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Predated

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  • @RepostRiposte said:

    Billy just feels gross to play as.

    Your camera is constantly bobbing and getting jerked around, your power is mostly dependent on tile RNG (Not that it ever wasn't without addons), weird pushed-in FoV, annoying sound cues...

    Not surprising that Billies are either 2000 hour curve gods or fresh meat.

    Oh boohoo, being forced to use addons in a game that constantly supplies you with addons. Seriously, why do people think using a killer addonless is the way to go? Addons are part of killer builds, they empower aspects of your ability or add functions your basekit doesnt have access to. Your basekit should not be powerful enough to work on its own against a strong survivor team. A strong survivor team uses items, addons and perks. Having any killer being able to match up with that without having to use any addons or perks is a killer that is the definition of unbalanced.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1968962#Comment_1968962

    People are calling nurse moving, blink spam so.. I would say it is a good comparison.

    If a Billy chainsaw "spams" you then that is beneficial to you since the distance you gain each cool down is enough to avoid the next saw or reach safety every time.

    Back in the day, yes, Nurse had a blink spam. Now she doesnt.

    As for a Billy, no, it was literally impossible considering Billy had 360 degrees turnability while revving while also being able to ride along walls. Essentially: The only playstyle against revving Billies was the playstyle you have against T1 Myers, except that Billies could ride along a wall and hit you before you were able to drop a pallet.

    Old Billy was a reason to add more safe pallets to maps. Effectively harming all other killers. Billy didnt need a nerf in his power, which he didnt get, you can still instadown people. Billy needed a nerf in his zoning. Which he did get.

  • @ASurvkillivorer said:

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

    Dying Light is far from the strongest perk in the game. So no I disagree that it needs a downside. Every single killer perk is a snowball perk if you're managing to do well. Does POP need a downside? Or Sloppy?

    Dying Light offers a huge slowdown if the survivors accomplish absolutely nothing. If they're playing well they should have multiple gens done by the time you actually gain a lot of stacks. Meaning you were already going to win anyway. It might as well have no impact on healing when really the obsessions boost counters all of the healing penalties to where it's actually an advantage for them as a team. This is even more underwhelming when you realize the obsession with the boost is also IMMUNE to the perk entirely. That 33% never decreases. They never lose THEIR gen speed. The obsession can afford to heal all game. Dual healing with that boost is like healing at light speed. Worse if they have other things boosting their heal time. I think Dying Light is an almost crappier version of Unnerving Presence. Thanks for bringing this and making Great skill checks slightly easier.....Dying Light just helps coordinated survivors who can already heal at light speed do it even faster.

    I'd even rather see Dying Light give a certain penalty to healing and repairing for a LIMITED duration of time after each hook.

    It is far from the strongest untill it has 6 stacks. And no, thats false.

    Pop has a downside: you either go into chase, or you use the perk. You can lose Pop. You dont lose stacks on dying light(ofcourse indicating that all Dying Light need is perma stacks once the obsession dies).

    Sloppy has a downside: it gives survivors a reason to not heal and instead work on gens. Healing tends to slow down games to a point where you can make it, Sloppy gives survivors a reason to not heal, speeding up the game(especially if people run Resillience). Sure, people can be instadowned, but there are many killers who already have access to an instadown. Let alone that people would have permanent access to Dead Hard.

    "Dying Light offers a huge slowdown if the survivors accomplish absolutely nothing. If they're playing well they should have multiple gens done by the time you actually gain a lot of stacks. Meaning you were already going to win anyway."

    This is completely false. Dying Light offers a huge slowdown if you're playing well. Survivor's barely have any impact on it. Once you get your first hook, you should quickly gain your second one. If you dont, you're not using Dying Light well. I mean, thats like waiting for survivors to work on totems before you start patrolling generators, making terrible use of Ruin. If both are playing well, you should have 4-5 hooks before the survivors finish 3 gens. Which Dying Light even adds onto as it slows down people the more you hook. So no, you were not going to win anyway, Dying Light gave you that slight benefit allowing you to win games that would have otherwise been a loss. Are there other perks being more effective at doing so? Sure, but using the same build over and over again because they are the most effective perks is boring unless you play competative.

    "This is even more underwhelming when you realize the obsession with the boost is also IMMUNE to the perk entirely. That 33% never decreases. They never lose THEIR gen speed. The obsession can afford to heal all game. Dual healing with that boost is like healing at light speed."

    But the obsession is not immune to chases, the obsession is not immune to being hooked, the obsession is not immune to being hit, the obsession is not immune to being injured. If you use Dying Light effectively, all the obsession is doing, is healing teammates, because he/she is the only person capable of healing them as the rest is slowed down. If everyone is fully healed, or if people run Resillience, only then would the obsession focus gens purely. Which is why Dying Light is often matched up with Thana, to give people even more reason to heal up(Legion is pretty much the reason Thana's healing aspect was nerfed, which is a shame, so now people are practically forced to run anything based around Mangled too). And no, dual healing with dying light is actually beneficial for the killer, because one is decreased while the other one is increased. Negative effects are multiplicative, positive effects are additive. They might heal at light speeds early on, which is why you're supposed to scare away the obsession while you get a free second stack. Besides, once again: healing is not doing gens. At around 4 stacks(which is easy to get), the only survivor being able to effectively do gens is the obsession, at which point you need to keep the obsession busy with either healing, being downed, or the first time you actually hook the obsession. Dying Light has a different playstyle, that doesnt make it weak. That's like saying T1 Myers is weak because he can be looped around a pallet for 2 minutes before being forced to break that pallet, untill T1 Myers absolutely destroyed you(springwood used to be T1 Myer's worst map, due to the amount of safe loops, its now T1 Myers heaven). Different playstyles do not equal weakness. Sure, they might not be viable for tournaments. But guess what? DBD isnt a tournament.

    "I'd even rather see Dying Light give a certain penalty to healing and repairing for a LIMITED duration of time after each hook."

    Aaaaaaaaaaaaand this is the part where you show that you have no clue how to use Dying Light. We're done here.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965783#Comment_1965783

    You can't compare a hex perk, where a survivor can take the perk out within 15 seconds from the start of the match to OoO, a perk that the killer cannot disable.

    NOED is healthy because it gives survivors something else to do and lessens the gen rush pressure from the killer. I am not a fan about calling everything whataboutism, but what you are doing is it.

    The power of NOED lies in survivors hands, not the killers. Everyone asking for it to be nerfed are just asking the devs for easy escapes.

    No, they are not. Devs made totems harder to find, it takes roughly 3 times more time than it used to do, to give totems like ruin a better chance during the game. By doing so, they also buffed NOED.

    And the killer can disable OoO: just run Third Seal or blindness addons 4head.

    The power of OoO lies in the killers hands, you could ignore it, or rush them out of the game. Anyone asking it to be nerfed are just killers wanting to be able to ignore survivors to get free hooks.

    Same logic applies. NOED isnt healthy at the moment. Its theoretically fine in the same sense that OoO is theoretically fine. They both only work if the opposition ignores a part of their potential objectives, yet ignoring that part of their potential objectives punishes them severely even if the opposition isnt actually skilled.

