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  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637979#Comment_2637979

    That's not necessarily true about "you can hear footsteps and rustling". You only hear those things if they're in the right kind of environment and if they're running. You can't hear footsteps when they're crouching or walking slowly but you can hear injured noises normally. With Iron Will though you can't hear crouching survivors at all.

    And no, "10% isn't basically 0%". There's a big difference between literally 0% and small.

    Finally Spirit isn't the only killer who benefits from Stridor, so why are you so worried about trying to balance Spirit? Balance Iron Will and Stridor for the wider spectrum of killers, then on the off-chance Spirit+Stridor is overpowered tune Spirit so it doesn't affect the other killers using that perk. In reality, though, giving Spirit + Stridor the ability to slightly hear an Iron Will 3 survivor is in no way anything like the old Spirit. (For one thing, survivors can now hear exactly where Spirit is when she's phased. That's a huge difference!)

    It is true tho. You can hear footsteps even if survivors are crouching. It's never silent(as you said, there is a big difference between literally 0% and small, iron will at 10% would be as loud as people's footsteps while crouching). If you have problem hearing sounds, here is the solution: up the game volume to 100% and lower the PC sound settings.

    And I didnt say Stridor is the only killer who benefits from Stridor, nor did I say other killers do not benefit from sounds. I said that sound is her ally.

    And changing spirit to fit Stridor would basically mean to make Stridor visible while she is phasing.

    Also, as for survivors hearing where Spirit is, its not exact. Spirit still has exact sound. Besides, you're pretty much arguing exactly why Spirit needed a nerf, because she had 0 information given. Except that analogy would work if survivors actually had 0 information given. Survivors dont have anything in their kit to remove all information, as they have only 4 perk slots(the best they can do is Iron Will, Quick and Quiet, Lucky Break and Technician. There will always be information to gain from survivors even if they dont have grunts of pain: crows(whether they fly away or return, a returning crow means a survivor was nearby recently), footsteps, rustling, blood(better tracker for injured survivors than grunts of pain, I even find survivors more often through blood, grunts of pain make it only slightly easier to pinpoint), generator sounds, vaulting sounds have been added(which used to be completely silent, fyi, as a killer, you can now easily catch a survivor slow vaulting a window to avoid you), locker sounds. A survivor would need to stand still to not leave any traces, at which point, their idle crow timer starts.

    In short, plenty of sources of information to counterplay iron will as vanilla mechanics, no perks needed. Yet, there is no vanilla mechanics to counterplay Stridor, the only arguable vanilla mechanic is hiding in lockers and crouching, and even then you can hear survivors breathing. You literally need Iron Will to counter Stridor, you dont need Stridor to counter Iron Will.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637871#Comment_2637871

    If a 2k or 1k is a win, why is it virtually impossible to up your grade at Iridescent with 1 or 2k? 1k will likely depip you. 2k will safety. It's very strange the devs consider 1k's a win but the game punishes you for it.

    I mean, you could lose a pip as a survivor, even though you escaped. You could gain a double pip as a survivor, even if you died.

    So your argument doesnt really hold up there.

  • @my_name_jeff_69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637871#Comment_2637871

    The majority of players in the DBD community consider a 3k or 4k as a win for killer, the devs have even said a 2k is a tie, hinting towards a 3k-4k being a win for killers, that being said, my definition of winning doesn't change the fact that the game is still severely unbalanced in the survivors favor, regardless of my win condition.

    Before commenting on the post and disregarding everything I said without having read it, read what I said and notice the blatant problems this game has when it comes to balance.

    Assuming all the MMR is equal, a 2k is a tie, kinda.

    As we have seen, the first kill gives the killer the most mmr, the final kill the least. Meaning that even with a 2k, you would gain mmr, albeit a tiny amount.

    But if you have 1 god tier survivor and 3 potatoes, you could kill that god tier survivor and gain mmr even if the 3 potatoes escape.

    So no, a 3k or a 4k isnt a win, and while a 2k is as close to a tie as you can get, in reality, it's not.

    Not even counting the fact that 3 survivors escaping isnt considered a win if you died. If a 1k is truly a loss, a dead survivor would gain mmr. If a 3k is truly a win, the 4th survivor wouldnt gain mmr by escaping through the gate.


    So yeah, made up rules.

  • @OldHunterLight said:

    So basically in case people don't know, there are a lot of cheaters, and ddoxers, some streamers got swatted, people are getting their routers destroyed.

    The only way to play right now risk free is to buy a VPN, so why do I have to buy a membership on a vpn to play this game?

    Oh nvm new skins!!

    On the serious talk, why are you so silent about this topic? It is worse for you to stay quiet because it says that you don't know what you are doing or how can you do something about it.

    You dont need to buy a VPN service to create a VPN. You can set one up yourself. It's just easier to pay for a VPN, since its only 20$ or so per year if you get it on sale(which happens at least once a year). Most people lose more pocket change in 3 months. But you can set it up for free.

  • @SilentShepherd said:

    Since SWF discord communication is "not cheating" according to devs (LMAO, selling your integrity 101)

    can Solo players get a Perk that reveals the Killer aura whenever any Survivor sees the Killer?

    PERK : Communication - Reveals the aura of the Killer for 8 seconds, whenever any Survivor sees the Killer on their screen.

    SWF's on discord have this Perk already, it's called having a microphone.

    Solo Survivors should have this perk too.

    It's necessary.

    No, SWF's dont have that perk. SWF's dont have instantaneous communication, let alone that they dont always see the killer, nor do they always identify the killer, nor do they accurately describe where the killer exactly is in respect to their teammates.

    And no, comms isnt cheating, just like tunneling or facecamping isnt cheating. If you would ban survivors for using comms, you would have to nerf Spirit, Nurse, Blight, Hag, Trapper, Bubba, Myers, Ghostface, Wraith, Clown, Plague, Twins, Nemesis, pretty much all the killers on the roster, back to how they were in 2017, which is either non-existant or extremely weak compared to today.


    As for survivor perks that are actually basekit for SWF:

    Buckle Up(but better than the actual perk)

    Kindred(up to a point, so weaker than the perk)

    Bond(sort off, much weaker than the perk)

    Better Together

    Empathy

    Saboteur(hook aura's nearby carried survivor, not the actual destruction of hooks)

    Open Handed(kinda)

    Left Behind(kinda)

    Alert(sometimes, still weaker than the actual perk)

    Windows of Oppertunity(kinda, much weaker than the actual perk)

    Aftercare

    Visionary(sort off)

    Rookie Spirit(but much weaker than the actual perk).

    SWF has like 10-60% at best of these perks, except for Buckle Up. So if any perk would straight up become basekit, it's a rudimentary Kindred, Buckle Up, rudimentary Better Together, Rookie Spirit and about 5% Windows of Oppertunity.

    All of these perks are replacable by a ping system.


    That is all solo survivor needs, a ping system.


  • @Onykron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637979#Comment_2637979

    Stridor was not nerfed , IW was changed to trump all stridor like effect, i used to run the huntress addon wich increase 50% sound on targets hit with hatchets , so addon wont help vs IW. People always bring sprit into the conversation when IW is mentioned but remember that spirit now has directional phase, so its no longer a strong on loops , and be honest, stridor was run on spirit because of the popularity of IW, you could even say stridor was a disadvantage vs survivors with no IW since the increased volume can me missleading.

    Stridor was nerfed. It went from an additive effect to a multiplicative effect. Meaning unless you had more than 100% sound(at which point, do you really need Stridor to hear survivors?), it's gonna be worse. So unless you play Nurse with Metal Spoon or Freddy with Jump Rope, Stridor was gonna be nerfed either way. Iron Will 2+Stridor before? 100%, After Stridor changes? 75%. Stridor has objectively been nerfed.

    And as for Stridor being ran on Spirit due to IW, Spirit didnt need Stridor to counterplay Iron Will. She has Scratchmarks, 175% movementspeed, footsteps, environmental sounds and movements. She literally had all the tools to counterplay people with Iron Will. Iron Will wasnt the problem, Stridor was(well, actually Spirit was, but a lot of people claimed Spirit was completely fine as she was, it's actually Spirit mains who got Stridor nerfed rather than Spirit being deafened during phase).

    Calling Iron Will the disease when it has literally been a balanced perk since it's beginning, and calling Stridor the cure, while that perk was balanced untill the existance of a killer like Spirit is dishonest at best. You, as a killer, do not need grunts of pain to find survivors. Survivors can get away with more if they have IW equipped, sure, but you can say that about every single perk in existance. Even Monstrous Shrine helps killers getting away with more than if they didnt have the perk equipped.

    Especially with Stridor increasing breathing too(making it easier to find people who arent injured or who are on the floor, so now there is a balance where you can get more free hits when survivors are uninjured and less free hits when they are injured, which is actually quite fair). There now is a power dynamic between Stridor and Iron Will, prior to the change, Stridor trumped Iron Will.

  • @OhEtsu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2635811#Comment_2635811

    ######### add-ons on a ######### killer that don't work against any survivor that isn't #########.

    Or maybe, you're just bad at using those addons. I gain 2.5 kills on average with that setup. Even survivors that jump in lockers to avoid the kill. All you need is 1 sneaky stalk to get you to T2, and have perks slow down the game for you(it works really well with Dead Lock, but even before Dead Lock: Ruin, Undying(or Nemesis), Corrupt, Play with your food).

    Fun fact: the addon also got buffed, so its even easier to pull it off now.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637028#Comment_2637028

    I wouldn’t even consider Legion’s power tracking. His power does literally nothing if the survivors play efficiently.

