual survivor should still gain MMR even from lost games. But if you perform worse, even if you escape, you can still lose MMR if you did absolutely nothing, especially if you did it at the cost of your teammates(I do need to add the maths in, but you should be falling at about 35% MMR, where 100% is basically 0 MMR, which, even with the 2x multiplier, you would be at about 70% of MMR and still lose points. You would have to have 0 hooks, 0 chasetime and all teammates dead at that point, to be fair).

    The math checks out so far, I have found some outliers, but those came extremely close to being tied anyway. I need to do a bit more experimentation before I publish my finds, because its basically a free formula that the devs could use for a testrun.

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/315075/the-dbd-hockey-analogy

    I still don't understand how people are still not understanding this. And worse, think they know more about the situation than literally the professional experts who are building the damned game!

    The only part that I think is correct is that "the person with the most goals wins" aka, 3 kills or 3 escapes is a win.

    Err, yes. That'd be hard to argue against.

    But does that mean that the losing hockey team was less skilled?

    In this particular instance, when you define "skill" as a objective measurable metric for algorithmic ranking purposes, yes! One team outplayed the other, and therefore at that moment their skill ranking was - by definition - higher.

    Does that mean that every player on the winning team was more skilled than their opponent?

    In hockey, teams are matched. You don't match based on who's playing. So the ranking applies to the team, regardless of who the participants were. But this wasn't the point being made anyway, so whilst this analogy I've given right now has flaws when comparing to DBD, it's accurate in terms of answering your question.

    Because that's what SBMM was made for, creating a somewhat seperation between skilled players.

    No it wasn't. It was created to try and create "balanced" matches, where balance is defined as 2 escapes, 2 kills on average.

    Being as you clearly misunderstood the relatively simple analogy being made - that the final score can be used as a proxy for shots-on-goal (because you can't get the score without the shots on goal) - the rest of your post really doesn't address anything based in reality.

    And when you're proposing a new MMR system, it's very easy to just say things like "use kills and escapes as a multiplier", etc. Show us the maths behind it, how it accounts for all scenarios and balances out. As a software dev myself, I see too many people who think implementing something is dead easy... please, try it! Make up a spreadsheet in Excel or whatever that shows all the formulas and metrics you're tracking so we can assess whether it actually works, or whether it's just wishful thinking.

    "In this particular instance, when you define "skill" as a objective measurable metric for algorithmic ranking purposes, yes! One team outplayed the other, and therefore at that moment their skill ranking was - by definition - higher."

    You see, that is the problem, it's not. The team as a whole outplayed the other team as a whole, meaning the skill as a whole was better. But looking at an individual level, it breaks down completely. Considering MMR is supposed to be individual in DBD, you have an issue. My point with the losing hockey team being less skilled pretty much was directed at the individual players. Heck, it could even be that the hockey team as a whole was more skilled, but the goal keeper on their side was horrible at blocking shots, meaning that effectively 1 player lost them the game. Which is fine, but players around that player do not get devaluated because of that loss. It just means that their value would increase less substantially.

    "No it wasn't. It was created to try and create "balanced" matches, where balance is defined as 2 escapes, 2 kills on average."

    It was created to seperate veteran players from getting mixed up with new players. The biggest issue with the old matchmaking was players with 20 hours being matched up against players with 1000 hours. If MMR truly was made around balanced matches, then Bubba would have been nerfed weeks ago since he easily can get more than 2 kills on average by cheesing. Balance was only secondary, seperating veterans from new players was the primary reason.

    "that the final score can be used as a proxy for shots-on-goal (because you can't get the score without the shots on goal)"

    Oh no, I understood that, but with that reasoning, I could easily push the analogy to hits and unhooks/heals. Which dont matter. The goal for survivors is to survive. You survive through pushing your timelimit(gens) and looping the killer as long as possible(goals), the deciding "win" of the game is still killing 3 people or 3 people escaping. As a killer, you proceed to your goal through sacrificing your survivors, but there is a bit of a skill difference between a killer who has 3 minutes between hooks, and killers who have 80 seconds between hooks on average. You could need set-up time, like trapper, but hook all survivors within 120 seconds, taking 30 seconds on average. You could have very aggressive hooking like Nurse or Blight, and be able to hook survivors 10 times within 8 minutes, taking 48 seconds on average. See, the problem with comparing kills and escapes with actual goals is the following: the hockey game does not end, even if there is 1 goal, or 1000 goals, there is no end to the game untill the timer hits 0, or the opposing team surrenders. DBD ends when the combined kills and escapes hit 4. There isnt really any skill to a bubba facecamping all game, just to having NOED and Bitter Murmur to gain 2 kills for free. He literally did nothing for 2 minutes, got a kill for doing so, then m1's 2 different survivors once and wins. How is that by any means a skillful play? What did he do other than exploiting a few perks and basekit mechanics that have no counter to that point. Cleansing totems? Cant, Bubba can easily catch a survivor within 40 seconds, at which point there is physically no time to touch any totem. If you're unlucky with finding the next gen, he can down a second survivor before you finish the gen at which point he knows where both survivors are and can just slug for a 3k or even 4k. The only part containing skill that game was the first chase, the rest was literally impossible to counterplay.

    So no, hooks and chasetime would be comparable to goals, because logic dictates, the shorter the average time between hooks, the closer you are to getting 4 kills, the longer the chase time as a survivor, the closer you are to getting 4 escapes. Just like goals dictate: the more you have, the more likely you are to win the game. Apply the results of the game as a multiplier(maybe even a negative multiplier), and you can gain only an insignificant portion of MMR if you personally happened to perform extremely well, just like the value of losing hockey players would increase insignificantly compared to if they won. Lets say the survivor mmr is 10 on average, you would need to survive untill at least 3 gens are done, then perform chase long enough to actually gain 10 points of MMR, because if you did 5 gens and 0 chase, you end up losing mmr.

