Avatar

Predated

Predated

About

Username
Predated
Joined
Visits
0
Last Active
—

Comments

  • @CornHub said:

    So if you didn't know Overwatch is getting a sequel game & what makes it unique is that both OW1 & 2 players can queue up with each other, but OW2 will have its own separate gamemode & skins. Overwatch was extremely popular when it came out & alot of games were copying their formula, so it's possible it could happen again with games creating an OW2 like sequel. Opinions?

    I honestly rather see the devs work on simply updating DBD to more modern standards. BHVR still treats DBD as if it's an indie game, even though its one of the biggest games on Steam.

    We want a game where we can be fairly certain that adding Flumpty the Egg from One Night at Flumpty in 2023 wont bug out Plague with a gamebreaking bug that causes her to puke on gens that hits all survivors at once. Which we all know is 100% going to happen with the current game.

    Yeah, its going to require BHVR to put a lot of resources into a single department that causes us to have even less frequent hotfixes, less unique killers and less balancing for quite some time. But honestly, that decision would 100% be worth it since it means that the core for DBD, instead of being capable of handling 16 chapters and breaking after every chapter released afterwards, being capable of handling 64 chapters before it starts breaking down again.


    We've had The Realm Beyond, now it's time for The Realm Within.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458357#Comment_2458357

    My guy, scratch marks would still exist.

    Also I don't know where this breathing "bug" theory originated from. That implies that when injured, survivors will breath and make grunts of pain, which they don't.

    Scratchmarks being gone is actually one of the things that made the rework worth running lucky break. It made it amazing against Spirits.

    Remove scratchmarks from Spirits basekit while she phases and im ok with it. Heck, I dont mind Spirit being able to see blood while she phases, the scratchmarks make it simply so easy to start phasing to scout and start moving towards those survivors while still phasing.

  • @Mozzie said:

    It's been over 6 month's since the clown rework and since our boy is one of the focal points of the current tome I thought it worth discussing whether or not these reworks are really helping killers. I haven't played more than a few games with him since and I found the antidote severely lacking. There are very few reasons to wait 2.5 seconds to get a 5 second speed boost or to bring antidote addons. Solvent Jug & cigar box were two of his best addon's that got neutered. Nothing in his addon kit really feels better than what existed before, does it?

    Maybe some clown mains disagree with that but I'm just not seeing it as useful in my games.

    With his upgrade, there are only 3 problematic addons that need changing:

    1. Pinky finger, i've played 3 games with just Pinky finger and Pop goes the weasel in red ranks, against red rank survivors. If I missed 1 bottle, I would just hit the second one as survivors are slowed down significantly. There isnt really much skill to it. Solutions? There are 3 that come to mind: 1. slow down clown while he charges bottles as if he was a huntress charging hatchets(essentially 2019 clown). 2. switch the instadown bottles to yellow. 3. make it so that intoxicated survivors do not get exposed when hit.
    2. Flask of Bleach, yeah, the 15% hinderance(aka 30% movementspeed difference without yellow bottles, let alone that a survivor cannot fast vault windows anymore) isnt enough to pretty much destroy any counterplay, better make it -20%. Giving Clown up to a 35% movement speed difference without yellow bottles. How to rework this? Well, add a 5% bonus to yellow bottles instead. At least yellow bottles need to be placed well for Clown to engage without messing up, where pink bottles dont need to be placed well, just good enough as 1 millisecond of exposure is enough to slow you down, where yellow bottles require 4 seconds to charge up. The total movementspeed difference remains 45% in that case, but from a survivor POV it's going to be so much more bearable.
    3. Starling Feather, makes it a bit too easy to spam his ability which is already reducing any counterplay in most scenario's, especially considering it can be combined with the addons above. I honestly think the 50% is more than fine for his yellow bottles, and could easily be even higher than 50%, but for his pink bottles? Makes it a bit problematic. I'd personally change this to 75% for yellow bottles and 25% for pinks(the grey one would be 25% for pink too, except no bonus for the yellow ones).

    Outside that, he's fine and actually fun to verse against. Good anti-W and his anti loop is fine too. His power rewards his prediction, meaning you would need to play in a way that's unpredictable against a Clown, similar how you have to play against a Doc. It's just these 3 addons that turn him from a killer that you have to think outside of the box, to a killer you dont have enough time, space and resources to combat.

  • You actually could find it this way since 2016. The reason you didnt notice it before, was due to the floors being more bumpy and the hatch being slightly lower.

    To be fair, it's not a bad thing to be able to find the hatch before it gets visible. What's important that you cannot open the hatch before it's visible.

  • @C3Tooth said:

    As a Noed user, I still hate Killers who camp/tunnel into Noed.

    I feel like the most fair change to Noed are:

    • Exposed only applied to Survivors who already hooked once.
    • Each hook on a unique Survivor gain a token. M1 spend a token which is instant down.

    So at least camp/tunneler have less use on Noed.

    I actually think putting people who havent been hooked to the exposed status would be better. That way it truly does what it's designed to do: punish genrushes.

    @Clevite said:

    Like, who cares?

    Earned, it's a perk in the game. There are many of them. I mean what actually is considered , Earned? Devour, maybe, but that is really just playing the game. Other than that, just about every perk is free. Some have a few stipulations to activate, and I guess this is what you may mean by "earned."

    But, let's face it, all of these perks are available to anyone, all you have to do is play the game, and pick a build. The only thing earned is the money you put into the game, and perhaps that isn't even earned by you.

    With that logic, old DS was fine as it was. Old exhaustion was fine as it was. They were perks in the game, there were many of them.

    NOED isnt balanced enough to be as powerful as it can be. It's pretty much designed to punish a genrush. Right now, it doesnt punish a genrush so much as it rewards facecamping. Which doesnt really need any perks.