    His power slows down the game, keeps survivors basically at an instadown and keeps track of where other nearby survivors are.

    He lacks a tiny bit lethality(I actually think Franks Mixtape needs to be basekit, it would at the very least reduce the chase significantly), but other than that, his power is super oppressive even for strong survivors.

    Seriously, if Legion could down people with his power, even if it's through whittling down survivors with 5 hits, he'd have plenty of options.

  • @Onykron said:

    after years of this perk implementation they have yet to fix the fact survivors dont breath while injured or have reffused to add it to the perk description, until it is, its just a 5 years old bug they cant or wont fix.

    Its not a bug, its a feature.

    As for other features you might not be aware off:

    If you drop a survivor for 1.5 minutes, their wiggle bar regresses to 0.

    If you slug a survivor in the endgame and wait for them to bleed out, you gain MMR as a killer(even though it is literally easier than finding hatch, which is a tie).

    If you have 100% wiggle as a survivor, but the killer can press "hook survivor", the killer still gets priority, even tho it takes 5 million years to get 100% wiggle progress.

    If you drop off the side of Thompson House stairs as a survivor, it counts as stagger even though it's knee length, while if you drop off the side of the lowest point of a cliff, it wont count as stagger, even though it's almost full body size difference.

    If you have perks with the same effects in a different order, they might be applied slightly differently than you'd expect(as an example, before it got fixed, having Soul Guard before or after Unbreakable made a massive difference. If you had Unbreakable in slot 3 and Soul Guard in slot 4, you would use your Unbreakable even if there is a hex. If you had Soul Guard in slot 2 and Unbreakable in slot 3, Unbreakable wouldnt be used untill there was no longer a hex active)


    All of these are not bugs and intended features(except maybe the bleedout one, yes, even the soul guard one was an intended feature at the time due to perks in the early days working that way, they changed it for the sake of fairness).

  • @dugman said:

    I think if they just tune down that 100% sound reduction a bit to maybe 90-95% it would be ok. It would still be really hard to hear, but possible, and it also would allow Stridor to amplify the noises like it should be able to. (Currently because sound modifiers are multiplicative Iron Will at 100% completely negates Stridor.) At 90-95%.

    I don’t think Iron Will is fundamentally broken, it just needs a numerical tweak.

    I mean, Stridor boosting Iron Will is pretty broken due to the fact of Spirit existing. Even with her nerf, sound is her ally.

    Besides, if you can hear 5% or 10% grunts of pain, you can hear footsteps and environmental rustling too. Making the 5-10% really ######### useless.


    Iron Will is fine as it is, there are plenty of sounds to capture survivors up close. Heck, if a survivor crouches with 10% iron will, its basically 0% anyway, making that tweak only useful if survivors are standing still in a corner of a loop, rather than crouching(which is less visible), you'd change nothing.

    If anything, killers who really struggle with the existance of Iron Will should have an addon that gives them a 50% increase in sound, like Nurse and Freddy, rather than changing the perks so they would have to be careful not to create anything like Spirit ever again.

  • @Leatherface1990 said:

    Iron Will+Overcome = another busted Survivor combination. Just break the line of sight with this combination and run to that CoH Boon. Free reset!

    Assuming you are blind as a killer, ofcourse.

  • @YOURFRIEND said:

    It doesn't really need the cooldown either.

    Yeah, it kinda does, because it can be stacked with Ruin and Pop. Ruin and Pop are the reason all other genregression perks are weak and have cooldowns.

    I would gladly see all genregression perks being buffed massively if it also nerfs Ruin and Pop

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615030#Comment_2615030

    Well yeah it has less counselors but then you take into account they have more personality because they have full on unique lines and F13 has a full on STORY MODE sort of. That makes up for the lower amount of survivors and more. F13 has more meaningful content. 3 survivors from DBD would probably equal the value of 1 from F13 because the ones in F13 are actually unique and have a personality.

    Thing is, you personally dont see new content as new content anymore. The reason why you think other games have more content, is because their content is different from the content you're used to on DBD.

    Voicelines? Eh, dont really matter, voicelines rarely made sense in DBD unless the characters were licensed. Voicelines are cool, but they need to make in-game sense too. In F13, survivors making loud noise is part of the design and sometimes even a massive imbalance. There is no real 1v1 in F13, if you and Jason are alone, you're dead. At best you buy some time or create enough confusion to escape, but that isnt a 1v1. So voicelines dont really matter. DBD has both 1v4 and 1v1 in the game, with the 1v4 aspect favoured towards survivors and the 1v1 aspect favoured towards the killer. Being found doesnt mean you're caught in DBD, but it does mean that being found in an ill-prepared situation, you'd be screwed. Now imagine survivors saying "oh god" when the killer gets close enough when they have been succesfully hiding and at this point the killer normally would leave to make sure gens arent being worked on too fast. Suddenly, you're in a situation where you'd be screwed in DBD.

    So voicelines dont mean #########.

    Then the storymode of F13, I mean, it's quite weak, let alone quite lame. Besides, technically, DBD HAS storymode, the lore behind DBD is much more detailed than behind F13. Each and every single survivor in DBD has far more interesting backgrounds and personality than the ones in F13.

    And if we're going to talk meaningful content? Every single killer released has different mechanics to play as and to play against. DBD has more meaningful content. Every map has at least some unique playstyle that can only be played on those maps.

    This post is by far the biggest biased argument I have seen. Biased in the sense that you're too used to DBD and therefor think any game with different mechanics is so much better. Why do you think REsistance flopped massively, even among RE fans who play DBD? Why do you think RE fans rather play Nemesis in DBD than playing Nemesis in REsistance?


    DBD is the strongest in it's genre, the problem with DBD is that the higher-ups in BHVR do not treat DBD as a flagship game, it treats DBD as if it's one of many other games they have done tiny parts of, and limits its budget. I really wish BHVR would hire more programmers to straighten out the code so that other departments for DBD can focus on other things rather than spending a full day on making sure changes to Freddy arent going to affect Trapper.

  • @Wedeguy said:

    I see that some people want to have all of Blight's techs to be removed from the game since they were not an intended feature by the devs.

    I'm talking about stuff like : Hug tech, Scoot Slide, Moon Rush, High DPI flicks and S/Z flicks. basically all of the fun and technical hard to learn stuff of blight.

    What is your opinion of that guys?

    From one side, yeah they were not intended and give advantage to the killer.

    From the other side, it makes the killer much more hard to learn, fun, rewarding and STRONG.

    Do we actually need to nerf more killers in a survivor sided game so just all high MMR games will be against "No game design works against me" Nurses?

    Don't forget that all of his techs are counterable if you can realize you're against a good blight and you're expecting him to do them.

    The Hug tech is one of the few that I personally want gone. You, as a survivor, spend a long time creating a scenario where you finally might get an upperhand in a loop(just because you cant hit a survivor, doesnt mean they have the upperhand), having a narrow corner with a wall that makes it very hard for Blight to hit you without bouncing at least twice, giving you some room to calculate when you'd need to move etc, and then he just ignores 90% of the mechanics that Blight has.

    As for high DPI flicks, yeah, those are an issue since you would hit things that would normally be physically impossible.

    I personally set 2 rules to consider a tech to be "fair":

    1. if it down right ignores counterplay mechanics, it's not fair to the opponent
    2. if it cannot be repeated on a console, it's not fair to the opponent.

    So if Blight is intended to have a 120 degree range of hitting post-rush, and he can hit you outside that angle, how are you ever going to calculate that?

    If Blight is intended to have 2 bounces to turn tight corners, and a blight simply rushes around it as if they were Spirit, how are you ever going to calculate that?

    There is a thing between a killer being strong, and a killer not really having counterplay in scenario's.

    Essentially, learning those techs as a survivor doesnt really matter, because there isnt really a way you as a survivor can get a reward out of it, as it cannot really be countered.


    Thats like having a hook tech, where a survivor uses a flashlight click at a very specific angle under high DPI to rescue a survivor in the basement and teleport to the floor above. "It would be hard to learn, fun, rewarding and STRONG.", but it is very easy to see why killers would have an issue with that tech.

  • @GannTM said:

    I’m not gonna lie, I’ve played as her many times and played against her 3 times (only 2 of those Spirit’s actually used their power) and she is the most universally fun killer in the whole game right now imo. I still have the control in the chase and I don’t feel helpless as survivor either. The back and forth counterplay is the main thing that makes her so interactive right now.

    BHVR, I know y’all deserve a lot of backlash for all the ######### you do but this is one of those times when I’ll give you massive props. How many people agree with me?

    In the highest of tiers, yeah, she's suffering a bit but just as you shouldnt purely balance things towards the lowest set of players, you also shouldnt balance things purely towards the highest set of players(you need to keep both in mind, as both sets of players need to face her). But amongst all other tiers, she is so much more fun to face, heck, some of her new addons make her a pallet shredder, which was one of the only things you could really use against a Spirit.

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/comment/2609609#Comment_2609609

    Hopefully something rewarding? As it is now, playing any killer that uses info from hook perks like BBQ makes me never want to mori, as I'd lose that info. The trade off of seeing a nice little animation isn't worth it on most cases

    To be fair, it's an offering, not a perk. Gaining that much benefit from an offering that cannot be countered would be a bit much. Right now, it's essentially a fancy 3rd hook, which is fine by all means. It can still bypass DS, making it quite usefull if you need someone dead.

  • @Thusly_Boned said:

    Throw away the Perk ranks, so that you only have to unlock each perk once to get the full effect. Perk tiers made sense when there were only a few survivors and killers, but now it's just out of hand.

