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Predated

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  • Thing is tho, Nemesis is fairly fine. He is a strong killer with good map pressure and essentially free info(if his 1v1 was stronger, the zombies would need to be removed).

    His power is a bit... non-intuitive. Which is by far the worst description you can give to a power. His visuals dont match up with the mechanical side. It mostly does, but there are walls where you can reach over, and then 10 meters further there is almost the exact same wall, and it cannot reach over. All other killers at least have consistency there, they have in-game confirmation on why your hit didnt land. Either it chips away something, indicating that you actually hit an invisible hitbox, or it shows the hit pass by the survivor. On Nemesis? It's unclear when you dont hit a survivor. Could be a hitbox in the way, could have been a bit too short, or heck, you could even have overshot it and went over the survivor. No way to tell the difference.

    As for you being kicked out of a match, since it refers to the 15th, I'm assuming that it's the steam server maintainance.


    The thing I would definitely change to Nemmy is to actually give him the ability to injure with his tentacle in stage 3 regardless of infection or not. At least in stage 1 and 2 there are some balancing reasons to consider, but in stage 3? He would have needed to hit 16-18 zombies(I didnt count, but it felt like that) or 5.5 non-infected survivors to reach stage 3, so from a balancing POV, there is no reason to not injure survivors with his ability. That's like not giving Myers an instadown on T3 and instead giving him the ability to keep stalking survivors.

  • @eloise said:

    For me it's not normal, the plague doesn't have that so why him?

    Im fairly certain its done because of the wandering zombies. If you get hit by one, the other one can still bodyblock you and damage you again. Giving players the boost avoids such a situation from happening.

    Let alone that cleansing against plague heals you up, even if you're not fully infected and you can infinitely cleanse, against nemesis, you cant.

    So from that perspective, it makes sense that getting infected boosts you.


    My only question to BHVR is why not apply an health state AND infection state with stage 3 regardless of infection? At least stage 1 and 2 have a reason where hitting survivors still gives you a ton of gains, but in stage 3 there isnt much of a reason to. It would still prevent the zombie situation, and it actually rewards the killer for reaching stage 3 rather than the relatively mediocre distance boost that stage 3 gives over stage 2.

  • Spinning is a high risk high reward play if you're healthy, its a no risk with potential high reward if you're injured.

    Essentially, if you're injured, there is no reason to not spin to try and dodge a killer, if you're healthy, you might want to reconsider. Getting hit and holding w for distance is 100% guaranteed to have value(unless its spirit or deathslinger with addons), spinning to dodge a hit so you can get hit and hold w later is more like 5% chance of it working out in your favor.


    The 3 fundamentals on being good in a chase is:

    • pathfinding, find the shortest path to your next loop resource.
    • mindgaming, learn how to fake things
    • decision making, know when to stay on a tile and when to leave the tile(also, knowing when to turn a fake in an actual dedication and when to keep faking).

    Anything other than that doesnt really matter. The killer will always have more and often better pathfinding options than the survivor, since survivors cannot injure the killer. Mindgaming will buy you the most time over the match in it's entirety. Decision making is often the part that turns a 20 second chase into a 60 second chase.

  • image.png

    Just for clarification, its in the area highlighted above

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2266389#Comment_2266389

    You realize his teleport is closer to 3-4 seconds right ? You realize it does effect his cool down if you fake it right ?

    As far as you trying the argue The Game is balanced. And doesn't have too many god pallets. I'm just going to leave this here for you. And let you count how many there are. And still let you try to convince anyone but yourself that the game isn't a problem

    https://youtu.be/GH3S4NFYF2c

    You were the one who said 1.2 seconds, I just copied you. And even then, its regardless of distance, regardless of trigger, the only thing that could cripple Freddy is generators being finished. But even in that scenario, his teleport will ALWAYS be towards an objective he needs to defend. And his cooldown? It's 10 seconds if all survivors are awake, 4 seconds if all survivors are asleep. That's not really a big cooldown considering the 10 second penalty is applied regardless if you 99 your channeling or of you use 10% of it. If you 99 it, survivors on that generator will be gone as there is literally 0.3 seconds of time before you're actually there, if you're in chase, by the time you finished your chase and hooked the survivor, those 10 seconds will be over and you'd be able to teleport to that generator. Dont pretend like that tiny penalty is worth mentioning as if it affects Freddy's performance if he fakes it. Because it doesnt. He's not slowed down, if he meant to go there, he can still walk there and only be 5 seconds later than he intended to be.


    And ah yes, using a random video by a random youtuber against a random rank 7 console killer in the second game, and LOSING their first game even though they "abuse" the god pallets(how would they lose if the map was unbalanced and they were abusing?).

    Also, still didnt affect my points, there is only 1 misplaced godpallet on that map that needs a change, the rest is fine balance-wise. Just because something is a godpallet doesnt mean its bad. Once its gone, it's a deadzone. There is a reason why The Game has more kills than average. There are barely any usable windows(there are 6, 2 on a T&L, one in the ice chamber, one on the drop chute, one in the TV room which is practically useless and one next to an exit gate, which is barely used since its not really a good window either), thus the only way a survivor can chain loops is going from removable resource to removable resource.

    The Game is a boring, but balanced map. If it wasnt balanced, the expected outcome would be that more than 2 survivors escape on average, which isnt true, the average is slightly more than 1, and that 1 often tends to escape through the hatch. We can all agree The Game is boring as it has very repetitive mechanics for Killer. It's force pallet drops, break, rinse, repeat. Very little mindgaming going on with most pallets, making them boring due to brute forcing, but boring is not unbalanced. Heck, the only way the survivors would win by chaining pallets, is you chasing the same survivor the entire game and ignoring the remaining 3. Which is honestly your own mistake if that happens. Dont just focus 1 survivor when there are 3 others to worry about.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2259699#Comment_2259699

    Ok. I get it. Youre just trying to troll at this point. I've seen better troll jobs. "1 unfair pallet and 5 super safe ones" So I'm forgetting the god pallets on the top floor aroud steps with a railing that you can circle 4-5 times before they have to drop in the corner ? Or towards the middle with another god pallet where they can circle you for awhile then drop it and drop down to the bottom ? Or the gen right at the steps where you can drop down in to god window ? Or 2 god pallets in the same corner right at the bathroom ? Or the god pallet with a long loop right above it on the top floor ? Or in the middle of the map near the drain with a god pallet ? Or the bottom towards the middle with a god pallet connected to the wooden bin things..Yea that map is totally fair. Maybe for nurse or a cracked huntress I guess.

    Freddys teleports take how long again...? 1.2 second 🤣🤣🤣ok my dude. You can go troll literally anyone else now

    Perhaps its just more that I see the balancing choices behind things. And yes, considering the pressure points of that map, you need some very strong pallets to compensate.

    And no, those godpallets are above the basement, that's why they are strong. If they were anywhere else on the map, I'd agree with you, which is why I say there is only 1 god pallet that I consider unfair, and that's the one on the opposite side of the map after the dropchute. No reason for that pallet to be that powerful as its already a strong corner for survivors.

    And the one towards the middle near the drop isnt a god pallet, the staggertime they gain is equal to your pallet breaking time. So it either cancels out the stun or the palletbreak. It's a strong pallet, sure, but not a god one. You can gain hits there if you mindgame it right, as survivors are pretty much forced to drop that pallet if they take a hit, if they dont drop it if they take a hit, they're dead.

    Again, those 2 godpallets are next to the basement. It's already the most powerful basement in the entire game, very easy to defend. Those pallets are the only 2 resources survivors have on potentially saving their teammates without making it a hook trade. If those pallets are gone, chances are slim to none that it wont be a hooktrade, let alone that they might actually turn a "1 survivor in the basement" situation into a "2 survivors in the basement" situation, at which point, as a killer, you have very little reasons to leave that area, as they could then easily turn a 2-man basement into a 3-man basement. So yeah, balanced pallets. Once they are gone, you have a god-tier basement.

    What long loop on the mainfloor? There is only 1 long loop above and that is at the exitgate. Any other long loops are chained tiles, which depend more on player-to-player basis.

