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Predated

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  • @xGodSendDeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/1670483#Comment_1670483

    That guy's SWF wins like 99% of its matches with the killer getting very few hooks and you're calling for a killer to be nerfed???

    Guess what tho? His SWF team often deranks on purpose too for easier to get content. How often have you seen JRM and Ayrun with a purple rank above their head mid-season while they are clearly rank 1 players? They could easily get rank 1 if they wanted to. That only leaves the option that they dont rank up on purpose.

    I can win 99% of my matches if I were facing purple rank killers only too. The only exception being Mori's.

  • @HEX_MalusGrey said:

    Spirit is not OP. Without any addons you can hear her coming and plan in advance where she might pop up. The coolest thing you can do is to drop a pallet on a Spirit before she got out of her phasing. I will not say that a good spirit can't rip you to shreads, but the same goes for most killers. I was once facing a clown main without special addonds and he just stomped our group.

    "without any addons"

    Thing is, addons are part of killer gameplay. The only reason they cannot be relied on for killers is due to bloodweb RNG.

    "and plan in advance where she might pop up."

    Kinda, but her phasing sound(if its not bugged) is only audible within 16 meters of range. 20 if you have higher quality headphones, thats a 8 meter difference from her terror radius when she is moving 40% slower. Meaning that 1. She is faster and 2. You have much less time to react.(thats a difference of 6 full seconds if you hear her terror radius down to 3 seconds if you hear her phasing). Let alone that in most cases, you have 0 visual indication of which way she might be coming from. And that is only her main power being used in the most basic way. That isnt including loops, that isnt including the fact her husk is practically the exact same, that isnt including the fact that she can do everything a normal m1 killer can do.

    "the coolest thing you can do is to drop a pallet"

    Sure, if it works, but its a 50/50 coinflip. A lot of chases end up with a 50/50 coinflip here and there, but that coinflip is the difference between having a 40 second chase to having a 60 second chase. Spirit's coinflips are the difference between a 5 second chase and a 20 second chase. Let alone that it punishes the individual, rather than the group. While a lot of killers punish the group more than it punishes the individual. And that is probably the biggest issue with spirit. She is the strongest 1v1 killer that has the lowest skill floor in comparison what her ability does. If iri shards werent a thing, I would have called her a P2W character.

    Huntress, Doc and Nurse can already be quite annoying in having guaranteed hits, but at least the player needs to perfect the timing, angle and mindgaming to get the guaranteed hits in the first place, meaning it requires actual skill to perform well, while spirit performs well, without skill and addons. And you dont thing thats OP?

    With facing the spirit, its gonna be a 50/50 coinflip at best, or a 100% guarantee of being hit at worst. That should not be in the game. Period. Survivors need information to be able to predict, Killers use that information to mislead survivors. That is the equation that makes playing this game interesting. Removing information on either side breaks the game. Which is why Demogorgon is quite weak, and why his addons are absolutely terrible. Demogorgon gives a lot of information that survivors can predict with, but has very little use of using it against them. Every other weaker killer has ways to hide their information, which is why they perform well. Spirit is not one of those weaker killers, she has no reason to remove literally all the information.

  • @Milo said:

    You know they can also be doing a challenge right?

    So they might have a "bad mood" because they couldn't do it otherwise.

    killing someone by hand doesnt have a time limit to it, yknow, you can mori people after the second hook too. If you have a mori challenge, you can literally delay it till there is still 1 gen left. Then there is 2 perks that allow exactly what the challenge requires and actually feel "earned".

    Ebony mori simply has no single reason to be used, as there is not a single challenge that states "kill 4 survivors by your own hand in a single match".

    I'd say that Ebony Mori could be changed to "hooking a survivor will expose them for the remainder of the match" and still be considered quite broken, even though that is infinitely better than ebony mori is right now.

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662592#Comment_1662592

    Moving the grass would make the power of the Spirit completely USELESS...