    There are still new players inbound etc, let alone that some perk tiers are better at tier 1 in certain scenario's(I would love to have a lower rank Whispers if I play calm addons on Doc, for example, or rank 1 undying being better at protecting hex totems, where rank 3 undying is better at gaining information).

    So give players access to use lower rank perks if they want to, giving more variety in builds in general.

    Then add 1 more perk to the bloodweb from level 50 and onwards(would reduce the grind by nearly 1 million points).

    Then add a sacrificial place where addons, items and offerings can be sacrificed in mass, in exchange for better addons/items/offerings or simply bloodpoints.


    Another idea, which is to do with making Prestiging a lot better, is to add all perks of a specific tier to the prestiging killer. Meaning prestige 1 recieves all the currently unlocked tier 1 perks, p2 recieves all at tier 2 and p3 recieves all at tier 3. This would save literally 15 million bloodpoints currently, and make prestiging a bit more beneficial. I do think this is a bit OP, but even with that in mind, you could simply reduce the step by 1 tier if need be. Meaning you'd get tier 1 perks on p2 and tier 2 perks on p3.

  • @blueninja said:

    So how are they adding more and more perks and killer/survivors, but also removing bp events and ways to get any real gain in bp in this game? I got 3k hours, i should be able to have all survivors and killers with like at least 80% of perks each considering i dont prestige anyone.

    Come on bhvr, do better.

    At 3k hours, yeah, you should. I would have about 30 characters fully kitted out, and the rest of the characters at least level 40 if I never prestiged any of them. I did choose to prestige characters(mainly killers, also mainly due to the 30% for green items in the bloodweb, because even though it is a tiny increase, it's big enough for me to consider it for the long term), of which I now have 3 survivors fully kitted out and 8 killers fully kitted out(rest of the characters are between level 40 and 50).

    Which is about having all survivors and killers with 70%-80% of perks on average(at the very least enough perks to build whatever you want on survivor and plenty to play whatever killer you need to play). So what have you been doing wrong?

  • @ShinobuSK said:

    Another Us vs them post? This forum is so tiring

    Can you blame people here? There are plenty of issues being called out on specific mechanics or perks, and you have people say "doesnt matter, killer is weaker in so many different locations to compensate for worse mechanics".

    As long as killers keep whining that survivors dont deserve a Quality of Life update, like a ping system, survivors are never going to be happy for killer changes. Just like survivors who keep whining that killers dont need any changes, like perhaps a basekit Fire Up for all killers, killers are never going to be happy for survivor changes.


    Just look at the last patch alone, people are still complaining that boon totems are too OP because they can be reapplied. I mean, would you be happy if you could reapply Ruin by standing next to a totem for 6 seconds? Ofcourse not, that's going to take away more time than you can gain unless that totem can survive for long enough, let alone that survivors wont really be affected untill you personally go to that totem, it simply wouldnt really be worth doing in the vast majority of cases. Same reasoning is applied to boons, except that survivors are given the option to infinitely reapply it so that survivors can make more mistakes. That is literally what boons are: creating more oppertunities for survivors to make mistakes. It is in 95% of the cases better to heal someone under a hook than to run to the nearest boon totem to heal up. It is in 95% of the cases better to look in a chest and hope for a medkit than it is to go for a boon totem.

    Yet, people still claim it is broken(aka, stronger than meta), when it is not.

    So ofcourse survivors are going to be salty when boons, which arent actually that powerful, instantly recieved a fix that allowed killers to snuff them, when survivors had to deal with 5 years of uncleansable Ruin, uncleansable Devour, uncleansable NOED and more recently uncleansable Crowd Control. It sometimes took 5+ months for these spots to be fixed, maps not even being disabled even if there was an uncleansable totem.


    So the point of "when you say the devs favour survivors, remember this patch" is a very correct point, just like there are patches that point out "when you say the devs favour killers, remember this patch". The devs dont favour any side, the devs favour what is balanced. Spirit wasnt touched for nearly a year after most of the mechanics that made her high A tier(bigger maps, toolboxes being stronger, prove thyself and leader being stronger, etc) were nerfed. Making her equally powerful to nurse, if not more powerful in a lot of other circumstances. Why wasnt she touched? Perhaps because the reason why she wasnt touched, was because there were 30 cosmetics for her that needed to be sold?

  • @Phasmamain said:

    Seriously you can have your own opinion on this chapter but I personally hate it and I’m tired of it being pushed down my throat.

    Trickster has so far received 3 new full sets of cosmetics. Twins has got 1 and slinger has got 3 unique sets for comparison. Even blight only has 2 non recolours and one is a set.

    Not to mention both trickster and yun Jin have got archive lore way earlier than most characters. Their base lore is already long so I don’t see the need when characters like feng or Adam are in much more need of extra lore.You could say it’s because they are more popular but from my experience neither are that popular even with all of this

    It just seems like BHVR is trying to make a big deal out of an underwhelming chapter and not accept it was a disappointment

    Same reason why Spirit and Oni have a lot more skins compared to other killers. The only killer that outranks them, is Legion, and that's because Legion has 4 different characters(meaning legion has about 30 unique cosmetic items where the rest is genderbend to fit the rest of the cast).

    Spirit has more skins than Trapper, and Trapper is the mascot of DBD that has been here for 5,5 years, while Spirit has been here only for 3.

    That is because Spirit and Oni are very popular characters in Japan and sell like hotcakes, while they also sell decently compared to other killers in the store. Trickster sells a lot in south korea and to k-pop fans, let alone that his skins also do decently compared to other killers in the store.

    Simple case of supplying the demand of customers. Nothing that is being made a big deal. If there is any killer, in terms of skins, on the roster that is being ignored, it's Huntress. She has the lowest ratio of skins compared to how long she has been available.


  • @Mineguy said:

    I really noticed something the last update and the killer release before. It's...Forgetable

    What do I mean by that? I mean it's like they didn't even happen. Yeah we got many nice changes like spirit nerf and key/hatch changes but...these changes are almost not noticeable because of the Meta.

    Nothing changed. Survivors still run the same 6-8 perks every match after a certain Rank/Time played.

    Killers run there 6-8 perks over and over again too. The last time I saw a huntress, Billy, Demo, Ghostface wasWeeks ago.

    The only killers I seeover and over again are Hag, blight, nurse, spirit and since the Archiv started trickster.

    I know the game is a bit older but slowly the hype and fun out of new updates dissaper. Something has to change... Weaker perks have to be buffed while stronger ones nerfed when there too overused.

    There always has been quite a low diversity of killers being played. But contrary to believe, you're facing more and more diverse killers. 3 years ago, you'd be facing the same 3 killers 80% of the time. Billy, Nurse and Huntress. The last time you would have seen a Clown or Pig would literally have been months ago.

    It's still not great.

    As for nerfing or buffing things simply because they arent used a lot or used too much isnt really a good decision tho. Iron Will is a very solid perk and will always give survivors some value, doesnt mean they would get a lot of value, but even if you were to buff other perks that are weaker than Iron Will to be stronger than Iron Will, survivors would still use Iron Will similar to killers using BBQ or Pop. They are low risk perks.

    Thing is, high risk in this game isnt really rewarded with big things. There are a lot of very powerful effects in the perks, that simply arent worth the risk related to that perk. Take Off The Record for example, it requires you being hooked, to give 0 sound and 0 aura reading for the next 80 seconds, making it objectively better than Iron Will. Yet, needing to be hooked for it to be active makes it very high risk, since you still leave blood behind, you still leave scratchmarks behind. There are plenty of reasons to heal up, giving only the 0 aura reading to be an effect, but there are other perks that dont require you to be hooked.

    It's not that Off The Record is a bad perk, it's more that the risks related to that perk are far too high considering it's reward. And yeah, if you get maximum value out of Off The Record by also having it triggered with Lucky Break, for example, you would essentially need yourself to be grabbed first and face a killer who runs aura reading perks in the first place.

    If you could activate Off The Record whenever you'd like, and each hook would be a token to activate it, you could even nerf the duration of the perk to 40 seconds and it would be so, so much better than it is now. While it would be an objective nerf, the practical ability to actually use the perk would cause the perk to see a lot more use.


    It's similar to Clairvoyance, people were running it because it had some practical ability(pushing other players) that the player had control over. Now that it has been changed, I dont see any reason for Clairvoyance to be used at all since it is a very high risk perk(you need to cleanse a totem to get the effect, meaning you might not even be able to use it) with an awful reward that other perks give for free.

  • @Huge_Bush said:

    Don’t hold your breath. Most survivors are terrible at the game and think everything is designed against them.

    I wish the game would force them to play killer a couple times a week so they can learn.

    From a solo survivor perspective, yeah, everything is designed against them. Play solo survivor a couple times a week so you can learn.

  • You're still comparing rank with mmr? Jesus christ.

    The fact you only have 1 perk active on wraith shows you never or barely played with him, meaning you dont really know how to use his ability. So your mmr would be low.

    These survivors have a similar MMR to your wraith. Rank doesnt mean ######### if you can be a god tier Pyramid Head but suck as Wraith.

  • @Miles said:

    Look, i like this game, and im generally not the first dude to be this pessimistic, but for gods sake man, this is not enjoyable.

    I already could only run the same 4 perks in the same 2 killers because if i did not this damn game was not enjoyable at all, now that they added even more ways to screw over totems after literally getting a brand new perk only for that. Which screws over half of the perks on that damn build. And on top of that, i cant even play the killers i want with a EVEN WITH a meta build because the devs thought it was a good idea to NERF LOW TIER KILLERS on top of adding 2 new bullshit time wasters. All of this on top of literally removing EVERY GLIMPSE OF A CASUAL MODE IN THIS GAME. I seriously cant anymore, im done.

    to be fair, considering half your perks were hexes, I am assuming your build was ruin, undying, pop and tinkerer.