    NOED needs a rework. Either it needs to go back to the 2 minute timer, where for 2 minutes long a killer can instadown(meaning there is a timeframe where you can unhook a survivor without being instadowned if the killer camps) while no longer being a hex, OR it needs to remove the instadown completely and just add a ######### ton of movementspeed instead while remaining a hex(and I mean something like adding 15% MS extra).

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966308#Comment_1966308

    TbF, when they nerfed billy they absolutely did a great job buffing LF, he's super fun to play AS now.

    They overbuffed LF tho. All LF needed was either 1 more stack on his power OR a quicker speedup+higher max speed. Having 3 full stacks with higher speed AND quicker speed up is too much. I could pretty much guarantee a down within 20 seconds. 20 seconds guaranteed is not a chase. They literally removed the chasing aspect of LF. Let alone that his region of hitting walls had been reduced too, meaning its even easier to manouvre around. Bubba used to be: find a structure or be #########. Now he is simply: hope the bubba makes a mistake, or you're #########. That's not healthy design.

    Back in the day, you simply needed to get closer to guarantee a down or m1 a survivor. People refusing to m1 as billy or bubba are people who I tend to call entitled killers. Because its people like that who caused Bubba to be overbuffed. IMO, all he needs is removing 1 stack, or slowing down his speedup so that people can actually make it to the window of the basement if there is a BT triggered. Right now, its impossible for you to even hop through the window if he catches you halfway through the stairs to the basement, which is simply too powerful.

    If being fun to play as requires chases to be removed entirely, then you're playing the wrong game.

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965829#Comment_1965829

    Kid, who the hell are you talking about? Even some of the top Billy players from 2017 say the nerf was unnecessary. You probably haven't ever mained hillbilly, how are you going to tell people who got rank 1 with him exclusively that he wasn't changed?

    Oh, you mean players like me, who have been playing since 2016? Billy from 2017 is unhealthy to the current state of the game. Maps have been made smaller, pallets have been made unsafe, windows have been blocked off, genspeeds have been slower(used to be 70 seconds per gen), toolboxes have been nerfed, genspread has been buffed, hookspawns have been buffed. Billy still being able to infinitely zone people with his power even though there are only a handful of safe pallets per game, was too overpowered for the current game. Billy can still zone people long enough to guarantee hits, or even guarantee instadowns.

    Or do you want more safe pallets again?

    And I have played killers like Myers, Trapper, Piggy, Demogorgon, Clown, all the way from rank 20 to rank 1. I have played killers who are considered to be weaker than current Billy. Yes, Billy needed a nerf.

    You know why? You could play Billy with 0 perks and 0 addons against a full SWF team, and still win. That's like survivors running 0 perks, 0 items and still get a 4 man escape. Did you want survivors to be buffed to be able to run 0 perks and items while still getting a 4 man escape? I doubt you wanted that, so Billy needed a nerf. Same applies to old Nurse, old Nurse was able to get 4k's running 0 perks and addons. That is simply unhealthy.


  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965829#Comment_1965829

    So oh tofu is ######### with hillbilly? He and many billy mains voiced issue with the fov and turn changes. Many avoid the killer now. You cant claim that there is no fire when theres smoke pouring out of the house. Even behavior acknowledged there making fov and animation changes for billies saw.

    Consider researching and backing up your points instead of shooting off from the hip.

    If there was any FOV reduction, it was to make all FOV's the same. Which was my point. Billy's FOV isnt smaller compared to any other killer. And Tofu isnt ######### with Billy, there were many issues that have been RESOLVED since. People still avoid the killer because of the issues back then. Same reason why people avoided Nurse for the longest time, because the issues that came right after her nerf were issues that were actually problematic(recovery rates were too slow to compensate for larger maps, they were even too slow to work on maps like The Game). Those issues have been resolved.

    Yes, there used to be a fire, but now people find the ashes of the original fire after the house has been refurbished and claim there must still be a fire.

    Billy works exactly the same as he used to on high level play. He simply is punished for overusing his rev's. So yes, perhaps you should research the actual patchnotes on changes that have been made, and perhaps actually pick up Billy instead of claiming me to be wrong because Billy during the PTB and early release being bad. That's like saying Twins sucks because she sucked on the PTB(spoiler alert, she doesnt suck).

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965947#Comment_1965947

    Can survivors get a cool down on m1 spam? they press it so often and carelessly that it deserves at minimum a 20 second cooldown between presses.

    We need to make survivors think about when they should let go of a gen so only the most skilled survivors can rank up.

    Survivors pressing m1 doesnt zone a killer. But nice try. The actual comparison would be survivors being able to use dead hard multiple times in a chase in a pallet heavy map, which, they cant.


  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963509#Comment_1963509

    I agree for the most part- but here's a few points of contention:

    The higher up the ranks you get, the less likely other obsession perks (aside from OoO) are used aside from ds. On top of that very few killers (at least from what I can tell, I may be wrong) run obsession perks in high levels of play. Sure in lower levels people will experiment, but this usually ends and you meet the meta perks. I run for the people rather than Ds in a lot of games because of this reason, people don't expect it. To say there is tonnes of survivor obsession perks and having one doesn't usually ensure its ds is just wrong. Most survivors run Ds over other obsession perks, due to the current meta.

    Again, the point of an obsession is that you have to use a perk to signify there is an obsession there. Now we don't know if there is a Ds or not, Great that'll stop the campers and tunnelers. Oh wait, it won't. We are already talking about the minority of games where there is no obsession due to Ds being commonly used, and most tunnelers (true tunnelers I mean, not those that are forced to go after one as that is the only one leaving scratch marks ect) will tunnel anyway. It also promotes slugging, if you implement this. Is slugging any fun. Because if this change is implemented I can see killers who would usually just tunnel. Guarding the survivors body and the second they UB they die. People are already complaining about slugging, but it's gonna get worse.

    Also, I'd like to see you answer this. How is being objective focused any different from tunneling. Both are doing their objectives efficiently. The killers obj is to kill you off as quickly as is possible, so why should they do this if it only stops tunneling (you don't leave a gen 33% do you, no you finish it). I'm against tunneling, but against good players it's the only way to gain an advantage (I'm talking experienced red ranks) .

    Also, why should survivors be given an obsession for free, that's the dumbest thing I've heard. If a survivor team is not willing to use 1/16 perks to put an obsession in the game, they shouldn't just be given it . An obsession is a warning to a killer that if they play efficiently against a survivor, they may get punished. Why should that be base kit. It's like saying hemorrhage should be base kit, both can affect base gameplay. One makes it more punishing on survivors for getting hit, the other punished the killer for getting hits/winning a chase. Would you be ok for this to be base kit, such a "trivial change" that the positives outweigh the negatives.

    I mean, if everyone runs DS any game anyway, there would be no difference in having a standard obsession. As for obsession related things that killers run quite often:

    Perks: STBFL, PWYF, Nemesis(in conjunction with PWYF), Rancor(not common in the past month, but prior to past month it was there about 20% of the matches)

    Offerings: Black Box and Judith's Journal.