    The windows have a limit (3 times), no the palett.. click click click (olé, Spirit in PLS) ! Again, we have a killer who is like the others, predictable, and has to break the paletts to get the survivor (which will have already gone around another obstacle because of the lack of speed of the Spirit...), original ! The survivor only has to look at the grass to counter the Spirit, great, great surprise effect ! Might as well take the trapper or the harpy if it's to play in a totally predictable way, both are much stronger in a loop!

    Ok, nerve the Spirit, but its power must be unlimited in use (with a cooldown of re-use) that would allow the Spirit to stay in its world while having a chance to counter these totally cheated paletts !😀

    "Moving the grass would make the power of the Spirit completely USELESS..."

    Nope, survivors need to pathfind to loop in the first place, they dont have a huge amount of vision and they cant keep track of everything the killer does. All it does is give survivors an idea of where the spirit is moving towards to predict where she might end up going. Which is 100% fair. You can also see the direction Nurse blinks, you can see which direction Demogorgon is crawling to, its literally a survivor base mechanic to see where the killer is headed if they are within range. It will make her power less strong than it is, sure, but the other option is to remove grass being moved when the survivor is moving around as the Spirit can already hear and see scratchmarks. Which would you think would be more fair? Remove visuals from Spirit's POV or add visuals to survivor POV?

    "and has to break the paletts to get the survivor"

    False, you can simply stand still and pretend to phase, you can also actually phase to the opposite side as you can still blind the husk without doing anything to spirit herself. Meaning other than Spinechill, there is no way to know if she is actually phasing or not, forcing survivors a 50/50 chance of guessing right. You can flip that coin correctly maybe once, but flipping a coin 3-4 times will end up in a hit. Having moving grass around a loop is still practically invisible to the survivor. The grass moving would only truly affect her on open fields, which means there are 3-4 maps she doesnt perform well on, which is totally fine, as most killers have maps that naturally counter them.

    "The survivor only has to look at the grass to counter the Spirit"

    Again, only works if the grass is in the vision. And if there is grass in the first place. Besides that, you move at 150% movementspeed while in phase, meaning you can easily double back and get a free hit anyway.


    All comments you provide are essentially this: "i am a spirit main and i like getting 4k's without having to spend much effort"

    A 3k is a killer win, a 1k is a survivor win, 4k's and 4 man escapes should be equally rare. 4k's are almost more common than 3k's when looking at Spirit. That means there is an issue with spirit. And the issue is information.

  • Well, your second point made on that killers need training on sound. Plain wrong, killers already learn to deal with sound with other killers. Breathing, moving grass, planks etc all are audible to all killers.

    However, as a survivor, the sound training is relatively minimal, besides that, there is 0 information for survivors on where spirit is going. And that is the issue. Every single strong killer has a counter as you can see where they are going or you can guess where they are going with relative accuracy. With Spirit, its just guess work and hoping you guessed right with essentially no accuracy.

    Having moving grass would give survivors SOME indication where she is headed, while also giving more than enough room for Spirit to still use her power normally(which also has its issues due to lack of information). I mean, having to rely on a perk to counterplay a spirit is bad design. Perks can aid in counterplay, but they shouldnt be required for counterplay. With Spirit currently, you require perks to have decent counterplay.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662550#Comment_1662550

    The change is simple, but they won't take the effort to do it - go into her cosmetics and change the color scheme of her problematic tones and dark outfits as compensation and balancing. Yes, her skin color is dark - it does not "need to be changed", but it is a factor for balance and so her clothing should be brighter in comparison so she isn't the "go to" for toxic/immersive stealth gameplay.

    Yeah, I get that they might have a hard time touching her because its very easy for people to call out any racism. But facts are facts, she has a dark skin complexion, giving her a dark outfit makes her simply invisible on dark maps, which are most maps considering darker maps tend to be scarier.