  • @Kebek said:

    Tbh I've never understood why there even is the kind of opinion that any perk gives you something you didn't earn. You're literally using a perk to earn it even if it may seem cheap, it is earned.

    It's kind of like saying that unless you do at least 2 gens of time, you didn't earn adrenaline so it should not activate for you even when you literally used 1 out of your 4 perk to have stronger endgame.

    Anyway, it's not like I think current version of NOED is perfect, far from it. It would be nice if it could be reworked to keep it's strong snowbally effect for the endgame but in either some different way or with more conditions and benefits as well.

    I think the key difference is that Otz said it's not earned, even if it's deserved.

    The only time NOED does what it's designed to do is when people rush gens.

  • @Tekno_Badger said:

    Leave your answers down below, and I'll reply later with the reworks

    Trapper: mainly needs basekit changes

    Myers: needs a quarter of his addons to be reworked and basekit changes

    Pig:needs minor basekit adjustments and an addonpass.

    Also, im already fairly certain on a balanced rework for all these killers.

  • @kodiaky said:

    He just need to get the Sprint burst removed from the contamination hit.

    But the source of damage stays the same. The way DBD is coded, that would essentially doom Nemesis to be a buggy killer that will broken in disgusting ways or in unplayable ways every update.

  • @xenotimebong said:

    I tend to agree. Dead Hard is definitely an ANNOYING perk to play against at times, because it feels really bad to be within striking distance of a survivor and yet not be able to hit them before they reach a pallet/window. But yeah, people over-state it.

    Sprint Burst is a far stronger perk, it’s just less fun to use than Dead Hard and encourages the killer to not chase you in the first place so less people use it.

    Without dead hard's existance, there would be less room for clever plays. Because killers dont lunge when a survivor has a chance to DH to gain distance, it's possible to hide around a corner quickly and bamboozle them. Without DH, killers would just lunge and there would be nothing clever you could one.

  • @VikingWilson said:

    Goddamn it, could we do something about this? Get in one chase and a gen is done, turn around and another gen is done, down someone and yet another gen is done.

    This is absolutely asinine. The winning strategy for killers is slug and tunnel and that's if they can catch someone holding W.

    Too. Much. Fun.

    First things first: Do not care about the first 2 generators, it's literally impossible for you to protect 7 locations spread over the map, especially if you also have a hex totem you want to protect. The game and the emblem system are designed around 2 generators popping. Focus on the generators that are easier to defend, defending the wrong generators can mean that survivors are able to break any possible 3-gen.

    Secondly: the majority of hooking happens between 3-1 generators, because at that point, it's getting difficult for survivor to stay healthy, while also keeping pressure on gens, while you as a killer (should) have a much smaller patrolling area.

    Thirdly: you want to keep your hooks preferably as close to the center of your patrolling area, or, if possible, on the complete opposite side of the map(survivors would have to go far away from the gens, meaning only 2 survivors are in your patrol area, making it easier to gain footing on pressure and maybe even having moments of 0 people being able to do gens due to healing/rescuing/chasing/being hooked).

    Slugging is fine as long as you dont slug camp too much(1, its a waste of time, 2, you're just being an ass for no reason as of reason 1). Tunneling in public matches is rarely neccesary though, its often much easier and more efficient to focus on 2 survivors early on and get 1 of them on dead hook before you care for a 3rd survivor. Preferably, you should want to ignore the 4th survivor in terms of chase and just make sure they get injured whenever you can injure them, as it forces them to heal up before they rescue teammates.

    Plenty of things you can do to avoid gens from going too fast. Gen speeds are not the problem. The lack of killer specific tiles is. There arent really any tiles that can be used effectively against a deathslinger on autohaven(the tiles that can be used are very spread out, the only way to use those tiles is to literally hold W), yet that are very strong against a Myers without Myers being able to mindgame them.



    Essentially, we need more killer specific tile generation on maps, where the tiles spawning in rely on mindgaming with and against the killer's kit. What can a Myers do in a Jungle Gym where the pallet can lead directly into the window? It might be a strong tile against all killers, but at least other killers have methods they can use to force a survivor out of that tile, or to force a survivor to drop the pallet early if they mindgamed well. No matter if you have 80 seconds or 120 seconds, if the tiles are impossible to mindgame for killers, they will be looped for eternity. If the tiles are impossible to mindgame against killers, survivors will hold W for eternity.

    My favourite tile, that I actually think is the most balanced tile in the game(considering ALL killers, T&L used to be the most balanced tile across all killers untill Doc was introduced), only spawns on Oni's map and Ormond(and maybe on 1 coldwind farm map?). It's the one thats kinda a mix between a T&L and a Jungle Gym. It has a strong window that can be mindgamed and a pallet that is not really useful to constantly use other than to either enter or exit the loop with. It's the only tile where I consider a survivor taking a hit being a mistake, and a killer not getting a hit is a mistake. Any other tile, and it's either due to inevitability, animation locking or the loop being too strong.

  • Just a mention to people here, not that I am part of the bugfix team, but can you all add platforms? Because I've been kinda testing with a friend in privates to find out what exactly causes it, and so far I have come to the conclusion that it might be due to an unintentional lagspike rather than something you can control. Making it more common on some platforms than others, and making it practically controllable for some, while never occuring for others.

  • @fogdonkey said:

    Most likely no, and as the time passes and more killers are added the chances will just further drop.

    people said the same about bubba, wraith, clown and demo

  • Pig will get an addon pass, we just dont know when. Myers will hopefully get a basekit Jewelry and then an addon pass.

  • @Phasmamain said:

    After their last 2 maps and the realm beyond I don’t trust the devs to make a good map

    I mean, RCPD is licensed, only so much they can do, Midwich is overall quite a good map. The realm beyond was great when it comes to balancing(seriously, look at the layout of some older maps, with the current meta and balancing? Most of those maps would either be insanely survivor sided or insanely killersided).