    On average, survivors would be losing MMR, and killers would be losing MMR, if they lose. There are some exceptions, but those exceptions would be an external example. It's the ONLY way you can have players have fun AND have a matchmaking that balances out gameplay in general. Because the teams are imbalanced. You cannot punish 1 survivor for something they cant do anything about, nor can you reward a survivor for practically doing nothing. That is a HUGE issue for game health. Because at one point, you cant ban players for being AFK anymore, as its been a proven strat to increase their MMR if they afk in lockers all game just to escape through the gate in the end. If MMR leads to scenario's where players who dont do a thing can increase their MMR and players who do pretty much everything lose MMR, you simply dont have a skill based MMR. Which BHVR is claiming.

    Hence, comparing goals with kills and escapes is not a logical step. Escapes and Kills are the time pressure, looping and fast hooks are the goals. If survivors on average loop less long than the killer has time between his hooks(not correlated btw, hit and run would cause short loops while having quite some time between hooks, for example), then survivors tend to end up losing unless the killer makes a huge mistake. Just like survivors who loop a very long time and the killer having literal minutes between hooks on average, then the killer will most certainly lose unless survivors mess up super hard. But in both of these scenario's, that often also increases the average looptime of survivors or reduces the average time between hooks, because, lets say a match has lasted 7 minutes before the final gen pops, 2 people were hooked before, the first person was hooked on the second minute, the third person is literally just being hooked, but the killer ends up downing everyone and hooking them all in the next minute after someone tried rescuing without BT. Thats 4 consecutive hooks with 15 seconds each. That means the killer went from 3 hooks in 1,5 minute on average to 7 hooks with 1 minute on average. Since he gained 4 kills, that means his MMR would be multiplied by 2(in this case) and if the average hooktime is 40 seconds, he'd gain 67% of the average MMR, times 2(I am not gonna place the formula I have made specifically because it needs some tinkering on the survivor side, mainly how players are rewarded/punished for outliving teammates depending on the situation), but basically, 100% would be a tie, this killer would have 123% MMR, with 20 points being 200% and -20 points being 50%. AKA this killer gains about 6 points in MMR, since the average chase time for survivors went down by a lot in the end, they maybe went from just being above average to being just average, if not less. Since they lost, you divide by the multiplier, and they could still gain points, but it would be about 115% if they got chased by a killer for 5 gens and 75%-ish if they barely got chased at all, on average losing points. So they range between gaining 3 points and losing 10 points. As a whole, the team loses MMR. So how does this not compare to making goals? The killer "outscored" them in the end, the survivors had a goal lead over the vast majority of the game, but they ended up messing up and letting their opponent score a lot. You dont even need to keep track of that score, because the game naturally would head to the outcome being in favor of the side who "scored" the most.

    THAT is why average time between hooks and average time being chased would be counted as goals. Because when you compare them, the killer practically ALWAYS has a better average hooktime than survivors having chasetime compared to other players at their rankings if he gets 4 kills. Even a facecamping Bubba could still do so, except that he has to hook the remaining survivors within the next 2 minutes if he wants his average to be 60 seconds between hooks. That would actually take some skill to pull off, because with all pallets in place and survivors splitting up, its extremely hard to do so. While survivors would lose a lot less MMR, even the one being facecamped, because 4 gens are done by the time he's dead. Meaning if his average chase was 30 seconds, but the average chase in general is 50 seconds, he would still lose MMR, it would just be a lot less because of the way his death has been achieved. Bubba would still gain MMR in this case, but it would be so slow that its inevitable that he would face people who brought toolboxes and actually can have 3 people escaping before the first survivor is dead to the point that he'd lose more points on average.


  • @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859720#Comment_2859720

    Actually Dowsey want to shape the MMR the way that benefit him the most, like hooks should count towards MMR and not kills....

    What would happen I would kill every survivor with 1 hook, but according to Dowsey system that would give me low MMR, also Dowsey obsessed with 4k every game, thats why hates mmr, because have to play against other sweats. And making memes targetting DBD's devs, to blackmail them into changing mmr to dowsey's needs.

    I am glad that devs arent falling for his demands.

    You do realize that fun is a big factor to keep in mind? If you want kills vs escapes, you're ignoring fun. Which is why a lot of people left the game. It's why people like me, who ended up spending easily 1.5k hours on DBD in 2021(100+hours per month on average), are barely at 100 hours this year. Not much has changed meta-wise, it's literally just MMR that has impacted the fun of the game a lot.

    If you want MMR to also be fun, you need to consider other things than just kills and escapes. Because lets consider the following moments:

    1. Jake is the first one to be chased by a Bubba, loops him for slightly less than 1 gen because of map RNG spawning him in a big deadzone, then gets facecamped. By the time Jake is dead, there is at least 1 more gen remaining, because even with 160 seconds, 3 survivors cannot finish 5 gens. That takes at least 170 seconds with vanilla time. So now Bubba has NOED Bitter Murmur and knows where everyone is and even more people get downed. Thats just 1 killer with 2 perks that can cheese the MMR system, without there being any real vanilla counterplay. So what could the survivors do here so that 1. They have a chance to a 4 man escape. 2. They can unhook without it being a guaranteed swap. 3. Jake not losing MMR? The answer is nothing. And yeah, Bubba is the most famous example, but any scenario like this is something you want to avoid if people cannot do anything vanilla to counterplay it.
    2. A Huntress being send to RPD with the worst generator spread available. How is she ever going to be getting more than 1 kill without being forced to facecamp/survivors absolutely screwing up? You basically lose MMR because you got send to a map that isnt made with your killer in mind.