    I mean, they gave Adam a white coat as a base coat to prevent a p3 thats invisible. They gave Detective Tapp a relatively bright blue outfit even though the outfit he normally wears is a darker blue, so he wouldnt have a nearly invisible p3. Let alone that both are nearly twice the size of claudette. And what do the devs to do to make Claudette even worse? They give her a black anniversary skin that is free to get for every single person who doesnt like prestiging. Claudette is a massive problem in visibility, and the existance of Self Care only makes that worse.

  • @Madmanslime said:

    Before I state my issue, let me clarify what I mean by "excessive survivor hiding". When I say "excessive survivor hiding", I do not mean survivors with stealthy playstyles. When I say this I'm referring to survivors which:

    1. Don't work on generators.
    2. Spend entire games hiding behind rocks and in lockers.
    3. Generally waste everyone's time.

    Alright, with that out of the way, here's why its a problem, and how I would go about fixing it.

    This is a problem because, as killer, I've played games which have lasted upwards of half an hour (simply because I couldn't find anyone). This is largely due to stagnant survivors hiding in lockers for minutes on end. Behavior HAS put measures in place to help prevent this from happening, but they nearly aren't effective enough to have an effect on this playstyle.

    For example, one measure Behavior did put in place was to add stillness crows (for those who don't know, stillness crows are crows which fly around players camping in one position. These crows cause noise in a radius of increasing size as time passes, eventually plateauing at a maximum size*), However, these crows are largely ineffective because the killer has to be within close proximity to the player to hear them. This means that if a player is camping opposite all of the generators, the only way for the killer to even have a chance of finding them is by leaving their patrol route, potentially throwing the game.

    An example of how I might go about fixing it is as follows:

    Beginning a minute into the round (to prevent divine intervention from becoming OP), a 2 minute countdown timer starts (visible only to the survivors). This timer is paused anytime someone is working on a generator and only ticks down when all generators are abandoned. The completion of a generator will reset the timer. If the timer hits zero, the entity becomes enraged. While the entity is enraged, all survivors who aren't actively working on generators will have their auras revealed. The entities enragement doesn't end until another generator is repaired (resetting the timer to two minutes).

    I think this would be a good change because not only does it curb survivor camping, but prevents killers from camping hooks as well (in order to run down the timer). While you could buff the survivor class to help compensate for this change, seeing as DBD is generally survivor sided, I don't think it would really be necessary.

    My idea is likely flawed, but I wanted to give an idea of how one might go about fixing this issue in a more nuanced way as opposed to implementing a hard deadline, (ie. 15 minute timer, when it's up, you lose) which I've seen floating around in numerous killer forums. I wrote this more to get the conversation started, rather than to suggest a working fix. I understand that DBD has a high learning curve for new players, but I think the trade off of addressing this issue would be worth it.

    *Unsure of what this is, but it's relatively small.

    Thing is, Aura readings are a problem and lockers are a thing, let alone that Sole Survivor could circumvent it. I guess this idea would work if it were more like killer instinct and if the survivors are within Terror Radius, Killer Instinct would kick in. Only Freddy would have an issue with that, but lets be honest, considering BT doesnt work on Freddy at all, I think thats fair. All other 0 terror radius killers have other mechanics at play or have the ability to turn the terror radius back on whenever they please. Besides that, Killer Instinct also triggers when a survivor is inside a locker, unlike aura's.

  • @PyroGL said:

    Your idea has some good ideas, but it really doesn't need to be that complicated. Simply add a timer 20 or 30 min long, and if it expires, all survivors get immediately sacrificed. Or, if a survivor has not performed any actions towards their objective (repair gens/heal teammates) for 5 min, they are revealed to the killer.

    Problem with that: Forever Freddy.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662508#Comment_1662508

    It is a trade off yes, but one that really only helps the ones that are already brokenly strong for stealth (Claudette's cosmetics, etc.)

    Claudette is problematic no matter what the lighting is. Her p3 alone is invisible on practically every map. The only counter to her is essentially a map that's fully white, but lets be fair, 90% of killers would be spotted from miles away on such a map.

