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  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018859#Comment_2018859

    So what you're saying is, instead of the killer spawning around the survivors, the survivors are being spawned around the killers. It seems like the problem never left, they just flipped it if that was the case.

    You could just be wrong and it can be a bug. Possibility no? I mean to hear it from start means that on the off chance the killer is already moving means nobody should play survivor right now if they're loading in like 10 or 15 seconds after killer 🤣 I doubt this is it really. I think they just fecked things up again. But you're free to opinion.

    No, what I am saying is that before, people were spawned in based on how quick they loaded in, regardless of the situation. Meaning that it was possible for a survivor to load in first, be placed in a location where there is no terror radius, and then for the killer to be spawned in the same location. AKA there was 0 spawn rules for the killer, and the survivor spawnrules relied on the terror radius. Meaning it was possible for survivors to spawn in first, even if the killer was hosting and SHOULD spawn in first.


    Now, the killer is spawned in first, regardless of how quick you load in, then survivors are sprinkled over spawn locations that are outside your 32 meter radius. Which is also why survivors spawn together a lot nowadays, while back in the day it was quite common to spawn alone. Simply because the killer spawning first can block up to 70% of spawn locations. The killer now has the spawnrule of being spawned in first and survivors are spawned in 32 meters away, regardless of the terror radius.

    The problem isnt flipped at all. The rules have been changed entirely.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018776#Comment_2018776

    Completely false.

    Even if all Survivors are Solo, if they actually understand the game, they can and will win most of their games.

    A 60% Kill Rate is still a 2K. Most 2K's will cause the Killer to de-pip or maybe Brutal.

    The bigger issue is that those stats (other than the pick rates) are totally unusable. Way too many variables to account for: what ranks were the Survivors? How many hooks did the Killer get? What map did they get? How was the RNG? ect ect.

    Just because most Survivors in Red Ranks are boosted doesn't mean that actual Red Ranked Survivors aren't capable of beating the ######### out of Killers.

    Nope, 4 solo survivors on average do not stand a change against an average killer. If the killer actually understands the game and plays against 4 solo survivors who actually understand the game, the game is killer sided. Information shared between survivors is what makes survivors stronger. For survivors to perform equally to an SWF, they have to understand exactly who is doing what. 2 people running towards 1 unhook is wasted time already, let alone 2 solo survivors thinking they are the only one going for the unhook.

    As for 60%, that means at least a 2k. And no, 2k's do not depip the killer unless the killer has been wasting his time on 1 survivor.

    "Just because most Survivors in Red Ranks are boosted doesn't mean that actual Red Ranked Survivors aren't capable of beating the [BAD WORD] out of Killers."

    Yes, but those killers that get beaten the crap out of themselves are boosted killers themselves. Boosting goes 2 ways. Its extremely easy as a killer to reach red ranks, the average red rank survivor earns their red rank spot more than the average red rank killer, as double pipping as survivor post rank 9 is getting harder with each game, and depipping because you're killed early on is quite common, while killers have quite a constant pip gain post rank 9.

    So if you get your ass whooped by 4 solo survivors, perhaps you're the boosted one.

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018807#Comment_2018807

    He was using king and queen, Huntress Lullaby, Discordance, BBQ and Pop.

    Second possibility: Internet issues. The killer having a much faster connection, meaning he/she loaded in before your teammate fully loaded in, meaning the killer had control of the character before your friend even started the introductionary animation and happened to move towards your friend.

    I highly doubt the spawnrules have been impacted as they have been pretty hard coded into the game. Back in the day, the terror radius issue existed because it was possible for survivors to spawn in before the killer did while survivor spawns were based on terror radius. Meaning you could spawn next to killers like Myers with Monitor(before he became undetectable). If there was no killer spawned in yet, a survivor could be placed in first with the killer being placed in right after.

    Right now, I do believe they coded it in a way where the killer always gets placed first and survivors do not spawn untill after the killer has been placed in, which is why loading times of matches are slightly longer than before. Let alone that survivors are now spawned based on where the killer is placed, rather than the terror radius(I mean, old Doctor on The Game with Distressing and Calm Addons literally meant you would only be spawned in the corner of the map if he loaded in first).

    So for there to be a terror radius on load, one of 2 things must be true: 1, the killer was able to move around, 2, the killer used terror radius increasing perks and/or addons.

  • @RhysTheDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018644#Comment_2018644

    They make enough money with all their monetization and popularity, i bet the corporate suits are just trying to milk it for safe easy short term profits than seeing dead by daylight as any sustainable franchise

    I mean, its been alive for nearly 5 full years. The average playerbase has increased and the average players buying cosmetics also increased. Its definitely sustainable long term, which is why they dedicated so much time into revamping the graphics(which people complained about for years, and now that they finally do it, you have people claiming the graphics never mattered). It's not just the fault of the devs. It's the majority of players not being able to make up their minds.

    All we need is a majority of players begging for a recoding of the game for the devs to start prioritizing that. Right now people complain about nitty gritty details that dont mean ######### unless the game's code is structurally sound.

  • @PodgeNotRodge said:

    So yeah people, it's back. Played against a Doctor on Sanctum of Wrath and one my teammates spawned in his terror radius. Within 15 seconds of game start he was being chased. So gg devs. A problem from years ago has come back. To make matters worse, I try rescuing a hooked survivor and right in front of them, it kept trying to snap out of it. Great fuckn design.

    I will be putting this in as a bug report too, let's see if this one gets noticed. Cause my last bug report didnt get a confirmation. But I hope this will be heeded and ye get your shite together

    This is not an issue. You spawn at least 32 meters away from a killer. Doctor using Calm Addons and Distressing easily allow you to spawn inside his radius. Same applies to Huntress, its possible to spawn inside her humming range, but never within 32 meters.

    This actually means that if you use Distressing on Doctor, Whispers on lower tiers could have more value as it confirms more people inside your radius and it could activate the moment you spawn in, where Whispers t3 never would activate.

  • @GrimReaperJr1232 said:

    No.

    We have a killer who can be in two places at once. You remember what happens? Mass camping... let's not repeat Twins

    I mean, only baby twins camp like that. Let alone that an easy fix would be to slightly increase the cooldown before you can move again.


    Not that legion is actually that unfun to play. People who think Legion is unfun are playing him with the same mindset that they play Spirit with.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/234212/killers-stop-expecting-a-4k

    You have shown a clear bias and a lack of understanding of even the most basic tenants of the game. Yes, at Rank 20, the game IS Killer-sided. At higher Ranks (or high MMR) it is most decidedly NOT.

    Killers, like myself, do not want to be handed a 4K every match. We want to feel like we are ABLE to get a 4K if we play well enough. As it stands, if the Survivors play perfect and the Killer plays perfect, the Killer will almost always lose.

    The issue is that most Red Rank Survivors belong is Green Ranks or lower. The pip system for Survivor is hilariously easy to "win" with and couple that with SWF, and you have a ton of players in Red Ranks that do not belong there.

    Killers, however, have very little to carry them to Red Ranks. Sure, you could argue that Spirit or Freddy will carry you, but that will only get you so far. Even bad to mediocre Survivors can win against a bad Killer at those Ranks. You have to be at least semi-competent to be in Red Ranks as a Killer.

    This creates a strange dichotomy where some matches will be incredibly easy, and others will be impossible. Hopefully, MMR will solve this issue, but I'm not so hopeful after the last disaster with MMR.

    Point is, take a perfect Survivor squad and a perfect Killer (say a Legion). The Killer will lose, despite not making any mistakes. If you need further examples, I'd be happy to link you stuff with Marth and his SWF.

    I mean, there should be games where even if you try your absolute best, you shouldnt be able to get a 3k. Just as there are survivor games where even if you try your absolute best, there wont be a 3 escape. That simply should be part of the game.

    As for higher ranks leaning towards survivors, no, definitely not. The game doesnt start leaning towards survivors unless you play on tournament levels or against a team of survivors that simply have much more gameknowledge than you or as a team have equal gameknowledge as you.