    How is the MMR any good, if there are scenarios where its absolutely impossible to "win" with the current settings? You'd just automatically lose MMR without you being able to do anything about it.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859685#Comment_2859685

    I shoud add that this totem was next to the stairs too. So not really a low trafic area.

    The point of the angle is, from that point of the map, people tend to go through the doorway from the staircase, but unless they are in chase against a ranged killer, there isnt much reason to look behind you. The other way, aka, the angle you see the totem from, is low traffic for survivors, because its not a great gen, not an easy to remember totem either, the fact that this totem hasnt been cleansed with 2 people dead already pretty much shows how good of a totem it is.

    If it was as easy as some people here claim, they would start cleansing the moment you downed someone, and it would be cleansed before you could get back.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859502#Comment_2859502

    Mad.....At what ? THe only thing im "mad at" is BHVRs ######### totem spawns. Way to many times are hexs gone within the first minute because of ######### placement. Folks rarely have even go out of their way to look for them.

    I mean, the totem spawns are RNG, most totems are great, some are bad, this specific one is actually one of the better ones in general as its in a corner that survivors dont look for when searching for totems. You'd have to come from 1 specific angle, in a low traffic area. A bad totem is one that has many angles and is in a high traffic area.

    Again, you are just mad that you didnt get the value you wanted from the hex totem, even though you clearly did get quite some value out of it, just not the value you wanted.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859418#Comment_2859418

    Even against potatoes. It doesn't last long enough. The point I was trying to make. Is it's not even high risk/high reward anymore. It's high risk/no reward on hexs anymore.

    Thats 100% false though. You have a survivor not touching gens in a meta where survivors have to consider a lot of genregression perks to be active. The only way that a hex has no reward, is if no one touched the totem and you never gained the oppertunity to use it. Examples are:

    1. Noed, but everyone is dead with 1 gen remaining
    2. Third Seal, but everyone has been grabbed from lockers
    3. Devour Hope, but everyone gets unhooked before you leave the region
    4. Thrill of the Hunt, but you're afk in a corner
    5. Ruin, but no one leaves gens
    6. Blood Favour, but you're in the middle of a deadzone anytime you injure a survivor/a survivor using FTP is in the middle of a deadzone
    7. Crowd control, but you're on The Game
    8. Lullaby, but you never hook anyone
    9. Plaything, but you never hook anyone
    10. Retribution, but survivors dont touch totems
    11. Undying, but survivors never even get close to totems.

    Any other scenario, you got a reward from it. Maybe not a big reward, but that reward can easily outshine a lot of non-hex perks. Even Scourge Hooks are more likely to give you no value than a hex totem.

    1. Gift of Pain, but they never heal up(still easier to track tho)
    2. Pain Resonance, but gens are either at 0 progression or finished.
    3. Floods of Rage, but everyone hides behind gens/inside lockers.

    You're just mad that you didnt get close to the potential of the hex totem and call it worthless and a waste of a perk slot, but you're ignoring all the guaranteed value you have gained from survivors searching for and cleansing the totem.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853929#Comment_2853929

    • Stealth
    • Mind games
    • Exhaustion perks
    • Lockers
    • Flashlights (ligtburn)
    • Heck, even the occasional perfectly timed pallet drop

    That’s six defenses right there, plus I’m sure someone else can chime in some more.

    Edit: flashlights.

    The flashlight lightburn is too weak against a Nurse as she basically never gets lightburned. Lockers arent exactly great as Nurse just uses that to get a smaller distance. Stealth in this game is pretty much non-existant unless you have Fixated. Any other form of stealth has been removed other than Swamp(which is getting touched soon again). None of the Exhaustion perks actually counter nurse, they just delay for 1 more double blink.

    The only thing that somewhat works is using your flashlight on Nurse before she blinks, but again, without Fixated, thats kinda useless.

    Nurse's problem isnt even her basekit, its her addons improving her basekit. Survivor meta has been nerfed so that weaker killers could recieve small buffs that make them at least significant, but that also meant that Nurse needed a slight nerf to compensate too.

    Either lightburn needs to be much faster on Nurse(as fast as a blind), or survivors need to be able to run while shining a flashlight for her lightburn weakness to actually be a weakness.

  • This is honestly one of the harder to find totems. Because you dont often come from that area as a survivor. It's not the best gen to fix, better to travel upstairs as there is more vision on a potential killer running and its out of hearing range from the staircase.

    From your angle, that totem looks super obvious, but if we're gonna use angles to make totems look obvious, then I can stand next to any totem and be like "so easy".

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854409#Comment_2854409

    Then Mad Grit should not stop the animation of the Survivor wiggling

    It kinda doesn't? Survivor wiggle animation stops when the killer attacks another survivor.

  • @Leonardo1ita said:

    I've just had a game right now on The Game as Freddy, and I had the strongest add on possible: pretty much both the ultra rares. I had: Blood Warden, because it combos so well with the Black Box; Noed to try to have a massive value from the endgame with that specific build; Fire up to go for a slug in the endgame and be a bit faster during the game; and Remember me that maybe I could have switched for No Way Out because it's much better, but IT DOESN'T MATTER, because, as you would have guessed, the problem of the map came in very quickly:

    I had to break, without any chance to do ANYTHING, 6/7 god pallets back to back, and many others which were super safe, and when I got close to getting the down, someone came body blocking and could self heal with a medkit in seconds.

    Did I get anything in the endgame? NO, because despite breaking 12 pallets or so, there was still a super strong pallet at the first exit gate and noed spawned right near the other exit gate, and there were still 10 pallets all around the map that I was forced to break because the snares do absolutely nothing against them. I triggered blood warden, but it was worth nothing because that god pallet at the gate completely negated every possible chance, and after noed was gone the bodyblocks came like water.

    I really think I would have done better with Trapper, because at least, unless they check every pallet of the map, at some point they go into a Trap or one of the door spots downstairs.