  • @arcnkd said:

    I disagree - the tints made some Survivor cosmetics too viable for stealth options. Lighting should continue to be as neutral as possible, white-toned, and dynamic like they appear to be trying to go for.

    That still leaves a lot of cosmetics too viable for stealth, just different ones.

    With the tints, cosmetics that do well on MacMillan do quite bad on Autowreckers and vice versa.

  • Faking out powers never was the problem, the problem was that he could be in a situation where he could use his power to zone you and guarantee on a range that even Deathslinger is jealous of. Quickscoping Deathslingers can already guarantee hits at 8 meters or less range, but PH could do it at 12 meters. Giving no room for counterplay on essentially 50% of the killer terror radius(cus almost all PH's use M&A) is just too much. Right now, PH cant really guarantee a hit unless you're within 8-10 meters range, which is fine. It leaves more than enough room to actually do things in chase without the killer downing you within 30 seconds.

  • @ast2astRegMgr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650704#Comment_1650704

    I totally agree on that one. Fighting all the bugs dead zones and all the crap that comes with dedicated servers your lucky if you get a 2k against red ranks survivors

    lucky to get a 2k against redranks? Man, then you're not even close to being a skilled nurse. I've seen plenty of skilled nurses, the best counter you have is faking you go behind a wall, and even then the nurse can still react fast enough to blink back and hit you. If you go against a truly skilled nurse, you're lucky to have a hatch escape. Any nurse player who think they barely can get a 2k with her power are players who are thinking they have to use nurse in a similar way they would use normal killers. But you gotta realize that for Nurse, walls do not exist, and that she has stronger auto aim after a blink. Once you truly realize that, you realize that there are no loops against nurse, there are only things that block your vision.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650659#Comment_1650659

    The pip system is not my boss. It can't tell me what I should make my objective. And I often play with Make Your Choice, which makes many unhooks unsafe. You also guessed wrong, I'm red rank. Rank 1 most of the time. Rank 2 when playing with weak killers.

    There are no true weak killers. Besides, rank 1 isnt an accomplishment anymore. And yes, the pipsystem is your boss. If you dont make it, then you lose your ranks.

    The only bad thing is that killer pips are far too lenient and survivor pips are far too punishing. And before you start saying "there is so many skilless red rank survivors" I agree, but that doesnt change that fact. Red rank survivors lose pips for things they have 0 control over, red rank killers get black pips for simply existing and gain a pip if they manage to do their job half assed.

  • @DupstepAlex078 said:

    In line with the PTB Patch Notes, I'd like to once again like to offer some suggestions how to change lesser used perks into more viable ones, to help encourage more variety as well as balance perks that are unfair/unfun. Balancing a game is no small feat, but these suggestions may be of service.

    We'll be going through the perks A-Z, all 83 will be examined and changed.

    Ace in the Hole: This Perk is perfectly balanced.

    Adrenaline: You are fuelled by unexpected energy when on the verge of escape.

    Instantly heal one Health State and sprint at 150% of your normal running speed for 5 seconds when the Exit Gates are powered.

    Adrenaline is on hold if you are disabled when it triggers and will activate upon being freed. Unless you are Hooked.

    Adrenaline will wake you up if you are asleep when it triggers.

    Adrenaline ignores Exhaustion.

    Causes the Exhausted Status Effect for 60/50/40 seconds.

    You do not recover from Exhaustion while running.

    • Removed the auto heal after being unhooked. (See Second Wind)

    Aftercare: Unlocks potential in one's Aura-reading ability.

    You see the Aura of every Survivor that:

    • You rescued from a Hook or who rescued you from one.
    • You completed a Healing action on or who completed one on you.
    • Took a Protection Hit for.
    • Saved with a Flashlight or Pallet.
    • Saved from a Cage of Atonement or Bear Trap.

    They also see your Aura.

    This occurs for up to 1/2/3 Survivor(s).

    All effects of Aftercare are reset when you are Hooked by the Killer.

    • Added more methods on how to obtain the Aura Reading on other survivors.