    As for Freddy, you do realize the 1.2 seconds is regardless of distance, right? You could use it to teleport from one side of the map to the other side, meaning you can literally move 100 meters per second. Nurse blinks at 13 meters per second. Let alone that you can 99% a teleport without affecting it's cooldown and without affecting your movementspeed, it's literally back within 2 seconds. Meaning you have a ton of pressure for practically free that you can use mid-chase without affecting your current chase at all.


    So yes, The Game is balanced, doesnt make it fun to play on. Being balanced and being fun are seperate things. Odds are very likely that if you lose on The Game due to pallets, it's more due to the decision making of survivors being superior to your own. Ofcourse, this is excluding practicing tournament survivors who tend to use pallets to buy enough time for their genrush to finish, but in that scenario, it doesnt really change the matter at hand, as those survivors would destroy you on any map.

    Just because you dont like a map and perform badly on it, doesnt mean its unbalanced. If you wanna talk unbalanced, look at Haddonfield that still has hedges and fences that are 20 meters long or longer with no way to cut off the survivor. The Game has plenty of ways to cut off the survivor.

  • @landromat said:

    2s cooldown instead of 4s for Legion if you haven't hit anyone so you can actually use your power for mobility. Also longer baseline power duration

    I think they should add a general speed buff to legion to make him 150%. Spirit's faster and has a relatively equal cooldown, while still seeing scratchmarks, having her attack count as a basic attack(and thus down people), the only difference is that legion could chain survivors. But you could easily make it so that for each chained survivor, legion slows down 10% or smth.

  • @IridescentBlood said:

    Buff Thana or another regression perk. I know it's debated a lot but at high ranks, gens really do go extremely fast, even with heavy map pressure.

    I think that's more of a map design issue than generator issues tho. Still, if the devs want to be more creative with maps, they would need to address rushed gens and rushed kills.

  • @HaunterofShadows said:

    spirit is fun to play against.

    if its a fair killer, sure, spirit is fun to verse. But that's kinda the issue, most people playing spirit arent really fair killers. They use her ability to tunnel and facecamp people.


    She still has issues even if people play her fairly tho.


  • @TauNkosi said:

    The kind that will make people hate you for even having. I'll go first:

    Victor should not be able to down survivors, only latch onto them. Nothing more fun than being slugged to death! Just joking.

    There should be a vanilla punishment in the game for hardcore tunneling, "just do gens" isnt really a solution if your teammates dont know you're being tunneled untill after you're downed again

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2259602#Comment_2259602

    Lol, I don’t think anybody is equiping Franklin’s over too many med packs. They’ll do it for keys, and using pharmacy makes finding one in the game that much harder. It’s a waste.

    If I dont have a pre-planned build, hell yeah I would use Franklins when I see 3 medkits. I rather not have survivors heal themselves if I dont have access to instadowns. It's either Franklin's or NOED at that point. Medkits are, by far, more powerful than keys. I can kill 4 survivors before hatch spawns, I cant kill survivors who heal everytime I take my eye off them while their teammates still do gens unless I tunnel.


    Dont underestimate medkits. I rather have keys remaining the exact same as they are now, than medkits never being addressed.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2259616#Comment_2259616

    Gotta admit I laughed and basically skipped to the end with you saying The Game is balanced. In what universe is a map with 30 safe pallets every 2 meters balance ? Along with Badham. Just no.

    And skipping to the end you saying Freddy add ons are fine. Absolutely not. They took away gen slow down add ons. And instead of giving us something like teleport to gen speed. We get sound. Nothing is ok about that. The only add ons worth while that he has is teleport regen speed. And that is not ok

    The game only has 1 unfair pallet. There are 5 super safe pallets in a small area, and that's because of the basement being there. Once those pallets are gone, you cant save people from the basement anymore. The Game starts out survivor sided, but turns killer sided quite quickly, especially if you have a drop hungry survivor. Just let em drop 2 pallets, break them and chase another survivor, they will expect pallets to still be there, and since they wont have pallets in those regions any more, its an easy down.

    I've never had issues with killer performance on The Game. Thinking its unbalanced is simply not knowing what decisions to make on that map. Is it boring? Sure, breaking pallets for a full minute simply isnt fun, but I can easily get kills by only making sure 3 specific pallets are gone. That's it. 3 Pallets and you turn The Game from a pallet paradise into survivor hell.

    Badham is also fine, there is only 1 variant that's a bit problematic due to it's size, but that's it. It's, again, depending on knowing what decisions you need to make.

    OFCOURSE THEY REMOVED THE GEN SLOWDOWN ADDONS ON FREDDY, THEY MADE MATCHES LAST 20+ MINUTES WITHOUT FREDDY NEEDING TO DO ANYTHING. That's like giving Trapper an addon to remove 10% from a generator everytime he kicks one. Teleporting to gens already takes 1.2 seconds, no need to increase that. Getting sound is actually amazing, because you can hear survivors from a much larger distance. They arent just louder with the same sound sphere. Their sound sphere is actually increased. Learn to listen, and you'll understand how helpful those addons are(let alone that he has an addon to counter Iron Will, aka, the strongest survivor perk in the game, countered by 1 single addon). The only addons that need some addressing are Black Box(15 seconds is a tad short for an addon that only works after gens are finished) and Z-block. The rest works in his own benefit.(Seriously, run Blue Dress and Green Dress with Pop, Overcharge and Lullaby, you'll enjoy that 54% generator regression)

  • @BloodMoneyMerc said:

    As a Wraith and Myers main, I would like to see Spine Chill nerfed a tad bit to keep it from completely countering my stealth abilities.

    Honestly, dont really have issues with Spine Chill. You can easily counter it by looking away. You'll know who has spine chill and who wont. So if you expect a certain survivor to be in an area, look a few times towards them quickly and then look away. They will take that info as if you were chasing someone and remain on the gen. People who use Spine Chill tend to heavily rely on Spine Chill too, you can use that against them. Heck, they might even call you a hacker for it. Happened to me too.

  • @OriginalName said:

    Honestly, I'd want Wraith's bone clapper add-on to be basekit. It's kind of counter-intuitive to his power to announce his presence before he can get a hit on survivors. That's what his snarl, loud footsteps and being visible within 20 meters are for.

    To be fair, you dont really hear his snarling and footsteps if you dont have any line of sight on him. His footsteps are one of the most silent ones in the game.

    Besides, if you uncloak and lunge, you would make the same distance as if you were still cloaked and walked there. You regain your distance with a lunge. Considering you want counterplay against killers, survivors would need some indication that the killer is about to land a hit. Ghostface's cloth is louder than Wraith's snarls for survivors.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/256120/killer-mains-what-would-be-your-biggest-qol-request-on-your-main-killer

    I love Doc but the problem I have with him is how his shock interacts with vaults, it doesn't seem to work this way with pallets, but if a survivor is lagging/desynced on their screen. On their screen they will be slightly ahead and will be able to start a vault whereas on the killers screen they had already been shocked before the vault animation is even close to starting. So, in a way, Doc is punished for laggy survivors.

    And it happens when the Doc is at 20MS or so, so its not on the killers end. Having a bad connection is actually a positive when playing against Doc.

    Oh, that's a bit of an issue that DBD has with overlapping animations. You can start a fast vault from fairly far away, and Doc's shock doesnt hit untill 0.5 seconds after the visual shock on the ground(unless you have addons). So they are able to start the animation as they first scream. Since window vaulting has a priority animation, they will still vault the window. Honestly, I dont mind too much, there are a lot of borderline disgusting shocks you can do to prevent them from doing anything in shack(no window, no pallet, no dead hard) and guarantee hits that even Spirit could be jealous of. So survivors having vaulting priority doesnt really matter when playing Doc, as long as they got progress towards Madness 3.

  • @BrokenSouI said:

    As ANY killer..The maps in general need reworked to be a little less survivor sided and disgusting. I don't want to groan anytime I load in to The game, HadNoFun, ANY Badham, Ormond, etc

    Freddy - Fixing his add ons to be relevant and not a joke

    Blight - Maps have the collision they're supposed to.