    If you need that to hold your own, you've been carried by your perks. The advice there would be to start running perks you want to do and ignore everything that happens in game for about a week to lower your MMR.

    If you're literally running the strongest perks to keep your head up, you're not in the right MMR. I could run the strongest perks consistently on my main, and all I would be facing is survivors who run full meta builds too.

  • @Sunbreaker7 said:

    The new "Boon: Circle of Healing" has put Killers in a new kind of disadvantage than ever before. I am not saying the perk is OP, but I do like to make a note that it does force Killers to adapt to a completely new playstyle that allows fewer mistakes to be made.

    With the boon allowing survivors to see the aura of the totem, it is far too easy for them to simply run to quickly heal and get back in action if the Killer decides to go pressure gens or chase another survivor. Not even the Mangled status effect no longer bother the survivors when self-healing in the radius of the boon. The survivors pretty much have gone with a mentality of not caring if getting hit anymore and there is a good reason for it.

    There can be up to 5 boons lit at the same time on a map, making it extra easy and fast for survivors to get to the nearest boon and self-heal. Kicking boons down is a viable option and fairly easy to locate when nearby one, but there can be up to 4 survivors with the perk, thus making it almost impossible to keep up with them as they re-boon the totems as soon as you kick them and go chase or pressure gens.

    The healing speed is simply so fast that as soon as you turn your back for a survivor near a boon radius, they have already healed and made you waste your time for the single M1 that you worked so hard for in hopes that the survivor will have to waste time healing while you as a killer go pressure gens.

    What is there to do other than tunnel everyone, because you know as soon as you leave them be, they will simply quick-heal under a boon and return to waste your time or go fix gens, faster than you can injure or down the next survivor, no matter your skill level.

    The new Boon: Circle of Healing is a fun perk I like to use as a survivor, but as a killer, I find it insufferable at times, feeling like I am getting bullied because the survivors are more than willing to throw themselves at me and run back to boon-heal unless I chase them till they enter dying state.

    The point and conclusion:

    Perhaps the perk is in need of a nerf? Not the kind that makes it weak and pointless, but for instance, would it be too much to ask if survivors could not see the aura of the boon location and would simply need to discover a teammate's boon by entering in its area of effect. Also, the radius of the boon effect could be decreased, so that the survivor would have to heal much closer to the boon.

    Or how about if when healing under the boon, the survivor's location would be revealed to the killer when standing X-distance away from them? No? Well, give me your suggestion and let's see if we can come up with some ideas here.

    Or another one, how about a survivor can only boon one totem at a time?

    Let me hear your opinion on this matter and whether or not you think the perk needs to be adjusted a little.

    I mean, few things:

    1. its worth snuffing boon totems. For every boon totem that you snuff, it takes survivors 14 seconds to reapply.
    2. its not worth snuffing boon totems on the other side of the map, but that is fine, as it requires survivors to run to the complete opposite side of the map to recharge.
    3. there can only be 4 boons active, there are no 5 survivors.
    4. They literally cannot re-boon a totem as soon as you kick it. It would take quite a lot of time to get the boon back, let alone get the boon back in a favourable position.
    5. The healing speed is fine, being near the boon radius when you leave a chase is very rare unless you have a small map like Midwich that already has 4 active boons. And even in that scenario, the entire path prior to that has pretty much turned into a dead zone.
    6. The boon recieved an aura, due to SWF being able to communicate the locations of boons. It would only affect solo survivors, and solo survivors dont really need a larger disparity from SWF right now

    The problem isnt really the boons themselves, heck, medkits are still a much bigger impact than boons. I often even avoid running to a boon with a teammate, as it would take longer than 4 seconds to reach that location, meaning it would take longer than 16 seconds to heal up my teammate and has the risk to expose both of us. Boons are only truly strong if there are 3 or more active, and even then, its very easy to break them down for the killer.

    I personally would think killers need to recieve an aura reading on the boon if they are within 8 meters of the perk(it might be easy to hear where it is, but they cannot hear or see if it's behind one side or another), saving them some time where there should be no time wasting. And I would maybe add a 3 second haste effect after snuffing it. That would allow killers to use a boon totem in their favor mid-chase.


    My original idea was for random hexes to respawn on snuffed boons, ofcourse with the original 14 second bless timer. Right now, if you hate boons, use Undying and Thrill. You can see survivors blessing dull totems and with the Thrill buff, it now takes nearly 30 seconds to bless a totem(nearly 50 if it is a hex, but you cant see their aura's there), meaning it takes a very long time to just put it up.

    As for the maths behind that: 30 seconds+16 seconds to heal yourself means it's literally worse than selfcare. You would need to self-heal at least twice to break even in terms of time, and even that isnt including the time it takes for you to go there. Even at 4 self heals at a boon, it would still be 24 seconds for a self heal on a specific point on the map. Which is fine. That's 1/3rd of a generator spend healing.

  • @Dino7281 said:

    My problem is that killer just can't do anything about it.

    Snuff is just waste of time, it's not worth leaving gens, or lose chase for it.

    It gives basically extra perks to other survivors. So whenever boon is active, survivors have 23 perks total... and range is double on multi-layer maps.

    And survivors are suprised killers tunnel more. That's what happens when you are forced to commit on every chase.

    I have tried hit&run and it just doesn't work, nor 3-gen.

    3-genning worked plenty for me. If they wanted to do the gen, they would need to sacrifice people to be downed. Then just make sure every totem in range of the 3 gen remains snuffed and generators regress faster than survivors can progress it.

    Is it boring? Sure, but survivors are holding themselves hostage by not letting the killer down survivors. Heck, the only way they could progress a gen is to force the killer to pick up and hook a survivor.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605274#Comment_2605274

    I could be assuming this, but I think its the tediousness with which the game was dragged out by the survivors morso than the loss that lead to this post.

    Its very typical of players to just stop doing gens at one gen left when they completely outclass a killer player and farm for points. Sure you can farm with them but after you are maxed out on chase points its really just a waste of time.

    After a while it can get tedious.

    In those situations as survivor I would just smash out the last gen and leave.

    I don't think the OP is looking for easy games, they are looking for how to counter coordinated survivors with boons, the phrase "git gud" is kinda useless because it obvious and offers no tangible help.

    To the OP, the counter to this is a hard camp and tunnel. Body blocking should get you free hits and if they are all injured then they can't block very effectively. I'd say next time snuff the boon target the weakest link and then spread damage. If you get one on hook hard camp that person to death.

    Teams like this often get so tilted by camping they make terrible plays and all end up dying.

    If its not working then disengage and ignore them while you break stuff, they'll eventually get bored with your non participation and leave. Then ignore any post game chat players like this are often the saltiest win or loss and will tantrum at you no matter what happens in game.

    To be fair, survivors wouldnt stick around to farm more bloodpoints if the survivor bloodpoint system was actually consistent across games. If I can have the choice of staying 3 minutes longer to gain almost double the amount of bloodpoints, why wouldnt I stick around?

    "but you shouldnt play for bloodpoints", I would agree, if bloodpoints werent needed to refresh bloodwebs and if refreshing bloodwebs didnt cost 50-60k BP, which is 3-4 survivor games, and with BP offerings(which, due to tons of green and yellow addons and items, you barely recieve any bp offerings) and WGLF, you'd still need to play at least 3 games on average, while it is only 2-ish killer games without using anything, and with BP offerings and BBQ, it's can be as low as 2/3rds of a single game on average.


    Essentially, BP needs to be reworked for survivors, then survivors wont really have a reason to stick around later as there is nothing to gain.

  • @SloppyVoldemort said:

    I don't think the devs will ever change killers in such a way, that it does get the power role the killer deserves. Killer players are just babysitters so survivors have a good time.

    I still play this game but I minimalised my expectations. I don't kill anyone anymore. Survivors need to be held by their hand and let them out of the exit gates, so that's what's I'm going to do.

    I wish you all the best in your future :)

    I mean, the possibility of survivors being able to escape needs to be a possibility, and killing 1 survivor snowballs very heavily into a 3k(I had a game earlier, all 4 survivors were alive and 4 gens were done, only 3 hooks, I killed one without the final gen being finished and it turned into a 3k since there was not enough time to finish gens).

    And the biggest issue? The people I played against thought Boon Circle of Healing was the reason why they got so far. They didnt set up the boon untill 4 generators were gone, and even with that "infinite healing" it didnt matter because the time it cost them to run there, make sure I am not nearby, heal themselves and then run back was more than enough for generators to regress faster than they could repair it. It was the medkits that allowed them to heal themselves without needing to go anywhere specific that ruined my snowball potential.


    The balance of the game is fine, items being brought to the trial simply shouldnt be in the hands of a survivor at the start of the match. Heck, I would even say to put them inside a personal chest inside the killer's basement. Giving survivors the option to either go to the basement for a good increase in efficiency at the risk of getting caught or never recieving their items all game. Needing to go somewhere specific to do a specific action to gain a benefit is balanced. Being able to afk for 3 minutes, get hit and then being able to heal yourself as soon as the killer was forced to leave you for whatever reason is a problem.

  • This isnt an issue with Dead Hard tho, nor hit validation. It is an issue with server awareness.

    The server doesnt know that there is a pallet there. The game doesnt get simulated on the serverside, the server simply recieves actions and sends those actions through to other players, making your character move on the side of the opponent.