    Visually, yeah, its arguable the older maps were better if you loved the darkness of the maps, but lets be 100% honest, the same reason why looptiles have been given higher walls(to combat stretched res a bit) is the same reason the maps have been made brighter(to combat 3rd party gamma raising).

  • @Sonzaishinai said:

    Only releases new maps

    No new killer or survivor just 3 maps of the latest original killers blight, twins and trickster

    Not every killer needs a map. Bubba doesnt have a map, Ghostface doesnt have a map. Blight doesnt really need a map(he used to be a "survivor" untill he blighted himself.) Twins doesnt really need a map either. Both Ormond, Sheltered Woods and Red Forest fit her. Trickster is pretty much the only one who might need a map.


    However, I would be up for a chapter that is only about revisiting all common perks, revisiting the way map tiles are generated, revisiting the core of the game(I wouldnt mind 2 chapters for that tbh).

  • @XombieRocker said:

    Sony probably doesn't want it because if people could leave they lose out on that PS Plus subscription money. If it was just money from buying the game, they might not care so much.

    I mean, the argument can easily be made that more people would buy a PS5 and PS Plus if they can also leave their PC and play DBD from their couch without having to grind 50 million BP just to get the same perks and addons.


  • @Clowning said:

    Pig.

    Myers can be made consistently viable with addons, while Pig with addons is still just an M1 Killer with heavy RNG.

    An m1 killer with the ability to have no TR whenever she wants, addons that make her crouch speed fast enough to gen grab survivors. Addons that make her dash fast enough to reach the opposite side of a T&L before a survivor can even vault a window. Let alone that she can use her power to fully ignore loops on quite a lot of maps. Bouncing off a pallet? Bouncing over a wall? Dashing through a window? All possible with Pig.

    Even ignoring all that, Pig is an m1 killer with a long dash. Myers is just an m1 killer, no dash.

  • then ill make it easier for you:

    Myers is the weakest killer. No one gets even close to how weak Myers is. If you want to know why, you gotta read.

  • @Plu said:

    Pig overall, but Nemesis can be the weakest depending on the map, because there's lots of weird hitboxes that completly block his tentacle hitbox which makes him a M1 killer with zombies.

    Myers at least has a oneshot and faster vault speed in tier 3, and pig has slowdown, both of which works on any maps.

    Having zombies that can do the dirty work for him. All you need is a very inconvenient moment and not hearing a zombie around the corner to get infected, damaged or even downed. Let alone that his zombies can fully counter a DS, can facecamp for him, give info on where survivors are(aka, giving Nemesis quick chases), let alone that T2 Nemesis has by far the best pallet breaking mechanic, and it's easier to hit T2 as Nemesis than Myers.

    And that's just basekit Nemesis, ignoring perks and addons.

    Myers is still an m1 killer with his only source of damage being his m1. He cannot break pallets faster, he doesnt have a way of getting information on survivors that arent already in his vision, and even his vault speed, which is his best asset, is often still slower than just walking around.

    I could play Nemesis with 0 perks and addons, and still get consistent 2k's in red ranks, possibly even 4k's if im willing to tunnel someone out early on.

    I cant play Myers with 0 perks and addons, and even though I might still get 2k's, they wont be consistent, where 4k's would be extremely rare and those games would be where I managed to stalk a survivor from a very sneaky angle without them even suspecting a thing.

    Myers doesnt have his instadown available when he wants, he needs to work for it, let alone that it will take quite some time to regain it once he lost it. Nemesis will have his pallet breaking available the moment he hits 1 survivor and 2 zombies. Deadzones leading to consistent hooks>>>>>getting maybe 1-2 hooks because survivors were impatient.

  • @ThiccBudhha said:

    I mean, he is not worse than Trapper or Pig. Like, just being bad doesn't mean you are the worst. People say that about Michael too. But, again, he isn't Trapper or Pig. Rofl.

    Trapper can pre-place a trap. Trapper can shut down a loop before someone even goes there. Trapper has the same weakness as Hag: if they know where you've been, they can expect traps there. Trapper has a weaker early game than Myers, but the early game doesnt matter if he can still rake in 4k's due to his endgame.

    Pig has insane potential too, bouncing off pallets, fully ignoring windows and other things. Pig is a bit hard to master, but her skillceiling is much higher than both Trapper and Myers.

    What does Myers have? A slightly increased lunge+instadown if he has looked at people enough, but any Myers main can tell you that a decent SWF(not even a high tier one) can make it near impossible for you to pull off more than 1 T3 in the entire match, 2 if you're lucky with the map. His best basekit asset is that he can vault faster than other killers.

    Even including addons, Myers only has 2-3 viable combinations in public matches, bar none in higher tiers, where both Pig and Trapper still can pull off plenty in high tier play.


    People putting Myers higher than Pig and Trapper simply dont understand how to play Pig and Trapper. This coming from a player who has played at least 100 hours in Pig, Trapper and Myers.

  • Easily Myers. He's pretty much the weakest killer in the entire roster, which by default makes him the weakest licensed killer aswell.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2448657#Comment_2448657

    That is why we need mmr. All of a sudden people will start learning about how the game actually works against evenly matched players. Hint hint, nobody near the top likes it and the reason is very obvious.

    I mean, there are a lot of boring players at low skill, that would still win games purely because of how big the gap is between the weakest killer and solo survivor.

    You cannot have a consistent MMR system at play, when the highest solo survivor play only barely touches low-tier SWF play.

    If you want an MMR system, buff solo survivors to the point of them having a similar communication system as SWF would have(aka a ping system), then buff killers' base mechanics to compensate.

  • @EvilJoshy said:

    While I appreciate a survivor main taking the time to see the other sides view. I have to point out something. The 40 matches and only 2 of them were 0k vs sweat lords. As you rank up, that percentage gets higher. Substantially.

