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Predated

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  • @Bumbus said:

    As bad as before, because BHVR hates people who don't live near their servers.

    I mean, what do you want them to do? ######### people over because they have a better connection? You cannot make things look fair from both perspectives without ######### someone over.

  • @Zozzy said:

    So.... We all know they added in pallet hit validation and there have been many threads on the issue right?. Well a common thing that has been posted is that the hit will go to the person with the best ping courtesy of the forum mods.

    LIES! With sub 20 ping i should never fail a pallet hit, but here we are. I just lost to a player with 64 ping and had the hit rolled back.

    Got an explanation for this?

    Just because you have a lower ping doesnt mean you get hits at every single pallet.

    The pallet simply was 50% down before your hit connected. That's your explanation.

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391438#Comment_2391438

    He got robbed because he's playing according to what he sees on his screen. No-one can play according to what the server sees. Which just means that in chases (i.e. the critical component of the killer's role), the survivor gets favoured because the killer is punished for acting on what they see on their side with no ability to work beyond it

    I mean, Survivors before this change got robbed of health states consistently, even though the pallet was already dropped. Effectively, having a high latency gave killers an advantage by "robbing" healthstates from survivors. Now the person with the worse connection gets the punishment, rather than the person with the better connection.

    You should never give priority to someone with higher latency.


    So no, the killer doesnt get robbed, they never hit it anyway. They should blame their connection rather than the game.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387181#Comment_2387181

    even in solo-queue he was free escape. He is arguably still free escape for different reasons now.

    If he was a free escape, you werent good enough at playing him. A huntress constantly having her hatchet raised all match will be a free escape too. So will a Trickster who keeps his knives raised too long. I'd agree with you that he wasnt consistent at 4k's, but 1 person escaping isnt a free escape. A killer being a free escape is all 4 survivors escaping, consistently.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387474#Comment_2387474

    Have you played Trickster before? At Rank 1? Against Survivors that doesn't run in straight lines?

    He is probably more similar to Plague than Huntress or Deathslinger. It's more spam/prediction than accuracy. He's not the most mechanically skilled Killer

    Yes, I have, and post buff he's definitely much stronger, and yes, survivors still run in straight lines at rank 1. In quite a lot of scenario's it's either run as straight as possible to reach the next jungle gym, or curve enough for Trickster to actually gain distance while throwing knives. I have gotten 4k's before 2 gens are done, havent had that happen prior to the buff.

    I've never said he was more fun to play or fun to play against.

    "He's not the most mechanically skilled Killer" Au contraire, and it's because you are wrong about this statement: "He is probably more similar to Plague than Huntress or Deathslinger. It's more spam/prediction than accuracy."

    After his buff, Trickster is more about accuracy than spam. Prior to his buff, he was more about spam than accuracy. The 2 knives being removed made spam Trickster a bit too strong in quite a lot of scenario's with addon combo's, so they had to up his accuracy to compensate.

    Trickster is an entirely different killer after his changes. He's more like a better huntress than a weaker plague now.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387102#Comment_2387102

    But to use main event now you have to have more or less already reloaded since you can only throw 14 knives out of your 44 before its disabled.

    I mean, you need to hit 30 for main event to be togglable, since 6 is 1 healthstate, that means you need to deal 5 healthstates to trigger main event. Since you now have 30 seconds time to activate it, that means you can cross most of the map after downing 2 survivors and injuring one, trigger Main Event at the last second if it's about to expire or trigger it as soon as you're within range of the last survivor and even if you miss everything, you'd be reloaded.

    So yeah, Death Throes and Boa, together with Infectious Fright and Deerstalker is going to be quite useful on Trickster. You'd just need to be patient enough to not waste too many blades(or reload as soon as you have your first down with no IF trigger).

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387102#Comment_2387102

    You really shouldn't say Trickster and accurate in the same sentence. His spread is so horrible he only gets like 60% accuracy at point blank if the Survivor is spinning and zig-zagging like crazy

    Trickster has 0 spread and his aim is faster than a survivor's ability to zig-zag. Besides, again, 60% accuracy is more than enough if you have Death Throes and Boa as you only need a 57% accuracy.

  • @DBD_IS_AWSOME said:

    Ignore my username because I’m starting to regret it. In my opinion, DBD would be absolutely ######### if F13 kept going and there was no lawsuit. DBD has no competition, and it’s bad. Friday the 13th feels balanced. I don’t know why but it just feels right. Dead By Daylight just feels like ######### 90% of the time. The killers feel absolute ######### and the survivors feel like the actual killers. Survivors be ducking, dodging, 360s, slamming pallets on your head like it a piece of cake. The killer is supposed to strike fear, worry and panic. Now a days people hear the killer and they laugh; smile and sometimes even WANT the killer after them. Do you realize that? The survivors have gotten so advanced in the game to the point it is unfair. I’m starting to think of leaving Dead By Daylight behind and just keep playing F13. In F13 the Killer just feels right! Counselors have an advantage to fight back with weapons (not jukes and #########) and Jason has abilities that make him powerful. It just works in the end. Sometimes loosing Jason or just running from him is just… you feel helpless. You only have so much stamina. It just works.

    I mean, the killer in DBD has a very different purpose than Jason in F13 due to the difference in power system:

    1. you know the killer will always be Jason, you even know which version of Jason it will be before you spawn, and all Jason's have the same abilities, just different values for those abilities.
    2. you never have to worry for the actions of your teammates. Your teammates' actions dont decrease your chances of escaping.
    3. DBD, you have no clue who the killer is, therefor, the killer can never be too powerful. If the killer was known to the lobby beforehand, the lobby can equip perks that are effective against that specific killer.
    4. In F13, the maps are MASSIVE. Jason is effective because the maps are so danm massive in the first place. DBD maps are tiny in comparison. The main house of Camp Crystal lake and it's surroundings is pretty much the size of Dead Dawg Saloon, and that's only 15% of the map. So yeah, make DBD maps 6 times bigger as they are now, then killers can be made stronger, but survivors will also need to be made stronger(survivors in F13 also have many more capabilities).

    You're comparing apples with oranges and expecting to determine which one of the 2 is the better banana.

  • @Orion said:

    F13th was dying long before the lawsuit, please don't spread that myth. Most people who played F13th did not like it, that's just how it is.

    Not really, yeah, the initial hype was dying down, but a hype dying down doesnt mean the game is dying. F13 was adding mechanics to the game, added a solo player mode to essentially have the movie experience as a player, but they couldnt touch counselors for legal reasons, as part of the lawsuit was a claim that counselors were based on characters they didnt license.