    Fundamentally, the game is survivor sided. Practically, it's killer sided. All the statistics show that killers win in the vast majority of games. All RED RANK killers have an average kill rate of over 60%, and that being the low end(excluding Nurse, since Nurse has the hardest learning curve, making her drag down the kill rate). The average killrate(again, excluding Nurse) along all killers is 70%. That means the average killrate per game is essentially a 3k. If the game was practically survivor sided, the average escape rate would lean towards 3 escapes. Yet it does not. The average escape rate barely exceeds 1 and that is thanks to the hatch. Remove the hatch, and that average escape rate will drop below 1.

    Yet there are killers still demanding the hatch to be gone, without realizing what that should mean to the game in general. For the hatch to be removed, survivors need higher natural escape rates against all killers.

    Only at a tournament level is the game survivor sided, and even then it requires comms to actually be survivor sided.

  • @Dizzy1096 said:

    I'm curious now, what was the reaction when the halloween dlc dropped and Myers could instakill? was it outrage? or was DS so unbalanced it drowned it all out lol

    I mean, back then you could stalk multiple survivors at once and the requirement of reaching t3 with both addons wasnt as hard. Instakill Myers was literally a god toying with subjects in the early days.

    DS wasnt actually that bad as you could use Enduring to counteract it and not using the skillcheck actually disabled the perk also. So as the obsession, you were literally forced to use DS the first time you were grabbed. DS was mainly to counter Iron Grasp and Agitation being too powerful, while Iron Grasp and Agitation was used because Saboteur was too powerful. And Saboteur was used because Wraith could freely camp with no punishment, Trapper could trap the hook with no punishment and Billy could also camp with no punishment.

    Besides, instakill Myers and DS wasnt even the worst thing about the halloween chapter. Dying Light was.

  • @Venzhas said:

    I mean, crossplay on, i saw a lot of PC - i believe since the consoles are very restrictive about usernames - with a lot a rude words or sexual content in their names. Just why ? Theres no filters about it ? Its kind of childish

    I mean, why not? It is a game meant for adults, as a social species, we evolved a lot around the importance of sex(even religions, I mean, why denounce sex publically when they encourage having as many children as financially possible?). So why hide one of our perverted sides in a game that is all about using one of our perverted sides?

    Contextually seen, there isnt much difference between BDSM and DBD. Both include people torturing and people being tortured, with the intention of pleasure.

    I mean, I rather complain about a name in DBD that's all about rainbows, sunshine and unicorn farts, than any "adult" name.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017261#Comment_2017261

    The problem with this though, is that often it is not in the killers control. Survivors killing themselves on hook, or letting their teammates die on the hook. Once you hook a survivor, you can't unhook them, you rely on the other survivors to actually do something.

    I mean, if the killer is terrible and survivors are able to escape within 2 minutes, they also depip. So fair is fair, if you rush the game for no reason other than rushing it, you get a depip.

    The devs intent for killers to toy around with survivors, and they intent for survivors to distract the killer as much as possible. Perhaps instead of dead hooking, you could have slugged them to keep the upperhand while trying out something new. A lot of people complain that this is essentially "giving players a chance on a comeback", but to me, that is a bullshit reason. Do you not want a challenge? Do you want wins to be handed to you? If you want to challenge yourself as a killer, you want to make the match last as long as possible for a chance to be challenged. You could always kill 1 survivor early and turn it into a 1v3 if they are getting too much control of the game.

    If you dont care for being challenged, then simply eat the depip and stop complaining. Because if you dont care about challenge in the game, why care about the pip system? Rank doesnt display skill anyway. Might aswell sweep lobbies with rank 20 survivors as you dont care for a challenge.

  • @[Deleted User] said:

    Slinger and Spirit are a lot of fun.

    Plus you can make whiny survivor mains mad so I mean that is always bonus points.

    Eh, both suck cus of lack of counterplay, even when I play killer I keep my distance from Spirit and Deathslinger because they guarantee me a 4k because survivors dont have enough resources to counter them.

    They might be fun at first, but they become extremely boring over time. Especially if you run perks that compliment their already powerful basekit.

  • @DemoHarrington said:

    https://forum.deadbydaylight.com/en/discussion/234489/spirit-legion-or-deathslinger

    Legion for fun , its fun stabbing people and his perks arent that bad . And kinda intermediate to master and once u get used to him u get better and loads of kills matches i guess

    spirit however if u want a strong killer then there she is . She is also kinda hard to master but once u did i think u become unstoppable with her,

    deathslinger is like a ranged killer , if the survivor runs fast with perks and runs really far then his gun is great i guess . He is like huntress except u just drag survivors and hit them .

    id say legion

    Spirit hard to master? She's faster than Legion, can still see scratchmarks and can down people with her speed. The hardest part about Spirit is learning to listen, which is already a skill you need to hone as a killer.

  • I mean, my only disrespect towards console players is because in 95% of the games that I am matched with or against a console survivor, they crouch everywhere. And if you think that's bad, half of the time they dont even have urban evasion.


    I never shame console players for a lack of skill, whether that be due to console limitations or just a lack of practice, I shame console players who sandbag all game.

  • I mean, bugs will always be introduced in new patches, that is just the issue of having old code not being replaced. They are slowly working on that, but it might be worth simply remaking the entire game first. In fact, if they remake the game from scratch but keep the visual assets, they might actually be able to recode the game in 6 months. This would remove many bugs, make it a LOT easier to adjust some values that they cant right now. The biggest reason they go in killer by killer basis rather than quickly adjusting some values is because of the spaghetti coding. Turning Vigo's Salty Lips from 3% each to 4% each might lead to noed's movementspeed going from 4% to 40%.

    However, they can never recode the game, because people want the current game to be fully fixed. The current game can never be fully fixed. Even if you give them 4 years time to sort everything out, the core of the game wasnt meant to contain this many perks and characters. The fact that we only encounter 1 or 2 actual gamebreaking bugs per PTB is a miracle. The more and more killers are added on top of the current mess, the more and more likely they are going to be bugged and broken.


    Essentially, after they finished The Realm Beyond, they should start recoding the game and not release that code into the current game. No patches of that code entering the current game either. Simply waiting untill its fully done, then fully overwrite the old game with the new game. It is the only way for this game to continue growing without breaking more and more with every patch.

    Yet the biggest reason they wont, is because that project would cost a lot of hours and money, let alone that it can be mindnumbing. However, I fully believe that it would be worth it in the end. So many players would return if at least 90% of the code is stable throughout the game.

  • Survivors having map offerings isnt the issue, survivors having 1 map offering being equal in value as 1 killer map offering is.

    I mean, otherwise the argument could be made that killers who build around specific maps also shouldnt be able to use map offerings either. Let alone that survivors have no clue what killer they are facing. Some perks might be extremely powerful against one killer, but are an intense weakness to another to the point where running 3 perks would have been better. An easy example would be No Mither, it's actually relatively good against a Plague as it reduces your noise quite a bit, but against most other killers, not having any perk in that perk slot would be better.

    As for offerings, I mean, we've had 5 years of mori's not being announced causing survivors wanting to alt f4 constantly, causing disconnects to be common enough for people to demand a penalty. So map offerings inducing disconnects is not a fair argument anymore, regardless of how annoying it could be.

    As for the remaining powers, comms is pretty much the only thing making survivors powerful.


    So yes, the current state of map offerings should be addressed. Survivors should at LEAST be required to use 3 map offerings to cancel out 1 killer map offering. Just as current players are required to use 4 identical map offerings to counter 1 Sacrificial Ward. Just combine the Sacrificial Ward code with killer map offerings, and the whole issue is fixed.

  • @fogdonkey said:

    I think if MMR is properly implemented, not every killer needs to be strong.

    Depending on the killer and the player skill matchmaking could work something like this:

    strong killer + good player = good survivors

    strong killer + bad player = medium survivors

    weak killer + good player = medium survivors

    weak killer + bad player = bad survivors

    Yes, it could mean that most often the best survivors would never face the weakest killers and the worst survivors would never face the strongest killers.

    What do you think?

    The better MMR would be giving survivors MMR based on killers they face, essentially giving survivors 23 different elo's.

  • @Anara said:

    Im so sad they prefer making new content with old content instead of doing both...

    They could have do the graphical update in mid chapters and new maps at killers releases....