    Please devs, rework The Game as a map, it doesn't make sense with how The Pig works, because how do you ever do something with the ambush on that map? You can't, simple, you're just a m1 killer.

    The Game isn't actually that amazing for survivors as some people like to think. You have to use the information you gain in that game to your advantage consistently. So here is a list of how to tackle The Game:

    1. Keep track of pallets that are gone and push survivors to those area's. Each pallet dropped creates a huge deadzone. The one exception is the pallets above basement, because there is a basement. The only time survivors consistently know where pallets are not broken, is if they are a sweaty SWF who call out every single detail that is important to know, at which point you would have lost on any other map anyway as you weren't prepared.

    2. Don't be afraid to leave chase early, especially when they are still healthy.

    3. With Freddy, pre-place traps in tough areas and don't spam them. I see a lot of people lose with Freddy because they basically play him like pre-nerf Freddy.

    4. Use the verticality of the map to get the surprise of the survivors. Upstairs is always the fastest way to go from point A to point B.

    5. Don't be afraid to risk losing a survivor for basement if you have the chance. They will almost always drop one of the pallets if they do wiggle out, which makes the basement only stronger than it already is.

    6. Don't follow survivors that run away from deadzones(the ones created by point 1), cut them off and make them turn towards the deadzones. The Game is THE map where the killer's power to cut off the survivor and push them to a deadzone is most prominent. Are they running to a corner with a super strong pallet? Leave early and take a small detour to push them the other way. Use the map layout in your favour.

    7. The most important point of all: calm down. Frustration is the biggest factor in The Game that makes people lose. Frustration means you're more prone to making mistakes, missing key details and even making bad decisions because you want a specific survivor dead and survivors use that fact against you so you'd make more mistakes.

    The Game isn't really a problem itself, especially if you know the layout and use the points above. It's just really ######### boring to play on. And because it's boring, every single pallet gets frustrating, which leads to more mistakes. I mean, look at your post. I am willing to bet that you were making so many mistakes because you were frustrated with the map and blame the loss on the map itself.

    Record your own matches, especially on The Game, rewatch your own footage and instead of agreeing with your past self that the map is bullshit, look for moments where you ended up wasting a lot of time. Moments you followed a survivor to a strong pallet location rather than pushing them away from it(point 6 applies here), instead of you being the one leading the chase. Look for those moments, look how often they happen, adapt your playstyle in your next match to benefit yourself.

    Learn the benefits of maps you dislike. The Game works well for Pig, because Pig is a stealth killer who can come from a direction without survivors knowing that pushes survivors to deadzones, making her ambush ability more powerful than other maps. But even as a non-stealth killer can you do such manoeuvres, because the map has 2 floors.

  • @firefox said:

    1) Remove SBMM and add in a competitive/casual mode. Disable SWF and super strong perks in competitive like COH, dead hard, Noed, etc. You might say this will split the playerbase, but it is better than losing all your players, and you probably would have more in the long-run on each side regardless from doing this even if it's cut in half temporarily.

    2) Get creative with new killers, no more boring frankenstein monster design/powers where you just copy + paste 2 weaker versions of old killers together (looking at u sadako). Need a killer who can mind control survivors, summon monsters, etc. Too many killers just feel the same as others, and it is boring.

    3) Perk point system to balance perks, increase slots to 8 for both sides and make each perk cost between 1-4 points based on strength. This is obvious considering how unbalanced perks in DBD currently are.

    Thats it

    Sadako is literally what people have been asking for over a year now tho: old Freddy with the ability to teleport to gens. And it's actually quite strong(definitely stronger than people like you think).

    SWF also isn't an issue, nor are the perks you mentioned, that would actually destroy DBD much more than you imagine. Because why play dbd if you can't play with friends once in a while? Let alone that the perks you mentioned mainly have issues of annoyance, where they are too strong in specific scenarios, but over the course of 50 games such a scenario would only happen 2-3 times.


    SBMM needs to be looked at, the player base has only been dropping since the introduction of SBMM. So clearly it is the issue. It might have made games more fair and more consistent, but considering you can cheese into high MMR with certain killers very easily, and you can drop MMR very easily as a survivor(all that needs to happen is an unlucky streak of being facecamped and being left to die on hook a few times, solo survs die 15% more often than swf, even in high MMR).

    So that needs to be looked at.

  • Thats intended mechanics, only the progression of the wiggling stops, the wiggle animation still continues.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836289#Comment_2836289

    It's because it being a hex means there is a dummy totem that wastes more time

    Take thrill with one other hex, there are 2 outcomes thril first or thrill last

    With hex thrill that means

    Thrill cleansed first for 28 seconds and other hex cleansed later for 14 seconds for a total of 42 seconds used

    If the other hex is cleansed first it takes 28 seconds and they'll probably leave thrill be so a total of 28 seconds wasted

    If thrill is a non-hex it will always take 28 seconds to cleanse the other hex.

    Thrill with 2 other hexes

    Hex thrill:

    Thrill found first:

    28 seconds for thrill 28 seconds for the other totems so 56 seconds in total to cleanse

    Thrill found second

    28 seconds for the first totem, 23.33 seconds for thrill and 14 for the last for a total of 65.33 seconds

    Thrill found last and ignored

    28 seconds for the first totem and 23.33 for the second for a total of 51.33 seconds

    As a non hex it will always take 51.33 seconds

    Thrill with 3 other hexes

    Hex thrill

    Thrill found first

    28 seconds for thrill 42 seconds for the other totems so 70 seconds wasted in total

    Thrill found second

    28 seconds for first totem, 23.33 seconds for thrill and 28 for the remaining 2 means 79.33 seconds wasted total

    Thrill found third

    28 seconds for the first, 23.33 seconds for the second, 20 seconds for thrill and 14 for the last one means 85.33 seconds wasted total

    Thrill found last and ignored

    28 for the first, 23.33 for the second and 20 for the third for a total of 71.33 seconds wasted

    As a non hex it's always 71.33 seconds

    In almost all scenarios it's worse as a non hex. The change to lose it is more then made up for there being a dummy totem that also needs cleansing

    The only time non hex thrill is better is with perks that create totems throughout the match like plaything or penti. And even then it's close as thrill also creates a hex they have to cleanse giving penti another target.