    So, what you're seeing, is actually the game being fully rendered on your side and NPC's that are controlled by the server who recieve input from your opponent. Meaning your opponent is not directly controlling your character, the server is. Aka: Player moves their character>input is send to server>input is send to other players>player character moves on your side

    While when the game is simulated on the server side, a lot of the game is rendered on the serverside too. Meaning the characters move on the server side. So now you have a chain of: Player moves their character>input is send to server>server moves character while also sending the new state the player input has created>player character moves on your side.

    The difference for most multiplayer games isnt actually that much to the point of irrelevance, which makes dedicated servers very simple to create. However, it is environmental interference where the issue comes in. Because how does the server keep track of the environment when the server isnt rendered? How does the server connect the dots between there being a pallet when the hit, according to your screen, hit a survivor and not the pallet?

    Because the server never recieves input from the killer that the killer hit the pallet. Nor that the pallet was there in the first place. Server side simulation would cause the killer to break the pallet.


    There is still a solution for the current way though. The solution on short term, would be recieving the killer data from survivor perspective, meaning if your character hit a pallet on their screen, while yours hit a survivor and the roll is in favor of survivor, the input from the killer character on the survivor screen also is counted. Making survivor effectively laggier to play, but at least whenever the server is in favor of the survivor, it doesnt remove any secondary actions that would otherwise happen.



    As for dead hard being a uniquely unfair perk, nah. That's like saying basekit instadowns are unfair(which, I personally am kind of a proponent for, I rather have killers being able to hit survivors twice very quickly, than a survivor being punished with 2 healthstates being removed in situations they have 0 control over, but the changes I would make to the killers to compensate for the lack of instadown would be more than enough, like Bubba essentially having 50-75% increased movementspeed while sawing and having less charge, meaning he can remove pallets faster and close gaps a lot quicker)

  • @[Deleted User] said:

    Unfortunately, he is indeed pretty bad and realistically it is, not my opinion.

    https://us.v-cdn.net/6030815/uploads/34111QMCETI9/image.png

    Probably he will have buffs in the future, he is really bad now

    You do realize that those statistics include quite a lot of data before Tricksters buff(almost an entire month)? Let alone that Trickster is a kind of killer that needs skill to utilize his power(aka, you cant just start playing Trickster and do well, it's why Plague and Huntress are also so low even though they are solid killers).

    Trickster isnt a bad killer, he needs a lot of skill to operate. You can consider that both a good and bad thing, but against a good trickster, you will face hell, against a bad trickster, you just need to walk around a tree.

  • @ThatOneDemoPlayer said:

    Agree. Trickster is one of the worst Killers in the game with no originality. You want to play a good ranged Killer? Play Huntress, she's guaranteed to take a health state wherever Trickster is able to get a single knife in. Huntress also has better range and doesn't get destroyed by high wall loops unlike Trickster who is an 110 Killer with no power at those loops. I'd love it if he would get a rework and focus on his musical abilities instead of his knives throwing ability.

    Here's how it could look like

    https://docs.google.com/document/d/1jfV2canhdWArPGLWErRwa88L3VqbIb1GjRid4fvJUU8/edit?usp=drivesdk

    Except, that's wrong, because where trickster can get a single knife in, huntress needs to load a hatchet before she can throw it, let alone that trickster can hit knives through gaps huntress could only wish she could hit. Trickster doesnt really get destroyed by high wall loops any more than huntress(again, plenty of times huntress cant get a hit where Trickster can, perhaps not enough to gain 1 healthstate over huntress, but still plenty).

    The issue a lot of players have who cant really play Trickster, is that they pull out knives far too early. Trickster has a built-in mechanic that is quite fearsome for SWF's: the more people nearby, the easier it is for Trickster to get kills. He's even better than Bubba at punishing survivors who want to tank hits, because survivors can split up against a Bubba who revs where splitting up is only a minor inconvenience for Trickster.

    Add there that Trickster is also very good at securing a kill when he needs one.


    Trickster is terrible when compared to Nurse, sure, but 70% of the killers are terrible compared to Nurse. If you look at public games, Trickster is quite effective. His biggest counter is people with 0 hookstates tanking hits for teammates who already do have hookstates. Anywhere else, and he is fine right now. The reason why Trickster was almost as low with average kills as a Nurse, was simply because those statistics included Trickster before the changes.

  • I mean, its a really nice mechanic to have in the game though. It's not OP by any means. There are a few scenario's where it changes the outcome, sure(plague, bubba, trapper or Billy bodyblocking a survivor in a corner and essentially instadowning them), but can you tell me 1 scenario that isnt related to generators or hooks that was a certainty 4 years ago, that still is a certainty today?

    Because back in the day, if a survivor hopped in a locker with you seeing them, they were essentially hooked, untill Jane came out.

    If a survivor had an empty item, it was gone forever, untill Felix came out.

    If a survivor had a generator at 99%, there was nothing you could do, untill Doctor came out(at least, Doctor and his perks were being created, so they needed killers to be capable of damaging gens).

    Removing pallets required killers to break them with their power or with space, untill Spirit came out.


    The list goes on, and I hope now they can add:

    Being in a corner meant there was nothing you could do, untill Mikaela came out.


    Lets face it, the perk itself is very mediocre in terms of usage if you assume all it does is show hooks, chests, gens and hatch. Detectives Hunch is better in every single way, let alone that Detectives Hunch allows you to carry a map too, so you could share the info with teammates. Clairvoyance doesnt even give you the ability to place it on a map.

    But now think of Clairvoyance with killer pushing in mind, and suddenly seeing hooks makes sense as you could block and push the killer away from a hook to buy your teammate time to wiggle out. Since you lose collision, all the killer needs to do is walk through you to counter it.

  • @Brokenbones said:

    Hey there

    I'm making this a short thread to make a suggestion to whoever makes the tome challenges: Please in future tomes, if there are challenges surrounding cleansing totems could you make it "Cleanse/Bless X amount of totems?" as a small QOL to people running boon perks?

    I understand this is a really small request but I imagine it would go a long way for helping reduce frustration that may be caused by having people needing to cleanse totems but not wanting to inconvenience their teammates by doing so.

    challenges shouldn't obviously be gatekept behind DLC/Perks, that's why I think it should be an either/or instead of purely one or the other.

    To be fair, I feel like survivor tomes should include more team based tasks rather than solo tasks. If you have to cleanse 20 totems, that could be a task that's completed anywhere between 4 and 40 games. But if 20 totems have to be cleansed while you are in the trial, suddenly that's a task that's between 4 and 8 games. Same with finishing gens(finishing 3 gens in 1 trial has been a tome challenge before, which can be anywhere between 1 and 100 games).

    Survivors already have a harder time collecting BP, survivor daily challenges are rarer than killer ones, so why are survivor tome challenges also harder than 99% of the killer tome challenges?


    As for challenges being gatekept behind DLC/perks, I mean, that's completely fine. You're able to recieve plenty of rift fragments to complete the entire rift. Heck, I am already at rift level 16 and I have barely done any challenges due to real life halloween events only allowing me to play with friends(who arent exactly good players, so some challenges are harder if not impossible to do as I pretty much am constantly in chase or having to do gens) and that is with the tome being live for 8 days(if not less). Considering I have 68 days left and 3.5+ pages remaining, its easy to claim I would be done with the rift within the next 30 days. Meaning the bloodpoints that would be kept behind DLC or perks would be actually quite nice to keep there, meaning if you ever do unlock that dlc, you have a nice backlog of BP you can unlock to boost the leveling of those characters.

  • @NekoTorvic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596273#Comment_2596273

    Slinger used to take 0.25 seconds to aim and the same amount of time to stop aiming, meaning it takes him half a second to do the whole action. When he's ADSing he moves at 60 something % movement speed, i forget the actual number. He does lose distance even when doing this, and he cannot aim 3 times per second, which would be inefficient anyway. That's just not how Deathslinger players play. Could he zone you by ADSing? yes, you'd need to make a read depending on your situation. Can he still do it? Yes, he can but now he doesn't even need to stop ADSing to zone you. You, as a survivor are left in almost the exact same position as before. This change has fixed nothing, and I'd argue there wasn't even anything to be fixed.

    Outside of this ridiculous scenario which barely happens and isn't effective anyway: In the open, you should be Fd anyways, but you can still be tricky with your movement to throw the slinger off. Generally speaking you should know slinger will try to shoot you as you'll make a corner, but that also depends on your distance from him. On tiles, he might fake his shot or he might commit to the shot as you're making the corner and you can use that info + your own understanding of how slinger plays to make a read.

    Because Slinger's projectile is so thin, minor movements from the survivor at medium range can absolutely evade your shot. At short range, like 5m or less. sure. past that and you really have to make a read on whether or not the survivor is gonna have a twitchy finger. I completely disagree with what you said about the attacker needing to have the responsibility of predicting their opponent, this literally gives "free evasion". Both roles should have to predict what the other is going to do, period. Putting that all on the attacker is hypocritical.

    There was never such a thing as "free hits" with Slinger. This garbage of "the opponent's input doesn't matter" is complete and utter bullshit. Any Slinger player, could tell you 100% that a survivor that knows what they are doing is way harder to hit and can lead you on a way longer chase consistently compared to a survivor that doesn't know what they're doing. The problem is that if you can't run a killer for 5000 billion minutes while the killer's skill is completely useless against you then survivors scream that there's "nO cOuNTeRpLay!!!!".