    It would have take more time, but i dont think they really understand that we are exhausted of the same maps again and again, in June it will be one year without new map.

    They literally mentioned that during the Realm Beyond update they would not release new maps. They can always add maps afterwards. There are a lot of old maps that have been outdated for years. It's gonna suck that there will be no new maps, but at least all the bullshit from old maps would be gone.

  • "12 seconds" per gen*

    Works for 3 people if you hook the obsession. Seems like your issue with the perk is that you actually ignore the obsession. Nowhere in the perk does it state that you should ignore the obsession.

    "unless you are chasing the obsession and the rest is doing their stuff... at which point you are probably going to loose." How? 3 survivors who are slowed down and the only survivor who isnt is about to be hooked. How are you losing in this scenario? Perhaps when you have 0 stacks. Which is arguably the only time you should actively ignore the obsession.

    "No, it is because you stack effects from both perks... and its still more of a memish build because you don't want to run dying light on anti healing build..." Thana isnt anti-healing tho. Thana is pro-healing. Dying Light is the anti-healing perk here. Forcing the obsession to be the only one who actually can heal others, meaning the only way to powerheal is to heal together with the obsession. That means 3 survivors are not doing gens. 3 survivors not doing gens simply means you're chasing with free gen pressure, especially when everyone is injured. That's essentially 35 seconds of you not having to care on gens while you simply gain another Dying Light stack, then hit and run again. It's pretty much the exact same reason why T1 Myers is powerful. You play differently to what survivors are used to.

    "It's like 15 additional seconds per gen... its sligthly more than a minute if you are at five gens... at 6 hooks, pop will give you 2 times as much, while allowing you to protect important gens. It's just pathethic that in the middle of the match it is and effect of half of pop, if there are 5 gens." I've had many cases where Pop didnt help me as much since survivors can pretend to care about a specific gen, besides, you're assuming generators never regress. Essentially, it's a reverse Ruin. Regression rates hurt much more because gen progression takes longer. Those 25 seconds per gen(I did mention Thana) means you need to fix 120% of a normal gen

    "iM DONE WITH YOU, SUCH HERECY CANNOT GO UNPUNISHED" Then bring an actual argument that holds value. No Mither only sucks because it starts you out injured from the beginning. Self care sucks in 99% of the cases. Which is why Self care compares better to Dying Light.

    "Not only you are saying that no mither is a decent perk, but you also are saying that self care can turn lost game into a win... like what? To use self care you need a time of half of a gen, while being way more vurnerable. Like, yeah, it will work if you are the only person standing and everyone else is hooked... the problem is still... unless you started selfcaring way earlier, in which case perks that could help you preventing others getting down would be much better... and still, why would you run selfcare instead of using a medkit."

    So basically: there is 1 person on a hook, no survivors are nearby and you have Borrowed Time. There is not enough time to look for teammates, there is not enough time to look for a chest and hope for a medkit. Selfcare can turn a lost game into a win.

    And yes, No Mither is a decent perk. Good killers focus more on blood than scratchmarks because blood doesnt lie. Secondary, good killers focus more on injured noises than scratchmarks too. With No Mither, all they really have is scratchmarks. Add a perk that removes scratchmarks and you can literally vanish. Yes, No Mither is a decent perk. Is it meta? No, obviously not. But it is heavily underrated for what it can do. Let alone that you can dedicate perks that work around the injured state too. Thinking No Mither is trash, to me, is admitting you're simply not good enough to use it in your favor, especially now that Fixated got buffed. You can literally blind a killer and walk away, and from the killer's perspective, you disappear. Dont even get me started on how well it works on Ace. And as for why not use a medkit, why not both? Selfcare does increase the length you can use a medkit for and guarantees you can heal yourself regardless of your teammates. Best of both worlds. Selfcare is more like Unbreakable than it is like Borrowed Time. Borrowed Time is generally more practical, while Unbreakable barely gets used. Selfcare has the issue where it can be used whenever, making it seem very weak. But Selfcare should be used like Unbreakable. How often do you find yourself in a situation where Selfcare could have been the solution? Not that often, sure, but still often enough to be worth running it.

    "And no mither? For what? The only thing that will help you from it is to slap also iron will and now stridor has no effect on you... but quess what, it wouldn't have anyway if you were healthy." If you're slugged, your sounds are also softer. And yes, at first that would be true, which is why *the only bad thing* is that you start out injured. After the first hit from the killer, how often do you NOT get healed by a teammate, how often do you need to heal yourself up with a medkit? No Mither has that downside at the start of the match compared to being healthy, but over the course of the match, that healthy bonus isnt going to last as long as you assume it would. You're thinking theoretical situations where everyone gets healed up as soon as they lose the killer. That is practically not common tho.

    "Like c'mon you are sounding like the legendary selfcaring nancy, who already is doing totems or the "doing gens and you" survivor from noob3..."

    Oh really? I did research into perks because I got bored running meta perks. I looked at the practical effects of perks, rather than the theoretical ones. And guess what? My winrate increased. Because not only are most perks good enough to be ran at high tier red rank games, most players have no clue how to actually counter it. Thinking an effect is weak because it requires a different playstyle is a key give-away that you actually have no clue why a perk doesnt get buffed or nerfed. If they are going to buff Dying Light to a point where both stacks are being kept and the obsession no longer has a healing bonus, I will have a 100% winrate.

  • @koopazepam said:

    So you buff solo players and then what? The killers still have to deal with the enormous bullcrap that is SWF with voice comms. Why do thousands of you continue to be this dishonest? I have over 2K hours in this game. After I hit the 2K hour mark I finally started playing SWF with 2 people. We use voice comms all the time now, we don't try at all to play NAVY SEAL squad and we tear most killer apart by just giving away his position throughout the whole match. Poor killer, I know how that feels. More than half my games as killer are that game that I do now. It's obvious when people are telling each other where the killer is. If you losers think that is is fair then you are people lacking in ethics. SWF groups should get penalized some. Unless you sweet angels are going to claim that it does nothing for you to use voice comms other than get giggles with your friends......oh wait, of course you are.

    Im assuming this is towards me, but in short: when solo survivor gain a way of communicating without comms, you can balance killers to deal with comms. I have 2k hours too.

    And yes, that is fair. You can do the same by using perks and then emote. Most killers can deal with that #########. Trapper, Myers and Piggy are the only 3 killers who cannot do ######### about constant call outs. So saying "If you losers think that is is fair then you are people lacking in ethics." simply shows you lack hours as killer or as survivor. High tier killers can deal with comms, low tier killers cannot. I face more 4 man squads than I face full solo squads, my average end result is a win. We have 2 situations here, right? 1: the survivors are constantly giving my location(you need multiple to constantly give out a location), meaning they arent working on gen. Bloodlust easily counters that as 1 survivor cannot finish gens fast enough on his own. 2: a survivor pair is running me, this would be noticable by an inconsistent play by the other survivor who would only react perfectly when I am out in the open, requiring me to identify the couple and leave them alone and go for the weak link. There is not a single match without a weak link.

    "So you buff solo players and then what?" Did you read the original at all? I said very clearly: buff killers accordingly.


    "SWF groups should get penalized some." Then killers should get penalized if they face solo survivors.

  • Thing is, even with friends, most killers can deal with it because most friend groups wouldnt play sweaty together. So penalizing them means you should penalize killers when they face solo survivors. Yet penalizing killers when they face solo survivors also is kinda scummy.

    You shouldnt penalize people who can possibly play well. You should buff solo survivor(perhaps kindred basekit) to a point where there wont be too much of a difference between SWF and solo survivors. Then buff killers accordingly.

  • @Ivaldi said:

    I know people love the killer, but personally I just don't get it. Nothing screams scary about it.

    You're talking like Myers and Ghostface look scary. Myers and Ghostface are scary because of what they do to people. This killer fits that definition of scary perfectly.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1975716#Comment_1975716

    You shouldn't assume anything about my stance unless I actually say it. It makes discourse legitimately impossible.

    Agan on pop

    Hooking a survivor isn't a downside. So why mention you need to do it? You also need to do it for Dying Light.

    I've never once had to decide between a chase happening or kicking a gen. It takes no time whatsoever to kick the gen. Meanwhile, I gain vastly MORE time from my kick than I lost. This is ultimately why POP is a top-tier perk.