    Except you're forgetting 1 thing, boons. It costs 10 seconds extra for a totem to be blessed. Since blessing totems is also slowed down, having Thrill being a hex is better than a non-hex.

    Then the fact that it also protects other hexes significantly, making it extremely easy for some killers to patrol powerful hex setups if thrill wasn't a hex.

    Thrill is just powerful enough to be a hex, there are too many things that get a massive buff by making thrill a non hex. The only way to make thrill a non-hex is for the effect to only apply to dull totems, and not affect boons.

  • @Akumakaji said:

    Well, yeah, that's the big question. There is supposed to be some vague "you will get better/higher rarity drops from the bloodweb" with higher prestiges, but that's not really felt that much, and it isn't taking into account that for quite some killers the iri and purple add-ons might be strictly worse then the brown or yellow ones. You are paying through the nose for a super vague bonus and some bloody cosmetics of the base outfit, but if you already for some other outfit via rift or an event, then that might not even be worth it.

    I would love for some real tangible reward, like "all perks are upgraded by your prestige level" or "at p3 you can reroll the bloodweb for 10k BP", or best of all, give us just a bloody shader that can be applied via a checkbox to all cosmetics! It wouldn't look as good as the hand crafted ones we got now, but I bet that a lot of people wouldn't mind at all, if they could bloody up their favorite cosmetics.

    You do, but you'd only notice that you get pink and purple ones more consistently. The "gains" are that the pink roll gains a 10% chance of rolling, the purple one gets a 20% chance of rolling and the green one gets a 30% of rolling. This effectively lowers the amount of grey and yellow things you get from bloodwebs. Which is a good thing for quite a lot of killers and especially for survivors.

    There is 1 big issue though. Most rolls will be green due to map offerings being green.

    To make prestige in DBD more worth it:

    For killers, make map offerings grey, builds rarely rely on maps but if they do, its a pain to get the maps you need just so you can use a build. For survivors, rework the item and addon rarities. It's all over the place. Once thats done, push map offerings either in their own rarity or make them pink. It's overall easier for 1 survivor to have a map offering, so if a build relies on it, odds are that your friend has one anyway.

    If you were to re-distribute survivor addons with killer addon rules(4,5,5,4,2). You should have 11 greys, 14 yellows, 13 greens, 11 purple and 6 pink addons. Right now, you have 12 greys, 23 yellows, 10 greens, 7 purples and 3 pinks. That means 1 grey one should become yellow, 10 yellow ones should become green, 7 green ones purple, and 3 purple ones pink. Thats not even including offering and item distribution, because its also kinda weird to have 6 green items and 5 purple items, but only 2 grey ones.

    Thats not even talking about offering distribution on both sides. Spoiler alert, 40% of all your offerings are green, when in reality about 25% of your offerings should be green.

    Prestiging isnt worth doing, because rarity distribution is a mess. If they spend some time cleaning up rarities, prestiging will be worth doing.

  • @IlliterateGenocide said:

    I mean it's not that big of a deal. But its good to know atleast

    Nah, this is 100% bait, there is an animation if you try to crawl out with an active trap. This guy probably had someone who was downed with an inactive trap and assumed it would still pop. Inactive traps dont pop when trying to escape. Active traps pop regardless of the situation.

    The funniest one IMO is if you try to dead hard past the point(which is about half-way through the gate).

  • @BowlofTofu said:

    I know I'm going to get flamed for this, but right now it feels like playing the Killer is like saying, "I WANT TO LOSE THE NEXT 40 GAMES IN A ROW!" On loud speaker.

    Honestly, that's how it feels at times. Made only worse by SWF players. The teamwork, coordination, everything makes it far too easy for Survivors to dominate.

    I know I know, y'all are gonna say: "You suck, get good lolz noob."

    But I've been playing since Ghostface was launched, and it's just getting worse and worse to play as a killer. I have to deal with Boons, fast as hell healing, fast as hell gen popping, and keep track of four different survivors who are likely using coms to keep track of me so I don't know theres three on a gen and next thing I know is Pop, Pop, Pop, escape.

    Honestly, I can run perks like Corrupt Intervention, Discordance, Ruin, and so on to only slow them down so much. But when you got a team that can bully you so easily, what is the point in trying?

    Hell, I popped into a Twitch streamer after a game to tell em they did good, and all I heard was him and his three friends trash talking me left and right saying I need to uninstall. Bro, y'all got decisive strike, borrowed time, two of you had tool boxes with brand new parts, one had a medit and a flash light. Every time I got someone down, all three were body blocking so the third could get a flashlight save.

    How are killers supposed to feel strong in this game with this kind of stuff? I'm doing the best I can and it seems like no combination of perks, killer, or map makes it any bit easier.

    Im honestly thinking of just dropping the game for good. Every time I start I game all I can think of is, oh great. Here's another SWF trash talking me on Twitch again.

    I mean, it depends on what tier survivor you face as what tier killer. If you play a D tier killer and face B tier survivors and consistently winning, you're really good with that D tier killer.

    Its not that killers are too weak, it's that people expect a different balance. You should not be facing survivors who eat Plague for breakfast when you're playing Ghostface. They are a different tier. If you can keep up with A tier survivors with a C tier killer, that means you are really good at that killer.