    I absolutely disagree with you that the nerf was needed. it addressed nothing. it accomplished nothing. it made the killer a drag to play. And it only ever tried to cater to survivors that don't know what the ######### they're doing, as so many ######### things in this pile of trash of a game do.

    If i hear a single ######### arguing from "FUN" when the discussion is about balance I'm gonna flip every single table in the universe with fury. How can you not get it through your skulls already that fun is subjective. I had a lot of fun facing Deathslinger precisely because, if I was constantly and consistently avoiding his shots, that that meant that I was 100% in the slinger player's head and I understood what he was going to do. This is the most advanced for of counterplay that exists.

    The nerf to DS was massively impactful, what the ######### are you on about?! It literally means you can no longer save your teammate in the killer's face cuz you have a shield?! It was not about annoyance. It was about the survivors being able to do pretty much everything to advance their objective and still have a safeguard. it's a balance issue, not an annoyance issue.

    I tire of responding to your nonsense and I have better things to do.

    Since you dont seem to understand, ill keep things short by replying short:

    "He does lose distance even when doing this" Assuming survivors still run in a perfectly straight line, otherwise you gain distance, do the maths You're zoning, so they are obviously adjusting their path.

    "You, as a survivor are left in almost the exact same position as before." No, because constantly ADS'ing in a means to zone a survivor actually makes you lose distance, while ADS'ing around corners give you an unexpected shot.

    "In the open, you should be Fd anyways" Even against a Bubba, you can do something to avoid getting instadowned as it takes 1 second with gained distance to find the nearest tree, locker or pallet. Even against a Trickster, who thrives out in the open, you could still last long enough to force Trickster out of knives. Against a Nurse you could run back into her. Against a Spirit, you could walk, crouch or run in the opposite direction to confuse the killer enough to make an escape. Literally any killer on the roster, there is something you can do to avoid being hit or downed even out in the open. It might not gain you distance, but it gains you quite a lot of extra time if you can pull it off. Deathslinger is the odd one out here.

    "Because Slinger's projectile is so thin, minor movements from the survivor at medium range can absolutely evade your shot." But with a projectile so thin, you also dont see which direction it's going untill it's already too late. You can dodge a huntress hatchet because you can see it and see where it goes. Cant do that with slinger. So again, Slinger missed, survivors didnt evade. Let alone that hit verification isnt a thing on projectiles yet.

    "I completely disagree with what you said about the attacker needing to have the responsibility of predicting their opponent, this literally gives "free evasion". Both roles should have to predict what the other is going to do, period. Putting that all on the attacker is hypocritical." Not what I said. I said "predicting the opponents movement TO DEAL A HIT must always lie at the person being able to deal damage". Context matters. Predicting when your opponent attacks is a different thing, but acting to avoid a hit requires the person dealing a hit needing to predict. If there is no prediction from the attackers point, there is no counterplay from the defendants point. No counterplay from hits in a game where hits matter quite a lot is a problem on its own.


    "This garbage of "the opponent's input doesn't matter" is complete and utter bullshit. Any Slinger player, could tell you 100% that a survivor that knows what they are doing is way harder to hit and can lead you on a way longer chase consistently compared to a survivor that doesn't know what they're doing."

    I'd like to point out that you stated that they are harder to hit and lead you on longer chases consistently, which is a common thing against 110% killers in general, rather than saying their input mattered against Slinger's power. No, there is no counterplay against Slingers power, there was only counterplay against Slinger being a 110% killer. And there lies the issue, your input doesnt matter as a survivor, Slingers input does.

    "It only ever tried to cater to survivors that don't know what the [BAD WORD] they're doing, as so many [BAD WORD] things in this pile of trash of a game do."

    Want me to give a list of things that were changed to cater to killers who didnt know what they were doing? Window blockers were added 1 year before bodyblocking an unhook was changed. Pallets were changed 2 years before Dying Light was. Killers recieved consistent buffs the first 2.5 years of the game, where survivors were consistently nerfed. And now there is a position where you cant really nerf survivors anymore without creating a powercreep. And killers cannot really recieve consistent buffs anymore without a powercreep.

    "If i hear a single [BAD WORD] arguing from "FUN" when the discussion is about balance I'm gonna flip every single table in the universe with fury. How can you not get it through your skulls already that fun is subjective. I had a lot of fun facing Deathslinger precisely because, if I was constantly and consistently avoiding his shots, that that meant that I was 100% in the slinger player's head and I understood what he was going to do. This is the most advanced form of counterplay that exists."

    DBD is a party game, fun matters. You cant expect every player to master every single killer just so they can play survivor. Doesnt work like that.

    "The nerf to DS was massively impactful, what the [BAD WORD] are you on about?! It literally means you can no longer save your teammate in the killer's face cuz you have a shield?! It was not about annoyance. It was about the survivors being able to do pretty much everything to advance their objective and still have a safeguard. it's a balance issue, not an annoyance issue."

    Impactful? In the highest ranks, the DS escape rate was 47% when it was 48% before, that isnt impactful. If it was a balance issue, you would see the escape rate of DS drop very significantly. 1% change isnt that significant. Why do you think DS didnt recieve changes for 2 years? Because from a balancing perspective, it was slightly below 50% escape rate across all tiers(both cumulatively and seperately). That's literally the definition of balanced. It was 100% an issue of annoyance. Because if you slugged someone with DS, even if they used unbreakable, they wasted time. If they did gens and you slugged them from there, they lost time. If they hopped into a locker, sure, they would gain some time, but that was the only way to gain time with DS, and people still do this. If it was a balancing issue, you would see DS have an escape rate of 60% before it's changes and an escape rate of 48-52% after it's changes.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596579#Comment_2596579

    Saw the clip. that's latency, Not a slinger issue..

    If the killer ain't from where you from, or even remotely in the US (Or Eu. i don't judge) Then you will receive what we call. Pokos

    If you don't know what pokos is, it's a hit that doesn't connect. But connects reguardless, (It's worse in Custom Games than Pubs per say)

    This patch has a bad desync issue again (Just like the Trickster patch. ...or a previous patch beforehand..)

    "Let alone that I am not even talking about latency and hitboxes here." Literally what I said before the clip. I was calling out the issues of Slinger without even addressing the issues with latency and hitboxes. Having latency and hitboxes being on top of coinflips is a bit too much.

    Im not saying Slinger is fine right now, but his quickscoping needed to be changed. DBD isnt really a game where quickscoping fits into. Survivors need to be able to dodge abilities unless they are in a position where there is absolutely nothing to be done anymore, and the range of absolutely nothing to be done anymore isnt "be within 6 meters of the killer". It's essentially "animation locked or bodyblocked into a corner". Not that things they can do is to gain distance, but avoid hits as long as possible.

    There is 1 other killer right now that has a similar issues where survivors cant really do much to avoid hits, which is Clown, but at least Clown's vision also gets reduced a bit and a survivor could still make a play by going to a pallet and fast vaulting the pallet, let alone that Clown needs to be closer than 6 meters to get a hit.

    I mean, it was either the quickscope being nerfed, or the chain breaking mechanics for survivors getting buffed so they can break it after being pulled for 3 meters. And personally, I rather have the quickscope being nerfed, since that would validate Slinger hitting a survivor with his ability more, while nerfing the breaking time would lead to Slingers not being able to down survivors if they are further than 7 meters away, effectively halving his range.

  • @Labrac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596605#Comment_2596605

    I do. Most of them face one hacker, DC, wait 5 minutes, and continue their stream normally.

    So you've never seen a streamer being held hostage to the point where they couldnt play DBD? Why do you think the DC penalty was disabled for quite some time? To give streamers the ability to disconnect if they were being held hostage.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596411#Comment_2596411

    So what happens on the survivors end is more valid than what happens on mine? Got it.

    Nope, it goes both ways. Your hit also appears 60 ms later on the survivor end. Meaning a survivor could still be downed while they started Dead Hard if the server decides it. On average, about 50% of the time it should ######### over the survivor, and about 50% of the time it should ######### you over. Besides, baiting DH is still a thing anyway.

    The only time it's more valid on the survivor end, is if survivors are hacking and selected auto-DH, sending essentially some code to the server that detects an incoming hit and Dead Hards the moment before the server calculates it. Which is actually easy to tell by baiting Dead Hard slightly longer than normal, because normal survivors would Dead Hard after you've gotten close enough and confident Dead Hard isnt a possibility, where hackers with auto DH would literally DH the moment your hit is coming in.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596579#Comment_2596579

    You can cry coinflip until the cows come home. People who actually play Deathslinger aren't gong to fall for that disingenuous branding.

    Except, it literally is. Just because you dont think so because "He Is WeAkEr In OtHeR aSpEcTs" doesnt make it not a coinflip. If your input doesnt matter, its chance. Any chance where survivor input doesnt matter that ends up removing a healthstate being lost is an issue.

    "But lots of people didnt get hit" No, they didnt, and that is because you missed, not because their input mattered. So its a coinflip for the survivor. This is like Survivors vaulting a window, and your input doesnt matter whether it is a hit or not even if you are in range of an M1. You would complain for days if that was the case.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596584#Comment_2596584

    What point are you trying to make there are plenty of games where the killer will try and slug everyone or leave a survivor on the ground to chase someone else....within that 8 seconds while the killer is busy chasing someone else the downed survivor can be back up and healed before he realizes it.

    Besides that, if the killer even knows where the Boon is at, or even wants to deal with it for the 100th time. It has already been proven as well that healing perks and med kits are added into the healing speed of CoH unless they fixed that.....

    "there are plenty of games where the killer will try and slug everyone or leave a survivor on the ground to chase someone else....within that 8 seconds while the killer is busy chasing someone else the downed survivor can be back up and healed before he realizes it."