    You don't lose value if it's below 25%. Sure, you technically do but this isn't a downside. it would be nice to always have the gen be at exactly 25% but that isn't the case. When the gen is at 15-25% it is not only very satisfying to INSTANTLY shoot it back down to zero it also hurts the survivors morale and sometimes makes them unsure of what their next moves should be. If even a solo survivor worked the gen to say 20% progress and you POP it. You just removed 16 seconds of their work in the time it took you to kick the gen.

    As for Sloppy again. If being injured was such an advantage to survivors you would see No Mither squads. You don't. Being injured is not a benefit.

    I don't feel like re reading the entire topic so I may have already said this or you answered. Are you trying to say Dying Light is actually superior to.....POP.....?🤔

    I made the assumption based on the arguments you brought. Which is a fair assesment.

    And yes, hooking a survivor is a downside as it is a requirement for activation, the reason why I didnt add it on dying light, is because my point was that the only thing dying light needed to change was to keep stacks when the obsession dies as that downside makes the perk terrible.

    And that completely depends on the survivors. If they are top tier survivors, no, you wont save time at all as any distance made increases the chase exponentially. Which was your argument against Dying Light anyway, right?

    "If being injured was such an advantage to survivors you would see No Mither squads. You don't."

    Starting off injured and being injured are 2 seperate things. If we're going to be exact, everyone starts out healthy, then gets injured and wont heal untill they are on dead hook. So yes, being injured brings a massive advantage during the match to a point that healing isnt worth it unless you're about to be removed from the match. That doesnt mean you want to start out injured, as being healthy does have an extra advantage where No Mither doesnt really add much. The thing is that healing up isnt worth it and perks make it even less worth it(especially if the killer has access to instadowns). That is why REMAINING injured is such an advantage, because healing up takes up more time than pressuring gens. And Sloppy simply gives survivors more reasons to REMAIN injured instead of healing up.

    No, I am not arguing that Dying Light is better than Pop, I am simply saying that its a good perk, especially on hit and run killers, since it slows down the game overall. The only person capable of healing teammates is the obsession, add Sloppy and/or Thana to it and 3 survivors are going to be incapable of doing gens as they need to heal up, but they cant heal up fast enough without the obsession. As long as the obsession spends time healing their teammates, they are not working on gens. Removing the healing speed from the obsession would make this perk powerful to work on its own, sure, but the synergy it would have with Sloppy and Thana, especially on killers with access to slowdown addons and powers(Freddy, Pig, Ruin) would simply make the perk too powerful. THAT is why Dying Light needs a downside. In fact, Dying Light and Freddy's addons is the reason why Thanatophobia got nerfed of the healing debuff in the first place. Because even with the massive healing buff, it was too much slowdown where any killer could win games through the snowballing power from Dying Light.

    Essentially, my only crux with Dying Light is that you do not want to kill the obsession at all, giving 1 survivor essentially immunity. At some point, you want the obsession dead while still keeping the debuff from Dying Light. Just like you would want the obsession dead once you gain 8 stacks on STBFL.

    @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965914#Comment_1965914

    If you have such severe penalty, you already lost the game, it doesen't matter if there is dying light.

    That's the problem with it's effect. Yes, it gives you a strong snowball, but only after you are already winning the game, so you can win even harder.

    I will compare it to the devour hope, which after 3 hooks, can win you the game, even if survivors completed 4 or sometimes even all generators.

    Dying light... it starts to be effective around 6 stacks, so when already 1 person will surely die on the next hook... but only if you still have 3 generators remeining and they won't pop in a second... so... it gives you no value when match is a tie or you are losing, only when you are winning... when you don't need it's effects.

    Meanwhile it gives obsession a free botany knowledge, which in the end it makes it as good as no mither...

    Yes, but that penalty matters earlier in the game, when Dying Light hits a 12% decrease. Normally, 4 hooks dont mean #########, but in this case it could turn a won game into a lost one for survivors.

    "Yes, it gives you a strong snowball, but only after you are already winning the game, so you can win even harder."

    Nope, as long as the obsession is alive, they have a shot at winning, before that, you have 3 survivors who can still win a game but with every hook decrease their chances on winning. At about 18% with 2+ gens left is where I would agree that you already win a winning game, especially since 1 survivor is about to die anyway. However, up untill that time, Dying Light is actively slowing down healing and gen speeds for 3 survivors. Dying Light isnt a perk that is meant to work for all killers, just as Sloppy isnt meant to work for all killers. Dying Light is meant for hit and run games where survivors get injured fast but not necessarily go down, the same type of games where Thana works well at. Which is why Thana and Dying Light tend to be ran together in the first place.

    "it starts to be effective around 6 stacks" I disagree, at 6 stacks, it should turn a potential loss into a win. Before that, it does have quite an effect, not amazing, sure, which is why you use other perks and/or addons for synergy.

    "but only if you still have 3 generators remeining and they won't pop in a second" Again, disagree. If you have 2 gens left, 6 stacks will turn the game. Add in 1 more stack and you can essentially have a perma 3-gen. The only downside being that you cannot kill the obsession at this point. Which is why my argument is that the only thing that needs to change is to keep the stacks when the obsession dies. The healing buff doesnt mean ######### if there is no obession left.

    "it gives you no value when match is a tie or you are losing" This is only true assuming a tournament setting/facing sweat squad. The game does not need to be balanced around the 0.1% of players.

    "Meanwhile it gives obsession a free botany knowledge, which in the end it makes it as good as no mither" No Mither is actually a lot better than you think tho, especially if you have perks that remove scratchmarks. I'd probably compare it more tho Self-Care. Self-Care is worse than No Mither. You're not going to need Self-Care unless your team is losing, and in that scenario Self-Care can turn a loss into a win. I can think of plenty games where if I had Dying Light instead of other perks, I would be winning. Sure, Pop can be nice in most scenario's too, but Pop requires you to walk to a specific location on the map. People here are heavily underestimating the power of damage over time. New Ruin has more potential than old Ruin because old Ruin was too powerful to keep standing, meaning its over time effect would never remain longer than 1 minute. While current ruin might not be powerful enough to seek out, even though you absolutely cannot keep it standing. You can easily keep up a 4-gen with Ruin, where you cannot do so with Pop. Again, the big issue here is that you lose the stacks when killing the obsession. The healing bonus helps you out more than it does the obsession.

    Dying Light is almost perfect as it is now and fills in a niche, it does not need to be buffed by removing the healing bonus on the obsession unless you want to turn it into a hex perk. At best, the healing bonus would need a slight nerf since Thana has been nerfed.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981385#Comment_1981385

    Well it wouldn't be direction dependant anymore. Plus your aura could be being revealed for any number of reasons, unless you can see the killer too or someone just got hooked etc.

    Well, there are very few aura reads that also block the killer's aura, as the killer needs to be undetectable to fully block their aura. I cant really think of any perks where the aura reading can be done for any number of reasons where the killer is undetectable without knowing what causes it. The only good thing about it, is that you dont know where the killer would be coming from.

    I mean, lets make a small list of "any number of reasons" where your aura is revealed:

    When being healed, meaning you know the killer is within 28 meters.

    When a player is hooked, meaning you know where the killer is.

    When getting near a dull totem, which would reveal Undying anyway, so you know where it's coming from.

    When finishing a gen, which would reveal Rancor to you on an undetectable killer if you are the obsession, but you know what would trigger it.

    But right now, there is no aura reading when you are working on a gen, there is no aura reading when you walk, there is no aura reading when you hide around a corner, there is no aura reading when you do a hex totem. And that is the issue. Amanda's letter, All Seeing Blood and T1 myers all rely on you not knowing they are coming. Spinechill is similar in that, sure, but Spinechill only should alert you if they are actively looking in your direction. OoO would always activate around a cloaked wraith or a crouched pig as they permanently reveal aura's. Meaning you will know the killer is coming 16 meters before they are around your corner. You can play around Spinechill with wraith and pig, you cant play around OoO. THAT is my biggest issue with new OoO. At least old OoO was kinda useless as a solo survivor and barely was used in swf's unless they were sweat squads. New OoO is going to be common enough to a point where survivors wont need to bring DS to create an obsession.