    Not really. Killers rank up quite fast without learning much. You can be rank 1 within a week without even learning the basics of pressure. There are so many players that just hook survivors onto the nearest hook, not thinking about how that hook impacts their game. Sure, you rather want to hook a survivor as quickly as possible to pick up another chase ASAP, but the closer you hook the survivor to gens, the less time it takes for survivors to rescue, and the less time it takes for them to be on gens again. Or that you can intercept the rescue easier if it's further away from safety, as you can cut off the survivor to the hook and perhaps even swap hooks, where if you hook nearby other survivors, a teammate can easily jump in and tank a hit and then you have 0 people on the hook with everyone running to safety.

    Knowing where to hook a survivor can massively change the outcome of a game. There arent that many sweatlords. 5% is quite accurate. You're not always going to 0k because of sweatlords. Odds are often quite likely that you 0k'd because you made a detrimental mistake. And instead of improving your mistake, you rather blame it on the opposition while never learning from your mistakes.

  • @Katzengott said:

    So you played 40 rounds of killer, starting at what... R20? This reminds me of surv-mains who will tell you they play "both sides", but only play killer against potatoes at low ranks, claiming all killers are viable, no gen defense is needed (with NOED, lol) and killer is too easy. And ofc they never tunnel and camp. Thing is, most of them aren't even lying... they just don't know how bad the foundation of the game is against good survs.

    I have played 1k hours as survivor and 2k hours as killer. My winrate as killer is MUCH higher than survivor. All killers are viable, DBD is a public match, if I can get a 4k as a rank 1 while being a potato at nurse, I can also get a 0k while playing one of my mains.

    I dont always need gen defense, I only use it when I see toolboxes or when I see/suspect a 3-man or 4-man(often both tbh, I rarely solo and duo's with toolboxes). I rarely tunnel and camp unless I absolutely need to do one to make sure someone is dead or dead on hook.


    Yeah, the foundation against a 4-man godsquad is hard on killer, but guess what? The foundation of the game for solo survivor against an average killer is even worse. I can play killer with a 85% winrate(3k or more, or a 2k while giving mercy due to DC/tome challenge, essentially, any game where I decide who escapes and who doesnt is a win by default, any game where I get a 3k and I dont decide if the last one escapes is also a win, a 2k and 2 escapes that I didnt let happen is a tie, simple as that). But my survivor winrate is quite low. Not my escape rate, my escape rate is about 70%, but the winrate where 3 survivors escape? during solo survivor, that's practically impossible.

    So yeah, taking solo survivor into consideration(and thus, the lack of communications), and all killers are viable, if not somewhat overpowered. Look only at 4 man SWF deathsquads, and only 3 killers are viable.

  • @CheekyLilGobbo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2448722#Comment_2448722

    Most of the shills are in the comments of posts, who usually cause an argument, which is why these complaining posts always get to the front page.

    I mean, really depends on the complaint tho. If people complain that it takes too long for a patch to go live(which is often 2 weeks after a bug has been noticed, the absolute shortest time BHVR can update their game due to consoles needing to test the patch first before going live), they are simply wrong in their complaint. Nothing BHVR can do to reduce that 2 week timespan.

    If people complain about balance, well, everyone has their own opinion on balance. It's why you have players claiming Trickster to be the absolute worst killer in the game, even though he easily outclasses half the roster.

    If people complain about bugs and point to cosmetics, they are simply wrong. The cosmetic team and debug team are seperate teams. The cosmetic team can keep on pumping out new cosmetics without even influencing the speed of bugfixes. It's a moot point.(not even including that fixing 1 bug could create a cascade of bugs, so its better to keep the 1 bug and find another way to patch it, which is annoying, but simply happens)

    I could keep on going, but a lot of complaints either fall under opinion or ignorance. The only 2 valid complaints could be made about the structure of BHVR as a company(it's why some killers recieve a buff/nerf within 2-4 weeks, while other killers take nearly 2 years to recieve an update), and the mechanics of the game itself.

  • @Triadequinaxor said:

    Any time anyone speaks out about the game, people just say, no your wrong your just bad or its only you. This forum will defend anything this company does. almost like they have a moral duty to defend the game against criticism at all costs, even if the criticism is warranted. And this is why the game will never improve, the game has only like 40k people online right now as of writing this, and the game has 364,000 very positive reviews on steam. i never see those numbers during peak times, that saids something about the design choices and the future for this game. In almost 5 years, Dead by daylight has done almost nothing to innovate the game and or change the playstyle.

    I mean, lets assume for the sake of simplicity that everyone plays 4 hours of DBD every single day. With a 40k online playerbase(steam players only), that means there are 160k unique players playing every day.

    that's not taking into consideration of the following:

    1. not everyone plays 4 hours a day, quite a lot of people only manage 2 hours a day.
    2. not every region has a similar amount of players(which is why the player graph is a wave rather than a straight line)
    3. not everyone plays everyday, that could mean player 1 plays 2 hours on monday, player 2 plays 2 on tuesday, player 3 2 on wednesday etc. meaning 2 hours every day are taken by 1 player on each day, but are 7 players in total

    So as a rule of thumb, you should assume 10% of the total playerbase can play at any given time, if not less.


    Let alone that a lot of the criticism is based on misunderstandings. I've seen people complain about a gamebreaking bug remaining in the game for 1 full weeks, even though the fastest DBD can get a hotfix live is 2 weeks. If it's a map related bug, they can disable it quite easily. If its an addon or a perk, it's going to be a bit harder to disable without breaking more, as the addon or perk might not be the core of the problem. Meaning disabling them doesnt get rid of the problem as it could surface anywhere.

    Then you have people complaining about balance. Well, there are a lot of different opinions on what certain characters should be able to do, and what's balanced. You have entitled killer mains who wont be happy untill every killer they want to play is capable of getting 4k's in a tournament setting without relying on the strongest meta perks, and entitled survivor mains who wont be happy untill they can get a 4 man escape against every single killer and build through vanilla mechanics. Both of these are valid statements, as both should be possible to an extend.