    The Game, Badham and Ormond are actually quite balanced. They have already been reworked and loops have been addressed. You need survivor sided maps just as much as you need killer sided maps. The Game can very easily turn extremely killer sided, unless you're facing a sweat squad. But that's more about a difference in preparations than it being about the map. If survivors prepare for a genrush when you dont prepare against one, survivors will simply genrush. If survivors prepare for constant healing, and you dont prepare against healing, survivors will always be healthy. Outside Haddonfield and some environmental hitboxes(there is literally a cardboard box outside the old house of pain on Badham that survivors can walk over, but killers get stuck, but the other way is also true, lots of killershacks have small pebbles that survivors get stuck on but killers dont), maps are balanced quite decently.

    Freddy's addons are mostly fine. His power since his rework has always been a bit boring, cant make a boring killer more fun through addons.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252916#Comment_2252916

    Do you know what else ensures a medkit? Getting one from the bloodweb and bringing it into the match, and you don’t have to waste precious moments getting one out of a chest, that may have already been opened by the time you get to it. Pharmacy has to be one of the lamest perks in the game.

    Except that Pharmacy gives you a medkit without letting the killer know. The killer might slap on Sloppy or Franklins because they see too many medkits or items. Pharmacy removes that visual. And dont underestimate medkits, they are by far the strongest item in the game right now. Having a 8 second heal alone without needing your teammates to touch you up, meaning they can keep working on gens instead, while you still get a health state? Unless the killer has access to an instadown, that can literally make the difference between a 4k and a 3 man escape. You being able to tank an extra hit for a teammate who is dead on hook, meaning you stay with 4 survivors instead of reducing your numbers to 3, allows gen progression to be relatively steady.

    Even if there are 3 survivors left with full commodius toolboxes and prove thyself, they will have a harder time finishing gens than 4 survivors with no commodius toolboxes.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258967#Comment_2258967

    It's still a major nerf if you take away her second blink. I have around 5k hours on Nurse, and I've been playing her since she came out. Even the best Nurse in the world can not one blink a survivor unless that survivor is bad.

    Rank doesn't mean skill, it means you know how to pip. For survivors that is literally just doing gens, and for a lot of killers, it's playing Legion.

    But the window to close her second blink is far too large. Especially with addons. I've had situations where I should have been able to get out, she used a max first blink and I was on the opposite side of shack, yet she had time to charge a blink far enough to reach the other side and then hit me with a lunge. Well, excuse me, I already outplayed her by faking her first blink out, 10 meters for a second blink within 1 second is too big of a window.

    And I do think Nurses can one blink survivors if you lower all the penalties they added to her to "compensate" for the second blink. Less fatique and faster charge speed would still be essentially 2 blinks, just that there is a forced pause inbetween.


    And rank DOES mean skill. Knowing how to consistently pip from rank 20 to rank 1 takes skill. Being able to consistently pip requires skill. You cant just hop on the game and become rank 1 without developing your skill. I never even implied that the skill needed to reach rank 1 meant the same as skill needed to be a high tier player. Those are different skill requirements. Skill in games is a mix of decision making and game knowledge. It's not VR, the highest real life skill you can apply is mouse precision and fast button presses. You need decision making and game knowledge to reach rank 1, thus, reaching rank 1 requires skill. Meaning that rank DOES mean something. I have repeated it multiple times, so I will repeat it again: I never said it took a lot of skill. Rank 1-4 players are, outside inactive players, always better than those in lower ranks. Doesnt mean they're not potatoes, just that they arent baked potatoes.

  • @SalmonDean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258468#Comment_2258468

    I know what the thread was about and all my choices were what I think and still continue to think are that survivors worst perk? Lol. Urban Evasion (for me) is a lot better than Streetwise. I am also a solo survivor.

    I mean, items are really powerful. If you dont use items, yeah, Streetwise can be quite trashy. But use any strong item, and Streetwise gives you a ton more value. Not for medkits tho, Botany is better for medkits than Streetwise(although, you could use both and have 58% more charges)

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258481#Comment_2258481

    I'm pretty sure that Freddy is much more boring to play and i've seen plenty of Ruin/Undying/Tinkerer or BBQ/Pop-Freddy's combined with his stupid add ons, at least before the nerf. There are a lot of frustrated and entitled killer mains out there who would play anyone who guarantees easy 4ks. Spirit is "easy" for players with a lot of experience because knowing what most survivors will do will give you a huge advantage, but i know for certain players that don't play Spirit because they find her too hard or to abstract. She was the second killer i've ever played and i mained her for a while, but still got stuck somewhere around rank 8 till i actually learned the fundamentals of the killer gameplay. She is not boosting anyone who is just bad at the game. You can also look into the forum threads, you will find many people who like to play Spirit. I never play her with purple or pink add ons (sometimes the lunge-add on) and rarely the green ones. If you get some good survivors, misusing your power can be quite punishing. Not like Ghostface-punishing but it still costs you precious time. She also barely has any map pressure if you don't play with duration add ons, as using your power for traversal means you can't use it for chase immediately. My benchmark are good survivors who know how to loop (and therefore abuse your 110%) and know how Spirit works, not your random red/purple solo squad, i could 4k those with any killer.

    Imo scratchmarks are wonky especially on maps like Hawkins or Midwich where you don't have grass for a clue. They have latency and sometimes spread behind doors and trick you. It's just my opinion, even after 2k hours i just use them for a general hint that someone is near.

    "but still got stuck somewhere around rank 8 till i actually learned the fundamentals of the killer gameplay. She is not boosting anyone who is just bad at the game."

    This is exactly what I meant with Spirit boosting players. By rank 8 playing any other killer would have already forced you to get through fundamentals. Spirit gets around that by just being extremely oppressive.

    "She also barely has any map pressure if you don't play with duration add ons, as using your power for traversal means you can't use it for chase immediately."

    Which is why people dont really use her power fully for traversing the map unless its absolutely neccesary. Besides that, once you do have your power back, you can easily use her power for burst moments to easily get hits with minimal recovery. So with full power depletion without addons, you'd have 15 seconds of normal 110% chase, but after that she's an easy gap closer. It's quicker for her to use her power for 3 seconds to close the gap and wait 9 seconds for another one, then it is to just close the gap by walking.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258604#Comment_2258604

    Unless you're majorly buffing something else in her kit.

    That'd kill her 100%

    Forget having counterplay then since all she can do is just wait till she sees you in the open. get close then 1 blink you twice.

    Doesn't seem fun...

    Also. Survivor issues get fixed Hellova lot faster than Killer issues Entirely.

    Nurse also Doesn't Deserve a Nerf. No matter what.. Her power takes ACTUAL skill to use

    And fyi.. If rank did mean something... i'd never get back to rank 1 on a new alt without using gen slowdown builds and god awful builds..

    So no...Rank still doesn't mean nothing.

    And so what if someone has 5k+ hours and still in green ranks? What if he wants to stay there? Not my problem,

    Again: less fatique, longer range, faster blinks. That's a major buff. Besides, it wouldnt, really. Most high tier Nurses only really need 1 blink to get hits anyway. Having that second blink to adjust for mistakes means survivors dont have any room to punish mistakes. While she can already punish mistakes with 1 blink and punishes them even more heavily with a second.

    Nurse already doesnt have counterplay beyond breaking line of sight. Heck, her fatique is short enough to still reach you after a hit with 1 fully charged blink.

    And yeah, ofcourse survivor issues get fixed faster, there is only 1 survivor with 50 different models, let alone that survivor bugs tend to heavily impact survivor performance.

    There are 24 different killers, not all equally popular while having bugs that dont really impact their performance, they moreso impact gameplay itself.

    As for balancing sake: Killers tend to get attention first, The Realm Beyond was meant for the devs to look into maps, killers and perks. Most killer perks(teachables) have been addressed already if they needed it. Survivors? I mean, Ash is still trash, Quentin's perks have only been getting worse(seriously, Leader is better than Wake Up, Vigil barely has any use anymore, Pharmacy is arguably his best perk and all that does is open chests quicker with 1 guarantueed medkit).

    "Nurse also Doesn't Deserve a Nerf. No matter what.. Her power takes ACTUAL skill to use"

    Not that much tho. Took me 50 hours to learn properly. 50 hours is nothing in this game. Survivors barely know half the killer powers after 50 hours.

    "And fyi.. If rank did mean something... i'd never get back to rank 1 on a new alt without using gen slowdown builds and god awful builds.."