  • I mean, it would be simply so much better if DBD started listening to the Fog Whisperers more often for balancing idea's. A lot of them end up coming to the same conclusions anyway.

    They are Fog Whisperers for a reason, right? Or are they just Fog Whisperers so they can deal out codes every once in a while?

  • @Chchchcheryl said:

    A lot of those addons will not be affected

    And more often than not addons that are affected will be used in rarity. We're really only looking at bloody glove, black incense, vanity mirror, dream pallets, dresses and the hellshire iron as being countered by new OoO, some more than others. Most matches all you'll get out of it is being exposed to the killer every 40 seconds and and seeing if they're coming to you after BBQ

    I mean, that is assuming your perk doesnt light up when the killer can see you. If that happens: on All Seeing Blood Wraith, you know he's coming, on Amanda's Letter, you know she's coming, on t1 myers, you know he's coming.

    Let alone that BBQ is actually the worst one it counters, as the aura readings arent actually that good. Nurses Calling, Retribution, Bitter Murmur, I'm All Ears, Undying and Nemesis(sure, not AS common as the others, but still decently common) are all common enough to be worth running OoO every single match. Practically destroying these perks. Undying already has been nerfed quite hard, but to give the ability to confirm the perk while also confirming the location of a dull totem is a bit too much. So its very much going to be worth running the new OoO every single match, ESPECIALLY if it lights up when the killer can read your aura.

  • @Healthore77992 said:

    Why wouldn't we mix old Freddy with new one. He could have teleport, fake pallets and aura reading (old Freddy's power). Remove blood snares and he would need to pull you in dream world in order to hit you (2-3 seconds, not 7)

    Because the issue with that is that fake pallets guarantee hits as they are fully indistinguishable, Freddy could easily teleport nearby and gain a free hit. The pulling into the dreamworld isnt enough of a downside to counter that. Unless you want to remove the passive gain, which would also be bad. The passive gain is needed to ensure Freddy gets his power activated. Otherwise you'd have the same issues with Plague before her QoL update where she barely could use her power at all, and if she would, it would be forced upon her out of control.

    I mean, I really miss the aura reading part of Freddy, but I dont think that power should be combined with his current ones. Information in this game is powerful. Knowing where all survivors are(especially if you have red paint brush) unless they do a secondary objective would give him a similar ability to Pig unless survivors dont mind to be seen. Which they should, as breaking line of sight can be one of the most powerful assest you have as a survivor.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981163#Comment_1981163

    That just sounds like loser talk making excuses why they lost.

    Fact: if you're good enough to loop the killer for 5 minutes, you're good enough to get out the exit gates. And that is what will happen most of the time. Especially at lower ranks. Sure, you will get bad games every now and then, but they are just that: bad games. You will on average do well enough to escape more often than not if you are actually significantly more skilled than your opponent. This is true even in Solo Q.

    A long arduous road to pull yourself out of Rank 20 to get to the good ranks? #########? Sounds like you just want to be carried by your team. A good survivor will naturally get out of Rank 20 just by playing and end up in Red Ranks without even trying. I depipped last week to Rank 12 because of the depip bug. I just kept playing rigght no I'm back at Red Ranks again. I'm not even trying to win it just happens, even though all I'm doing is collecting Chinese lootboxes with a junk Plunderer Appraisal Ace in the Hole build.

    I'm so sick of survivors bellyaching about how bad Solo Q is and how they're stuck with bad teammates all the time and how they can't show off ther skills because of it yada yada. Man up and grow some accountability for your performance in the game. If you are bad you will die. If you are good you will escape. Stop blaming the killer or your teammates for not being able to do well in the game.

    This isn't aimed specifically at you SocialDistomancy more at LoopeduntilDaylight actually. His complaints are exactly the problem with the survivor population of this game. Survivors refusing to take responsibility for themselves and blaming everything on everything else except themselves.

    I mean the part where you say "if you're good you escape" is blatantly false. Survivors do not have any mechanics to get fully healed up mid-chase, let alone make the killer unable to chase. The only way where being good is equal to being able to escape depends on the killer being good or bad. If the killer is bad, then you can loop the killer for 5 minutes. If the killer is good, even if you tried hard, you cant loop him or her for 5 minutes regardless of your skill.

    Being good and being able to escape do not correlate in any way, shape or form other than that being good makes you slightly more likely to escape. You can loop the killer for 20 minutes without survivors doing the last gen(remember that Noob3 game?) and never escape. Your escape relies as much on your teammates as it relies on you. If your teammates are terrible, odds are likely that you do not escape.

    "I'm so sick of survivors bellyaching about how bad Solo Q is and how they're stuck with bad teammates all the time and how they can't show off ther skills because of it yada yada."

    You might get sick of it, but that only shows you have never played solo q. Solo q survivor is a worse experience than killer. You're literally forced to use 2 perk slots for Kindred and Self-Care because you cannot rely on your teammates healing you up, nor can you rely on your teammates going for the unhook. Kindred forces them with the knowledge of what each of them are doing, giving them 0 excuses to let you go into second stage unless you're being camped and Self-Care allows you to heal up when you need it, even if it is at a terrible rate.

    That means as a solo survivor, you only have 2 perk slots left, and with 2 perk slots, there isnt much you can do. That's like killers being forced to run Agitation and Iron Grasp because hooks never respawned. Except that that issue has been fixed years ago, where as a solo survivor, that issue still exists.

    So yes, solo q is awful. It's possible to lose pips 10 games in a row because your teammates never pressured gens untill you were on the hook(because you dont get emblems for gens while out of chase, which can happen during chase, meaning you can theoretically loop a killer for 3 gens and only get points for half a generator because you were not in chase most of that time). Essentially, you cannot pip as a solo survivor unless you have touched at least half a gen or cleansed 3 totems. I am a red rank survivor and know how to play against most killers to a point where I am confident in claiming that I can loop all killers for at least 1.5 generators in the average game(roughly 40 seconds). Against some killers I am more experienced, especially killers that I mained and know the weaknesses of, other killers who dont really have a weakness in chase unless they ######### up(Nurse, Spirit, Clown, Deathslinger), I cant loop as long as they are good. However, if those killers are weaker like green ranks, I could run them for up to 8 minutes. But out of those 8 minutes, only 50 seconds or so, I am actually in what the game recognises as a chase. So 7 minutes of that chase, I do not get any lightbringer points at all, I do not get any evader points, at all, I do not get any benevolent points, at all. So even though I am skilled enough to loop a bad killer forever, the end result would give me: bronze lightbringer, iridescent unbroken, bronze benevolent and silver/gold evader considering 80% of the chase I am not really in chase. That leaves me 8-9 emblem points, which is not enough to pip.

    So yes, it is fully possible to be hard stuck at high green-low purple ranks because your teammates and/or the killer suck. I've deranked with the depip bug to rank 9(was playing customs with friends, assumed the rank lowering was a visual bug), it took me nearly 7 days of playing to get back to red ranks in solo q. It only takes me 2 days to go from rank 5 back to rank 1 solo q.

    As a comparison: As a killer, it only took me 3 days to rank up from rank 13 to rank 1 after deranking on purpose to practice new killers. Meaning that as a killer, I was at a bigger disadvantage because I was not good with the killer AND had to gain more pips and still was able to get back to rank 1 twice as fast as it took me to solo q survivor from rank 9 to rank 4. I gained twice as many pips. That is how awful solo q survivor can be and why so many survivors want the emblem system to be revisited.

    Yes, this rant is a bit longer than I expected, but if you think solo q survivor is easier than killer, you're dead wrong.

  • "And people on the hook will be sacrifeced in 30 seconds regardless if they have been hooked before. The 30 seconds are reduced by 10 seconds for every time the person has been hooked during the match (making it kill if previously hooked 3 times)"

    Contradiction here. How can a survivor be sacrificed in 30 seconds regardless of previous hooks, yet previous hooks makes them sacrifice in less than 30 seconds. If it is regardless of previous hooks, then it should be 30 seconds flat.