    Then you have performance issues, well, thing is, you dont always know how a game will respond once it goes live. Especially not when the servers you test the game on are private where the public servers are dedicated. There is a case to be made that the core game needs a rework, and everyone on here would agree with you, but stating that it's unacceptable to have any performance issues when the servers arent even the same is more from a position from ignorance.

    Then you have people complaining that DBD devs should stop making skins and fix the game, even though the cosmetic department and debug department are different teams.


    It's not the fact that people complain, the fact of the matter is what they are complaining about. I found a bug where a toolbox lasts infinitely, with a purple toolbox, that means a survivor could do a generator in 30 seconds, alone. They would need to be lucky, sure, as it relies on RNG(and I am fairly certain because it's so heavily reliant on RNG, this bug has existed since 2016), but can you complain about that when it happens? DBD devs dont know about bugs untill a bug actually happened. There is no way of telling if code works unintentionally if it has been working as intended for literal months or years. Then you also have the thing where bugs are created simply by the way some things interact, and seperately they do not create the bug, but together they will. Or bugs that are mildly annoying, but when patched they will release a ton of gamebreaking bugs that collapse into a cascade of bugs.


    Complaining is fine if it's actually based on something BHVR can do something about and either have refused to work on it(coughcoughrevampingthebasegamecoughcough), but complaining about things that are outside of their control is like complaining to your food delivery service that they delivered your food while it was raining.

  • From fanlore, aka nea being the entity, this makes perfect sense. Ofcourse the entity would be angry if you keep rescuing survivors, but she cant do anything about it.

  • It's a weird challenge. They would need to get the speedboost while still being intoxicated.

    The addons you would want to run are Ether 15% and Bottle of Chloroform to do this easily. Both addons increase intoxication(one increases duration, the other area of effect), making sure the survivor is still intoxicated when you hit them with the antidote.

    Then throw 1 tonic and 2 antidotes to make sure they get invigorated while still being intoxicated.


    It's an insanely tough challenge, it took me 2 remaining farming survivors and 20 bottles of just making sure I did the challenge.

  • https://www.twitch.tv/videos/1126895437

    The full bug, turns out there was a skillcheck at the 0th charge that seemed to reset the speed.


    If I had to guess, my assumption would be that the triggered skillcheck was from the toolbox, so the game decided the toolbox must have still been valid for use, even though it had 0 charges, took another charge, giving it -1 charges and thus continued on infinitely. If that is the case, I have the (un)luckiest skillcheck in the history of DBD, as I havent been able to reproduce it in a private match yet.

  • @Seraphor said:

    Pyramid Head isn't bad, he's not especially strong either though, fairly average or just above average, but if played well can certainly stand up to most survivors. Although as with any killers that aren't Nurse, Spirit, Blight or Wraith, will struggle at the highest level, but at anything less than red ranks (and then even sometimes at red ranks), all killers are perfectly viable.

    Using his power well typically involves predicting survivor movements though, which can take a long time to learn. Because there's a slight delay in using his AoE you want to aim where the survivor will be in a second or two, not where that are this moment, ideally penning a survivor into a narrow area where they can't dodge it so easily. And you want to lay his torment down in places that survivors will be forced to walk, to increases the chances of them becoming afflicted.

    One thing that is sometimes considered "bad" about him, is his cages of attonement. Using these will prevent you from getting any use of out hook related perks, such as BBQ & Chilli, or Pop Goes The Weasel, which are both meta perks. However likewise, they also rob survivors of hook related perks as well, so it's a two-way street. It especially negates Decisive Strike, which gives him a slight edge in some cases.

    Wraith struggles at the highest level unless you mean highest level solo surv. Highest level swf and wraith still struggles.

    I am 100% of the opinion that killers cannot be buffed in the current state of the game, due to how painstakingly hard solo queue is. If you have to keep consideration of solo survivor, there are 5 killers that are near impossible to win against unless you happen to have good synergy.

  • @WishIcouldmain said:

    For every perk cool down should at most be 60 seconds. 80 seconds is way too long and they should reduce it to 60 along with Oppression. Since Dragons already can be quite conditional like MYC.

    80 can be fine in quite a lot of cases, heck, if it was just 80 seconds on dragons grip, it would actually be decent.

    But you know what the issue is? It's not 80 seconds. It's 80 seconds+time the gen has been kicked+60 seconds if a survivor touched it during the 30 seconds. Meaning that at most, Dragons Grip has a 170 second cooldown. Dragon's Grip should be available after no one touched the gen during the 30 seconds, or after the exposed status has faded. That's at most a 90 second cooldown. Which is much, much better than the 170 seconds.

  • Honestly, the problem DOES lie with Ruin. Remove Ruin from the equation, and Tinkerer is fine. Remove Tinkerer from the equation, and there are still a lot of doom scenarios.

    The fact that Ruin automatically regresses gens AND doubles the regression rate is what makes it so danm powerful, especially with Tinkerer and Undying. I think removing the automatic regression and adding more double regression rates(missed skillchecks, Surge, Eruption, all current regression perks except for Pop, which needs to remain exclusive from Ruin as 50% regression is overkill unless they rework Pop to be 25% of the progression made rather than kicking away 25% of a total gen) would make Ruin far more interesting, without being so oppressive on already oppressive killers.

  • @Ohnoes said:

    What I find ridiculous is that this isn't hard stuff to detect because the majority of the people using mods aren't doing it subtly. They make impossible situations.

    Insta heals without for the people (Tying it to a broken status, easy detection). Even with stacking all the healing speeds you don't get close to a insta heal.

    Glitching/flying through stuff isn't a easy detection because of their terrible quality control so can't really do anything about that.