    Then the killer shouldnt have slugged a survivor in the boon's area. You do realize killers can hear the boon the moment they enter the area, right? If a killer slugs and a survivor is fully healed within 8 seconds, that's a mistake on the killer deciding to chase someone else instead of snuffing a totem, thats a mistake on the killer for not hooking the survivor.

    "Besides that, if the killer even knows where the Boon is at, or even wants to deal with it for the 100th time. It has already been proven as well that healing perks and med kits are added into the healing speed of CoH unless they fixed that....."

    Still not an issue. You would need 15 perks and 3 medkits dedicated to healing to make it "broken". That is 1 perk remaining for DS, BT or any other perk, not even including the fact that medkits run out. If survivors are constantly healing, worst case scenario, they run purple medkits with 28 added charges. Meaning 0 people work on gens while survivors are constantly healing, but if they make 1 single mistake, they break that healing cycle, and after about 100 seconds of no one doing gens and you just hitting, all the medkits would be empty and they essentially have no perks left, let alone that you could snuff the boon in the meantime, forcing them to split up again untill the boon is back up(if they arent bodyblocking the boon, but if you hit other people, they would need to move around to keep healing, meaning they cannot block the boon forever).

    Thing is, even in the most broken scenario, you need 4 survivors dedicating to the thing to make it annoying, and even then it will break. As for the perks needed:

    3 people running WGLF, Botany Knowledge, Desperate Measures and Resillience or Streetwise with Purple Medkits(depending on addons being used) while 1 person runs Circle of Healing, Streetwise and Leader.

    That's 15 perks dedicated to 1 annoying situation that lasts at most 2 minutes of your time.


    Is it annoying? Yeah, 100%. Is it broken? Nah, heck the thing making this situation an issue isnt even perks, its purple medkits. Healing speed isnt really the issue. Medkits having multiple heals and increased healing speed beyond just perks are the issue.

  • @Labrac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596558#Comment_2596558

    The situation you described is extremely unrealistic. It is the exception of the exception.

    Watch some streamers, its not that unrealistic.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596401#Comment_2596401

    Self care isn't the power creep. It's the speed of the heals....you can fully heal someone from downed to full in roughly 8 secs

    IF 2 survivors are there AND the person who is downed is in that area. You could snuff the totem before survivors can even pick the survivor up and then down them again

    So, irrelevant.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596273#Comment_2596273

    Except, it's not a 50/50, the projectile is still very fast to the point that if you aim to the center of the survivor, they would need to use an exhaustion perk or at least need a haste effect to dodge it. Survivors would need to move before you decide to shoot. But predicting the opponents movement to deal a hit must always lie at the person being able to deal damage.

    If you ever actually legit played slinger. shots were 50 / 50 if they could dodge or not.. Ex slinger main here and can confirmed i had ZERO issues facing slinger,

    Oh, the nerf was absolutely necessary, as he wouldnt really recieve a rework. His addons wouldnt really change, he would just recieve a nerf in one aspect and a buff in another one.

    You and the types of survivors that complain about the killer shows the lack of knowledge you REALLY have with him, He's 110% with a 24 meter terror radius (Before nerf) and without monitor. he was decent in a hands of a average killer main, and a Semi-better huntress in a hands of a Actual slinger main.. Hell i even rated him higher than huntress at one point,

    The ONLY nerf he really Needed in terms of nerfs was a terror radius, THAT'S it. no other changes needed, his quickscope was fine as it stands.. People just don't like to Verse killers that can punish them like slinger can..

    Heck, I wouldnt even mind giving Deathslinger 0 Terror Radius and just 24 meters Lullaby, then change his ADS addons to reduce his Lullaby, because M&A was by far the biggest reason why his TR got increased to 32 meters.

    Technically. you can Argue that michael has the Lowest TR of all the killers, But people don't complain about him due to the fact he can Only m1..

    Huntress also has the lowest when it comes down to TR, 12 meters with Monitor but even then she has a 40m Lullaby.. Again.. if they wanted to nerf him, shoulda only been a TR nerf.. this nerf was in no way shape or form, I stopped playing him due to the fact that i have to pre-aim all my shots against survivors in which case they can just flare out,

    Still mad that they nerfed him for Zero reason whatsoever to please survivors...

    Ah yes, because you need to play every single killer for 50 hours or more if you want to play survivor. You dont choose the killers you face.

    Besides that, 50/50's are literal coinflips, and thus bad, and those already happen at 10 meters distance. Let alone that I am not even talking about latency and hitboxes here. Because survivors could have dodged from their perspective, while still being hit(case in point: https://www.twitch.tv/predated1/clip/BlatantHealthyNikudonPJSugar ignore the RNN filter issues, yeah, I know I didnt actively dodge, nor used DH, but again, from my perspective, it was gonna be a MISS since he wasnt aiming at where I was going, but where I was)

    "You and the types of survivors that complain about the killer shows the lack of knowledge you REALLY have with him, He's 110% with a 24 meter terror radius (Before nerf) and without monitor. he was decent in a hands of a average killer main, and a Semi-better huntress in a hands of a Actual slinger main.. Hell i even rated him higher than huntress at one point,"

    Killer main, actually(I tend to play survivor with friends or when I want to try some ######### out, but mostly play killer), and no, I have the knowledge of Slinger. Thing is, that doesnt excuse coinflips. Huntress is quite a lot slower considering she needs lockers to reload, and doesnt have coinflip mechanics. Let alone that Slinger could fake and then coinflip. Survivors wont know the difference. Just because a killer isnt strong, doesnt excuse coinflips.

    "The ONLY nerf he really Needed in terms of nerfs was a terror radius, THAT'S it. no other changes needed, his quickscope was fine as it stands.. People just don't like to Verse killers that can punish them like slinger can.."

    Coinflips arent punishing mechanics. Heck, often there wasnt even anything to punish. You were literally being "punished" for nothing. Doctor is a punishing killer, if you stay at a loop too long, he's gonna predict your pathing and shock you optimally, that's punishing. If you dont go to the nearest loop and keep running in front of a Trickster, that is punishing. Not being able to do ######### when you're 8 meters away? That's not punishing, that's bad design.

    "Technically. you can Argue that michael has the Lowest TR of all the killers, But people don't complain about him due to the fact he can Only m1.."

    Except Michael literally has the biggest punishing addon in the entire game, which even recieved a buff, yet, not a lot of people complaining about that one either(tombstone piece deserves complaints, but that one is indeed a bit too strong for an addon). So its not punishing mechanics that people complain about.

    "Huntress also has the lowest when it comes down to TR, 12 meters with Monitor but even then she has a 40m Lullaby.. Again.. if they wanted to nerf him, shoulda only been a TR nerf.. this nerf was in no way shape or form, I stopped playing him due to the fact that i have to pre-aim all my shots against survivors in which case they can just flare out, Still mad that they nerfed him for Zero reason whatsoever to please survivors..."

    Guess we should get old Decisive Strike back then, because they only nerfed it to please killers. Guess we should bring back old BNP, because it was only nerfed to please killers. Guess we should bring back old window mechanics, because window blockers were only placed in to please killers. 'GoOd PlAyErS cOuLd DeAl WiTh OlD wInDoWs' is not really a good argument for the old window mechanics, right? So why do you think its a good argument for coinflip mechanics?

  • @Labrac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596349#Comment_2596349

    If you have an emergency or there's a hacker you can just DC. The first penalty is only 5 minutes for a reason.

    Except, that you could have an emergency and then a hacker, then a normal game, then another hacker. Suddenly, you would have spend 25 minutes waiting due to DC's.

    Then you would need to wait at least 2 full days before you can DC again without waiting longer than 5 minutes, and that is assuming you dont encounter hackers in those games.


    DC isnt the solution to needing to leave the game.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2596342#Comment_2596342

    Nah I get it. If they're gonna try to hide totems they need to be in bigger spaces. Like sure put it in a corner but give that corner space to be entered

    Oh definitely, and if a totem can be snuffed, that also means it can be cleansed. So really, it's not an issue that needs to be ignored. Because if a totem is uncleansable and they fix it to be cleansable, odds are that it's gonna be unsnuffable, so devs need to be aware of that(but on the other hand, uncleansable also means unblessable, so worst case scenario, you have an unblessable totem that turns into NOED).

    Personally, I am of the opinion that totems need a slightly bigger interaction range(like, 0.1 meters bigger), keeping the same animation, but the real hitboxes being slightly behind the animation. The only potential issue I can see there is that some totems could be cleansable through walls. But that can be fixed more easily by placing an object on the other side of the wall.

  • @Fukse said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593446#Comment_2593446

    "The whole reason Circle of Healing is balanced, is because you have to spend 14 seconds, to then heal yourself in 16 seconds"

    Ah yes, because you're the only one healing in 16 seconds, you can only heal once and this perk isn't affecting everyone in it's 24 meter radius. And if you have to constantly reapply the boon it just means killer is not doing chases, which means killer has 0 snowball and 0 pressure. Because that's what killers need - side objective to lose gens even faster

    Ah yes, because survivors dont have to walk to that specific area first and then back(because boons are more likely to be where objects are not) because they can teleport. Let alone that for a Boon to be effective, is for all 4 survivors to be injured and nearby the boon, at which point the killer should also be there, meaning the killer can snuff the boon and snowball.

    I can even give you plenty of totem locations that arent even worth snuffing untill more than 2 survivors are injured, because walking there and healing up takes longer than just meeting up and healing on the spot. Meaning there is a very high potential for Boons to cost time for survivors if they dont play it efficiently. Even a higher potential than self-care. And we all know how much self-care can lose survivors the game because its not used properly.