    F13 had a consistent audience, but when it needed new content the most, the lawsuit prevented it.


    So it's not a myth. It might have been overhyped as there are mechanics in that make it a bit hard(Vanessa being almost impossible to catch, especially if they teamed up with Tommy), but for the sake of legal safety, they couldnt touch the game for a very long time. They did end up balancing the game a bit once there was more certainty, but by then, the popularity of the game died down enough for the damage to be pretty much permanent unless the game gets the freedom of the full F13 license.

  • @Satelit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387328#Comment_2387328

    I'm pretty sure Bhvr already said that one of the original survivors is LGBT,leaving us with Claudy,Meg,Dwight and Jake (not sure if Nea was out at the time).It's a matter of comfirming who.

    Oh, Nea wasnt part of the OG 4. And if that were true, lorewise, I'd say Meg and Jake are the 2 biggest contenders. Dwight could also be, but he is too shy to let anything be known.

  • @WexlerWendigo said:

    I read Jake’s tome lore, and thought it was really good. However, I can’t tell if they intended for us to think he might be gay, or if I’m reading into too much. The quotes that got me thinking were:

    ”Jake… please… you are expecting a straight thing, and no straight thing has ever been made.”

    “And yet his father’s advice did nothing to improve his sense of otherness in relation to the stories and curriculum he was subjected to on an almost daily basis. He still felt like an outsider for lacking interest in the literature and history he was expected to read and memorize as truths undeniable. Seemed like there was a big chunk of perspective missing from the overall narrative being poured into him like concrete that made him feel like he didn’t belong.”

    “Maybe the challenge of your generation is… representation. You gotta get your stories out there whether you’re a writer, historian, filmmaker or producer. Seems to me a lot of kids like you in the new country need to hear your story or stories like yours to know they aren’t alone. To know they belong and that they aren’t outsiders in their own home.”

    What do you think? Perhaps I’m overthinking but it does seem like gay subtext.

    As far as lore goes, and what you should always assume with lore:

    As long as sexuality isnt confirmed, dont assume sexuality.

    This goes both ways. A portion of the LGBT community demanded a confirmed gay character, even though only 3 characters(that are not licensed) have 1 or 2 confirmed straight relationship in the past, but were not really excluded to just a straight relationship. And 2 of those characters were dating each other in an alternate universe. BHVR has avoided connecting any character to a specific sexuality. Giving room for players to be creative with personal interpretation. I get that certain players want verification(and I am personally assuming those players are from the US, blame the media if that assumption is false), but I think that players should realize that the best scenario is to avoid pushing labels on fictional characters. It leaves room for future growth and an open interpretation. I've seen people call it lazy writing, but you'd be surprised how many characters are pushed into a small box that leaves very little room for character growth and leads to impossible scenario's that will almost always end up badly.

    So yeah, Jake could very well be 99.9% confirmed gay through his lore. Heck, he could even have multiple ex boyfriends mentioned by name in his lore. Just understand that from a lore reason, you want to keep characters as fluid as possible and never 100% confirm anything. Especially considering the fact that these characters are essentially immortal with eternal life(eternal suffering is still eternal life). Jake could very well in 50000 years of suffering through the entity expand his sexuality. Through the entity, it's even possible for Jake to date himself.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/268677/trickster-buff

    Ok ....? You're not going to like facing every killer and he NEEDED buffs. So

    All I read from this is "nooooo trickster isn't a free escape now"

    Trickster was never a free escape though. Not in solo queue.

  • @Veen said:

    One million thing you could have done with the Greek legends theme and you basically gave him his default outfit with a few changes stamp it on very rare and call it a day.

    There plenty of Greek figures (Zeus, Bacchus and so many more bearded gods), Spartacus or even a Satyr costume could have been a better choice. Why should Jeff should be stuck with the same formula (Leather jacket, Jeans) when some characters have Yukatas, Backpacks, Dresses and so many differents themes for their persona and Jeff should be the only blend guy ?

    No wonder Jeff skins make any sale they all looks the same.

    It's mainly because they want survivor cosmetics to fit with their lore. It's why Shirtless Dwight will never be a thing, as he is too insecure to show his chest. Jeff's lore has been a bit limiting in design so far, but I feel they could easily flip that on their heads by looking into things fitting Jeff. Hinduism has quite a few characters that would fit Jeff's lore and look amazing on him.

    I mean, we're all waiting for the inevitable day that Santa Jeff comes, so we can have a Santa Show-Off between Clown and Jeff

  • @Kill_Yr_Idol83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387097#Comment_2387097

    Interesting especially since I've talked to at least 8 or 9 people since I've made this post that have all experienced the same thing as myself.

    Could be manufacturing difference. If you have a model manufactured in 2013, but LiunUK has a model manufactured in 2015, even though they are sold as the same product, they are definitely not. The later models have a better OS, often better hardware(performance wise, it's essentially the same, but if you're going to compare, it's gonna be different).

    Let alone that companies are known to artificially make your products worse so you'd send them in for a replacement.

    The only way to guarantee better performance on earlier models is to reset to factory settings, then update to the latest version, then re-install your games.


    It could easily be a combination of artificial obsolesence put into your device and DBD's general code. Make sure to rule out one before you blame the other.

  • It's RNG, but it was always possible. I do believe this spawn is linked to the other room where you have 1 staircase and 1 vault. If this room has 2 vaults, that means the other has 0

  • You're forgetting that Death Throes fully refills Trickster's ammo after each main event, and in quite a lot of cases, it's faster to quickly use main event and cancel it than to walk to a locker and refill.

    Let alone that 60 knives with Death Throes only needs a 50% accuracy(44% accuracy if you had the +8 knives addon) to basically slug 2 people, use main event to slug the 3rd person and then hunt down the 4th, with essentially infinite uses every match. 44 knives still makes that scenario possible, but instead requires a 68% accuracy(57% with the +8 knives addon) to pull of the same thing, which still has essentially infinite use every match. Meaning you can start trying to mass slug again, and again, and again, and again, making it easier everytime because there is no way survivors will have time to pick each other up and fully heal.

    You gotta take ALL addons into consideration, not just the addons you tend to play most.

  • @adirgeforthedead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386320#Comment_2386320

    I mean of course there is a difference between fair cosmetic changes and the mods the developers were trying to patch. If we had to lose both of them for the latter to get fixed, I wouldn't complaint, but only hope in the long run there was a way to get them back.