    And I would claim you're actually wrong with experimenting in lower levels. I personally am at a level with certain killers and as survivor where I dont really need perks to really win games. So I run perks that are more mindgamey than pressuring objectives(think of running Deception, Q&Q, Lithe and Dance with Me as survivor, or using Furtive Chase+PWYF on a T2 Myers with Dead Rabbit. And yes, that includes sweaty SWF's who run OoO). I think people truly start experimenting with perks and/or addons once they are skilled enough to hold their own without relying on perks and/or addons.

    And yes, slugging is more fun than being rushed out of a game. If there is no DS, odds are quite high that I only get 6k points and get a depip. Being slugged gives you the oppertunity to get back in the game and actually have a chance of gaining a black pip before you die, in addition of gaining more bp. The issue with slugging has no direct connection to the issue with gaining free kills due to a lack of obsession. Slugging can be annoying in any scenario, tunneling is downright depipping survivors and not getting any BP from a match that took 10 minutes to get in.

    The objective is to prevent survivors from escaping, tunneling tends to lead to a genrush which leads to 3 survivors escaping. That's not objective focussed. So tunneling 1 survivor leads to you losing the game, where objective focussed killers tunneling tend to only tunnel later in game when they need someone dead to prevent more gens from being done. As for gens, its more like not finishing the final gen in favor of doing totems to prevent NOED, for example, or opening chests to get an item that might be beneficial. Focussing on gens as survivor all the time can end up being negative when a killer has control. Focussing on gens only works when survivors have control and the survivor. Just as a killer tunneling only really works when survivors are in control and there is someone on hook, but tunneling when the killer is in control is a heavy risk as you hand the control to survivors. So yes, if tunneling is the absolute only way of gaining an advantage, its fine, just as slugging is fine if you absolutely need to have pressure on different parts of the map(preferably one dead on hook on one side being slugged with the other one being on hook on the opposite side of the map while starting a chase with someone else, because killing a dead on hook survivor can sometimes reduce pressure).

    Because obsession itself is essentially worthless, other than the extra 1k or 1.5k it gives? Dont tell me the bloodpoints are an issue, because survivor bloodpoint gains suck. In fact, thats another reason to add it, because it guarantees additional bloodpoints. IN FACT, Nemesis has a very weird mechanic where it can start with 0 obsessions(which is 100% useless as there are no perks that suddenly get better or worse when there is an obsession without creating an obsession). Besides, playing efficiently and tunneling do not belong in the same sentence. If you tunnel, you're not playing efficiently. If tunneling pays off, you're simply facing survivors who are not willing to play sweaty. You're already getting punished for tunneling in a competitive setting by survivors simply genrushing instead.

    And no, obsessions do not affect base gameplay, because like you said: the base gameplay is that survivors use DS. Meaning its not part of the generic basekit for there to be no obsession. In fact, the lack of obsession is what truly affects base gameplay, since a lot of lower skilled killers(yes, lower skilled, higher skilled killers never really abuse a lack of obsession and in the few cases that they do, it wouldnt have mattered anyway) just decide to rush kills instead. Hemorrhage actively increases information, obsessions, as I have stated before, do not. Hemorrhage basekit literally make scratchmarks useless. If you want hemorrhage basekit, you need to fully remove scratchmarks. Where as making obsession basekit, doesnt really affect gameplay that much.

    You're literally comparing a constant output of information in chase that removes any mindgaming compared to information that MIGHT give away a single perk, which, if I may remind you, will probably be worthless information with the OoO rework which would make OoO a baseline perk. On top of that, there are already plenty obsession related perks that are used commonly enough to make the info worthless. Hemorrhage might not be the greatest effect in game, but that is because there are no addons or perks other than Sloppy Butcher that give it value. Hemorrhage is amazingly powerful as a side effect, but it isnt worth a slot on its own. The indication of an obsession barely gives any information other than a tiny risk of DS, which is good. There are already tons of powerful perks that are a risk without any indication: Unbreakable, Bloodwarden, Noed, Dead Hard, Sprintburst, Adrenaline, or even addons like instakill Myers, iri head huntress, tampered timer on Pig. Why is DS the odd one out here? You're literally complaining about a tiny side effect that forces people to remember that DS is a thing, which is already the case 99.999999999% of the time. So why does that 0.000000001% of games affect gameplay in any measurable way? Where Hemorrhage is barely used because of its poor implementation on potentially good perks(IMO, the following perks and addons should come with hemorrhage baseline: Coulrophobia, Cruel Limits Forced Penance, Iron Maiden, Knock-Out, Trapper's traps should have it baseline, or have Serrated and Rusted Jaws be the same addon, Compound 21 should add it onto injured survivors nearby, Rusty Needle and Weighty Rattle from Twins should be 1 addon(essentially, any killers that have Mangled and Hemorrhage or Broken and Hemorrhage seperated in the same effect should have it be 1 singular addon so I am not going to mention other killers anymore), Speedlimiter, Scratched and Vanity Mirror, Leprose Lichen, Rusted Spike, Honey Locust Thorn, Any Emetic addon on Plague, Father's Glasses, Splintered Hull). I agree that Hemorrhage needs a bigger implementation in the game because most perks or addons having it are practically not worth running, let alone running it together with Bloodhound. But Hemorrhage is far too powerful to make it baseline, as it would completely negate scratchmarks.

    So in short: we're literally comparing something here that is already baseline in 99.999999999% of the games, whether it be killer perks, survivor perks, killer addons or survivor addons(wedding ring is quite good). People actively use green keys with wedding ring just for the sake of not being forced to run DS. This is like killers being forced to run Ruin because toolboxes are OP. Nerfing Ruin meant nerfing toolboxes.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965921#Comment_1965921

    I don't share the same opinion. All you need to do is play a lot (or play with SWF). I am a terrible Survivor and I never leave Red Ranks simply because it was so easy to bladk pip.

    Its easy to black pip as long as you dont get focussed by the killer*. You still lose pips if the killer constantly slugs you or tunnels you out of the match due to you not recieving any points while on hook, carried or slugged.

    As a killer tho, losing a pip requires you to be incredibly bad compared to the survivors.

    So yes, skill and rank dont match up ever since they made it easier in 2017, but the claim of 50% of RED RANK survivors to urban evade all across the map is simply false. Now, if we're talking red rank games, that's a different matter. Because red rank games can have purple and green rank survivors.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965667#Comment_1965667

    Perks that aren't even that good to begin with don't need downsides. As far as I know thats the only perk in the entire game that actively gives the survivors an advantage while giving the killer something that isn't even all that good.

    Saying Dying Light isnt good is saying you suck at hooking survivors. Thats a you problem.

  • Placing Clown anywhere below A tier right now is pretty much indicative of not having played enough with Clown. He's insane right now.

  • @Midori_21 said:

    I really doubt that it'll be licensed, considering they still have 4 more realms to update, and they said not to expect new maps any time soon.

    Not all licenses would really come with new maps tho. Ghostface didnt come with a map, Bubba didnt come with a map either. Both are licensed.

  • @SkerpiTwitch said:

    https://youtu.be/LUnNzmtw_H4

    Just a little taste of the red ranks. Good survivors dont care about ruin.

    2 minutes, 3 gens. Thats how 50% of my games go lately. And i had almost no counterplay to it.

    Edit: I ended up winning this match with a black pip.