  • @[Deleted User] said:

    I've seen first chase Dead Hard's put the killer into a situation that is almost impossible to come back from. It's happened to many good players and big names, and it has happened to me too. Remember when you used to end your first chase, carry the survivor to the hook, they hit 35% and then you ate a DS and they got away and your game was pretty much ruined then? this is the same thing. If the survivor taps E for distance and reaches a safe pallet or window it's incredibly devastating for killer. If that pallet/window can be chained to anywhere else then the killer is done for. Everytime this happens the killer has to chase for a lot longer and 3 gens pop and survivors start work on the next before the killer has their 1st hook, or the killer has to break chase meaning as 3 gens are about done the killer still has nothing to show for it. Again this has happened to many of the best players and it has been evidenced. That 1st hook is the most important hook for the killer and in my opinion second chance perks should never be activating before the 1st hook.

    It's not as bad if you use someone who can get hits easier like Nurse, Pyramid or Spirit because they have an easier time getting a hit however with a standard M1 killer some maps don't have too many openings, its just safe tiles linked up, and you might only get 1 shot for a hit and if that chance is taken away from you it's GG.

    Survivors want people to use the low tier M1 killers but they also want their 500 second chances which just makes players not want to play these killers.

    People try to lump all killers together but I've barely complained about DS. It's BS they can work on gens with it but in a choice between a DS nerf or a DH nerf I'd take DH everyday. it's the most problematic perk in the entire game in my opinion. It also takes away the reward the killer should get from outplaying a survivor. No point in mindgames when the survivor can just tap E to correct their mistake.

    I mean, same could be said for Bamboozle on killers like Doctor or Clown who already have a strong 1v1. Except in the case for survivors, it's RNG on loops chaining, where for the killers, its not.

    Removing dead hard because it can make a chase last longer would also mean that there need to be more vanilla resources available in game to extend chases. Like it or not, Dead Hard is a skill based decision where a survivor needs to time it near perfectly for it to have full effect.

    "It also takes away the reward the killer should get from outplaying a survivor."

    Except, this is not the case, the vast majority of killers can always gain a hit on a survivor. A killer hitting a survivor is not outplaying a survivor, hits are almost always guaranteed unless the killer makes a ton of bad reads and mistakes. A killer getting early hits on survivors is the killer outplaying that survivor. In fact, let me go back to an earlier statement you made:

    "Everytime this happens the killer has to chase for a lot longer and 3 gens pop and survivors start work on the next before the killer has their 1st hook, or the killer has to break chase meaning as 3 gens are about done the killer still has nothing to show for it."

    If 3 generators pop before you can have a down, YOU'RE ALREADY TOO LATE TO BREAK CHASE. You break a chase early on, or you dedicate to the chase. If 3 full generators have popped without you having gained a down, that's at least 80 seconds of chase time(assuming survivors are genrushing) of you only getting 1 hit. Meaning you SHOULD have realized the survivor was better at being chased than you are at chasing and should have broken the chase 40+ seconds ago. The chances that all 4 survivors are good enough to loop you equally long is practically non-existant unless you're up against a tournament squad, and if you're up against a tournament squad, you basically lost anyway. You simply went for a stronger link early game and you threw your game by doing so, while the weaker links held m1 on a gen. You want the strong links on the gens while you want the weak links in the chase. Having 1 or 2 weak links dead mean you can dedicate time to stronger links. Dead Hard is not the issue here, the issue here is you refusing to admit you're not good enough to end the chase early. Your issue is that you fail to recognise a survivor using optimal paths to keep the distance as large as possible. Because yes, in that scenario, Dead Hard becomes OP. But in that same scenario, survivors not disabling any traps on trapper and still running the loops they saw trapper place traps in makes trapper OP. You're not recognizing your own mistakes and excuse that failure by blaming perks.

    Dead hard is fine. Tile RNG with 2 or more very strong loops connecting is not. The perfect map would have very strong loops surrounded by deadzones while medium loops connect up with weak loops, or at least give the killer to break strong loops pre-emptively by breaking walls.

  • @Venzhas said:

    I dont understand, whats the point of this toxicty ? Theres still people doing that just to show how much theyre strong on a game you cant fight back ? Idk

    I mean, same applies to survivors tbagging in the exit gate while running out without taking a hit. That's just done to be toxic.

    As long as toxicity comes from one side, people from the other side will have an excuse to do something similar. Creating an endless cycle of toxicity that is excused because of toxicity.


    Besides, sometimes its just for the lolz. Definitely not your lolz, but possibly the lolz of your teammates.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1980963#Comment_1980963

    Hatch was introduced to avoid a stalemate where the match doesn´t progress, because the last survivor isn´t doing gens.

    Since we have the EGC we don´t need the hatch anymore. Just trigger the EGC once there is only 1 survivor left.

    Except then there is still a problem: Gates spawn too close on a lot of maps. A survivor MUST always have a chance of escape through skill. Gates spawning too close or in a way where a killer stand on 1 spot to camp both make hatches necessary. At least then the killer is forced to close the hatch first before camping the gates.

    Sure, there still are some matches where the hatch basically spawns inbetween the gates, or worse yet, on the position where you can camp both gates at once. But then there is at least a chance that the survivor makes it to the hatch first.

    The hatch is here to stay. Otherwise the basement needs to be removed aswell(because there no longer is a need for one, right? The basement was there to ensure there were hooks on the map, but since hooks respawn within 60 seconds, there is no longer a use for it)

  • @SamRF said:

    Solos need to be buffed alongside killers then I would say to remedy this.

    First of all Kindred should be base kit, you get almost that whole perk for free when playing with comms.

    Other than that, there must be an indication every time there is a chase going on with another survivor (along with occasional ping on their location perhaps).

    Then there needs to be a global killer buff, I don't know what exactly but it could be something simple.

    They could also perhaps introduce in-game proximity based comms. It would feel realistic and fun perhaps as well as give an incentive to avoid third party comms.

    A global killer buff requires the nerfing of half the killers tho or a survivor buff, making Kindred basekit isnt going to be enough to handle a global killer buff. Its better to buff individual killers to utalize their abilities in a better way, rather than making them overall stronger.

    Most killers are fine as is, a lot of killers that are broken have a lot of map advantage, where killers who are super weak tend to have very little map advantage. If they truly want to fix this game, they need to remove all god pallets and windows, nerf freddy, spirit, nurse, huntress, deathslinger, bubba and hag, make smaller maps slightly bigger and bigger maps smaller while also giving survivors something to do while slugged. That way genspeeds wont matter because any killer can patrol gens effectively, no killer would be underpowered and you would lose or win depending on skill.

    It would also remove a lot of fun that you could have in a match, since the end result is pretty much predetermined regardless of your own input.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1978077#Comment_1978077

    ... you know swf wasen't originally in the game right?

    It was only added afterwards because of popular demand and because people started lobby dodging untill they had the same lobby as their friends.

    And while it's not as big of an issue now with how the game has changed over the years it was very much not intended in the beginning.

    Might want to do a quick fact check before calling someone daft. It does not make you look good

    You do realize survive with friends has been an option in the main menu for a long time, right? It wasnt in the game because it was disabled. No one requested it at the time, it was because it was added to the main menu that people started dodging lobbies to play with friends. Just as a means to already play with friends before they implemented it.

  • @DTJObe said:

    SFW. Specifically, SWF on comms. As someone who enjoys playing Ghostface quite a lot (especially DH Ghostface), SWF ruins the killer experience for me. Survivors know that I'm coming before I've even fully left where I was, and by the time I get where I'm going another gen has gone off behind me.

    I can deal with Brand New Parts. I can deal with the occasional multi-survivor hatch escape (as long as it's not all four). But I can't stand SWF players using 3rd party software to gain an advantage in a game that isn't balanced for that.

    So, I'll be going back to checking Steam profiles before the start of every game and lobby dodging SWF. And if the queue times get too long, then I'll just quit again.

    Because using 3rd party software that provides an in-game benefit over the opposition is the definition of cheating.

    If you cant handle people on comms, then git gud. Seriously, comms might have its benefits, but that is assuming all information is given fully accurately. When I play with friends, there is a lot of times where a killer with tinkerer catches me off-guard because a friend never said that the killer stopped chasing them. On comms, you are more likely to let your guard down as a survivor. Solo survivors never let their guards down.