    Like I mean all custom icons do is change the box images which does not affect the gameplay in the least. I only ever use different colours for them or have them thematically placed (like I have icons set with images of Deathslinger since he is my main Killer), but yeah, people re-skinning Trapper's traps to be neon coloured, re-shading stuff to make details brighter, changing core animations amongst others were really nefarious and was absolutely needed for the game's health.

    Definitely, and the devs so far have agreed they dont mind custom icons. Heck, im fairly certain they dont mind a custom status effect(madness tiers for example). The only thing I think they are against is showing an accurate timer for Piggy due to her addons, even though that doesnt really change too much imo, as tampered timer is the first addon I would alter if I were to give Piggy an addon pass.


  • @TruffleTurtle said:

    I personally would say it's cheating from a console players viewpoint. It gives an unfair advantage to ppl who use it and I feel like it's been normalized to the point where ppl consider it normal and it's just frustrates me. I'm aware that it can help with performance but I'm willing to bet the majority of ppl don't use it for that purpose

    Just as much as killers increasing their gamma settings through Nvidia settings to gain an advantage(seriously, using those gamma settings, you're able to spot a p3 blendette hiding in Dead Dawg Saloon grass).

    People have been trying to find advantages in this game since the dawn of DBD. People altering sounds, people constantly reloading logs to get info you're not supposed to get, people altering in-game models(especially before the in-game shop was a thing) to gain an advantage.

    If altering res to help with performance isnt bannable, then altering res further cant really be bannable either. Either everyone plays with the same res, or people are allowed to change their res for their own benefit.

  • @agonizing said:

    Should Iron Will be changed as well? This perk has had only slight changes to grunt pain since 2016.

    If Iron Will came out today, would it still be the same or is it a bit outdated?

    IMO Iron Will needs a timer, much like Lucky Break has. How would you change it?

    The only change Iron Will needs, is that it replaces grunts of pain with regular breathing.

    And no, Iron Will is a strong perk, but its far from too strong. Doesnt need a timer, the downside of Iron Will is that a survivor is injured. They are using a full perk slot that could have been dedicated to another perk to be more stealthy instead.

  • @Leachy_Jr said:

    So what this is proven is that:

    1. If survivors complain enough they can get anything nerfed (already proven like 73 times already)
    2. That balance devs make changes at the right times, however said changes are bad/refuse to acknowledge issues.

    Instead of letting trickster get to live they caved in with the survivor "unCoUntErAbLe" complaints even though the 10 second decay time actually gave him counterplay.

    Despite having counterplay on ptb, some people still found him unfun, which is ok. They tried to make him more fun to verse for everyone by doing absolutely nothing to his 1v1 on ptb and making his 1v4 even weaker by nerfing total blade count, making him reload more often.

    This change did absolutely nothing to make him more fun to verse, this only making him weaker and less fun to play which is a horrible change.

    Both sides have lost. He is "boring" to verse and now he's even less fun to play due to having to reload after each chase. And he's weaker. And his added blade add ons do nothing now.

    I am just confused by the thinking that comes with some of these changes.

    Playing devil's advocate:

    1. getting downs faster, getting main event more often to get multiple injures more often and the fact that you can very easily double injure someone almost as fast as a bubba can instadown in an open field does make his 1v4 easier, as there tends to be 1 or more survivors consistently on hook
    2. the changes were most likely made before the PTB was live anyway. The PTB isnt the most recent build.
    3. Death Throes existing is pretty much the reason for the knives being decreased(having 60 knives fully reloaded after already having thrown 60 knives means you could keep chaining main events untill everyone is slugged, 44 knives(52 with boa) still makes that possible, but requires a higher accuracy).

    You gotta keep in mind the addons before you ######### on the basekit. The devs always design the basekit around the available addons. If a basekit is #########, it's likely because there is an addon combo that could be potentially uncounterable.


    Besides, most killer mains were complaining that Trickster was too weak in his 1v1, the devs literally gave people what they wanted and had to balance him accordingly.

  • @Orion said:

    Agreed, 100%. This is especially true of killers like Nurse and Spirit, which some people like to claim "have no counters".

    To be fair, a lot of maps dont offer the counters that are needed against Nurses and Spirits, let alone that you have to consider the fact that most times, you dont have any form of communication with your team.


    Assuming communication and teammates who know how to play with everyone equipping meta perks, yeah, Spirit and Nurse have some counterplay. But excluding meta perks? They dont really have counterplay.

    I'm a terrible Nurse(played her less than 10 hours), I equipped her 2 worst addons, I dont have meta perks on her. I was still able to get a 2k before the final gen was finished. All players had 500+ hours in the game.

    That's "having no counterplay" pretty much means. They are killers that can quite easily force a hit where no other killer can, at pretty much no cost.

  • @Guest1567432 said:

    I mean there was so much survivor crying that it is expected.

    The changes were made before the PTB was live tho. By the time the PTB is released, BHVR has to send their current version to review for upload.

    Besides, removing 2 knives from the original design, improving other addons. He's much more oppressive in chase right now, as those 2 knives difference can be the difference between 1 extra loop and not. He has higher fire rate, faster down rate, the laceration decay doesnt really affect him too much unless you let go of a chase. The only reason I can think of nerfing his ammo capacity, is due to Death Throes refilling your ammo after Main Event.

    We'll have to see his current effects. Personally, they might up the knives to 50 but I am not sure. Something to note: trickster can keep on throwing knives after injure, faster than Nurse regains a blink, faster than Huntress can throw another hatchet, the only killer who can arguably down people faster in an open field than Trickster is Bubba. Let alone that Trickster having Main Event is 50x more deadly.


    Trickster can kill faster and better. That was his biggest weakness. In return, he needs to reload more often. If he truly has issues with 44 knives, they will revert those changes in at most 3 months.

  • @psionic said:

    2018-2021

    Rest in Peace, Rin.

    How are you guys feeling?

    As long as you can fake phase as easily as you can right now, Spirit wont be affected that much.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386039#Comment_2386039

    It was mostly cosmetic. That's it. Just something you change because you like it.

    It's more that people were using the "it's just cosmetic" argument to gain an advantage. Custom icons were locally changed in a very similar fashion that people turned certain features that are meant to be harder to notice, very noticable.

    Terror radii being changed or Lullaby(huntress, freddy and trickster) being made much easier to determine the distance between you and the killer. Traps being made in very easy to spot colors. Things like that are arguably cosmetic, as you could just like the sound of the custom terror radius more than the standard one, but it does alter the gameplay.