    Edit2: as you see, ruin does nothing if you stay on gen with no pressure.

    I mean, thats the thing with ruin tho, base gen regression seems a bit broken as it feels like base gen regression is already 150% of the original, so having 200% on top of that is basically a regression rate of 300% instead of 200%.(I checked, 1 generator with vanilla regression regressed 50% within 2 minutes, when it SHOULD lose 50% within 2 minutes and 35 seconds, so that means 1 generator will lose 50% in about 1 minute with Ruin).

    So yeah, right now, Ruin is a bit OP.

  • @Huge_Bush said:

    I don't think there is anything wrong with tunneling either. A lot of the time, when I get frustrated after getting tunneled, I want to focus my anger on the killer, but I end up reflecting upon it and realize that I'm more frustrated with myself for not being good enough to not get caught. I think that is the problem lots of people have, rather than admit that they are bad at the game, they want to blame the killer.

    Being tunneled isn't fun, but the blame for it is upon the devs, not the killers. The onus is on the devs to figure out a way to make tunneling less appealing to killer without making the game more difficult for them at the same time.

    I mean, the killer is the one deciding to tunnel. That's like not blaming survivors for genrushing or abusing DS, even though they are the ones actively abusing it.

    You cant ban people for it, as the devs allowed it in the first place. But the people using those mechanics to actively ruin the fun for another are to blame aswell. It's not you being not good enough to not get caught, because guess what? Every single killer can guarantee to catch you by brute force. Depending on map and map RNG, this can take anywhere between 10 seconds(spirit, deathslinger, huntress, nurse, clown, blight) or 8 minutes. Considering a Deathslinger with Warden Keys can literally negate any distance gained because he reloads faster than you can gain distance, there are literally scenario's where you literally cannot do jack ######### against it. Telling yourself you're not good enough when you're not making any mistakes is pandering to killer design.

    Tunneling can be fine when you need a kill or need someone dead on hook as a killer. But tunneling for the sake of rushing a kill is no different from survivors to rush gens for the sake of rushing gens. And by rushing gens I mean 3 gens popping within 70 seconds. Even the best killers cant check all gens before starting their first chase, and considering survivors spawn together, working on 3 gens at the same time requires an active decision to split up. But same for tunneling, rushing gens can be fine if you need to.

    Essentially, you could see genrushing and tunneling as a nuke in a war. No one starts a war by dropping a nuke, they would be absolute psycho's if they did. You tend to end a war by using a nuke.

  • @[Deleted User] said:

    It was actually kind of nice to see the developers bring their game up to date with some more realistic animations and motions. Sure some looked a little funky but they didn't look like they were from the PS2 era like before.

    However today

    • "Changed transition animations in Survivor Locomotion to make the controls feel more responsive.

    What this translates to in game for anyone who hasn't experienced it is survivors now turn on the spot faster than ever before, they can do literal 180's at breakneck speed. One minute they're running forwards the next it's a "blink and you'll miss it" moment where they suddenly zoom to sprinting behind you. It looks absolutely ridiculous and it's sad to see that the animations look janky and PS2-esque once again all because the developers pander to entitled survivors.

    Before anyone says "just GiT gUd" yeah after the first took me by surprise I managed to get the next few but you miss the point that I shouldn't have to because I say this with no exaggeration, in no other game do I have to concentrate this much and aim my mouse so carefully in order to hit a moving target. Even first person shooters and actual combat flight sims don't have you aiming at targets that wobble and spin like this.

    I mean, it used to be much worse. Besides, the previous motion made it too easy to predict if a survivor was going to spin, which direction and where you have to turn to get a hit. That's basically the same as seeing Spirit the entire time she's phasing.

  • @DecisiveDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1967996#Comment_1967996

    I've mastered wraith and can do a lot of damage against swf with him but like I say when I get a ritual to play a killer I rarely play it feels awful to be throwin into that scenario

    I mean, solo survivor is the absolute worst. People kinda tend to agree that in terms of thoughness, the list is: 4 man SWF<3 man SWF<Killer and 2 man<Solo survivor.

    Yes, sweaty SWF sucks, but they are rare as #########. I can count on 1 hand the amount of sweaty SWF I encounter per week. I'd need 5 hands to count the amount of sweaty killers I encounter per week when playing solo survivor. And I spend at least 4 times the amount of hours playing killer than I do playing solo survivor.

  • @Zozzy said:

    Billy is dead to me.

    I have full legacy on him and they MURDERED HIM.

    They pushed his camera forward to create a massive blind spot in front of him.

    they reduced his fov.

    they added janky movement.

    they nerfed his radius at the start of the chainsaw sprint to a 90 degree cap, where as you could 360 with the sprint before the nerf.

    they gave him a stupid roar that grates on my nerves to help rank 20 survivors without thinking about the good players.

    They removed all good addons and destroyed his diversity.

    they nerfed his nerfed addons and made the only good one iridescent so you never have it.

    It wasn't just the overheat mechanic that nerfed him. They did way more and made it unpleasant to play him.

    I also think they made him slower, but that could just be the reduced fov.

    "They pushed his camera forward to create a massive blind spot in front of him."

    Like all killers have? Billy had a tiny blindspot, could(and still can) use his ability to check inside lockers and has an instadown. If anyone needs a blindspot up close, its Billy.

    "they reduced his fov."

    No, all killers have the same FOV. It might seem smaller, but that's most likely due to different placement.

    "they added janky movement."

    His movement was always janky, his camera now follows it a bit, there isnt really an issue other than taste tho.

    "they nerfed his radius at the start of the chainsaw sprint to a 90 degree cap, where as you could 360 with the sprint before the nerf."

    You mean they nerfed something that couldnt be countered? Shocking. I mean, they absolutely murdered survivors, remember when survivors could infinite through 1 single window? Now killers can counter it, absolutely unplayable as survivor now.

    "they gave him a stupid roar that grates on my nerves to help rank 20 survivors without thinking about the good players."

    Bubba has a sound that gives away when he starts sawing instead of revving. Billy needed that too. Whether the roar sounds nice is just a matter of taste.

    "They removed all good addons and destroyed his diversity."

    They removed all the broken addons, he still has diversity

    "they nerfed his nerfed addons and made the only good one iridescent so you never have it."

    Not really, his green and yellow ones are still viable against optimal SWF.

    "It wasn't just the overheat mechanic that nerfed him. They did way more and made it unpleasant to play him."

    I mean, again, thats opinion, not fact.

    "I also think they made him slower, but that could just be the reduced fov."

    different angles make speed seem different, again, both his FOV and MS have not been changed.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965829#Comment_1965829

    Which Billies are you talking about? I have seen Billy once in probably 100 matches. I see Nurse more often. Billy is worthless.

    Any Billy main prior to his nerf. Anyone thinking Nurse and Billy are worthless are people who just want wins given to them. Billy now requires a bit more skill other than the brainless rev spam that came before. Just like Nurse now relies more on skill than brianless blink spam as before.

    Spamming without negative side effect is bad killer design, which is why Tinkerer got nerfed, and why Freddy needs a nerf with his traps, and why Deathslinger needs a nerf after aiming. I mean, unless you want the standard survivor play to be genrushing.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965845#Comment_1965845

    That's fair.