    Teleporting massive distances? Easy detection. There's only a select few killers who are able to do something similar. Having automatic requisite checks rules out anyone doing it on killers that obviously can't do it.

    Speed hacks? Easy detection. Easy detection. It is an impossibility. Player ran servers on GTA SA were able to detect those.

    Using mash up killer powers? Easy detection. It is an impossibility.

    Zero attack cooldown? Easy detection. Only one perk removes cooldowns.

    This is the team though that can't even make a functional filter so I guess that's not an option. THe money from all those dlcs, battle passes and cosmetics should've been used to hire more competent people or at least OUTSOURCE THE WORK TO COMPETENT PEOPLE. Honestly the chat filter is really the best example of how terrible quality control is. I get the feeling that type of question will never be able to pop up in a Q&A. More likely my post will result in a ban if anything.

    Anyways that's my viewpoint having admin'd on multiplayer mod communities for GTA games. Its fully possible to have amazing detection systems. The only difference is that in those communities, the anomalies would be checked by a admin as a just in case measure. The detection itself, spot on everytime. Not a coder but yeah, definitely doable if hobbyists can pull it off. Go figure, seldom a problem with hackers because of those systems. It is of course harder on a larger scale but the detection isn't there at all here nor in several AAA games.

    I mean, for most of the things you've listed, there is actually a possibility from the server's perspective:

    • You dc'd from the server earlier without the server realizing and the input it was recieving was from before you dc'd

    The server simply requests the steps done inbetween, and if they line up, its A-OK. Then simply add in a client that sends fake logs where it claims a survivor actually fully healed themselves over the course of 12 seconds when in reality it was only 2, and the server cannot detect it.

  • @Lord_Tony said:

    Survivors: wow trapper is the killer, let's all put on small game, dead hard and maps.

    Survivors: ghost face is the killer make sure we all put on spine chill.

    Survivors: wraith is the killer, everyone take out your flashlights and equip blast mine or flash bang and spine chill

    Survivors: blight is the killer, everyone use an indoor map offering.

    Survivors: Myers is the killer everyone equip spine chill and we need maybe 1 person with object of obsession.

    Killer: K I see 4 med-kits I'll put on sloppy butcher I guess?

    This is why survivors can't know who the killer is before the game starts.

    Also it's a horror trope for the killer to stalk its victims and prepare while the victims are clueless and unaware.

    I mean. Just for the sake of debunking cus you're almost always wrong in something:

    1. smallgame doesnt really work, Dead Hard would be equipped most likely anyway, maps only work if you track the trap after it's been placed. If it's replaced it no longer tracks.
    2. Spinechill is easy to deal with as a killer
    3. flashbang is pretty much the biggest counter to wraith, sure, the rest are pretty much irrelevant in public lobbies.
    4. blight performs fine in indoor maps. Heck, the hardest blight matches I faced were blights in indoor maps.
    5. again, spinechill is easy to work around, and object of obsession tends to work in Myers' favor
    6. 4 medkits? put on franklins, done.

    There is an argument to be made that knowing who the killer is prior to the match can work out fine. The only killer that would truly suffer is Hag.

    In fact, if killers are known to survivors, it's only fair that the killers know exactly what item and addons survivors are using, as there is no way to tell the difference between a brown or a purple medkit. There is no way to tell the difference between a green and a pink key.

    The moment you can show a killer to survivors prior to the start of the match(and the items+addons of survivors to the killer) without heavily affecting the killers performance, is when DBD would be at its peak.


    Heck, I'd argue there should be a 30 second time to lock in the survivor and the item, then show the killer and the items so only perks can be adjusted. That would prevent key switches, would prevent people grabbing specific items to counter the killer while still giving you time to adjust your perks to at least have some effect in the game(as some survivor perks are going to be 100% useless against some killers, just as some killer perks are going to be 100% useless against some items, it's nice to switch out, for both sides).

  • @JPA said:

    Survivors: spirit/nurse is the Killer so I guess I'll back out

    Killers: I suspect an SWF, so I guess I'll back out

  • @TwitchyMike said:

    This game is arguably survivor sided as it should be. And I can see points to both sides of killer and survivor arguments about balance. But at the end of the day this game is Survivor favored and anytime I see someone talking about ways to nerf a killer or anything that benefits the killer I am somewhat confused. Do survivors just want the easiest time going up against the killer? I personally think a lot of relativity and perception goes into this next paragraph as to why survivors would think killers are OP but here it is.

    If survivors don't escape they "Lost" Now in my opinion if you escape as a survivor that should be just as hard as a killer getting a 4k. From someone who plays both Killer and Survivor pretty equally I can safely say when I escape it's the same feeling as getting a solid 4k in DBD. Now that's my opinion. I personally am better at this game playing killer but still equally enjoy playing as survivor.

    So for those hard core survivor players please help me understand the complaints about killers.

    The game is survivor sided when it comes to 1v4, its killer sided when it comes to the 1v1. Killers that are extremely powerful in a 1v1 are quite boring, especially as they also tend to be weak in a 1v4. The only reason most of those killers win, is because they can tunnel quite efficiently and because you cannot communicate with your team, they automatically have a better 1v4 than the survivors.

    Add in a ping system, and a lot of killers that are strong in 1v1 suddenly get gutted.

    Just because the game is in favor of one side, doesnt mean there are horrendous mechanics on the other side. Because, lets take the 1v1 again. It's killer sided. Yet, there are some loops in the game that are so incredibly powerful that it feels like the 1v1 is actually survivor sided. Should you, as a killer, not complain about those 1v1 scenario's and call for a nerf, even though the game is overal killersided when it comes to a 1v1?

    Same applies to killers, I dont mind going down to a killer, but I DO want to be able to counterplay against said killer. It's why I dislike Nurse's skill ceiling. It's why I dislike Clown's hindrance and pinky finger addon. It's why I dislike Spirit in general. If I cannot possibly counterplay other than flipping a coin, the killer is going to be extremely boring to face, none of the hits will ever feel deserved and none of the outplays I make would ever feel good because I know the likelihood of being hit instead was just as big as me not being hit at all.