    Oh, you dont need gen slowdown or amazing builds to perform well against sweat squads. All you need is pressure. I've had games with 0 perks, just addons, and won because I applied the right pressure when I needed it. Using gen slowdown perks are mainly so you can ######### about a bit as killer.

    And, I mean, you would. You already reached rank 1, you already have the understanding of the game, you know what it takes to pip and what not. I never said it was especially hard to reach rank 1, but it still means something. It loses meaning the longer you are at rank 1, but that's like saying 1 million dollars means nothing because you own 5 billion dollars. It still means something to have 1 million dollars. It just feels like it doesnt because you got something more.

    "And so what if someone has 5k+ hours and still in green ranks? What if he wants to stay there? Not my problem"

    If he wants to stay there, he would actively need to lose 70% of his games on purpose. It's actually really hard to stay in green ranks if you've played this game for thousands of hours, unless you're actually terrible. So it DOES mean something. Never said it was your problem, just that it means that that person wouldnt be skilled enough to get out. It still takes a significant amount skill to reach rank 1 on either side, the skill ceiling is just much, much higher than the skill requirement to reach rank 1.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258564#Comment_2258564

    Because Rank Means something right...?

    Rank doesn't mean jack first off...

    Second. Nurse still needs to be fixed. She shouldn't have ANY glaring issues. like this https://www.twitch.tv/videos/876532560

    I don't EVER want to see people complain about Nurse being op when ######### like this happens

    That's like saying Spirit Can't phase cause it's stuck on 99% until she downs a survivor. then hooks him to regain her power again,

    Or like Huntress can't reload till she downs and hooks a survivor. Or ANY killer's power in general not working until they pick up and HOOK a survivor.

    THAT SINGLE ######### BUG has been in the GAME for THREE YEARS. and it has NOT been patched, Tell me.. When bugs like this AFFECTS killers. do you want to kill them off even more...

    Rank means something, yes. It's red rank where rank stops really mattering as it's essentially putting people who have thousands of hours and people who have hundreds of hours on one pile and say they are equals. Below red ranks, ranks have meaning. If you have 5000 hours and cant get out of green ranks, that says a lot about your skill. So yes, it doesnt mean much, but it still has meaning.

    Second, bugs like that are one of the few reasons why Nurse hasnt been nerfed further. And yes, I'm still going to complain about her being OP. Otherwise, shut up about survivors being OP because a lot of bugs exist in the game(failing skillchecks when running away from a gen even though the skillcheck came after, effectively losing 10% for no reason, getting stuck on structures because their hitboxes are smaller(yes, smaller hitboxes can get you stuck as survivor in places where killers wouldnt), laying exhausted on the floor, etc etc etc.

    So I guess survivors dont need addressing because they too suffer from bugs, right?


    As for that bug, it's been on and off. It's been fixed multiple times, but it resurfaces from time to time, yknow, just like 99% of the other bugs. That doesnt excuse Nurse's power. Heck, it's not even killing them off. In the VAST MAJORITY OF GAMES, BUGS DO NOT AFFECT YOU. And effectively, Nurse can do with just 1 blink in her kit. It needs to be a longer range, but chain blinking is what makes Nurse OP and gives her essentially no counterplay. Heck, Nurse's fatique, blink range and blink speed could be improved significantly if they remove her second blink. WHICH WOULD ACTUALLY BOTH TAKE CARE OF THAT BUG FOREVER AND NERF NURSE TO A POINT OF COUNTERPLAYABILITY.

  • As in, they wont be playing competitive survivor most of the year, only in preperation for tournaments, meaning that thanks to solo survivor alone they could be pushed down a lot, to the point of when they DO need to start preparing, they would face a ton of killers who would not be prepared for it.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258166#Comment_2258166

    Yeah. Only 5 years. They can 100% make it last 15 more, but now that they've added something everyone was waiting for, idk

    I mean, if DBD wants to last more than 10 years, they would need to recode the game entirely.

    As for characters/franchises that could still be added over the course of the future:

    1. Candyman(it's gotten a bit of a cult following in this community, and honestly, I think it would be a very creative killer)
    2. F13
    3. Alien
    4. Predator
    5. FNaF
    6. Pinhead
    7. Resident Evil(there are more characters than Nemesis)
    8. Silent Hill(same reasoning, more characters than PH)
    9. Killing Floor
    10. Conjuring(yeah, the movies started to suck, but The Nun can be an amazing killer concept for this game)
    11. IT
    12. The Ring/Grudge
    13. Child's Play
    14. Slenderman
    15. Annabelle
    16. Blairwitch
    17. Amnesia
    18. The Evil Within
    19. Outlast
    20. Frankenstein's Monster(I mean, he's a public license, he could literally be added at any point in time, not sure how he would be interesting power-wise tho)
    21. Hannibal
    22. Psycho
    23. Any Lovecraftian monster

    Not all of them would be equally exciting ofcourse, but there are plenty of (popular) franchises that could both improve gameplay and popularity.

  • They have been adding that generator back to see how it would affect the map. It was removed years ago due to toolboxes and the building having 8 pallets, making both main building gens extremely survivor sided and matches on Asylum last only a tiny amount.

    Right now, I actually am of the opinion that the generator being there would be better for killers. The main building is no longer a god loop, It's much easier to enter on all sides and it's very easy to keep it on your patrol route.


    Honestly, this generator IMO is proof of the map balancing that has been happening over the years. People who played killer in 2018 who rejoiced when that specific generator was removed, would now be very happy to see it back.


  • @Verconissp said:

    ...Spirit is fine.

    She has Counterplay,

    Just gotta see more and more complaints bout spirit..

    What, do we wanna Nerf her hard aswel with Nurse so people can stop complaining?

    You do realize, that even after Nurse's nerf, she's still pretty much the best killer in the game? Nurse needed to be gutted. Spirit needs some gutting too. Heck, even Nurse needs some alterations still to give counterplay to a killer that's already good at everything.

    Claiming Spirit and Nurse are fine because of competitive DBD survivors is like saying Myers is totally fine because of casual brown ranks. Neither are fine and you cannot use extremes to say they are.

    The only reason most people used to say Spirit is fine, was because Spirit was one of the few killers that could handle maps like Fractured Cowshed or Thompson's House. But those maps have been addressed, killers in general have a much easier time on those maps now. Weaker killers have been addressed, amplifying the changes that have been made to maps.

    Spirit, who was relatively okay-ish due to older maps, is only getting stronger and stronger with each map that's getting changed. Spirit lost her "she's fine" pass back in the Realm Beyond Part Two update when Badham and McMillan were addressed, and thus the majority of maps no longer being awful experiences for killers in general.

    There is a big reason why people say Spirit has overthrown Nurse as the most powerful killer now, because Line of Sight breaking hasnt really changed with each update. Nurse has remained the same in power during The Realm Beyond update, while Spirit only grew stronger. Spirit needs a nerf. She's not fine. If she was, you wouldnt see green rank skill killers reaching rank 1 because they main Spirit.

  • @Itslat3ncy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257795#Comment_2257795

    Becuz you'll never go against a comp practicing becuz you wont be that high in mmr

    You do realize that comps will play games outside practise, right? Meaning they will have days they will screw around, and thus lower their MMR. They would only heavily increase their MMR while they are practising.

  • @DeadHardMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257485#Comment_2257485

    You do realize they've been collecting data ever since they first introduced the MMR system.

    Even if they have, if they dont let the program shadowrun in the background and slowly give it more power over MMR, the implementation of an MMR system after 5 years of having none will always be a mess.


    Because, lets be logical here for a second:

    1. everyone joining a new MMR system MUST be placed at 1000 ELO. You cant play favourites.
    2. because of that, people with 5 hours in the game have quite a high chance of facing people with 6000 hours in the game just as likely as people with 10 hours in the game have a chance of facing people with 12 hours in the game.
    3. for MMR to work properly, it needs real matches.