    However, I'd still say that it was near 50% of Redranked games. It's too easy to pip normally.

    Eh, not really, it requires knowledge on when you actually gain a black pip or a pip, its quite rare for people who never double pip to reach red ranks, even if they are carried. I had friends who were quite decent survivors but rarely achieved red ranks because depipping for survivor is just as easy as getting normal pips(especially before the mori nerf). They needed to learn how to double pip to be able to stay in red ranks.

    If you know how to gain double pips, you know you never urban evade unless you're actually meming(to be fair, I have had some games where all I did was urban evade, even when in chase, its actually quite fun using exhaustion perks like Lithe or DH with it too).

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965667#Comment_1965667

    Perks that aren't even that good to begin with don't need downsides. As far as I know thats the only perk in the entire game that actively gives the survivors an advantage while giving the killer something that isn't even all that good.

    Dying Light is a snowball perk, it gets heavy really quick. So yes, it needs a downside. Essentially, if you slap it on, it should punish you for not getting value out of it. Same with Oni. Oni's ability is the only one that requires you to hit survivors. The more survivors you hit, the more insane he gets. But if he hits 0 survivors, he is just a mere m1 killer with no ability. No abilities actively give survivors the advantage.


    I've had games where all I ran is Dying Light and just kept on hooking people after each other, within 1 minute, I had 30% regression on gen speeds. Add Thana to the mix, and that's potentially 50% regression. Add Sloppy and healing takes forever.

    Besides, you WANT survivors to heal, healing=not being on gens. Since the obsession is the only one with normal genspeeds, you WANT the obsession to be healing non-stop.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1963517#Comment_1963517

    That's 80% of Red Ranks too tho. At least before this update.

    it really wasnt tho, thats a heavy overexxaguration. At best, 10% of red rank games were like that, and even in that case, it was because of a premade lugging around a green rank.

  • @crixus006 said:

    https://forum.deadbydaylight.com/en/discussion/229521/more-people-need-to-play-billy

    Billy is dead to me from the nerf. I prefer to remember him as a great killer. I never play with the garbage that he is today. The developers wanted this and it will be

    Then you were ######### with Billy prior to the nerf. Good Billies see no difference.

  • @GannTM said:

    It’s such a shame that so many people just stopped playing Billy. He’s so fun to play as and play against and is one of the most balanced killers, arguably the most balanced. I’m sick of playing against Freddy every game.

    Devs, why did y’all nerf him when he never needed it? His add ons were the only thing that were in need of a change. Giving him a change before Freddy and Spirit (it pains to me to say it as much as I love her) is honestly blasphemy. It’s another reason the community criticizes y’all, and y’all still wonder why you keep receiving criticism.

    Billy needed a nerf in the same way Nurse needed a nerf. Their zoning powers were too strong. Nurse obviously having 5 base blinks was insanely OP so that also got nerfed, but it was mainly their power to permazone survivors with no downsides. So overheat was necessary. In the average Billy game, Overheat wont be any issue at all.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965315#Comment_1965315

    But it is healthy. It gives survivors something other than gens to work on. The killer has to play with 3 perks for the majority of the match, hoping for NOED to activate in endgame. If survivors do their job, it wont activate. Even if it does activate, the survivors have a chance to deactivate it by looking for the lit totem.

    It isn't like DS because DS had no counters for 60 seconds. Slugging them wasn't enough since they could still pick themselves back up and still get value out of DS.

    The game shouldn't be balanced around bad survivors. Competent survivors should have no trouble with dealing with NOED. You can argue that there was no time to do bones, but the counter argument would be that if the killer pressured you enough to prevent you from cleansing bones, then they did enough work to activate NOED.

    That isnt healthy, that would mean OoO is healthy, because everytime the survivor sees you, you see the survivor so you're guaranteed to find that survivor.

    99% of OoO users die before the end of the match, so OoO is healthy by that logic.

  • @bjorksnas said:

    Thats... not how latency works?

    On their screen they are grabbing you right as you vault over the pallet most likely and on your screen you aren't grabbing them because they simply are too far over the pallet

    Just because as survivor it seems you can get grabbed from the other side doesn't suddenly mean as killer that you can grab from the other side

    I mean, it kinda does, especially on top of desync issues. I've been grabbed post-vault after having my lithe already activated and ran away 2 meters because the killer played from Mars or smth

  • @dspaceman20 said:

    You shouldn't generalize all claudette mains. It's unreasonable.

    I mean, is it generalizing when 95% of the cases, this happens?

    Thats like not generalizing humans with 2 legs because the average human has less than 2 legs. Yet 95% of the cases, humans will have 2 legs.

  • @miningsquirrel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964967#Comment_1964967

    Engravings was apart of curving. If you rev the chainsaw to 0 - 100 it takes about 25 percent on the bar. (not counting the amount of time you saw) It keeps going up which means curving mindgames are harder because you can't zone them into a position you can curve them. There was no need for an overhaul stop acting like it.

    The overheat mechanic is to prevent people from infinitely revving. Revving alone zones survivor to a much smaller window of oppertunity, so infinitely being able to rev means infinite zoning. Thats too powerful, its probably a reason to give Deathslinger a slight cooldown after aiming so he cant spam aims everywhere.

  • The obsession not being affected by the negatives and having a massive heal is the downside. You dont have a reason to chase the obsession at all with dying light otherwise. Essentially, the bonus the obsession gains is your reason to still down and hook the obsession.


    The only thing that needs changing is streamlining Dying Light to be similar to STBFL. AKA, if the obsession is dead, the stacks are permanent.

  • @savevatznick said:

    Kill rate is a dumb metric. If two survivors are left in a match with even one gen left, unless that gen is 75%+, those two survivors are dead to rights and only hatch can save them. If a killer kills two, they generally get 3 or 4 as a gimme.

    Conversely, if there are four survivors alive with two hook states left at one gen, the Killer might as well AFK because only the survivors making huge mistakes will save the game. They still have the 4:1 ratio and the killer can only chase one at once.

    The devs need an actual comprehensive analysis of how the game flows objective-wise and momentum wise. Games can flip in an instant if either side makes a mistake - DBD is volatile at almost any gamestate.

    There being a 4k 0k difference doesnt matter tho. The AVERAGE should be a 2k. If 50% of the games are a 4k and 50% of the games are 0k, that goal of an average 2k is reached

  • @TheWarNung said:

    https://forum.deadbydaylight.com/en/discussion/comment/1961207#Comment_1961207

    Mmmmm..... not quite the best comparison. Pop and Ruin cannot work at the same time while DS/UB synergizes in some frankly disgusting ways. For 60 seconds after you've been unhooked you can't be downed, slugged, or re-hooked. The killer either has to eat your DS stun, make you use your UB, or glower at you while you do gens in their face.

    Can't wait until the DS nerf makes this strat unviable.

    I mean, Pop and Ruin have some disgusting synergy too. Either you have enough gen and totem pressure to keep all your gens while you get free hooks, or you get tons of hooks because of survivors trying to destroy your totem only to Pop the generator they tried pushing for so long.

    DS unbreakable isnt that disgusting, as you can only get value out of 1 perk, especially after the DS nerf.