    Custom icons were always fine, but it can be that it was affected temporarily due to too many people abusing mods for an advantage. Best thing you can do is report that custom icons are currently not applicable, and they should fix it with the next update.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369878#Comment_2369878

    You're comparing Tru3 and Dowsey to average people who play this game.

    We don't play on the same level as them on pubs. It's like saying "Look! Spirit isn't completely problematic because she lost to Oracle!"

    Killer adepts should not be so difficult as to tied to Emblems. You should not Double pip (especially in Red Ranks) when you've already done what the achievement has done before in the past (Which is to get a 4k).

    Remember that? Because I'm sure you probably don't or try to forget about it. Back then you could use Moris (OLD MORIS) to get adepts because it was tied to a 4k rather than a Merciless. Now that they changed it to Merciless, it makes it significantly harder on certain Killers who gets screwed over on certain emblems.

    I mean, if you're capable of playing in red ranks, you're capable to getting adept on rank reset. Besides, you can cheese a 4k, making killer adepts absolutely meaningless. Survivor achievements tend to require them to escape the match, making it significantly more difficult for the average survivor match, as for the gen completion achievements, you need a specific map, finish a specific gen and escape. Fail 1 of the 3 requirements, and you have to redo it. For killers, most achievements are literally "oh, you've played this killer for 100 hours? Here's an achievement showing you've played this killer a lot".

    Killers already have an easier time when it comes to getting bloodpoints and ranking up. Especially when talking about the average public games. If you're truly that invested in getting an adept, wait for rank reset and derank a bit. It's gonna take a few games, but I can guarantee you there will be at least 1 game every single day where you can adept. A friend of mine has adepted all killers within 1 week time, by just playing them casually.


    And as for the Tru3 and Dowsey comparison, that wasnt to say "hey, every player can play a killer at red ranks with 0 perks and 0 addons". It was to say "it's possible for killers to have 0 perks and 0 addons and still win games in red ranks if you play enough games". Which, sure, requires a lot of skill to pull off, but the average player can easily adept if they simply focus on adepting using similar methods. Aka, learn from Dowsey and Tru3's decision making in those challenges, know when to kick a gen, know when to slug and know when you need to tunnel someone out. Then adepting is just a matter of time.

  • @Jarol said:

    It really sucks how adept killers work, 3 Perks, Your best addons, offering 100% blood points or a closed map, 32K blood points, +2 at the end of a game and the 4 survivors dead!

    On the other hand, an adept of a survivor is to get 3 perks and escape like that. It really sucks how this system works, I've been a lot of games with Ghostface and Bubba trying to get an expert and I only get 32K but +1.

    I'm tired of getting these achievements and hopefully I was able to get Evil Incarnate in Red Ranks without tricks and fair play, hands down my best achievement.

    What? No, you just need your 3 perks and a double pip, then addons that supplement those 3 perks the best. You dont need 32k bp. You dont need a 4k unless you're red ranks. Besides, surviving as a survivor who only has their 3 specific perks might not be as specific, but its far from easy. You NEED to escape. You could double pip as a survivor, get all the above, best items, best offerings, best map, and still end up being face camped at the start of the game. Your adept as a survivor relies on the killer's attention to you specifically.

    Besides, lets compare it to events:

    Killers literally just need to be in the game. No kill requirement, no time requirement, nothing. They have to just reach their objective, interact with it, and tadaaa, done. 100% of the team got their objective.

    Survivors need to escape, but survivors cant all escape, meaning best case scenario, 100% of them unlock the objective with the killer, worst case scenario, 0% gets it and they need to try again. Last year, I've spend almost 4 days in a row, 6 hours a day, just grinding to get all the crowns on survivor as there were killers who actively targetted people who unlocked the crown. For killers? I mean, 1 hour of just walking to the objective, getting it, not caring for the depip and just be afk the rest of the match. That's all they needed to do. Took me 3 hours in total since I decided to actually play the game instead of just grabbing the objective and being afk.

    Now, does adepting all killers take 8 times as long as adepting all survivors? no, not really. Some are much harder to do, sure, but even then, it's not really that hard. Just look at how people like Tru3 and Dowsey have done the grandmaster adept killer challenge. No perks, no addons and still getting a double pip. Then apply that strategy, except with your killer specific perks helping you out.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369794#Comment_2369794

    A few weeks is being generous. Maybe they'll surprise us all and release it with the midchapter or the first hotfix, though.

    Oh no, the process is as follows:

    1. they discover the bug, sometimes happens even before release, not always(like the desync bug on The Game's revamp)
    2. they fix the bug, can be done as quick as within an hour, or take as much as 1 week depending on the severity of the bug.
    3. they finish the hotfix, send it to steam, nintendo, sony and microsoft. But here's the catch: for consoles, it must be send at least 2 weeks prior to intended release due to testing. If they are lucky it will only take a few days. Nintendo, Sony and Microsoft will send the update to their stores. If they are unlucky, the update will break the software of consoles and BHVR will recieve their hotfix back and need to adjust it properly.
    4. If they get an all-clear from all sources, they can upload it to the live servers, making all the stores offer the update simultaneously. Since DBD needs to be the same version on all stores for crossplay to work, they cant update one platform first.

    Prior to crossplay, it tended to be as follows:

    1. they discover a bug
    2. as soon as its done, its uploaded to steam, keep on tweaking if there are more bugs.
    3. once all bugs are fixed and running properly, send the hotfix to the consoles and release it 2 weeks later.

    So yeah, it's a bit of a meme that they are slow, but BHVR cant do too much about that process unless they turn DBD into an Early Access game.

  • @Salvonyua said:

    I bought his new sexy costume and I want to play with him but I want to know that you're not in bad enough shape to drive me crazy.

    Right now he's easily a viable killer. Far from terrible. People who think he's bad are overreacting because his skill has a relatively high skill floor while the ceiling isnt that far from the floor. The PTB is massively lowering the skill floor instead of raising the skill ceiling. Making him much easier to play as, but also much harder to counterplay against. Making him quite a boring killer to face.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368304#Comment_2368304

    I'm for both, simultaneously. Make leavers wait until they can join another lobby, and then pair them up with other leavers. It'd be hilarious.

    Eh, to be fair, I do wish people had access to 1 or 2 penalty free dc per day. You sometimes have those kinds of games where you're matched with awful teammates and a super tryhard killer that just makes you want to quit and go to the next one. That doesnt happen super often, so I think 1 or 2 free dc's per day would be fine. Ofcourse, if there were 2 free dc's per day, the 3rd one should slap on a 15 minute lobby ban to discourage abusing it and only saving those 2 dc's for absolutely terrible matches(or, yknow, getting RPD or Haddonfield as a huntress).