    This is why I am for implementing a system on the background, and make it randomly affect the matchmaking system. Getting 1 MMR match every 20 matches for example. It would give the system room to give everyone an appropiate ELO, and after a month of working, give it 1 MMR match per 10 matches and after that, 1 per 5, at which point, honestly, I would think it would be good enough. Having 1 solid match every 5 rounds while also having some random fuckery about would be already such an improvement. I personally dont want to face sweat squads or sweaty killers every match, so I prefer not having 1 on 1 MMR matches. I never regarded this game as a competitive one. There is no option to go from casual to ranked(all competitive games have ranked matchmaking seperate from casual), no real tournaments being created by the devs(you have the fog whisperer one, but, I mean, that's very likely to be more about fun than sweating all day too), let alone that there is no real balance either.


    So even the best MMR system would ######### this game over if matchmaking was 100% decided by that system. I think the best course of action is having an MMR system just to straighten out the average matches to be more consistent. An MMR based on skill alone would lead overperforming players to only have sweaty games and they would purposely lose games to get more enjoyable games, which, sounds a lot like depipping on purpose, right?

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251905#Comment_2251905

    Im not saying they should change where they are placed im saying that with the current spawns that they have, the survivors should be the ones that have to dedicate time to them to get use out of them not give survivors the ability to put breakable walls in any doorway on the map.

    Then there are maps that have too little breakable walls to set-up. Suffocation Pit only has 3 spawns and you cant really enable all 3 spawns for the survivors as the main building would become too strong with 3 doors, but outside that, building up the walls would be worthless because those are the only places walls can spawn in.

    I can argue the same for other maps. Dead Dawg Saloon would have a literal infinite if the walls are gone at the start, but you cant just pick and choose that anti-survivor walls spawn and anti-killer walls dont. Especially since that definition is a grey area depending on who you play as. So you end up with a situation where not spawning the walls in leads to either the map being too killer sided with no real looping potential(midwich would be an example) or where not spawning in the walls leads to maps being too survivor sided with no way to cut off loops(Dead Dawg, The Game).

    Breakable Walls arent the most exciting mechanic in the game, but they do help balancing maps a lot. I personally still rather see a mechanic added into the game that adds a lever(or multiple levers) in the map that function pretty much the same as gate levers both for killers and survivors(obviously giving Wake Up and Remember Me a bit more value). But instead of survivors being able to exit the game, you have a deadzone turn into loop city. Even if you dont add a cooldown to survivors setting it up, it would take the killer 1 second to shut it down and would take survivors 20 seconds to set it up. Not all maps can have that kind of mechanic for aesthetic reason. Heck, you could have both mechanics in the same map.

    Breakable walls are disliked because they are slapped onto places that dont really make sense while playing the game, but they do make sense from a balancing perspective as it reduces the amount of dead zones, destroys god loops and could give the killer the option to invest some time early in the game to save a lot of time later on. If the devs would add another mechanic that has similar effects, it would definitely be welcomed. More diversity in chase mechanics is always welcomed, but untill then, I do kinda like the walls. I disagree with some, just as much as I disagree with some pallets(coughcough Lery's hallway pallet coughcouhg(also, note, I think Lery's is one of the maps that needs some breakable walls in the place of certain doors, would be nice to create a 3rd doorway in rooms that only have 2)), or windows even(I mean, Dead Dawg Saloon's U wall at the water tower with a breakable wall and 1 useless window, honestly no idea why that structure is even there, it only gets in the way, its not even set-up right to link up with the pallet there). But just because I disagree with certain choices, doesnt mean I dont appreciate the balancing aspect that has been added.

    In fact, it's thanks to breakable walls why certain god loops were able to be destroyed without making the map too killer sided. It's thanks to breakable walls that Springwood is managable for most killers now, it's thanks to Breakable Walls that Fractured Cowshed could be nerfed very significantly, it's very likely that Breakable Walls will end up saving Haddonfield. They are boring themselves, but they help make maps more enjoyable.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252916#Comment_2252916

    True but that medkit only has 1 heal. Appraisal can get you multiple plus some extra toolboxes

    But Appraisal turns 3 chests into 6 chests with only 1 perk. Giving you quite a large chance on having a medkit. I dont think Appraisal needs a change there. Having double the amount of chests is already quite the strong effect.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252742#Comment_2252742

    I encounter MUCH MORE Nurses compared to Spirit (Europe). Can be maybe due to all the hate Spirit players get (it's kinda like a witch hunt already), but i also think it's because many players just not find her as easy as many people claim she is (at least many people told me they don't like playing as her because using her power feels to abstract).

    Spirit is ez 4k against very predictable bad survivors who can't at least a little bit try to get into the Spirits head and just run in a straight line to the next pallet and camp. But as soon as you get to rank 1 and play against better survivors more regularly, you really need to be good with her as their mindgaming is much better (source: mained her for around 1 year).

    I agree about the add ons, maybe if they really want to nerf her, they should start there. Legion? He can see the survivors which is MUCH better than only seeing wonky scratchmarks that are all over the place.

    I mean, I've been a rank 1 killer for over a year, every single time I played Spirit for a challenge, I barely used perks that complement her ability, I didnt even really use powerful addons, and I still got ez 3k's against fairly sweaty survivors. Thing is, all players play differently, games need to last long enough to read the killer or the killer has to be a very typical kind of killer(aka, boosted Spirits being easily mindgamed by dropping a pallet early and then running back where they came from).


    And people in Europe have stopped playing her, because she's boring to play compared to other killers. Every single time I played against a killer and I asked why they played a certain killer that match, they told me they like playing that killer. When I ask that question to Spirit players, they almost always say they needed an archive challenge done and didnt want to grind 3 games to get it done, they dont enjoy playing Spirit. She's too easy to play.

    "Legion? He can see the survivors which is MUCH better than only seeing wonky scratchmarks that are all over the place."

    Except that Line of Sight breaking is a thing that all killers need to deal with, and Legion literally loses ALL tracking if that happens to him in Frenzy(unless he hit another survivor prior ofcourse). Once a survivor vaults a window, you barely hear them(Legion breathing very loudly himself) and you can lose them very easily. With Spirit? Eh, just look at the scratchmarks and you'll find the survivor easily.

    Not seeing survivors isnt a downside. Stop claiming it is. I dont see survivors at least 60% of the match, heck, I even love playing on maps where I dont see the survivors during chase much(Lery's for example). I've played games where all I saw was scratchmarks and heard survivors while cutting them off. You dont need to see survivors to hit survivors. You just need to be able to deduce their location. Spirit can do this easily with her 176% movementspeed. She doesnt have Legion levels of heavy breathing while phasing to muddy out the breathing sounds.

  • @SalmonDean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252927#Comment_2252927

    You’re entitled to your opinion, I just don’t agree. I stand by my choices.

    oh, ofcourse, but the thread was more to weed out the worst perks for each survivor. If I am going by personal choice and the average game, there are a lot of perks I consider awful. Heck, Urban Evasion is utterly awful due to the solo queue experience alone, even though I consider it a very powerful perk if used correctly.

  • @DemonDaddy said:

    @Predated

    You can waste just as much time forcing the killer to search and patrol. If the team is spread out, that takes a huge toll in travel time and the killer still needs search. Sometimes chase is best kept as a last resort more so when areas can be weak in useful looping tiles.

    I dont know what comment you directly replied to, but from context I have to assume I mentioned that Spirit needs to have longer chases. Because this is the situation: It is a 1 v 4. I do not control my teammates actions. Even if I play with 3 friends and we're on comms, I do not control my teammates actions. My teammates can make mistakes that I will be punished for. If 1 of my teammates cant hold their own against a Spirit, I will lose insanely quick. The only times I tend to win in solo queue against a Spirit is because that Spirit is rather terrible or I get lucky RNG and a ton of windows(which, FYI, have recently been an indirect buff to Spirit, as you can no longer silently slow vault, as if Spirit needed even more info to know where you are).


    So while its true that survivors could waste time by forcing the killer to search and patrol. No gens will be done in that time untill one of the survivors goes into chase. It's pretty much impossible for survivors to work on a generator and never be found. Because once the killer knows where a survivor could be, they will patrol that region more heavily. Add on to that fact that most maps have had their pallet count reduced without adding windows, meaning there are less resources for survivors to deal with(which, against the average killer is a GOOD thing, but when talking about Spirit, it's the opposite).