    Use that to your advantage. The only people who give 100% accurate information all the time are SWF's who also do tournaments, in which case, it doesnt really matter that they are on comms, because those survivors would easily body anyone who doesnt enter the game with a tournament mindset.

    So comms arent equal to cheating. It's just you being unable to deal with comms.

  • My personal favorite soloQ build is Windows of Oppertunity, Visionary, Kindred and Open Handed. It gives you a visual representation of everything that is important:

    Gen locations, window locations, survivor locations when someone is hooked and the killer's location if he/she remains close.

    You could ask someone else to run Open Handed as well, because more range means more info.

  • @MadLordJack said:

    Yeah, there's a lot of Caucasian dudes, albiet of varying cultural backgrounds. It'd be nice to have some more variety in the boys as well 🙂

    I mean, to be fair, half of them are licensed. Felix is literally the first OG male survivor since Jeff.

  • @GeneralV said:

    Anyone who genuinely thinks that Freddy is broken does not understand Freddy at all. I could tell you how to counter him, but you will not be reading the comments here, so it doesn't really matter. But then again, why am I surprised? Survivors never want to adapt. They just cry for nerfs, nerfs, and more nerfs. 

    I mean, the only real counter is literally genrushing and going from tile to tile. That's the problem with Freddy, you cant mindgame, you can only brute force. Brute forcing isnt a counter to any specific killer, brute forcing is the counter to all killers.

    Thats like saying its easy to counter OoO just facecamp, but killers just cry for nerfs nerfs nerfs.

  • @[Deleted User] said:

    He will probably be nerfed around mid march or sooner, whenever the next update hits.

    Just hold on until then!

    His win rate is only like a little higher than spirit's, so if you can endure spirit for years you should be able to suffer through Freddy for just a few more weeks haha.

    I rather face freddies than spirits tho, at least freddy needs to rely on addons and perks to be truly disgusting.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969040#Comment_1969040

    We completely disagree on this. I don't consider that POP downside a downside. It is more than trivial to happen upon a gen to kick. It isn't inconvenient at all. As for Sloppy I don't think thats a downside either. Sure don't heal and I can like you said instadown them. Why does there being insta down killers make that a downside? it helps every killer. If they have Dead hard then they have it. I would rather have to only swing at them twice rather than 3 times.

    So, essentially, your argument is that because its not tournament viable makes it a bad perk. If we were to make all perks tournament viable, then there need to be a lot more pallets introduced into the game.

    And as for pop:

    1. you need to hook a survivor
    2. you need to ignore any nearby survivor or chase if you want the value to kick a gen
    3. that generator you kicked better has more than 25% done, otherwise you lose value.

    While dying light allows you to just do what you normally would anyway and slow down the game by doing so. The only downside being that if the obsession dies, you lose all the stacks. Which was done on purpose at the time, since, you know, obsession dying and slowing everyone down 35% would leave a sour taste, but at least in this case, it would happen gradually.

    As for Sloppy, its nice that survivors can be instadowned, sure, but a lot of experienced survivors get more value while injured. Since you can be downed in one hit, you're a bigger target for the killer than someone who cant, regardless if the healthy survivor would go down in 20 seconds and you can last 50 seconds per health state. Let alone that perks like Resilience and Spinechill are used quite commonly on people who never heal anyway. It might not feel like it doesnt have a downside, but objective comparison will show that Sloppy does have a downside.

    Especially considering we're talking sweat squads here.

  • yeah, but, yknow, not being able to use sprintburst to gain distance kinda counters that xD

  • @reeves7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969074#Comment_1969074

    https://forum.deadbydaylight.com/en/discussion/comment/1968969#Comment_1968969

    It shows you dont know how billy is now,the ptb billy is the nowadays billy. He is the 2 times nerfed billy that we have now,after the ptb he was on a good state but they nerfed him AGAIN and now we have an underperforming hillbilly that isnt fun to play due to the extremely fast overheat. His addons are crap and useless because even the double engravings cant be used due to the fast overheat. If billy needed a nerf it SHOULDNT be that big because its the only killer that have been nerfed 2 times in this game,he is the the current 2 times nerfed champion of killers

    You mean the overheat mechanic? Not really, essentially the nerf made the overheat mechanic practically useless as it was still too easy to zone. The problem with the overheat mechanic was the speed that it accumulated. Losing 5 charges per second was almost equal to losing 6.6 charges per second when it overheats. The other way to balance that was to lose 3 charges per second when its overheating(which, honestly, could work considering 2 addons of his only work when the chainsaw is overheating, and they can actually be good). The biggest issue PTB billy had was that he accumulated too many charges, and lost too little. They reduced the accumulation, perhaps not as much as they should, but Billy is in a balanced area. He is just not fun to play(which is a seperate issue, there are more killers that are balanced and not really fun to play). Essentially, this discussion from my point is whether he is balanced or not, and from your point seems to be more whether or not he is fun to play. Which, again, are different discussions.

    Thats false, Legion has been nerfed twice, Doctor had been nerfed multiple times, Myers too. Unless you mean twice in the same patch? Then sure, but I mean, the patch was dedicated to reworking Bubba and Billy so it makes sense to work on them. Essentially, out of all original killers, Billy was practically left untouched. He was balanced on release, but the game has been changed a lot. Perks have been changed a lot. Maps have been changed a lot. It simply was not up for discussion that Billy needed a rework.

    He is less fun to play, I agree. He is more clanky to use, I agree. Because of these reasons, Billy is underperforming even though he is mechanically balanced. But lets be honest, Billy has been in the spotlight for years. Even though it's sad right now, there are a lot of other killers that have not been 100% fun to play. Trapper is one of the least fun killers to play as, it's been like that for years. Pig, while sometimes fun to play, requires very specific perks and addons to be fun to play. I get that it sucks, but IMO, the focus should be more on making unfun killers more fun to play, over making old fun killers fun to play again.

  • I mean, thats mainly because the movementspeeds didnt change while the animations did. Survivors have less steps per second compared to the old animation, making it feel faster even though they are not.

    Same applies to Billy, that he feels slower when using his chainsaw, even though he is just as fast.

  • @AChaoticKiller said:

    if it's demo it could have been shred

    the only visible difference between hitting a survivor with a m1 and with a shred is that hitting with a shred will make demo unable to move his camera around. shred can also catch sprint burst as it is faster than it so i believe that this is what happened and you simply thought it was a m1.

    I have played a lot of killer since last patch and the only thing about movement i have seen is that survivors are back to being NBL players with how fast they can turn.

    Thing is tho, I look behind me against killers that have gap closers, no shreds have been used. It was pure walking. The only other explanation I could have, was if he somehow had bloodlust 2 when he hit me and only lost 1 stack instead of resetting it. I mean, either that or sprintburst and on-hit haste no longer stacking, because if it was only 1 bonus instead of 2, it should have been 10 seconds, but the distance I gained was massive enough to be around 20 meters. As I said, there is some discrepancy going on here and I dont know which one.

    I mean, it could have been a hacker only slightly boosting his own movementspeed, I guess. But if you're hacking anyway, why only slightly boost movementspeeds?

  • @hatchking said:

    you sure they didn't have stbfl

    100%, his perks were ruin, bbq, thana and endurance.

  • @MabusHades said:

    Ok but it was 3 people with 2 generators forever when our random escaped at a spot we checked definitely a few times or more once hit 2 gens. Its like it randomly spawned after a good bit of searching I'd say 10 15 minutes. And yeah been casual player for long time but I've never felt need to look up stuff just figured most of it out on my own. Guess never went as hard going for hatch escapes until those challenges from recent rift.

    Well, if you have recorded that game, you should look back. That survivor probably finished a generator before escaping. I've been playing since 2016 and hatch rules have always been:

    1 survivor remaining, hatch always spawns. Also opens instantly.

    2 survivors remaining, you need to finish 3 generators for the hatch to spawn in.

    3 survivors remaining, you need to finish 4 generators for the hatch to spawn in.(this is also the one rule that makes the key overpowered)

    4 survivors remaining, you need to finish 5 generators for the hatch to spawn in.