  • @Boss said:

    I never hear anything about this one.

    What's the thoughts on it?

    I wish the effect applied as soon as you let go of healing, rather than finishing a heal. Heck, I wouldnt even mind giving a 4-5 second aura read on the survivors involved. Gives more value to the oblivious status effect.

  • @Boss said:

    I'm gonna stand corrected by the very next comment, but still: YES, i bet that you are the only one.

    If by "missing a little bit" he means the very few occasions where the survivor and killer were ballsy and tried baiting each other into looking away, then yeah. You could actually fake placing a trap and grab a survivor for example. You could stalk as a myers and walk into the survivor and still grab. You could do a few interesting plays that are no longer possible, and I do miss those plays sometimes.

    But I miss those plays just as much as I miss omega blink nurse or hiding in lockers after opening the gate. 99.999% of the time, they were unenjoyable and they are much, MUCH better to be out of the game.

  • @TacitusKilgore said:

    To preface: I Absolutely adore nemesis as he is in this game, his audio design, his amazing chase/menu theme, his imposing model and amazingly fun power (when it works.) He has a lot going for him both gameplay wise and thematically, but i cannot help but often feel like a large amount of his character identity was robbed by the limitations of DBD, leaving him sorely underwhelming in the shadow of the dream that is taking on the role of being NEMESIS. A Large part of nemesis' identity was his intelligent use of tools, a unique aspect of the tyrants at the time and is still incredibly interesting. In DBD, this is sorely lacking, and while this is done for obvious reasons, i get the feeling im not the only fan that just feels a bit sad for what he could've been with a power related to his weapon use. Even more so, nemesis is equally known for his terrifying ability to burst into full sprint and debilitating roars, both of which are also missing (besides his minor roars during weapon cooldown.) A character so well known for those integral parts having no movement ability is equally a very sad aspect of his character that just leaves him feeling like hes missing something.

    Fellow RE fans, what are your thoughts? I Feel as though im not the only one missng what his character could have been.

    https://us.v-cdn.net/6030815/uploads/6D8EHWH4X59F/resident-evil-3-remake-gets-a-demo-later-this-week.jpg

    I mean, I'd honestly say Nemesis would have fit better into Deathgarden. If you want Nemesis to have 20% of his RE imposing abilities, you would either heavily buff survivors against him, or make his abilities mainly cosmetic.

    I'm still all for BHVR using killers as the map seed rather than having maps being static. Having map seeds would allow for certain structures to spawn more often or less depending on killer. It would allow for more crazy abilities and map specific counterplay against certain killers, while also giving killers the full capability of using their ability. I'd love seeing a map with a lot of windows for current legion, as legion actually gains distance the more he can vault. I'd love seeing the same map having a lot of random LOS breakers against a Nurse, but very few windows and pallets(like those matter against nurse anyway). I'd love seeing that map again, have places where you can crouch under if you have Pig or Ghostface(which survivors could also use). Then once again that same map, having a lot of holes in the wall when it's a slinger or huntress. Lots of grass and other blendable clutter on the ground when it's Trapper. Things like that is what would already improve the game a lot without making maps extremely bad for certain killers.

    Take RPD for example. Terrible map if you're Slinger or Huntress. Great map for stealthy killers. Add in some random holes in walls here and there, and suddenly Huntress and Slinger will have a much easier time.

  • @meatisadelicacy said:

    I have never understood why so many killers seem to only have fun it they get 4ks. I can play battle royales and not win a single game in hours and still have fun. In fact, that's usually what it's like for me playing BRs. It's just always been odd to me that DBD has a grey area and yet so many people see that as a loss. Survivors don't see every game where not all four survivors make it out as a loss and therefore not fun and not worth playing. I just do not get it.

    But I am glad you're having fun regardless of how many kills you get. That's how I play killer as well. I play video games to have fun, and that's not contingent on winning.

    I mean, I can understand why, because you can feel very powerless in a situation even though you're supposed to have enough power to at least 1v1 someone and get out on top. So losing as a killer can be very unsatisfactory. The people who slug in a 2v1 to guarantee a 4k regardless of the situation tho, they need to play a different game. They think hatch is an unfair mechanic, even though the commonly accepted win/loss is a 3k or 1k. You have people getting mad they got a 2k and consider that a loss. You have people who consider any survivor escaping to be a loss(idk why), even though all the evidence points out that there is no real difference between a 3k+hatch or a 4k unless you're either red rank trying to get an adept, grandmaster killer challenge where you need to double pip on rank 1(and you need a 4k for a double pip on rank 1) or doing a hardcore killer challenge like Dowsey. Those are the only 3 scenario's I can think off where getting a 4k matters. It's why people want access to a suicide button when slugged, because the dc tech is considered an exploit(even though slugging for the 4k and spending 4 minutes looking for the last survivor isnt, even though it's just as fair)

    Any other scenario, and you're just being a selfish a**hole who thinks DBD is a single player game. Let 4k's happen naturally, forcing it by exploiting vanilla mechanics isnt really satisfying anyway.

  • @MadLordJack said:

    I got both crowns, but I didn't bother trying til the bug was fixed. It might be that your save is bugged because you unlocked the crown early and now you just have to wait for the Devs to patch it.

    Well, that would take a few weeks seeing as they'd need to send that hotfix to consoles first for testing before it will be uploaded live.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369725#Comment_2369725

    The house of discomfort still produces nutty spawns, the two story house even with the walls broken which if broken during chase you can make it to another loop, can still be looped well, preschool has the chance to become an infinite where if you catch up a car loop can bail a survivor. Gens are still spread far three gen can’t be guaranteed with spawns a gen in the top house in the school or in the house of discomfort which still isn’t easy to secure. I always escape on this map in Solo Q and I’ve been stuck with baby Leons for ages. Once a survivor gets a simple understanding of looping this map is an issue for most minus a few select killers. And many videos have been shown that detail the nutty loops of Badham. This is from my survivor experience seeing the loops at preschool I know I just need to run in and since there’ll be a god pallet I’m safe. And once again these loops are disgustingly chainable

    The 2 story house isnt that strong of a loop tho, and yeah, survivors NEED nice loops. The average loop is supposed to last about 50 seconds in the start. If you spawn close and break that wall, or if you happen to patrol the area and break that wall, the average loop around the house lasts perhaps 30 seconds.

    And no, there is a pallet at the car loop, pallets are not infinites unless you leave them dropped. Which would be on you.