    The devs have balanced maps quite decently, the devs have addressed problematic mechanics like toolboxes and certain perks. Now they are addressing problematic killers, whether it be due to them being too weak or too strong for the current meta.(dont worry, Billy will be re-addressed in the near future, he's in a decent spot right now, not an amazing one, but he's far from PTB terrible, there are other killers that have simply priority now)

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251938#Comment_2251938

    The biggest reason why it needs to be additive for Stridor is because of different survivors being louder/quieter than others. Adding the percentage makes it more consistent.

    Oh, mechanically seen, they are all at 100%. If some survivors were mechanically quieter, they would literally counter Stridor.

    Tbh, I personally think that Iron Will needs to be straightened to fit with Stridor, where Iron Will reduces grunts of pain by 100% and breathing by 25 or 50%(but, yknow, actually breathing instead of being sound bugged), as survivors have no perks that address breathing while killers do. Just like I want Stridor to have a secondary on-hit effect where survivors are 150% louder than normal for 3-5 seconds in pretty much all regards.

    It would make Iron Will and Stridor more useful across the board, without truly countering each other.

  • @SalmonDean said:

    The ones I don’t agree with:

    Claudette: Empathy is the worst.

    Nea: Streetwise is the worst.

    Quentin: Pharmacy is the worst.

    Adam: Deliverance is the worst.

    Felix: Built to Last is the worst.

    Elodie: Power Struggle is the worst.

    Jill: Resurgence is the worst.

    I can dispute some of those:

    Nea: streetwise is the only other that stacks that allows toolboxes to last longer. If you have 2 people with commodius+wire spool, streetwise and Built To Last work on the same gens, they can do 4 gens in 2 minutes. It's insane. If streetwise didn't stack, you would be correct in calling it her worst. But Balanced Landing is very map reliant and doesn't really work on the majority of maps(really, you have Haddonfield, The Game and Midwich where it would have a significant effect on multiple locations of the map, the rest has 1 location at best).

    Quentin: pharmacy guarantees a green medkit in the game. That's a 10 second self-heal that you don't need to rely on teammates. Wake up turns 20 seconds into 17.2 seconds of gate opening time.

    Felix: Built to last, again, same as streetwise. It has insane item potential. While I love Visionary more than Built To Last, it, like Balanced Landing, has limited use across the game.

  • @Phasmamain said:

    Only one I would change is appraisal. An extra medkit or toolbox is much better than a perk that requires 3 other perks to work in one every ten games

    You know that Pharmacy ensures a medkit, right?

  • I made this list assuming the people know how to use the perk well, rather than poorly using it:

    Dwight: Bond, yeah kinda weird to put a great solo surv perk here, but Leader has a 25% buff to unhooking, healing, totem cleansing, sabotaging, opening gates and opening chests, let alone that this effect lingers for 15 seconds. Why is it better? You know survivors dead harding after an unhook with BT? Yeah, even with Resilience that frame is tiny. With me carrying Leader, I can WALK in front of them without them needing to DH. At a gate, it 99's it within 15 seconds instead of 20, meaning we have 5 more seconds to heal up for an unhook during the end, speaking of which, double healing doesn't get a penalty like generators. That pesky totem cleanser not cleansing quick enough? You can do a quick run-by and give them a 15 second long cleansing boost. Leader is powerful and underrated(AND IT STACKS BOIS).

    Meg: adrenaline, yes, it's a powerful perk in its own right. But it's effect rarely has a slot worthy impact. Best case scenario, you save your teammates 8 seconds healing. "But you just ranted about this with why Leader is actually really good". Yes, and Adrenaline is a solid A-tier perk. But it's usage rarely relies on you. It's a nice effect, but far from the things Quick and Quiet or Sprintburst can achieve during the game. Let alone that quick and quiet only has a 20 second cool down. You could bamboozle a killer and hop in a locker in shack, then the next time hop through the window and crouch. The killer literally has to guess if you went in the locker or through the window if they lose vision. Every. 20. Seconds. So yeah, Adrenaline is a bit worse.

    Claudette: Empathy, simply because bond and after care are better. Why not self-care? Well, purely due to my initial sentence. I did the maths to find out when self-care is actually good to use, and self-caring while your teammates work on a gen and you joining them after actually is quite a bit faster, than 3 people doing a gen and then having them heal you. Especially if you're carrying prove thyself too. Of course you should always use a medkit first(20% more charges thanks to self-care too btw), but being able to heal up without relying on teammates is much more helpful in general than seeing where your teammate is being chased. If aftercare never got it's changes, I would have picked self-care as her worst.

    Jake: saboteur, but just barely. While calm spirit has its uses and counters certain powerful perks, it's quite mediocre in effect. It's that Saboteur is actually weaker than a sabotaging toolbox with double add-ons that make me put it lower, let alone that there are barely any perks you can run to speed it up(unless your teammate is a Chad and runs Leader, then it's easy).

    Nea: actually a bit of a though one, and I'm not too sure. I actually would say Balanced Landing is her worst, as it heavily relies on maps. It used to be great(overpowered even) regardless due to the 25% stagger reduction it gave. But now, it's kinda meh. Urban Evasion has very powerful uses to it. You can use it mid chase on an open structure to change directions without the killer knowing, or actually urban evade under the window by shack without the killer spotting you. Streetwise makes powerful items last longer and, like the Chaddest perk Leader lasts for 15 seconds once you leave. Meaning you help your teammates too. So I have to settle on BL being her worst perk considering everything.

    Laurie: though one too. Sole Survivor counters a massive amount of perks. Object counters the same perks in a different way. I think I'd actually have to say DS is currently her worst perk. It's like Adrenaline, it has some real power to it. But it only really works in the case you don't do ######### for 60 seconds and the killer grabs you before that. It's impact is enormous, but I don't run DS because, statistically, it doesn't really get any use in my games. If I ever do get use out of it, it's amazingly powerful. But overall? Not actually that great. Sole Survivor counters almost all aura related add-ons at 1 stack, and pretty much full counters all killer aura readings at 2 stacks, with the exception of BBQ, Bitter Murmur and Rancor(if you're more than 48 meters away). Heavily underrated perk. It's a shame that it actually cancels out OoO(although, I could argue that they work in succession, like Pop and Ruin, once one starts working, the other one stops).

    Ace: with pain in my heart because I actually love building around this perk, but Up The Ante. It's luck increase isn't enough to significantly help teammate without also using offerings. It's at best 9%, which turns the self unhook chance from 4% to 13%. Which is quite good in terms of sheer flat numbers, but in reality? It means you could unhook yourself 13 times over the course of 100 attempts(34 games, assuming you use all 3 tries every time and it happens on the 3rd try everytime, otherwise it's more than 34 games, considering you do remove all attempts left after an unhook), which sounds pretty good, unhooking yourself about once every 3 matches, but it also means you hit stage 2 on first hook all the other times. With Slippery Meat, it would reduce that number to at best 13 unhooks in 17 games(I believe it's more likely to be 13 unhooks in 25 games on average, which, yknow, is better than 50%, but the other 50% of matches you still pay by going to second stage early). With that in mind, Ace in the Hole has better RNG overall. Thus by process of elimination, it has to be up the ante. If only they buffed it so that it counts all 4 survivors towards the total count, rather than just 3 of them.

    Bill: Left Behind, pretty much the same reason why Adrenaline is on there. Even if you don't pick yourself up, Unbreakable counters anti-healing and allows you to be a 1-tap pickup instead of a 1 second pick-up.

    Feng: kinda tough since Alert and Technician are both underrated while also not being great. Technician can counter an Overcharge user quite heavily as it doesn't give a notification that you missed the skillcheck. A generator being finished because your team has been failing Overcharge a lot and the killer started relying on it for generator info can make you finish very important gens with this. Alert works when gens and pallets are being kicked, not only giving you info where the killer is, but where pallets might be gone. That alone makes Technician worse, but it's not as bad as people think it is.

    David: and this will be a controversial one, but because of dedicated servers, I will say Dead Hard. WGLF destroys slugging killers and No Mither is really, REALLY good against killers that are used to tracking blood. With No Mither, you can walk away mid-chase and the killer won't know where you went. Sure, you're a one hit down, but that's for most good survivors just 1 extra hit they would take in the game. This is where I once more have to refer back to my initial statement. The fact that Dead Hard could leave you Exhausted on the ground(now the servers actually check if you got downed within 2 seconds of using it so you're no longer exhausted on the floor), makes it just barely worse than No Mither. Remove dedicated hits, and Dead Hard would be his best perk. But since you cannot 100% trust on the perk working, while you can 100% trust on No Mither working makes the difference imo.