  • @Rey_512 said:

    With perks like Blast Mine and Repressed Alliance in the game, does PGTW really have to be at 45 seconds duration?

    Blast Mine especially has become a very common perk (at least in my experience) so sometimes that’s all it takes to negate Pop after downing someone across the map.

    Also, the shortened Pop duration also makes it so you have to pick between applying pressure or kicking a gen and forfeiting a hit or even a down.

    TLDR: There’s perks to “counter” pop now to some degree, and 45 seconds is very unrewarding to killers who have been successful at pressuring survivors.

    The biggest reason why the devs cannot do that, is because Blastmine and Repressed Alliance do not really matter that much over the course of a game(let alone that Deadlock works amazingly with Pop).

    Genregression perks for killers need to be reworked into a similar group as exhaustion perks. Where they can be used in conjunction, but not all at the same time. If Pop was the only gen regression perk in the game, 60 seconds would be fine. But it's not the only gen regression perk in the game.

    And yeah, shortening pop to make a decision between a down or a kick is EXACTLY why it got reduced. You should either be quicker with the down and then kick the gen, or kick the gen and then go for a chase, or dont kick the gen at all and go for the chase. If you cannot down the survivor quicker, you have to decide whether or not popping the gen is going to be worth it or not. It's 25%. 25% is a lot of regression, especially if 1 survivor is dead.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/274744/two-things-spirit-and-keys

    As of patch 5.1.0 Spirit isn't the problem. She's literally Helen Keller with a sword when she uses her power. The problem with current Spirit is survivors being predictable, she literally has no tracking. There is no way to nerf Spirit without butchering or defeating the purpose of her kit. I'll link a my video of why you can't nerf spirits kit.

    As of keys, you will know if a survivor is bringing a key and if they switch at the last second or you don't feel like putting on Franklin's. I just slug that survivor and leave them slugged. They'll get frustrated and annoyed, but that's how it feels being a killer and having to deal with a key.

    https://youtu.be/l8fTlqAXmFE

    That's assuming she isnt soundbugged. Devs didnt confirm the changes were intentional. Let alone that Spirit can still track environmental movement and scratchmarks while phasing.

    So those are gonna get fixed, that still makes Spirit problematic. IMO, they should simply remove scratchmarks from Spirit's basekit. Make it worth an addon slot in exchange of some of her absolutely broken addons.

    Spirit is far from fine. She is still a problem. Just because she is bugged, doesnt mean she's fine.

    That's like saying keys are fine, because they cannot open a hatch if more than 2 survivors are nearby the hatch due to a temporary bug.

    in H Comment by Predated
  • @The_BiggCheeze said:

    I just now found the last 2, 1 was locker hopping in one of the side rooms from the main hall and the last got out through a gate (Like they deserved that, did nothing for a whole hour and had the balls to teabag like he did something. Congrats, you hid and got 9,000 points, that's less than each of the other 3 who died. Not even a participation award will be given.)

    And yes, I can be THIS patient.

    My suggested fix for this:

    After at most 5 minutes of a survivor not doing anything, crows should instantly reveal their location. To counter this they need to break a full totem (Not touch it and leave it, BREAK it), be on a generator for 20 or 30 seconds, Fully heal a survivor or rescue a survivor on hook, or enter a chase with the killer.

    I feel this is as fair as it can be. Sure they can wait 4 minutes then cleanse a totem to get an extra 5 minutes, but the more survivors that are doing this then the faster the 5 totems will be gone. And for the 20 or 30 seconds on a gen, this could be enough time for the killer to patrol a map and see that a gen was worked on so they know they are near or potentially catch them in the act of doing a gen. The healing, rescuing and chase don't have to be explained given they are actually doing something that isn't hiding like a coward.

    I mean, the easier way is to simply block lockers+notification bubble if people have been going from locker to locker to locker without being in the killer terror radius(I mean, sometimes you gotta swap lockers for a good head-on play, or swap lockers because the killer already checked the locker next to you and is occupied checking another locker first).

  • @Triadequinaxor said:

    There are old killers that are terrible and boring to play/play against that need reworks, pig, clown, deathslinger, myers, ghostface, all these killer powers are copy and paste, Ghostface is just myers with a gimmick

    clown already got a rework, he's fine now outside 2 addons(pinky finger and the hindrance addon).

    Ghostface is basically old myers, sure, but current myers cannot be like old myers due to his addons. Let alone that ghostface doesnt need to stalk to reach his power, and that ghostface can literally turn off his terror radius whenever he can. Ghostface is t1 myers without the aura reading.

    As for other reworks, they are still coming, that's what mid-chapters are for.

  • @Ruma said:

    Making breakable walls doors only survivors could use would completly break the game.

    Also the hatch shouldnt go to the first who finds it anyway.

    Hatch is bs enough already in most cases.

    @danielmaster87 said:

    It doesn't go to whoever finds it first. It's whoever is closer, and 90% of the time that's survivor. They either vacuum into the hatch at the press of a button, or they get downed right at the hatch and are able to crawl in anyway. Because of this, the fact that "the killer is faster" is not a good argument to say that the hatch is somehow a "killer sided mechanic". I would just change keys to open chests instantly.

    You guys do realize that killers have priority over hatch? You do realize killers reach hatches faster overall? The only time a survivor finds a hatch before the killer does, is if they noticed they were floating over the floor where they shouldnt float(aka, invisible hatch).

    So yeah, the hatch is overall killer favoured. Pure RNG based, the killer can cover more of the map quicker, the killer gets priority over hatch too, which means in situations where the killer and survivor reach the hatch at the same time, the killer will beat them. Meaning there is about a 54% chance killer finds the hatch first, a 44% chance the survivor finds the hatch first and a 2% chance they find it at the same time.