    3 can easily be guaranteed, let me give some examples of the most survivor sided variant: House, Van, Tree circle. House, Shack, Street. School, Street. House, Van, house of discomfort. House, Street, Van. School, playground, dumpster. Dumpster, street, house of discomfort.

    And yeah, the biggest issue is chainability, but here is my biggest counter argument of all: You dont need to keep chasing the same survivor. If a survivor is too good for you in chase, you need to back down and find a weaker link. You often tend to find the strongest link first as those survivors dont mind running cross map, while weaker links tend to hide and walk a lot. Let alone that, again, due to lack of communication, those people do not know that certain pallets are gone, they do not know that certain loops are gone, they do not know what loops can and cannot be chained. If you were to chase 1 survivor, sure, you could chain the loop for 5 gens. But that is killers forgetting its a 1v4 and just tunnelvisioned into the 1v1. That's their mistake.

  • @Tricksters_30thBlade said:

    I personally think they should just go.

    Swamp is one of the last maps that needs to be touched up. I'm assuming that Realm Beyond part 6 will be addressing Myers and Haddonfield first, but Red Forest and Swamp are both maps that still need an update. I'm assuming Lery's will get a minor revisit to turn some doors into breakable walls(yes, that would improve the map, as you're able to shorten a lot of currently powerful loops, but having them open from the beginning makes the map too killer sided in publics).

  • @VioletCrimes said:

    In a match against the Deathslinger, I kept wrapping around trees to avoid being reeled in. At least twice, the chain passed right through the trees. Is this a bug, or is this supposed to happen? I thought the counterplay to being reeled was wrapped yourself around something to break the chain.

    There isnt much counterplay to being reeled in, its why people hate facing Deathslinger. Once you're hooked, you might aswell not press A or D as it doesnt do #########, best thing you can do is press S and hope you got behind something that a Slinger cant hit over, like a pallet or a rock.


    Honestly, I dont mind Deepwounds giving a slight global healing and gen slowdown(like old thana) if it means buffing the 1v4 capabilities and nerfing the 1v1 capabilities(like quick scoping) of Deathslinger. Heck, it would give players more reason to hit someone they suspect has BT. It would also buff Legion decently.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369427#Comment_2369427

    Survivor #1 is Hooked. he is Hooked Survivor.

    Survivor's 2 & 3 are 'Camp Survivor', or 'CS'

    Survivor 4 is Generator Survivor.

    So Hooked Survivor is hooked. Survivor's 2 & 3 stand far from the hook, in opposite directions. The Killer cannot start a chase, as they are too far away. The Struggle Timer is now paused.

    If Killer goes after Camp Survivor 2; CS2 runs away to delay a chase. CS3 moves towards the hook. Killer backtracks. Still no chase; Struggle still paused due to 'Camping'.

    Same if Killer goes after CS3; CS2 moves towards Hook while CS3 runs away to delay a Chase triggering.

    Generator Survivor does gens, as Hooked Survivor is in NO DANGER due to the game seeing 'Camping'.

    The Killer is now forced to either throw the game (and get 0 kills, since the Hooked Survivor cannot die yet), or chase 1 Survivor and GIVE UP a free unhook to the OTHER Survivor.

    This was, clearly, horribly abused the second Survivors figured it out, since they could delay a Chase from starting by being far enough away. So it was quickly removed.

    I mean, to be completely fair, it is punishing camping as he wouldnt be in that situation if he already wasnt camping. The killer could get around that by starting to dedicate to any chase before any camping would be done and simply be returning to the hook after the unhook is complete. I honestly dont see much abuse in that.

    The other way to avoid abuse like that is that there is to simply code it that the timer starts going down as soon as there is a survivor within 32 meters of the hook(meaning that a survivor would need to run 16 meters first after the killer left the area, while also giving the killer an area where they can stand just outside the 16 meters to force the timer to go down). Apply that logic on first hook state only, and it's far from bad.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369240#Comment_2369240

    It has three very powerful loops the Preschool, two story house, and house of pain. Some of the best in the game. School an infinite. Not to mention many pallets in-between that allow for safely reaching the next loop. One brutal set up was House of pain into pallet, into shack, into more pallets, and to top if off went into the two story house. And that's normal. Gens are spread far apart and in positions with many escape routes. And good stealth. And I'm so selfish because I escape on this map every time just did it against a Hillbilly and Deathslinger. And once again kill rates said Nurse was the worst killer in the game and Pig and Doctor some of the best. In a game of Meg Heads and Blendettes. Badham is easily some of the best survivor maps in the game.

    1* powerful loop, which is the pallet downstairs. 1 very annoying loop which is the car. The rest isnt really that powerful.

    The house of pain isnt the house of pain. Look at the variant that is on Haddonfield. THAT is the house of pain. Badham has the house of discomfort.

    Two story house has 1 powerful window that is 100% negated by breaking the wall, the rest is only favourable if the survivor runs Balanced landing.

    School has no infinite. If you think it's an infinite, you're not thinking outside the box.

    Genspread is fine, you're not supposed to stop 5 gens. Anyone thinking they need to prevent all gens are people wasting their time. All you need to do, is make sure that any generator done is outside your chase zone. You have 4 potential 3-gen scenario's and 2 potential 4 gen scenario's depending on gen spawns. You dont want to loop at the school if there are 0 gens there. You dont want to loop around the house if there are 0 gens nearby. The less gens are left, the less you can afford to leave that area. You leaving that area is you voluntarily removing your pressure to a different part of the map, and then being surprised survivors took advantage of that.

    You're cherrypicking statistics here. I'm using red rank specific statistics. You're using global statistics. Badham starts being a problem once there are 3 optimal survivors being on comms, which, FYI, is a rare occurance. 95% of the time, you're facing 3 people after a long workday drinking some alcohol with friends while playing games rather than a 3 man death squad. Just like 95% of the time, you're not facing a tryhard competitive Huntress.


    Yeah I would rework and balance maps differently if I were in charge, but that doesnt take away that for more than 90% of your games, those maps are balanced. Solo survivors cannot communicate that they are in chase untill they have been hit. Solo survivors cannot communicate the killer has dropped the chase untill their teammates hear the Terror Radius(if there is a TR at all). 2 teams of duo survivors cannot communicate their plans to each other. They cannot know if their teammate is sacrificing their life for a 3 man escape, or if they expect a flashlight save for a 4 man escape. Miscommunications like that are what turns a survivor win into survivor losses.

    So if you want to balance maps to be more forgiving against deathsquads, you'd need to HEAVILY buff survivor communication capability. And I mean heavily. As in, any squad of 4 solo survivors would only be slightly less threatening than a full 4 man death squad.