  • @Gorik said:

    I put a post up recently asking players, Why aren't you playing Killer?

    https://forum.deadbydaylight.com/en/discussion/311637/why-arnt-you-playing-killer#latest

    And something I have noticed is a lot of comments being aimed negatively at COH.

    Having used and gone up against this perk multiple times I wanted to give my opinion, and hear yours.

    For me COH can be a huge game changer for both roles.

    When I am playing Survivor in a SWF I would call it a great perk, for Solo I would go so far as to call it Invaluable.

    But when I am playing Killer, I also have found that COH can work for me. Having 1 or more Survivors run clear across the map to use it definitely takes pressure off the Gens for example, and the Nurses Calling value can be insane.

    So how would you balance/ change COH, or would you leave it as it is?.

    MY CHANGE.

    My change would be to just remove the Aura of the Totem for other Survivors.

    This would offer the sound and visual effects of the Boon more of a chance to play a part in the Perks use and force the survivors to use precious Gen time searching for it.

    That is of course if the Killer didn't get to COH first, but Survivors would find that out the hard way having no Aura to rely on from across the map, this would obviously be far more effective against people not using Mics, but would likely still work fairly well against say 2 teams of 2.

    I personally feel this perk may need to be looked at again, but honestly right now I am 50/50 when it comes to COH.

    The aura's are one of the few reasons why boons work for solo survivor. CoH for solo survivors is basically the SWF variant of saying "hey, let's meet up here and heal up". The aura is absolutely necessary.

    My biggest issue is that it's actually Sphere of Healing instead of Circle of Healing.

  • It has, a 14 or 24 second cooldown excluding the time it takes to get to the totem/find a new one.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816148#Comment_2816148

    The Pig didn't interact. She stayed at the jigsaw and prevented two players any opportunity, without choice.

    But being AFK is really beside the point although she was same as, she abused a mechanic for an unfair advantage and similar to bodyblocking, prevented two survivors from playing the match.

    Strategic bodyblocking is continuous interaction. Thats like saying a survivor working on a gen isnt interacting with the game. They arent moving, they arent really pushing buttons.

    But lets do the maths here, because before Amanda's Letter was buffed/nerfed from 2 boxes to 4 boxes. Depending on how you look at it.

    With the old addon, this was basically the setup:

    25% chance of 0 kill; 50% chance of 1k; 25% chance of 2k. 2 boxes and 2 survivors. The counter play is effectively 99'ing gens once you see her block and check the other box.

    This is assuming survivors are braindead and dont try to think of ways to counterplay here. There is a 75% chance in this scenario that both survivors live because 3 people escape through the gate and 1 through the hatch. There is a 25% chance of a 1k.

    Now, with 4 boxes, instead of 4 possible options, you now have 32 possible options. This changes the math to:

    6,25% chance of a 2k; 18,75% chance of a 1k 75% chance of a 0k.

    With the above counterplay in mind, there is a 6.25% chance of 1 guaranteed kill because of this and a whopping 93,75% chance of 4 people escaping since Pig wasted all her time blocking 1 spot and didnt pressure anyone else.

    And this is assuming Pig always picks Box number 1, im not even including the effects that happen when Pig also randomly picks a box. Because it is a 6.25% every single game. You'd only have a 50% chance of this working out once every 11 matches. A 75% chance every 22 matches and it doesnt even get over 95% chance of working untill 46 matches. That is a 95% chance of getting 1 guaranteed kill after 46 matches.

    With randoms in mind, its much easier to pull off at least 1 kill since survivors mindlessly pop gens, but you get punished in chess for mindlessly trying to combat a scholars mate too. Not using your brain when your opponent is, is followed by a punishment. Let alone that Pig could do this without Amanda's letter and have a better shot at killing people, but if you can down 3-4 people, give them hats and block a jigsaw box before any of them visited it, you can also pretty much 4-hook them.


    This strat isnt worth complaining about. It's ineffective and is easily countered. You have a 93% chance of surviving.


    What DOES need to be changed, however, is the effects of MMR on people that arent sacrificed. If you bleed out, get your head popped, get mori'd by any means should have a similar effect to your MMR as a DC or Hatch would.

  • @Warcrafter4 said:

    Intentionally Afking itself is a reportable offense.

    So this would be reportable.

    Yeah, but you could be "afk myers" and still be there stalking people. You could be "afk bubba" but actively there protecting the basement chest.

    AFK only works if you do not interact with the match at all. Strategically bodyblocking is interacting with the match. Pig doesnt ever spawn in bodyblocking a jigsaw box. So she isnt afk.

    Just because you're not touching your keyboard doesnt mean you're away from keyboard.

  • @fogdonkey said:

    With the grade rewards I have around 3 million BPs now. I was thinking about not playing until the Ringu release so that I can put all of this into the new killer and survivor. I was playing too much lately so a break would be fine. Unless of course they remove the BP cap, then probably I would play in the meantime as well. Anyone else in a similar situation?

    I don't necessarily think the BP cap should be removed, but increase based on how many characters you own. With the base 8-ish characters, I can understand why 1 million BP is fine, it would still be a bit short, but at least it's "easy" to unlock all the teachables and have everyone p3 with just 1 million as a cap. Right now, I think the cap should be based on how many characters you own times 250k BP. Meaning that if you own all characters right now, you would have either 13 million or 13.75 million BP as a cap(depending if you got the stranger things dlc or not). And after Ringu, you would have 13.5 or 14.25 as the highest possible cap. That would mean enough BP to unlock all the new teachables and unlock them on all other characters assuming you have all other perks unlocked already.

    The only downside here is that the bloodcap increases linearly where perks increase exponentially. The solution would simply be to keep the amount your cap gets increased by as a variable, so that if the total amount of characters exceeds 80(20 million BP cap), barely enough to get the teachables and have them unlocked on your other characters, it gets upped to 300k BP per character.