  • @Beaburd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593911#Comment_2593911

    Dang, you're passionate.

    My post was mainly to highlight the list of problems this time around, and reflect that back at their current and past performance standards which I personally find lacking. In that way, due to the length of the post, I won't respond to the justifications you give to their mistakes or actions because you're entitled to your opinion on them. If the reasons you provide are enough to satisfy you into their allowance, that's awesome.

    I'm mainly just happy to have someone who opposes my stance acknowledging the issues exist.

    That said, I will admit I should have specified map offerings. But hey, just replacing one point for another.

    ---

    For the NFTs though, they did have a strongly worded twitter comment that clearly implied denial which was later deleted. You can see it here:

    https://www.reddit.com/r/deadbydaylight/comments/qbl2j3/a_small_statement_on_nfts_and_dbd/

    Followed by acknowledgement:

    https://www.reddit.com/r/deadbydaylight/comments/qasav1/pinhead_nfts_were_real_after_all_its_not_a_scam/

    You can nitpick on their wording, or say they didn't know. Again, your justifications are your own.

    I personally feel bad for the team for this one, because I don't think many of them did know or support it. But their higher ups did allow it and the first post demonstrates to me an initial denial (likely due to an inner lack of transparency) that turned into admittance, and I don't wanna let it go that easily.

    ---

    The only other thing would be to specify that my stance on the new names isn't that I dislike that they're being removed, it's that I dislike the new names themselves. They don't really suit my style. But again, that one's opinion based. I'm only mentioning it because it clarifies the opinion that I can speak for, my own.

    Oh yeah, 3k hours of this game kinda makes you passionate on some cases. And I agree that BHVR as a company is lacking, but I cannot blame the devs for that. Heck, I cant even blame people like Mathieu Cote for that, even though they are DBD's "higher ups". It's the BHVR higher ups that are the problem here, as they control the budget, they control who gets hired and they control what is aquired by the company. BHVR the company prides themselves into being a small company having a big game, even though their income matches that of some of the biggest companies. They have the income to expand their workforce and even purchase servers that simulate the game(that way, you could download a game after it's been played because it saves the simulation inputs, meaning if there is a hacker, you can send the report with the replay so you dont need to be recording to report hackers). But to blame the devs for things they dont have any say in, is like blaming your food deliverer for not removing tomatoes off your burger. They didnt do it, so blaming them is kinda moot. They dont really talk about this, and that could be contractual, so they keep recieving the blame as if they worked in retail and have to deal with Karens wanting to see the manager because the light above the entrance is too bright for them.

    Acknowledging the issues exist is always important, if you're blind to the issues, there is no reason even responding.

    As for the tweets, I dont think they deleted them, I saw them 1-2 days ago and it was essentially saying that the license holders have all the rights to use the assets DBD made in whatever way they wanted. So in a way, it didnt matter if DBD willingly or unwillingly did anything, as the license holders would have stepped to boss protocol themselves. This way, the only difference is that BHVR recieved money rather than not. If the outcome itself doesnt change, but the difference is that you do or dont have money, the only difference is the morality behind that decision. Since businesses are amoral, morality issues dont really matter. I mean, seriously, if you created, lets say, the Nyan Cat meme, and someone was making an NFT about it. Then they offered you 5 million to get the original copy of Nyan Cat to create the NFT, or they would eventually get their hands on it 3 weeks later because they found your original post on a certain website and still made the NFT. Would you really deny that 5 million offer when the outcome is the same regardless of your input? The tweet BHVR created had a lot of very strict wording that are used when talking about legal stuff, when normally their statements are quite casual. That alone raises suspicion that we dont know enough to truly make any claims about BHVR actually supporting it or not. So best case scenario, they recieved money(or x% of profits) for something where their input didnt really matter. Absolute worst case scenario, they coined the NFT idea to Hellraisers license holders. Considering the information we have and the wording it has been in, I am leaning more towards the better case scenario than the worst one. In the best case scenario, they could have not accepted the deal, but that's just bad business. *(not even talking about the fact that this would also fall under the "cant even blame Mathieu Cote for this" because BHVR higher ups tend to be the ones making decisions like that)*


    As for the names, yeah, fully agree. Inner Healing vs Inner Strength feels a bit odd when "Inner Peace" would work better(yknow, cleansing a totem helps reduce the threat of NOED, which leads to a more peaceful end, not that it's particularly good, but better). Some are great tho. I do think Fearmonger fits much better than Mindbreaker.

    But I do have to say that Inner Healing and Renewal are better names than Survival Instincts and Push Through It, which were the first names being coined.

  • @Gwinty said:

    I personaly have no problem with big maps or indoor maps. I like both of them. However I see the problem with these maps for Killers who have no mobility or anything close to that.

    The thing is that map size should hit survivors as hard as Killers. A Killer hooking a survivor on a big map forces the survivors to go on a longer detour to get the unhook also they are supposed to travel longer to reach the next generator.

    https://forum.deadbydaylight.com/en/discussion/comment/2591067#Comment_2591067

    This is hitting the nail I think. Most maps are not that bad with their ways and detours. They are bad because of the generator placement and potencial plays around them.

    I would not nerf maps or buff Killers with no movement speed for this reason but think about how the map can be filled with places without pallets but maybe places to hide and cover without vaults or anything like that.

    Corn maps are not bad for their corn part for me, they hurt my sould becaus a long wall jungle can lead to a safe tile with a pallet and into the Killer Shack on one side with the Cowshed on the other...

    It's not necessarily a map nerf tho, as for seeking cover, there are plenty of locations for that. Thing is that it's not really good to seek cover as long as there are scratchmarks. Pallets are actually fine and I think there need to be more pallets and rather less windows. Shack could have 2 pallets instead of 1 pallet and 1 window, and you can see how weak the Shack becomes once 1 pallet is dropped, yet both pallets are usable for survivors and can create a lot of value. Or a pallet instead of a window next to the car in house of pain, would make it an okay-ish pallet instead of a very strong window.

    Pallets offer more gameplay than windows on both sides, unless killers recieve something like Fire Up basekit(yeah, I know I said it before, I really like that idea because it feels like it should be a basekit mechanic) so they can actually use window vaults in their favour after some gens are done.

  • @Winchester89 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591074#Comment_2591074

    I don't think that would help. I mean you have 2 solo Russian players in the lobby and they don't speak English. With this toxic community, I wouldn't be surprised if every second child insults my mother. For the two reasons alone, I would not use a voice chat at all.

    You can see it in other games that are far less toxic than dbd. Either umpteen languages ​​are spoken, just no English. Or everyone thinks they are a god and you are the noob. But maybe I've just had a lot of bad experience with ingame communication systems and I'm exaggerating...

    I never stated voicechat tho. Just communication. A ping system is communication. All it needs is a 1-2 second cooldown on using the same ping to avoid super spams, but that alone would be such an improvement.

    Also, DBD isnt actually that toxic overall. The issue is that your opponent is very likely to appear toxic, when their decision to do something was 100% validated. For example, 4 survivors alive with 2 generators dead and only 1 survivor has been hooked twice and just got unhooked. It's in the killer's best interest to kill a survivor at that point, because otherwise generators are all gone, unless the killer has an endgame build. So the killer tunnels the survivor who was dead on hook out of the game. Is the killer toxic here? Ofcourse not, he needs to get someone out, and survivors are not gonna slow down to give the killer more time to hook. I literally always tell survivors who complain about that being toxic that if they dont want me to tunnel a survivor out, they need to stop doing gens and tank hookstates.

    Same with survivors simply doing 3 gens simultaneously. They might have spawned seperately, they dont know they are on 3 seperate gens at the same time, and as long as you dont come, they dont have a reason to leave either. So 3 gens can pop at the same time without survivors having the intention to do so. Killers who call that a genrush when the game lasts another 5 minutes after that(seriously, if 3 gens pop within 2 minutes and it takes 5 minutes to do the other 2, it's by no means a genrush, as genrushers tend to keep ######### like toolboxes for the final 2 gens), I also tend to tell them it's uncoordinated and that they could have prevented it by hitting the first survivor and then go back to patrolling gen(especially if that first survivor doesnt have a medkit)

    It appears as a toxic move, and the players are going to be pissed about it untill the end of the game, even if there never was any toxic intent.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2588133#Comment_2588133

    What I mean is that they can just keep doing it until it's fixed in a month or two (that seems to be the rough duration of the disable in the past).

    I mean, prior to the kill switch, they had to disable the map itself. The biggest issue with totems being uncleansable or unsnuffable is killers/survivors using that map offering on purpose with builds that are very likely to ensure their totem cannot be disabled for the remainder of the match. Back when Lery's had uncleansables with old undying, I have seen plenty of killers use Ruin Undying while using Lery offerings.

    You could still be in a match with an uncleansable, but as long as maps are random, that isnt too much of an issue due to totem RNG making it very unlikely to have such a totem in the game.

  • @SabunoHakia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2565403#Comment_2565403

    You think I go AFK no you won't just die or do a gen to which I may actually let you do if you beg you finish all of them then I may let you live or die but at least I let you have the points I get sweaty and thirsty for a actual chase rather than, pop, pop, pop, pop, pop, teabag, escape.

    So, because YOU dont like a mechanic, survivors have to suffer from any potential to escape? BEG YOU TO DO GENS FOR 160 SECONDS ALONE TO ESCAPE AND GET POINTS?

    Jesus christ dude, play single player games instead of online games.

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