  • The movement is fine, its fairly new and it needs some personalization for survivors(really, have you seen the old movement? Everyone was dwight, now everyone is david, give it some time, before the final Realm Beyond update everyone will have personal animations again) the desync is not. The hud, conceptually was fine, if they actually listened to the feedback.(only a tiny amount of people didnt want any change, even though adding hook counters would make the old one a ######### show).

    So no, we dont need the old hud, it wasnt as amazing as people claim it was.

    As for autoaim, well, thats been a bit iffy for a year. It aims towards the nearest survivor, rather than the survivor you aim at. To compensate for that you need to aim further away from the nearest survivor, which makes it impossible in certain scenarios to hit the target you aimed at. Those scenario's are quite rare, so its not a high priority for the devs. Desync only increases this issue.


    This patch is a shitshow because:

    The devs didnt listen to the hud feedback(the feedback being complaints of it being too spread out, most people actually liked the idea of a new hud, just not the form it was presented in)

    The new movement not matching up with the hitboxes(and the injured running animation, the rest is mainly better).

    Lobbies crashing all the time for no real reason even though waiting times are 10+ mins

  • There are limited locations survivors can spawn, the only rule that must apply is that survivors spawn at least 32 meters away from the killer(it used to be outside the TR, but, you know, Myers and Insidious are a thing). In fact, you can predict where most survivors spawn as they tend to spawn close to the gens furthest away from you.

    Gens spawn at least at a distance of 16 meters away from each other, its pretty much impossible on most maps to have survivors spawn 15 meters away from a gen without being within 15 meters of another gen.

    Spawns have no real impact on how much time killers have. What does need altering, is gen regression. Current genregression is about 0.25 charges per second, where a survivor progresses a generator at 1 charge per second. Meaning that it takes roughly 4x as long for a generator to regress compared to a solo survivor pushing it. Let alone that survivors can tap a generator in less than 1 second, to negate an action that takes a killer 2 seconds to do.

    So essentially: Genregression needs to be buffed to 0.33 charges per second and gen kicking needs a vanilla 5% regression, meaning that gentapping can be punished. That's it. That's all killers need. Slightly faster vanilla gen regression, and a flat regression on kicking generators.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1961666#Comment_1961666

    It's mean, but true.

    I've been at Rank 1 Survivor for about a year and I suck. As long as you know how to play the system, (rescue people, do two gens and not go down instantly) it's not super hard to pip.

    Eh, thats kinda 50/50 tho. Have you seen rank 8 survivors these days? They urban evade all the way from the opposite side of the map to your hook while 1 other is urban evading around a rock to not be spotted.

    If you've never been sandbagged by an urban evading Nea taking 70 seconds to crouch from one side of the map to the other side, you cannot claim people have been carried by their team. It takes longer for me to rank up after the depip bugs from rank 7 to rank 6 than it does going from rank 5 to rank 1(to be fair, Unbroken is still broken, 90% of the matches its black even though it should be Gold or Silver at least, pipping with only 3 working emblems is hard as double pips are impossible, not even mentioning how desync ######### your perspective as 1 killer needs to be right behind you to hit you while the other can hit you from the other side of the map). The main reason being teammates simply never unhooking me before I hit second stage, even if I looped the killer for 3 gens.

    So I gotta disagree there. Its not necessarily true.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/228615/the-ds-change-looks-good-but

    I've had this discussion before so I'll jump to the conclusion and give a brief overview.

    The obsession is information, giving an obsession to the survivors for free removes information for the killer. This means that there has to be a trade off.

    If you cannot balance the trade of (my opinion being able to have 2 survivors as obsessions ) and give information to the killer to replace this then I don't think it should occur.

    Camping makes a killer lose, so to do this to make your life easier means that you have to give something In return.

    I've debated this at length on another post, but I don't think you can balance it and still remove the disadvantage of less information for the killer by giving them an advantage, and this means you shouldn't do it.

    There are many perks and addons that give a survivor the obsession. The only info an obsession gives right now, is that someone is running something related to obsessions. Which used to be massive information back in the day, but right now there are so many things that can give you an obsession that there isnt really any argument on not having it in a match. Especially considering obsessions gain extra bloodpoints, for no real reason.

    Besides that, having an obsession in the match, gives a killer a reason to not tunnel regardless of there actually being DS in the match or not. If there are 0 obsessions, there is nothing holding a killer back from directly tunnelling off hook and rushing a kill before the first 2 gens popped. Considering killers like Spirit, Wraith, Freddy, Nurse and Deathslinger can essentially keep their TR outside the hook range, preventing BT from triggering, that is an instakill. That is 2016 style DBD and that style was nerfed heavily with the introduction of Laurie and Bill.


    Essentially, the positives of having a standard obsession in the game heavily outweigh the negatives. It allows survivors to not run DS and run much weaker perks to have a little fun, without having to fear being tunneled out of the game within 2 minutes(especially considering matchmaking can last 15 minutes, its not fun for any player to wait 30 minutes only to have 2 matches that last 2 minutes, unless you want Old BNP back so that killers can face the same short matches again).

  • @Dragonshensi said:

    Even with the desync issues I can barely catch up to or hit any survivors. Killers feel like they have a ball and chain wrapped around their feet and are so slow. After getting infinite looped for awhile I just stopped and let the survivors just go. Of course they decided to taunt and tbag and wouldn’t leave. Once the desync issues are fixed honestly survivors have nothing to complain about. Most Killers have to go hard and aggressive right from the get go or else get gen rushed before they even find someone. Most killers seem to have been nerfed to the point you can just laugh at them, which now most survivors do. It’s just depressing really the sorry state of this game. Nothing about the Killers feels right and I can’t even get one kill lately. If the survivors are only halfway decent they can run roughshot over killers. I was mostly a survivor main but have been trying out killer lately. It’s not fun really. Just stressful and all around toxic.

    I mean, reading your other replies, this is far from factual.

    As a killer, there are plenty of perks, addons and mechanics to counterplay. Against the absolute sweatiest of SWF's, sure, not all killers right now have a way of getting 4k's against them, but guess what? You CAN get a 2k on pretty much all killers against sweaty SWF's, and a 2k is a draw.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1960911#Comment_1960911

    So they haven't actually implemented the MMR (and have given zero indications as to when that's coming) but left in the part that hamstrings the killer.

    So much for "The devs are biased in favour of Killers".

    Devs arent biased at all. Proof?

    Survivors were the only side recieving nerfs while killers were getting buffed untill mid 2018(thats 2 years since release), even though there were severely broken mechanics killer side that could easily deal with 4 brand new parts AND infinite windows(Seriously, 50% of the killers were able to deal with BNP and infinites through perks alone, not even including addons, you didnt even need addons or perks as a nurse).

    Then when killers started getting heavy nerfs around 2018-early 2019, suddenly devs were "survivor sided". After 2 full years of being purely killer sided.

    Then after killers were nerfed and survivors gained too much of an upperhand, mid-2019-early 2020, survivors mainly recieved nerfs with some QoL for killers here and there.

    Then early 2020(ruin nerf mainly) up untill mid-2020, killers were nerfed.