    Quentin: another tough one actually. It's that the devs indirectly needed Vigil by making all mangled effects last untill healed that make it even less useful than it already is. But Wake Up still is worse. Even Chad Leader gives more % in opening gates than Wake Up. Sure, it relies on a teammate, or you can run it while your teammate opens the gate for you. It's just that bad. At least Vigil's effect is unique.

    Tapp: Tenacity is arguably his worst. It can be good in certain builds, but so can his other perks. Stake-out also gives you a notification when you're inside the killer radius when you might not hear it. Let alone that it will guarantee a great skillcheck, and not only that, instead of a 1% boost in progression, it gives you 3%. Do that times 4, and you have 12% saved(9 seconds) instead of 0% saved. Do a gen in the terror radius, and you can up that number to the amount of skillchecks you get. Let alone that it also guarantees Fast Track to trigger, which is another 1% per token. Where Tenacity only really works if the killer slugs you, which is already a rare occurrance.

    Kate: Boil Over, purely because Windows and Dance With Me are so much more powerful. Boil Over isn't really a terrible perk, it often takes the killer longer to get you to a hook, if they get stuck, Boil Over tends to keep them stuck for longer. But still worse in comparison to the other 2.

    Adam: I'm very mixed about this, but I'd have to say Deliverance. Not only do you have to unhook someone, you have to do it before you are hooked. It's very powerful if it works, but overtime, his other perks have better results.

    Jeff: probably the most balanced perk set of all, each being very close to each other in terms of value. Breakdown is amazing as it removes a hook from play for 3 full minutes without you having to do anything. Aftercare gives you essentially global Bond and Empathy, Distortion removes your Aura and Scratchmarks for 10 full seconds. I think I have to go with Distortion, purely because it only works 3 times and you tend to lose all 3 of them through BBQ alone, giving it very little value.

    Jane: I'd have to go with Poised for her. While I kinda like the perk and it is pretty powerful, it doesn't remove blood. If it removed blood too, it would be top notch to use. The other 2 aren't really amazing either, but they can significantly alter what you can pull off in a match(yes, those 8 seconds you save with Solidarity might be a deciding factor).

    Ash, the survivor with the most horrendous set of perks. Mettle of Man is a bit too tough to get(problem with how protection hits work, not the perk itself). Buckle Up has really nice value if your teammate is slugged, giving you info if they are actually healed up or not, but imo should also show your teammates how far you personally are, and then Flip-Flop. Man, the disappointment that Flip-Flop is as a perk deserves it being the worst survivor teachable on this list. It needs 5 perks to build around giving Flip-Flop a consistent potentially a lot of value. Even with 5 perks, it's not guaranteed to work. Even if your teammate has breakout and sabo while you have Leader, Unbreakable, Boil Over and Flip-Flop, it's not guaranteed to work in 90% of situations. The Wiggling mechanic is simply such a terrible mechanic in the game, and Flip-Flop takes forever to even affect it a tiny bit, and best case scenario, it only reduces the killer hook reach from 54 meters to 20 meters. That's 5 entire perks being utilised to their best effect, to reduce the area to 20 meters. Hooks can spawn within 12 meters of each other so if you're in the middle, that's 6 meters at best. The killer could walk to hook 1, have it sabotaged, then walk to hook 2, have walked 18 meters and thus still able to hook you. THAT'S how bad Flip-Flop is.

    Nancy: with the introduction of Blastmine, it will be Better Together. But untill then, it will be Inner Strength. It relies on you finding a totem before your teammate does, cleansing a totem before your teammate does and hope you can cleanse another totem later in the game if they are not all gone. Fixated is actually really good for chases, regardless of what you run.

    Steve: Camaraderie, no doubt. It's effect can be really powerful, but only really has value if the killer camps you fully in your second stage, which doesn't really happen that much. The other 2 perks either help you out personally, Or helps your teammate out to not be tunneled. I mean, imo it should last 12 seconds to match up with BT more, but whatever.

    Yui: I wish all her perks were just a teeeeeeeny bit more powerful. Lucky break lasting 50-60 seconds, Any Means being able to reset a pallet in 2 seconds instead of 4, Breakout giving slightly faster wiggle speed. But I'd have to go for Any Means. The other 2 are solid.

    Zarina: 2 fairly bad perks, that have better alternatives, if Off The Record had better synergy with aura reading perks(it used to be great for OoO), or if Red Herring worked more like Eruption will, both would be decent perks. I'm gonna put Red Herring in here as it disappearing when a gen is done is just insulting. It could work so nice by using it on already finished gens. Alas.

    Cheryl: I agree with OP that this is mainly due to it being mediocre on solo queue, as the other perks work nice or decent on both SWF and solo. But if we ignore solo queue issues for a moment here, I would say Soul Guard is actually the worst. It works nicely in conjunction with other perks, but it doesn't trigger often enough to really call it a valuable perk. So I think I might say Soul Guard here, purely due to its effect being rare.

    Felix: Visionary, it's (sadly) the same reason why I put Balanced Landing to be the worst on Nea. Visionary can be amazing on certain maps, but most maps will have visible gens with lights peaking out already. Even some closed maps like Lery's have flickering lights outside rooms indicating that a gen is inside it. Otherwise his perks are great(those who doubt Built To Last: use Commodius Toolbox with Wire Spool and come back after, built to last is better than Streetwise, let alone that they stack).

    Elodie: Power struggle. The only way it truly works is relying on the worst survivor perk having half its value. The other 2 are amazing and stack with other perks for unique situations(although, appraisal and plunderers can be downright OP with 2 keys, 2 green medkits and 2 Commodius toolboxes in the match.)

    Yun: I'd call it almost a tie between fasttrack and self-preservation, and I'm putting Fast Track as worst, simply because it only really works if you stack the effects as much as possible, and even then you have to survive long enough to have significant effect. I might have praised it with Tapp, but Tapp only really has Detectives Hunch thats great.

    Jill: counterforce. Purely because Blastmine doesn't just stun the killer, it interrupts the kick. Let alone that Blastmine will give the info that Better Together has too. Counterforce only works if you do the totems(it's not team stacked like Small Game) and even at its best, it reduces totems from 16 seconds to 8 seconds at the final totem. It's not that great compared to cancelling a Pop. Altho, Resurgence is IMO second place on her since tunneling exists.

    Leon: Flashbang. It's a nice thing to have a perk like this in the game, but being able to heal mid-chase in a corner and removing ALL sounds while doing so makes Bite The Bullet amazing, and being able to counter Ruin regression just by doing a few skill checks early in the game is also amazing.

    This was my TED-talk. Hope you enjoyed it.


    BONUS ROUND:

    Standard perks: This Is Not Happening. By far the weakest non-teachable perk in the game.

    Still better than Flip-Flop tho

  • You could have 1 million bloodpoints and collect all your times, collect all active codes, trade in all your iridescent shards and in this case also the rankrewards and go over the cap.

    The only bloodpoints that won't go over the cap are bloodpoint earned in matches.

    So as long as your bloodpoint meter reads 1.000.000 or more, you won't get any BP from matches only(that includes perks and offerings), any other BP source still gets added.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252569#Comment_2252569

    To be fair, that's also how I feel when I realise I got matched with a 3-person SWF and we steamroll a good Nurse.

    Not that that makes Spirit fine, there's so many little things about her that take all the fun away until there's nothing left but this big black hole of anti-fun where nothing you do really matters and everyone's annoyed.

    Nurse also has issues. Thing is, you don't really encounter Nurse often as she isn't easy to play. Heck, Hag can be extremely difficult to play against due to her disgusting add-ons that amplify her already powerful basekit. But in both cases, at least they know how to play killer.

    I have faced too many Spirits in red ranks that claim Spirit is the only killer viable in red ranks because they get demolished as any other killer. Since they do well as Spirit, they assume it's an issue with the other killers being too weak or too hard, while it's quite the opposite.