    Since communications are lacking, all reworked maps are balanced as they are. Ignoring the lack of survivor communication is ignoring a massive part of the community that consistently plays solo survivor.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2369190#Comment_2369190

    Lol. "There's no house of pain on Badham" "You just have to mind game better" "There's no god pallet" You're either trolling. Or have 0 clue. So the house isn't extremely strong and doesn't have a god pallet at the bottom of the steps ? Ok then.

    The house with a solo gen doesn't have strong windows. And a god pallet on top of hole in the floor to drop down and go through the window ? Ok then

    The killer shack, which is regarded as one of the safest loops in game exists. But ok. I'm a baby killer even though I 4k most of my matches 🤣. You're welcome to stop by my streams and see just how much of a "baby killer" I am...Scratch that. I don't want you there. You'd 100 % ruin the vibes

    2500 hours, the "house of pain" on badham got nerfed quite hard. Only 2 windows open, instead of 5. Only 1 pallet, instead of 2, not all doorways are open. That is why the house of pain was called the house of pain. Badham does not have this house.

    And yeah, you dont NEED to break the pallet downstairs to get hits/keep chasing the survivor. It would be in your best interest, sure, but many killers can deal with that pallet. So its not a god pallet. A god pallet is like the one in shack. Where you absolutely NEED to break it unless you're doctor or nurse(or a very skilled deathslinger with the right addons). Or the one in Lery's where only Nurse can deal with without breaking it. The one in Badham? None in the house of discomfort. Besides, I never said the house ISNT strong, just that its not "extremely strong", but calling it a god pallet is definitionally wrong. It's a very safe pallet that you would want to get rid off asap as it tends to extend chases more than reduce chases.

    And yeah, that house with a solo gen has only 1 decent window, that loses all value once that wall is kicked(the only wall you need to kick in all variants). The drops? actually killer sided drops. If you struggle with those drops, you're the type of killer that vaults through a window because the survivor did. You dont follow them down the drop, you bait them into the drop and drop down the stairs yourself=free hit. Start thinking in the 3rd dimension, dont keep thinking in lines.

    And also yeah, survivors need loops. There is a 1v1 and a 1v4 aspect in this game. Ignoring the 1v1 aspect because of the 1v4 aspect is terrible game design. Killer shack is balanced as its compensated with at least 1 deadzone. If you want to nerf killershack, you need to start adding a ton of pallets in dead zones to compensate. So you complaining about killer shack does make you a baby killer. And honestly, I dont really care to watch entitled killer mains who complain about every single thing that's designed to be used against a killer, while still using perks like Pop and Ruin. "but I need Pop and Ruin otherwise the game goes too fast" yeah, just like survivors need structures and loops so they dont die too fast. You seem like the guy who consistently tunnels out a survivor because "it's neccesary" even though there are 5 gens left. You seem like the kind of guy who cried when Mori's got nerfed. That's boring content. And yeah, it's perhaps a bit insulting, and yeah, mods on this page might remove some sentences for future readers(which is fine), but you're not experienced enough to put your skill where it's needed. You still have tunnelvision(not tunneling, just that you ignore your environment in chase).

    In short: dont judge things based on your lack of experience.

  • Badham 4 is, but Badham 4 is still balanced. The average killrate is still in favor of killers. Once the killrate is less than 2, then it's truly in favor of survivors as that means 3 survivors escape more consistently than a killer killing 2 or more survivors.

    You're being selfish by assuming a map isnt balanced unless you consistently win.

  • @dannyfrog87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361657#Comment_2361657

    you dont know that he will get a buff. no one does unless they come out and say it. the map is strong for survivor with the windows and pallets i could do very little as myers aside from get ran around the whole time badham always has been survivor favoured still hasnt changed. 45 seconds is a long time especially with slower killers and no mobility like billy. etc in tier 1 power myers. grow up yourself. whats to grow up about when all i said was it needs a rework? it is a blanket statement no evidence whatsoever. all you are doing is assuming just to push merit towards your "badham is balanced" peace out.

    I have played this game long enough to know what's coming up. Besides "https://www.licenseglobal.com/video-games/creative-licensing-announces-new-game-deals" BeHaviour has renewed their license with the Halloween franchise. Why re-license when the map and killer are not being worked on?

    Again, not a matter of "IF" just a matter of "WHEN".

    Also, Billy having no mobility? I mean, you do realize he's still the second fastest killer to cross the map, right?


    And yeah, Badham is balanced. You're not supposed to get a 4k in every game you play, nor are survivors meant to escape every game. Maps are sometimes in your favor, sometimes against your favor. Badham is a map that's a tiny bit against you(1-3 have an average of 2.6 kills in red ranks I believe, Badham 4 has an average of 2.2 kills if I remember correctly). If a 2k is a tie, then yeah, the map is very balanced.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361638#Comment_2361638

    So in general you need to break 5 walls all spaced out decent distance so its gonna lose you a lot of early game time to break them all or slow down your chases quite dramatically if you need to break them during chase bar using wall breaking/ignoring killers. The wall by one of the doors by the exit gates, the two leading up for time efficiency as killer, (time spent traversing faster is worth more to you then the survivor having more maneuverability). The two middle doors so the vault doesn't horribly impede your ability to keep up with the survivor's. A lot of these ways to turn the doors on the survivors requires massively inefficient play on the survivors part which is just unrealistic past a certain point.

    I literally stated you need to break 2 at most. Why would you break all 5 of them when 3 of them are in your favor?

    The blocked doorway leading to the vault at the school, you want to keep closed. The faster the survivor can vault, the more distance they create.

    The blocked doorway on the opposite side of the school, you want to keep closed, it's pretty much a survivor in a corner leading to a free hit, only open it if there is no basement and you need to hook someone.

    The blocked doorway in the middle of the house of pain, you want to keep closed, it cuts of a very strong loop. If this door spawns on one of the exits, yeah, it needs to be broken

    The only remaining doorway is the one in the loopable house, which is the only one that always needs to be broken.

    So that's 1 door that must be broken, and 1 that might need to be broken. You spending any time breaking the other walls might be the reason why this map sucks from your perspective. Breaking all the doors just because they can be broken is like survivors getting to second stage after failing to escape just because they can escape.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361638#Comment_2361638

    There is nothing balanced about any badham. At all. The house of pain exists with one of the strongest loops in game AND a god pallet. You have a solo gen in the other house with a god pallet, strong windows and a drop down from the top floor in to a window. You have a fence in front of the school which is a nightmare for standard m1 killers. 2 god pallets underneath in the school of hell. Killer shack. All on very sizeable maps

    So please tell us again how it's fair and balanced for killers in any way.