    That way, you get "rewarded" for actually unlocking characters, which is financially beneficial for BHVR as people might decide to buy a chapter faster, while it also offers a longer term solution for existing players that doesn't need to have constant attention as it slows down the exponential speed of new content significantly.

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2801982#Comment_2801982

    Literally all he needed was not to be able to stack charge time addons. It doesnt matter if you could infinitely rev with no chainsaw sound. You can still face camp just as effectively.

    It actually did matter, because it was the difference of you being able to hookswap and even maybe get out if you played your cards right, or join your teammate since Billy rushed at you the moment you turned your face around the corner.

  • @ThatOneDemoPlayer said:

    Blight has a single exploit, and that's Lag Flick. Everything else is fair game, also you should play him before calling him easy

    I'd say ignoring collision when there should be collision is also an exploit

  • @Zender said:

    At my MMR we really only see about 5 killers: nurse, blight, pinhead, bubba, huntress. (Saw my first Ghostface in 200 matches yesterday, we 4E'ed him).

    BHVR should do something about the strength of their lower tier killers. When my 4 man swf sees a Ghostface, Pig, Freddy, Legion, Trapper, Clown, Demogorgon, Myers, and a few others we almost always get a 4E. We're not that great but we pass SO much information between each other: when to unhook, who is going to do it, what progress is on what gens, traps, totem spots, which door to open, who is going to bodyblock, etc.

    I would like to see these guys buffed. Some of them are okay but their add ons are terrible. Myers feels so mediocre but he has add ons that insta kill people, lol its just silly.

    When I play killer I would like to feel a bit intimidating when I play these guys, not some survivor plaything. Makes me just want to stick with high mobility top tier killers. Some folks don't mind going 0/10 in matches but it is demoralizing.

    Well, you do have to take something into consideration too:

    You very rarely, to almost never see blight, bubba, pinhead and nurse in low mmr. Having killers spread out over certain MMR ranges simply means those killers right now cannot handle higher MMR survivors. Survivors have the biggest skillrange in the game. Survivors do not have unique mechanics on characters, survivors do not have unique MMR.

    The MMR system benefits both sides: killers who cant handle SWF on comms will rarely see SWF on comms, survivors who cannot handle good nurses yet, will rarely see good nurses.

    For all killers to have the same MMR potential, would require to somehow balance maps with all powers in mind without giving any killer any additional benefit, nor accidental weakness.

    Do you know how impossible it is for a map to be fair with Doctor, Nemesis, Nurse and Myers in mind? For Nurse, you need about a 50/50 vision blockers. For Myers, you'd need to be able to come from weird angles without being spotted. For Nemesis, you'd need quick access to loops for survivors while also not spamming loops. While against Doctor, you would need to give the survivors the ability to chain loops while also having a lot of vision on Doctor.

    This alone makes it impossible for a map to be balanced in equal measures towards all killers.


    But even with all that in mind, that doesnt even matter. Even if things are balanced perfectly, you will always end up with a Bell-curve. Meaning there will always be weakest killers that wont be able to reach the mmr of strongest killers. Killers will never be equally strong, because if they are equally strong, they are effectively the same killer with the same power.

  • @Ganoniroth said:

    The two corners behind main building now spawn jungle gyms rather than unsafe rock pallets. This is already a heavily survivor sided map due to its large size. What was the reasoning behind making it stronger on the survivor side?

    Depending on killer, i think it recieved a net nerf. Or a buff if you play killer.

    There are some points where its stronger and it's strength is multiplied against some killers, but overall its been quite fine. Chases are shorter in general, at least, from my experience.

    Besides, even if it were objectively buffed, tile placement right now makes it easier to further balance. Because with the old tiles, you could instantly enter a jungle gym after already exiting a god window. Now you have to choose to go to a pallet on the left, or take the gamble and go towards the loop on the right and hope the killer has some issues breaking the breakable wall, or you'd still be down.


    Eyrie still has some issues, but it's at least more consistent now, and consistency means its easier to single out specific issues and change them, rather than gathering a plethora of potential issues and giving them all the blame. Like Bubba, they changed all his issues and buffed them. Now he can down someone even quicker and facecamp them to death before survivors even have the ability to open the gate. To prevent such issues in the future, its easier to change definite issues first and then locate deep seeded issues. Eyrie's size might not even be an issue, but a lack of vision on generators. It might even be that Eyrie needs a drop down from above that would give killers a reason to go up to scout for information and generally be a positive effect for them, but would negatively affect people who have Balanced Landing because there are no decent loops nearby. Knowing where to go as a killer saves you a ton of time that otherwise would be wasted on guessing where to go and potentially being wrong.

  • The only change I wish Nurse has, is nerfing her cooldown reduction addons. Its pretty much equal to having Alchemist Ring on Blight when played together, and after dodging both blinks on a Nurse should reward the survivor, rather than having a Nurse fully close the gap with 1 more blink.

    Either that, or fatigue while being in chase(+ the 5 second chase cooldown where picking up a chase would still make it the same chase) should be different from fatigue out of chase, which I wouldnt mind. I think Nurse could easily do with a static 1 second fatigue with 0.25 second increment per blink outside chase(so, 1.75 second fatigue with 3 blinks, imagine the distance you can make) and a 2.5 second basekit fatigue with a 0.75 second increment per blink while in chase(aka, 4 seconds of fatigue with 3 blinks). A good Nurse would quickly stalk upon a survivor and gets rewarded to close the gap quickly, where a good survivor would be encouraged to keep the Nurse in chase at all costs. Chases already get cut off super quickly as a Nurse, so I think it should be fine.

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2804651#Comment_2804651

    It's true! Nurse is very easy to play and can stomp the best survivors without any kind of incredibly steep learning curve. That's why her kill rate is so staggeringly high!