    Making Spirit harder to play by removing scratchmarks while she phases would be 1 improvement I would love to see. It doesn't take away her power, it just forces more guesswork on the Spirit. Legion doesn't see scratchmarks or blood while moving 20% slower AND being unable to down survivors in his frenzy. So why would Spirit need it at all?

    Taking away some of her tracking at least adds some skill to Spirit. Because I don't think it's the lack of info that makes Spirit so annoying to verse against. It's the amount of info that Spirit has access to.


    I mean, remove scratchmarks, and you can run straight, left, right or at any other angle without her even hearing you, even if she runs Stridor unless she's up close already, at which point she can't hit you with a burst phase and then keep chasing you as you don't leave scratchmarks and thus have a wider range of places you can run to without her knowing.

  • @DemonDaddy said:

    Hate to play as her, but she is fun to verse. It's nice to have a killer where stalling with chase isn't the best/easy answer. Though I don't know what everyone else is doing wrong that the abundant defense resources disappear. When killed, I give kudos to the player not blame the design.

    I mean, as survivor you kinda have 2 possible ways of finishing gens:

    1. Stalling the killer in chase so there is plenty of time for survivors to mess about a bit.

    2. Genrushing.

    Do you think genrushing is fun? Because that's the only reason Spirit is "fine". She can still be genrushed.

    I don't consider that an argument, any killer can be genrushed. Some just easier than others. That doesn't make her "fine".

  • I like Pig's dashes more overall, but gotta say Wraith is stronger. He moves quicker while cloaked, he can easily close the gap between him and a survivor to compensate for his uncloaking, and after uncloaking, any missed distance from uncloaking is regained by lunging.

    With Pig, she's very slow while crouching(90%, slower than a Nurse), even though she cant attack and cant move while charging her.


    The fact that Wraith can get up close and effectively cancel out any distance lost he would have gained by walking normally after uncloaking, while Pig cannot makes Pig quite weak in a loop as she needs to close the dashable distance and more before crouching, while Wraith can just cloak after a hit, catch up next to the survivor, bodyblock and then start uncloaking.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/255347/50-louder-than-0-is-still-zero

    Oh my ######### God.

    How do people still not get this?

    Things in this game stack ADDITIVELY, not MULTIPLICATIVELY.

    Yes, 0x50 is still 0, but 0+50 is 50.

    I mean, depends on if its a debuff or a buff tho. Seperate buffs do stack additively, but debuffs are multiplied.

    Iron Will is a bit of an odd ball out, as it's not a debuff or buff to your sound, it's a change to your sound range. It's more similar to Terror Radius affecting perks and addons(Dead Rabbit, Distressing, Monitor&Abuse) than it is action affecting perks(anything involving actually pressing a button)

  • Yes, it is, because otherwise survivors could build up breakable walls in any doorway. Create godloops that you actively need to keep breaking down. By the time that survivor goes from 1 god window back to the other, the wall would have been rebuild, having 2 teammates keep building up the walls while 1 takes you for an infinite loop, with 1 person doing gens.

    Having the walls spawn in and be permanently gone for the rest of the game is the much better approach. Doesnt mean all breakable walls are equally spread though. There is a reason why bigger maps have less walls and why smaller maps have more.

  • @Altarf said:

    I don't know - this seems like it'll be a one-use a game kind of perk. Not great, unless your first chase is in shack.

    I'd personally remove the cooldown, increase the range by a little bit and make it so that it blocks dropped pallets as well, preventing them from being vaulted.

    Even if its used once in a game, it instantly turns a significant portion of the map into a deadzone, and survivors wont know untill they get hit. They wont be able to communicate it to others unless they are premades, let alone that they would need to find the totem before you can trigger it a second time.

    Being able to destroy unused pallets is extremely powerful, there is a reason there are no mechanics in the game currently that would destroy it, which is why I think having a significant cooldown, being a hex and requiring a basic attack would be worth that kind of power.

    A jungle gym where a survivor wants to tank a hit to loop the same structure 6 times more because they saved a pallet? Gone to dust.

    A survivor who can see 2 pallets in quick succession and plans on chaining them? Reduced to ashes.

    Any time you play on The Game? Party time.

    It's a kind of power that would force survivors to stop what they are doing and locate the totem before you can trigger it's effect multiple times. Just like Devour. Except instead of 2 unhooks that the killer needs to get, they have 80 seconds to both locate it and cleanse it. Precious seconds where no one is working on gens and the game is completely under your control untill that totem is cleansed.

  • @Product said:

    Have it just destroy dropped pallets and then block undropped pallets in a 16 meter range, and remove the cooldown.

    that would be too OP tho

  • @Crowman said:

    The only change Blood Favour needs is to remove the cooldown. There's no reason it needs it since it's already a hex and even as a hex blocking nearby pallets for a short time isn't that strong since survivors can just run away with the speed boost from being hit.

    It would at least make it useful against pallet saves if you down a survivor under a pallet.

    Thing is, you can already instaswing after grabbing a survivor under a pallet to avoid a pallet save(you do need to be off-center and aim to the nearest exit, sure, but it still works).

    Since survivors get a 6.0 m/s speed after a hit for 2 seconds, that means that a survivor could have moved 12 meters before the killer is done with his hit animation, since they want to be as far as possible from the killer, that means they will probably be further than 16 meters away from the point of impact by the time the killer catches up again. Let alone that they can also instadrop a pallet the moment they are hit, still dropping the pallet that would otherwise have been standing up.

    Even with the cooldown removed, it's not really worth calling it a hex perk when there is a hex perk that blocks windows when you have loud vaults, when you have a hex perk that literally gives you an instadown on any survivor for 60 seconds with a basic attack, when there is a hex perk that gives you aura reading on every single survivor for 10 seconds regardless which hex perk they cleansed.

    In fact, you could double the current cooldown, make it a normal perk and it would actually be a good perk worth a slot. But removing the cooldown doesnt make it worth a hex slot.

  • Probably due to instagram, most socials are blocked in the censorship, that includes shortened versions like insta and fb. Their censorship rules is also multilinguistic. So even though some words are not insults in english, they could still be censored due to them being insults in german, polish or french, for example.

  • Those are defined relationships, not defined sexualities.

  • I would call the reworked Game more balanced, but the pre-reworked game was more fun to play in.

    The added pallets prevent The Game to turn into a deadzone as quick as it used to, making it better for survivors overall, while reducing line of sight breakers to be better overall for killers in general compared to the old one.

    But they could have done a much better job by adding an interactive lever that raises up vault locations if survivors activate it(normal gate times if survivors open it(20 seconds)) and lowers those same vault locations if the killer deactivates it(normal gate times if the killer opens it(0.75 seconds, 20-30 second block on the lever before survivors can interact with it again as it would take 20 seconds to reactivate the lever and during those 50 seconds the map would essentially be a deadzone).

    It would change the map from safezone that deteriorates into a deadzone depending on survivors dropping pallets(which is why people dislike the map so much, it's either too safe because survivors never drop pallets early, or too dangerous because too many pallets have been dropped early on), into a map that can constantly change which side is in charge based on an interactive mechanic.

  • Not that I dont play spirit, I just rarely do.

    Most Spirit mains I encounter complain that Spirit is one of the 3 viable killers in red rank. Which is simply false. As @TheClownIsKing can attest, even though Clown was arguably a bit weak and needed some changes, he was still viable in red ranks. Which just gives 1 of 2 arguments to why those players are saying Spirit is the only viable killer:

    1. they are extremely unlucky in their matchmaking
    2. they were boosted into red ranks through Spirit alone, never had the chance to learn any significant killer decision making along the way and are complaining that killers are too weak and too hard when in actuality it's Spirit being too powerful and too easy.

    Competitively seen, sure, Spirit is one of 3 killers that can hold their own well enough to catch survivors quick enough to get more than 1 kill. But red rank viable isnt competitive viable.

    The devs just need to offer the competitive scene tools to select very specific maps that will always be the same(to remove structural RNG, no jungle gyms linking up with killer shack for example), where they can add or remove pallets to certain locations, where they can rotate structures. Where they can limit the use of specific perks, items and addons. That way the competitive scene can deal with balancing the competitive scene, while the devs can keep focus on the standard game.

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