    There isnt a house of pain in badham, just you being unable to mindgame a survivor in there. No god pallet in there either unless you play T1 Myers, but any pallet vs a T1 Myers is a god pallet.

    Solo gens are the worst to fix, as you can at best fix it in 60 seconds with the best toolbox, a teammate with prove thyself next to you and you having perks to speed up the gen. No god pallets there either.

    The house doesnt have strong windows at all. The one on the top floor? Just fake em into the drop and you can hit them before they can run, unless they have balanced landing(which barely anyone runs nowadays). If you think the drop down in that house is strong, you're simply not good enough as a killer.

    The fence in front of the school is laughable. Even Myers can deal with it quite succesfully.

    There is only 1 god pallet underneath the school, 2 cannot spawn. There might be 1 god pallet upstairs, but if you learn to lunge, you can actually get over the hole and surprise survivors.


    And you complain about killer shack? jesus christ, you're a baby killer if you complain about the existance of killer shack.

  • I mean, it goes both ways, how are you supposed to enjoy the game as a solo survivor against any Spirit or Nurse? 90% of the time, you cant rely on teammates understanding what you want.


    Buff solo survivor first, then buff killers accordingly. The worst solo survivor game is much lower than the worst killer game, and the best SWF games are only slightly better than the best killer games. Get rid of the worst things of the games first.

  • @dannyfrog87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361638#Comment_2361638

    balanced. my ass .... able to infinite windows lower level jump from the top floor. likely receive a buff quit defending bad map design badham school iv i think was its a name for myers was a nightmare no pun intended but hey .... the map 2 times in a row i was like ######### .... not to mention breakable walls instead of an area i could walk through or should be able too without breaking a wall. and oh these latency issues where survivors go flying like they are skidding across an ice rink. an arena to where im like where the f is the survivor oh their lol .... dont say "micheal will likely" recieve a buff to justify this ######### with no proof other than a blanket statement. proof??

    There are no infinites on Badham. You cant vault windows if you're staggered. And if you want breakable walls gone, you would need the breakable walls in the main building gone too. You know how long the average loop of the main building is without the breakable wall? 2 minutes. You know how long the average loop of the main building is WITH breakable walls? 45 seconds.

    "but boohoo, I now have to spend 2 seconds kicking a wall in a location that used to be a killer favored loop".

    Either both loops are balanced, or neither are. Do you really want consistent 2 minute loops back just so you dont need to spend 2 seconds kicking a wall?

    And michael will very likely recieve a buff. its not a blanket statement. As for the proof:

    ALL THE OTHER OLD KILLERS, EXCEPT FOR TRAPPER AND MYERS HAVE BEEN REWORKED TO FIT THE CURRENT META MORE. TRAPPER AND MYERS ARE THE ONLY 2 FROM 2016 THAT DIDNT RECIEVE CHANGES.

    The very likely recieve a buff, is not about IF, but about WHEN. He will either get buffed with 5.2.0 or 5.3.0.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361624#Comment_2361624

    Mind if I ask how you came across this information?

    "Most perks are fine" I'm sorry but I can't agree with this in the slightest, and I'm also sorry to say that this type of view shouldn't be allowed on the balancing team. A major issue with DBD amongst others is useless perks. The Survivor meta has been fairly stagnant, only really changing in rare cases like DS.

    Dowsey being one of the sources confirming their inner structure.

    And yeah, most perks ARE fine. The reason they dont seem fine is because of the meta that has been created over time. Survivors "need" their meta perks to combat killer meta perks, and killers "need" their meta perks because they cannot rely on RNG to be in their favor that they hook quick enough to slow down gens, and thus are forced to slow down gens through perks instead.


    If you're able to hook quick enough to slow down gens, you'd be surprised how many perks are actually quite amazing(and the perks that ARE bad cannot be buffed in their current state without being massively overpowered in the current state of public survivor matches, aka, you cannot buff those perks unless survivors also recieve a ping system. But a ping system would make a quarter of survivor perks useless, so all those perks would need to change before a ping system can be implemented, meaning you cannot buff Gearhead untill Buckle Up is changed first).


    The main issue is map balance right now, not perk balance. Heck, you could absolutely gut the current killer meta perks if maps were faster to traverse.

  • @Zarathos said:

    Don't forget them breakable walls got love them time sinks.

    What do you mean? There is at most 2 walls you need to break on badham. Heck, the breakable walls on badham remaining closed is in general a bonus to the killer. The only killers that benefit from breaking all the walls are killers with speed and mobility on their side.

    @dannyfrog87 said:

    that map still sucks on window looping and the lag especially using myers with such a weak power. can say i dont miss this map. that is all

    Dont use Myers' current state to blame maps. All Badham maps are quite balanced. Myers' will likely receive a buff. Reworking Badham based on Myers would end up with Badham needing a rework again after the Myers buff.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361603#Comment_2361603

    Yeah but the extended event doesn't benefit the console players...it is like hey PC players here is another week enjoy🤑

    They already send a fix as soon as they finished it, that doesnt mean the fix is online as soon as they send it to the servers. Microsoft, Sony and Nintendo need to test that fix on their test servers to make sure their hardware is not affected before it goes live.


    So it likely will benefit console players, they are just waiting for the greenlight from all console companies to update the game on all platforms at the same time for crossplay. If there wasnt any crossplay, those updates would have been recieved slightly faster depending on which console you play on.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361566#Comment_2361566

    Yeah, um, looking at their track record... I'd say they need more coders personally. Balancing team also needs replacements if anything, not newer people.

    You're ignorant of how their company structure is right now. Their balancing team is fine. The thing is, the balancing team makes changes, shows intended changes to the people who are in charge of how the game looks, and if those changes dont fit according to the head group, they wont pass.

    So looking at their track record is just seeing the changes that did come through, it doesnt show the list of suggested changes. Almo being the head of design doesnt mean he is the head of what changes go through, he's just the one who presents the changes to the higher ups.


    Besides, most perks are fine, if not great. The problem is maps and their layouts and killers being unable to use their power with the layouts(ignoring animations that guarantee hits, like vaults). Heck, a lot of 1v1 killers are far too powerful for public lobbies, but weak AF in comp, where 1v4 killers tend to be powerful in comp, but not always as powerful in publics(legion performs better in comp than wraith, for example, people love to say that Trapper, Legion, Clown and Trickster are the worst 4 killers, but dont realize that those killers perform better than Wraith in comp).

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