    Face it, devs are never one sided. They will alter the side that has the most issues. What 0.1% of the players do will not be high priority. Iri heads have been untouched since 2016. But only 0.1% of huntress players actively uses that addon. Just as only 0.1% of survivor players will absolutely try to get the most value out of powerful mechanics like DS or toolboxes.


    Devs dont side with anyone, they prioritize the most common issues first. Otherwise slugging and iri head huntress would have been reworked back in 2018. DS is a great example of that. It might have been an annoyance in the majority of matches, but it wasnt exactly an issue for most killers. Matches with DS tended to go on equal footing compared to matches without DS(including matches without any obsession, meaning guaranteed no DS). So it wasnt high priority. It was highly requested, but highly requested issues are a second priority to higher priority issues.

    Note, this doesnt mean the devs have the same definition of high priority as the players do.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947059#Comment_1947059

    You have issues; displacement? I'm not pretending to be the victim. I'm not pretending to be anything. I merely refuted your flawed argument. I play both Survivor (Solo) and Killer. Your weird "us versus them" bias is showing. This is the game; it is a 4v1 of individually weak Survivors against a Killer who will wax them 1v1. As a group, however, they are more than capable of winning, and are most certainly the so-called "Power Role" as you advance in skill.

    How do I have issues? I main both roles. Have at least 300 hours in my 3 main killers and at least 1k hours as survivor. It's no us vs them, I legit observe the game, and never had issues playing as a killer. It's extremely rare that a 4 man escape happens, but its extremely common that I get a 4k. And I am not talking about facing bad survivors either, I sometimes play with crossplay off because a lot of optimal (solo) survivors play there. If survivors truly were the powerrole, I would encounter 0k's and 1k's much more often. Yet, even with crossplay off, the average is a 3k.

    With a Myers

    Running Third Seal

    Including maps like Ormond

  • Never really had issues with his lunge tho. I'm assuming its shorter, but I never really noticed that at all.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943611#Comment_1943611

    when working as a group survivors are the power role. even after one is dead, if 2-3 gens have already been done they will still pretty easily get out with 3, either by hatch or door. without working as a group (btw you can work as a group solo, it is rare but it can happen) then they are not the power role. lets talk about post 2018, when killers were getting nerf hammers and their perks being altered and what not. before 2018 sure there was a great deal of killer sided things, you can see there was a change in view point. actually survivor perk not lasted that long without alteration? I guess prove thyself didn't get altered in 2019 finally? and leader at the same time where their synergy was FINALLY removed? NOED changed before 2018 and weakened the perk. legion was nerfed from it's release state (it was needed yes) within a month maybe two of release? undying within 3 months of release in 2021, ruin was changed in 2019 to weaken it. and it wasn't till then that prove thy self and leader's combination nerf happened. so yea killers have been hit hard recently and survivors benefited from it.. how about freddy finally getting reworked and about amonth later maybe two they nerfed him and he's being nerfed again? DS is barely being touched and it's re-work just puts it right in with how everyone uses it. OOO is possibly more powerful than before so BLAMO there ya go...

    You do realize that pre-2018 only survivors had recieved nerfs? Prove Thyself+Leader didnt need alteration untill 2019 because Dying Light wasnt altered untill 2019. Same reason why Agitation+Iron Grasp didnt need alteration in 2017 because hooks never respawned.

    Noed NEEDED a change. It reduced attack cooldowns in combination with STBFL, and Dying Light+Mori already gave permanent decrease in gen speeds. Add Ruin to Dying Light, Mori, STBFL and Noed, then you have an impossible combination. Which is why the Saboteur meta existed for a reason, because it forced killers to drop at least 1 perk to be able to reach the basement.

    Undying needed changing. Having a hex totem persist up to 4 cleansings because of virtual RNG, which is essentially luck? Ruin is far too powerful for that. Yes, they may have nerfed it too big, but Undying only had synergy with Ruin. Right now, Undying Devour Hope is a thing, and no one wants to face that.

    Yes, Prove Thyself and Leader couldnt be altered untill Ruin was. Survivors back then already had near impossible odds of escaping. The average killrate was 3.5. The suspected average kill rate SHOULD be 2k's(Assymmetrical games dont mean assymmetrical results). Having the average kill rate being essentially a 4k basically means there is no real reason in playing survivor as escaping through a gate is essentially impossible if the killer has a brain.

    Freddy's rework made him too overpowered, and he is still overpowered with very little counterplay. Killers NEED counterplay, otherwise the basic response to killers would be a genrush. Not having any counterplay other than a genrush makes a killer really boring to play against, let alone that the only thing that killer has to do is build genregression. And Freddy being able to use something like Pop and Tinkerer makes him simply broken as a killer. Freddy's only weakness is the EGC, and guess what? 90% of Freddy games never reach the EGC. Yet you believe he is fine?

    DS is pretty fine as it is, as for new OoO? Its stronger for solo players, but if all survivors use it, then survivors dedicated 4 full perk slots to it. Which does counter a lot of aura reading perks on killers, but having 1/4th of all survivor perks to counter aura readings would fit perks like Third Seal taking up 1/4th of killer perks which also counter aura readings.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943611#Comment_1943611

    No, not really. Survivors choose the Generators they will work. They are at their greatest power at the start of a match when they can literally go anywhere and there are Generators. The Killer has to find them. There are four Survivors and depending upon how they choose to operate, even the best Killers cannot be everywhere at the same time. Effectively, the Killer is a Goalie who is protecting a whole bunch of nets. You are never the power role when you are playing defense. Many people miss this because to them the Killer, as an aggressive serial killer, seems to be playing offense. He isn't however; his role is to defend those Generators and to a lesser degree those totems, and ultimately the main gates. Being stronger than the individual Survivors does not make him the power role.

    The power role of any game or relationship is the one that calls the tune. They lead, and it is the Survivors who, by default, are leading in this dance. The Killer must chase them. Is it possible for Survivors to surrender the power role? Absolutely, but they have to be really bad to accomplish this. For better or for worst, the Killer must respond to what the Survivors are doing.

    Alright, first: no, you choose which generators you ignore for survivors to work on. You cannot keep all gens against a decent team, so you let them have gens that are not worth patrolling(an example: Groaning Storehouse has 2 side pieces on the map with each side having 1 gen, they are not worth keeping unless you have all the pressure). If the survivors work on a gen not worth defending, you can rush 1 off for a chase and let the gen be finished because ITS NOT WORTH DEFENDING.

    Depending on how YOU choose to operate also affects survivors. If you hook survivors at the closest hook available everytime, you're danm sure that survivors will take advantage of that. You need to hook strategically and then go to your most precious gen that you cant afford to lose. If ran to that generator while you were chasing without you noticing anything, you simply prioritized finding survivors over making sure your strongest gens are not being worked on. Optimally, you'd find survivors while checking your strongest gens.

    And never playing the power role while playing in defense? Survivors also play in defense. They run from you to avoid being hit, they heal to stay alive, they unhook to save their teammates. Killers ARE offensive because they injure survivors, they are the role who can actively punish the opponent whenever they see a mistake, where survivors can only punish a killer passively(doing gens when ignored, for example) and only have a few active punishments(pallet stuns, locker stuns, flashlight blinds) available to them. The only way for survivors to be guaranteed a 4 man escape, they will need the map in their favor(while also having a killer who performs bad on that map), pallets, windows AND gates in their favor. Considering the average result is a 3k, this very obviously points to the killer being the power role.