    The only time a survivor is faster at finding the hatch, is because the hatch already spawned in and they were checking for it, while you were never checking for the hatch while chasing a survivor.

  • @DocFabron said:

    Clown and Trickster at any tier except F?... your friend will learn the truth one day.

    clown and trickster are more like B-tier killers though. Myers is the only F tier killer right now.

  • @PanicSquid said:

    Blindness is the real useless debuff.

    Oh no, you can't see auras, except for killer specific auras, like jigsaw boxes, or hooked survivors except for their scream bubble. This doesn't even factor in SWFs and external communication.

    Also Hemmorage, you bleed more. Rarely do I think "You know, I could have tracked that survivor better if they bled more"

    You do realize that a survivor needs to be able to survive right? Removing sight on the jigsaw boxes pretty much kills a survivor as they would need to check every single chest spawn location for the boxes. The exact same reason DS doesnt deactivate while you open a gate, or why you can open a gate while in madness 3(there are some mechanics in the game that kinda contradict this view, but whatever).

    Besides, blindness has actually won me games. Literally. Sure, the scream bubble still appears, but the scream bubble is the same size regardless of location. Meaning you know which direction the survivor is in, not how far they are in that direction. Apply that to a map with lots of corners(crotus penn got me a 4k in red ranks because survivors couldnt find their teammate in time). Let alone that blindness works wonders with Trail of Torment.

    Blindness is better than you think, the only issue about blindness is that there are barely any ways to applicate it, and most ways to actually applicate it are rather useless. Third Seal is the best blindness in the game, and that perk is outdated. If Third Seal was applied to all survivors from the start of the match, it would actually be an amazing perk. The fact that you have to m1 every single survivor once makes it a bad hex. The fact that Blindness is so hard to apply makes it feel useless, but dont underestimate it's power.

    Brass Lighter and Rust Colored Egg(and maaaaybe Smiley Pin since you are likely to change targets and not chase the person) are by far the best addons in the game for blindness. The rest of the addons are kinda useless because the survivor generally is being chased, and having blindness during chase isnt really worth it.


    Let alone that haemmorrhage is pretty much like the perk Predator: it makes it easier to locate where the survivor has gone if the track is confusing. I've had haemmorrhage give me plenty of downs. It's not an effect worth a slot on its own, though, only if it's combined with another effect(coughcoughTrappercoughcough). Essentially, having haemmorrhage on top of mangled is nice, having haemmorrhage on top of a broken status is nice, having haemmorrhage on top of deep wounds is nice.

  • I mean, to be fair, a lot of players are testing out the PTB right now before they return to the main game. It makes sense that matchmaking is a bit fuckey right now

  • @bibibib8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2444720#Comment_2444720

    Ofc the stats are low like that how many people are getting camp because they bring a key. Yeah the key holder die but the rest can pick up the key and escape. Dont forget those same stats said that old OoO was fine and borderline a bad perk XD

    You do realize that 3% also reflected on the rest of the team, right? When there is a key in the game, only 3% of survivors escape because of the key.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445329#Comment_2445329

    Quite bold to come with Statistics when usually those get despised. Come up with saying that every Killer has at least 60% Killrate and you get destroyed in this forum.

    Also, Blight has had several Buffs since then.

    @Topic:

    The problem is not Blight. Blight in general is an enjoyable experience IMO, except when they are running Ruin/Undying/Tinkerer. In general, stacking multiple Slowdown-Perks is the easiest and most boring way to play Killer, you will have a miserable time against every Killer if they stack Slowdown that much.

    yeah, its time to make Ruin a perk that simply doubles all regression(including missed skillchecks, regardless if its gens or healing) without actively regressing gens so that killers would need to kick gens for its double regression speed to get in effect(or use other perks that auto regress gens). Make it incompatible with Pop and make it easier for killers to kick gens(heck, maybe even just using M1 on a gen should put it in regression mode and explode the gen if there are survivors on it)

    I think people dont realize how much stronger Ruin is today than it used to be. Automatic regression is one thing, double regression is another. I dont think automatic regression alone is worth being a hex totem, so I rather keep the double regression and expand on that.

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2445328#Comment_2445328

    Actually, by the last statistics we got, I believe he was the 2nd or 3rd worst performing killer. Food for thought.

    You do realize those statistics are considering all ranks AND were released only weeks after Blight was released, yknow, when killer mains were complaining Blight was weak and probably C-tier?

  • @ThanksForDaily said:

    Nothing will change to the survivors builds. Especially with the mmr.

    Also nothing will change to Pinhead builds. Ruin,undying,tinkerer,pop, corrupt.

    Idk man, having a perk that gives survivors sloppy by merely hooking them gives a lot of other killers new variety. As for the pinhead builds, while I do see Ruin and Undying on him, I dont really see Pop or Tinkerer working well with his kit. Lethal Pursuer works much better on him.

  • Thing is though. What if the license gets renewed in the future? You would literally have 2 copies of the same killer.

    I'd rather have a killer that is an homage to Demo rather than being the exact same killer. Same as Bubba and Billy for example: similar concept, different kit.

  • @BattleCast said:

    We got Pinhead (which is cool) and some minor tweaks to The Nemesis and that's all. We didn't get a new map/ new survivor/ survivor perks/ or map rework.

    They could've at least made it clear that it was a paragraph and not a chapter in the teaser.

    You do realize that a chapter isnt neccesarily about the whole package, right? Let alone that the new chapter is still gonna release quite soon. But DBD has plenty of maps, I still rather have them balance existing maps rather than adding a new one. I mean, you do realize that if Pinhead came with a map, it would once again be a licensed map that is obviously going to be quite unbalanced because of it being a licensed map?

1 … 22 23 24 25 26 … 53