    I mean, a learning curve isnt exactly a good claim to give a killer practically free kills at some point. With that logic, survivors should always have 4-man escapes against any killer at one point, since survivor learning curve is even steeper than Nurse(yes, I know how dumb that might sound, but it's true. Your experience on how survivors play against 1 killer carries over to your 2nd killer. Your experience as a survivor against 1 killer doesnt necessarily carry over against the 2nd killer).

  • What I would consider NOED to be unfair:

    1. when it spawns practically next to a hook/basement.
    2. that it requires survivors to cleanse all 5 totems to prevent OR get very lucky it doesnt spawn close to the basement/next to a hook if you cleanse late.
    3. it rewards killers who are facing players who are out of their league

    Because 1 makes it impossible for the hooked survivor to escape, you cannot even hook trade(which, especially with MMR reducing the most MMR from the survivor who dies first, is objectively unfair)

    And for 2, you dont always have time to cleanse all 5 totems, sometimes the killer is simply already oppressive enough to not even need NOED and survivors barely get to finish the final gen with already 1 teammate dead and then NOED gives them another for free unless Noed spawns next to one of the survivors.

    3 is just that a killer can be chased for nearly 5 gens, a random teammate finishing the 5th gen and then simply camp you.


    How to fix it? IMO that is quite easy: Change NOED's mechanics to something similar as Pentimento.

    In the case of 1, survivors should have cleansed that totem earlier, its just 1 specific totem, every game at least 1 totem can be cleansed.

    In the case of 2, Survivors wouldnt need to cleanse all 5 totems, just all tactical totems.

    In the case of 3, the killer would need to let go of chase to quickly ignite NOED(again, Pentimento speeds)

    Bonus: snuffing a boon totem would instantly apply NOED too if elligable


    It would make NOED require some killer interaction rather than just having it work instantly. Just like all other endgame perks require killer interaction. NOED is fine as it is in terms of power, the activation requirement is my issue.

  • @Ryuhi said:

    Glad to see windows and kindred so high. can't promote those two for solo q hard enough.

    Disappointed in circle of healing tho. I use it occasionally, but i mostly avoid it knowing how much of a problem it is right now.

    Circle isnt that much of an issue anymore. Sure, heals are super fast when 3 people are together, but they kinda need to be against slugging blights and nurses with super gen regression and tinkerer.

    Circle can be nerfed if Tinkerer gets a cooldown.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802521#Comment_2802521

    But it was abuseable in overwatch. So they changed it to only block people from being on your team and you only get 3 slots. Before you could block anyone, including enemy players that were better than you.

    They changed it around the time a high mmr widow player inquired about why their queue times were always so long, only to find out that they were blocked by a massive amount of people.

    You could easily change that by having a lower priority to queue with certain people, but that the need to queue always overrides the lower priority if everyone blocks you.


    If I block someone, it's not necessarily that I never want to play with or against them, it's simply that I dont want to play with or against them if possible.

  • Its not necessarily specific killers, its mainly Tinkerer making high mobility killers stronger than they already are, and if you have 1 random survivor that doesnt click with the group, its almost impossible to win.

    Tinkerer needs to recieve a limitation on how often it can trigger, then all my hate for super sweaty Nurses and Blights would at least be halved since they cant consistently leave chases to pressure a gen and pick the chase back up before survivors had a chance to heal.

  • @gendoss said:

    Having tantrums with Billy would be awful. I'm against having an overheat at all but honestly most Billy mains think that it barely changed him at all.

    Oh you're misunderstanding, I am talking simply about how the mechanics function, not the animations that follow. Basically, Overheat is cumulative and takes a bit to cool down, while Tantrum does have a slightly faster speed while revving, it does cool down faster. It's simply swapping the mechanics that trigger the animations, not the animations themselves.

    @Brimp said:

    I'd rather them remove overheat on billy entirely cause for something that does "nothing" it makes no sense for it to be in the game.

    Well, the "thing" that it did, was people being able to Insidious camp while revving the gen constantly with silent addons, and the new Billy Addon allowed that to also keep happening. Then there also was a situation where maps were being reworked, and since Billy was the king of eating pallets, he was the one killer that needed a slight leash so that pallet counts across all maps could be lowered a bit. It's basically not affecting Billy's gameplay much, it just prevents the very niche situation and balancing issues that Billy caused. He's far from perfect as they could have done better, 100%, but even though it sucks, its healthier to keep a killer slightly underpowered and fix him up later, than to keep him slightly overpowered and fix him up later.

  • I mean, technically, camping and tunneling wasnt intended either, they were just possibilities that players figured out they could do.

    As for the list of things that I would actually consider toxic behaviour:

    1. Using "cosmetic" mechanics in ways that have no in-game benefit. There are only 2 situations: Tbagging+clicking in the exit gate(especially while waiting as long as possible) or m1'ing survivors on hook consistently. Any other situation where nodding, tbagging or flashlight clicking is part of, cannot be toxic.
    2. endgame chat being pure toxicity
    3. harassing the player outside the game.
    4. Tunnelling a solo survivor early on in the game for no reason other than tunnelling them(I would consider it an unfair advantage at the moment, but a relatively recent future update should fix this issue)
    5. Refusing to hook survivors/refusing to finish gens without it being considered holding games hostage.

    Those are already quite specific, and it can already be argued that 4 and 5 arent toxic and a specific playstyle, but since 4 is gonna be addressed and I wouldnt even be surprised if Killers would recieve a perk that can instantly finish a gen in exchange for something else(like, sacrifice 1 generator by your own volition to gain a certain effect or smth, maybe even basekit to finish 1 gen for permanent 5% haste or smth)

  • The announcement was the official release being in March, so one of the following dates should be the PTB:

    15 Februari, 22 Februari, 1 March, 8 March.

    PTB always releases on Tuesdays, my hope is next week, but my guess would be the 22nd.

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