    No, survivors dont lead. The killer doesnt have to chase the survivor he finds. The killer has many choices: where to apply pressure, which survivor to chase, where to hook survivors. Survivors have to be really, really, really good while the killer is bad for survivors to have the power role. If the killer and survivors are equally skilled, the killer is the power role.

    Heck, if I can run Third Seal unironically as a usable perk on Myers against great survivors with 4k hours each and get a 3k. Aka, one of the weaker killers with weaker perks against strong survivors, there is no way that survivors are the power role. Do they still finish gens? Sure. Do they sometimes loop me for longer than 30 seconds? Sure. But how does the powerrole LOSE against a weak opposition, unless that weak opposition is the power role?

    Survivors can be the powerrole, yes, but they are not by default. Survivors need a ######### ton of pressure with the killer fully ignoring their pressure for them to become the powerrole. As a killer, you either relieve their pressure by hooking survivors in a place that forces them to lower pressure or by directly applying pressure on the generator they want to finish. If you lose a very strong generator early on, its your fault for not applying the pressure. So stop pretending to be a victim, if I can average 3k's on a Myers with Third Seal against good survivors, either 1 of 2 things is true: 1. I am a god with Myers 2. Killers ARE the power role. I doubt I am a god with Myers, I might be top 10% of Myers players, but far from the top 1%.

  • @Trashmaster said:

    Head on has never been 100% reliable but that's mostly because of latency, it isn't broken at all

    It is much less reliable now tho, survivors are desynced with the killer, causing the killer to hit mere air and still hit the survivor from the survivor's perspective. So I can see it happening where Head on triggers, the killer being able to grab the survivor and the survivor actually being able to save him/herself if both latency and desync stack up together.

  • @Hero_awesome said:

    https://forum.deadbydaylight.com/en/discussion/227161/i-quit

    If only you have so many second chance perks to use to not get tunneled. Oh man the sadness. You have the power role anyway if your getting tunneled every game then are u teabagging? Going for unsafe unhooks? I mean I think it's something your doing without hard evidence.

    Survivors have the power role? seriously? Survivors cannot rush gens unless they are being ignored. Killers can rush kills regardless of the game.

    Killers literally can do whatever the ######### they want in this game and the dev's will support them. Rush kills and purposely depip a survivor? Thats fine. Run the most overpowered ######### on the most overpowered killers? Thats fine.

    Survivors purposely depip a killer? Banned. Survivors running the most overpowered ######### ever? Gets nerfed within a year(and I am talking truly overpowered, DS is nothing compared to historical things)

    Want more proof? Dying Light was a thing for 3 years without even getting touched. The only counter to Dying Light was Brand New Part, and after they nerfed BNP, Prove Thyself and Leader were the only counters. Let alone that Dying Light was not a hex totem, you could literally proxy camp the obsession and mori them. The only play was to literally never unhook the obsession and rush gens. 3 years. Not a single survivor perk or mechanic has lasted that long without alteration.

    You can say whatever you want, but Killer is the power role, Killers have had extremely unfair advantages that could not be countered with any perk or vanilla mechanic. Killers have everything they need to counter anything survivors throw at you. If you think killers are not the power role because survivors simply body you, you are, crudely said, simply not as good as those survivors are. Killers deserve kills in the same way that survivors deserve escapes. If you cant get any kills, you simply have been outplayed by people who are simply much more skilled at survivor than you are at killer.

  • @landromat said:

    Legion lunge is bugged rn, so clown is much better

    I mean, any lunge is bugged right now. Hitboxes and survivor animations are not synced up.

  • Yep, you can only gain iridescent unbroken or bronze unbroken. Silver and gold are instantly black. Which is at least better than before, where you could only gain bronze unbroken.

    I literally ended up in green ranks after the reset because there was no silver, gold or iridescent unbroken emblems(let alone that pretty much anything that wasnt an exact black pip or an exact pip counted as a depip too, at least they fixed that). The only way to not depip was to finish 3 gens, loop a killer for 2 full minutes and heal/unhook the majority of survivors. Since that is literally impossible, the average pip I gained was -0.9 per match.

    So, here I am, back in green ranks for the first time since I rejoined the game.

  • @tactic said:

    coup de grace gets 5 uses in the entire match and cannot be controlled, that is an incredibly unfair argument.

    I understand dead hard can be buggy, but the distance you get with it alone makes it insane. There’s a reason its in almost every red rank game.

    I mean, why is hex ruin in the game? It literally rewards you for doing what you're already supposed to do. Or noed? give instadowns and 4k's to people who simply didnt deserve that. Or Bloodwarden? Literally blocks survivors from escaping. Or Pop? Literally regresses a generator 20 full seconds regardless of how strategically the gens are, which can make some games impossible to finish(especially games where the killer is forcing a 3 gen with pop). Or how about deathslinger, huntress, spirit and Demogorgon literally being able to remove any distance made by the survivor? Or clown, massively reducing distances without needing anything?

    If killers have access to decreasing distance, survivors should be able to counter that by increasing distance. Exhaustion perks are created to increase distance, 99/100 times, Dead Hard doesnt really increase your distance that much unless you have a very lucky pallet, in which case, lucky you, but that resource is permanently gone now.

    You can bait dead hards, you literally do not need any perks to fully negate dead hard, most killers have something inside their basekit that makes dead hard practically useless anyway.


    If anyone here complains about "second chances", well, the only way removing "second chances" from the game works is by removing a ton of killer addons and perks. Do you want Demo's dash to be shorter? Do you want Spirit to be unable to phase for longer than 3 seconds? Do you want Huntress to be able to throw hatchets over walls? Do you want deathslinger to reel in survivors? Do you want Doctor's shock to prevent survivors from vaulting? Do you want Hag to be able to teleport to her traps? Then you agree that either 1 of the 2 is necessary: Either survivors need a way out, or generator times need to be halved against these killers.

  • @SocialDistomancy said:

    how did they not see these hitboxes in the tests erver for freaking WEEKS? loud n clear my ass

    I actually didnt notice any issue with hitboxes when I played the PTB. I think it got desynced when they officially released it. Which is fine, if they actually did something with the negative feedback.

  • I'm not sure if the challenge is within 5 seconds before a chase starts, or within 5 seconds as a chase has started.

  • Only if Stridor gets nerfed too.

  • @Slendy4321 said:

    https://forum.deadbydaylight.com/en/discussion/226102/success

    They better ######### hear us!!! They had a lot of feedback on how ######### terrible the UI was in the PTB and they had the AUDACITY to say 'We have to let everyone try it not just Steam players' Are you serious?

    I get why they would want anyone to try it out, but if people already have a hard time tracking information when watching a streamer(meaning they dont have the pressure to focus on any part of the screen and have more time to actually look at all the elements), how are they going to track it when they actually have to focus on their gameplay too?

    Why not add a gamemode for consoles that is essentially the PTB? What is the purpose of the PTB if they are going to ignore things and release it officially anyway to get more feedback on what the community wants, after having gotten feedback on what the community wants?

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