    If it took you 10-15 minutes for it to spawn randomly, odds are likely that the remaining survivor has been doing a generator alone during that 15 minute timegap, causing the hatch to actually spawn, or your teammate died, causing the hatch to spawn. It would actually be a (gamebreaking) glitch if the hatch spawned at 2 generators left with more than 2 survivors alive.

  • @hagling said:

    coming from a queer person, representation matters and hiding behind the excuse that everyone should get to decide for themselves has been at odds with the canon for awhile. frank x julie? confirmed. wraith x nurse? strongly implied. david has an ex girlfriend, felix has a current girlfriend and an unborn child he wants to get back to. ace has multiple references to being a skeevy 'ladies man'.

    as is, ONLY heterosexuality exists in dbd. the incoming LGBTQ+ representation doesn't take away your headcanons any more than the current canon sexualities do. imagine whatever you like, but it'd mean a bunch and make a lot of people really happy to have concrete evidence BHVR isn't all talk when it comes to supporting us and to see ourselves reflected in characters we know and love. especially in a gaming community not well known for being welcoming and open-minded.

    Oh, so you mean the way that the norm is that people assume you are straight because the majority of people are straight?

    No, there is 1 confirmed heterosexual, that being Ace. The rest(like, what, 5 people out of the 49 remaining characters?) are maybe heterosexual relationships, but they are not necessarily straight. All that has been shown is that out of 50 characters, 1 is heterosexual and 5 have engaged in a heterosexual relationship. Not even including the fact that the lore only represents only a few months before the characters were dragged into the fog.

    Considering the lore is mainly about the daily lives before entering the fog, there is plenty of room.


    As for gaming communitys being welcoming and open-minded, well, dead by daylight is quite open-minded. It literally leaves room for a lot of things. The lack of information given to characters on purpose is pretty much the definition of an open-minded lore. Unless you're talking about "blackface" bubba, in which case you need to get out, because that's racist. Removing Claudette from Bubba's inventory because she is black is like saying Bubba doesnt think Claudette's face is worth wearing because she is black. Bubba is not a racist murderer, he wears the faces of his victims equally.

  • @entitysbreakfast said:

    @ me. The new update essentially brought us back to square one before 4.5.0 because most of you are so friggin whiny. I actually enjoyed some of the new animations and didn't want anymore twitchy, unnatural survivor movement to drop frames and screw hits that should land. I'm not talking about Dsync that was awful. But now I don't even feel a difference with the movement at all. You might as well uproot and remove all the other things. I was hoping this would force survivors to learn how to use pallets and loop rather than going stealth the entire game, or being so upset that they got caught within the first minute of the game just so they can DC on hook. BHVR can't even even make a change let alone go in a direction they want because this forum can't accept change without providing good feedback. Like we can't keep the animations and have to sacrifice them for better turning transition? If that's the case then screw 360's, they're not natural. Killer was enjoyable but now we're back to instant killer queues and long survivor queues. 2 steps forward, 5 steps back. This is incredible.

    I mean, if we're talking natural, then killers shouldnt be able to hit or grab survivors who are halfway across a pallet, killers shouldnt be able to hook survivors with a full wiggle bar, killers shouldnt be able to appear on the wrong side of a pallet when they get stunned, killers shouldnt be able to remain uninjured.

    360's have been a thing since the beginning and always should remain in the game. Removing them is like removing any turning as a killer while using an m1. If survs cannot possibly dodge an up close m1 through a 360, then why allow survivors to move at all when they are up close?

  • @RepostRiposte said:

    https://forum.deadbydaylight.com/en/discussion/comment/1969057#Comment_1969057

    Funny that you say that because that's my point:

    They removed Billy's good addons. He now is always relegated to certain tiles, curve Billy is a thing of the past when you're not up against a sack of potatoes.

    Don't get me wrong, Billy is still a decent killer but my point stands that he simply isn't fun anymore.

    I mean, I agree that some of his addons need to be more fun, but I am also certain that a lot of addons are currently ignored by players because they dont seem fun, even though there is going to be a build that will absolutely make some of those addons OP.

    Remember Renjiro's Bloody Glove being the hilariously terrible addon that no one used, untill Monto came in, looked at it in a different aspect and came up with a build that made it absolutely godlike?

    I used to be a survivor main, there are a lot of addons I use that pure killer mains think are trash, because they never played survivor, they have no clue how much power those addons could have. I play killer much more often now due to queue times, but there are still a lot of addons that I dont think are weak, they either lack a single perk, or a single effect that seperates it from being decent to being godlike. Take Myer's movementspeed increase while stalking. The only issue I have is that its not really useful due to it applying flatly onto both speeds. However, his movementspeed when stalking normally(without seeing any survivor) makes him almost as fast as Windstorm Wraith without needing to uncloak. Add in PWYF and you can reach near Spirit levels of speed. I prefer Jewelry Box over Boyfriend's Memo on closed maps, because the movementspeed increase is much better than that slight increase in lunge. The only alteration I would have there, is adding a tremendous MS increase to stalking normal survivors on both addons.

    Addons needing slight alteration to make a killer fun again and having a balanced killer are 2 seperate issues.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1968261#Comment_1968261

    I agree with most of what you say. I don't blame survivors for gen rushing or abusing DS. They're just using the tools and strategies that the devs have provided them to use. If I or anyone else thinks that gens go by too fast, they should take the issue up with the devs and not the survivors.

    Yes, getting hard tunneled from the start of the match while 5 gens are up sucks for the survivor. I agree that some things should be changed in order to make the game more fun and less miserable, especially for solo queue. It's why if you notice my post history, I promote that the devs hurry up and implement Pyramid Heads cage teleporting into hooks. If there are three or more gens left, every hooked survivor should be teleported away from the killer if the killer remains within a set distance of the hook and there are no other survivors there.

    Yes, if a killer wants to single out someone in a match, it can suck. It doesn't mean that the killer is bad, or being mean (many are, I got tunneled and camped at 5 gens yesterday, by a Legion, just because he hates Claudettes), it can just mean that the killer doesn't want to give their opponents a chance just as survivors don't give the killer a chance. Have you ever seen a survivor overlook a lit totem or decide not to do a gen just because they felt sorry for the killer? It also doesn't mean that it is okay for survivors to disparage killers for using tunneling as a strategy.

    TDLR, survivors shouldn't insult, ridicule or be angry with the killer player if they get tunneled. They should take the issue up with the Devs and not drag killers through mud.

    I mean, my point was entirely that people have a full right to insulting or being angry with players that actively destroyed their fun without them being able to do anything against it. I have had matches where there was a literal infinite because of extremely unfortunate RNG(I am talking windows in the middle of walls facing each other while being next to the main building, which also had an open window, you could literally run through all windows and the window blocking cooldown would be reset on the first one, no mindgames). I had a full right of getting angry at the 1 survivor who kept on exploiting that loop, because even with Bamboozle I couldnt block any windows, there was no way for me to cut off and there was 0 mindgames keeping me there. I ended up slugging that survivor to death when I had the chance, to which place that survivor obviously got mad, but at least I had a reason to slug him to death. Where the only reason he had to exploiting the infinite was just to ruin my fun.

    They are the ones actively deciding to ruin someone else's fun, so they are the ones being worth to blame for their own actions. Sure, the devs are responsible, but responsibility for the existance of something, and the responsibility for ruining someone else's fun are seperated. I can be mad at the devs for allowing such a thing in the game, while also be angry at the person who abused that part of the game purely to ruin my fun.

  • @reeves7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965997#Comment_1965997

    Hes 100% addon dependent. Without add ons hes unplayable,without exaggeration.

    Like all killers should. No killer should be able to get 3k's without addons vs strong survivors. You literally gain more addons than you can ever use in this game. There is no reason for a killer to never use addons.

    Now, that doesnt mean all addons are useful. I have a stack of 186 addons on Myers that I will likely never use. But if I were to use Myers "addonless", I would use those addons.

    I mean, let me put it like this: that's like facing a 4 man squad SWF running 0 perks and still getting a 4 man escape. Do you want people to get 4 escapes without using any perks or items? Because survivor is unplayable without any perks against a killer of equal skill that does run perks.

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