    Alert: Your acute senses are on high alert.

    When the Killer breaks a Pallet or Breakable Wall, or damages a Generator, their Aura is revealed to you for 4/5/6 seconds.

    • Added 1 second of Aura Reading per Tier

    Any Means Necessary: So long as the PBT Changes remain, is perfectly balanced.

    Autodidact: You start the Trial with a -25% progression penalty for Skill Checks to heal Survivors.

    For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 5/4/3 Tokens.

    Each Token grants you a +15/20/25% bonus progression for a successful Skill Check while healing Survivors.

    Great Skill Checks cannot be performed while using Autodidact.

    • The benefits of the current tier 3 Autodidact. Just reducing the amount of tokens.

    Babysitter: While you have a reputation for being self-centred, you risk it all to help those in need.

    When you unhook a Survivor, the unhooked Survivor leaves no Scratch Marks or Blood Trail for the next 20/25/30 seconds.

    Both you and the Killer see each other's Aura for 20/25/30 seconds.

    The unhooked survivor receives a notification that they are under the effects of Babysitter.

    • Anti tunnelling perk, the aura's encouraging the killer to go after the unhooker.

    Better Together: You seek justice and uncover the truth no matter what obstacle stands in your way.

    The Aura of the Generator you are currently repairing is revealed to all other Survivors located within 32 metres.

    If the Killer downs a Survivor while you are repairing a generator or you finish repairing a Generator, you see the Auras of all other Survivors for 8/10/12 seconds.

    • Buffed aura reading on other survivors. See aura of survivors upon completing a generator.

    Blood Pact: The PTB changes should make the perk better.

    Boil Over: You are a battler and do everything to escape a foe's grasp.

    Your Struggle Effects on the Killer are increased by 25/50/75 %.

    You obscure the Killer's ability to the Auras of Hooks that are within a range of 12/14/16 metres.

    • Increased Aura of Hooks ranged by 2 metres each tier.

    Bond: Is perfectly Balanced.

    Borrowed Time: You are fuelled with an unexpected energy when saving an Ally from a Hook when they are within the Killer's Terror Radius.

    After unhooking a Survivor within the Killer's Terror Radius, for 15 seconds, any damage taken that would put the unhooked Survivor into the Dying State will instead apply the Deep Wound Deep Wound}} Status Effect. The Survivor has 10/15/20 seconds to mend themselves.

    If the unhooked Survivor takes any damage while affected by Deep Wound or if its timer ends, the unhooked Survivor is immediately put into the Dying State.

    • Works against Freddy now even if the Unhooker is asleep (Credit to Otz)

    Botany Knowledge: Is Balanced

    Breakdown: Any time you are unhooked, unhook yourself or unhook another survivor, the Hook breaks and the Killer's Aura is shown to you for 6/8/10 seconds.

    A Hook broken by Breakdown takes 40/50/60 seconds to respawn.

    • Applies to unhooking other survivors. Reduced respawn time by 120 seconds.

    Breakout: Balanced.

    Buckle Up: Unlocks potential in one's Aura-reading ability.

    The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 64/96/128 metres.

    When you heal a Survivor from the Dying State Dying to Injured, the healed Survivor gains the Endurance Status Effect for 15 seconds. During this time, any damage that would put you in the Dying State will instead apply the Deep Wound Status Effect. You have 15/20/25 seconds to Mend yourself. If you take any damage while affected by Deep Wound, or if the timer ends, you are immediately put into the Dying State.

    Also, the healed survivor and yourself see the Killer's Aura for a duration of 4/6/8 seconds.

    • Anti slugging perk.

    Built to Last: Balanced.

    Calm Spirit: Animals trust you as they often stay calm in your presence.

    Reduces chances of alerting Crows by 80/90/100%.

    Reduces the noises of your breathing by 0/5/10%

    Your calm spirit can overcome the urge to scream, cough and vomit.

    • Adds a possible counter Plague.

    Camaraderie: Life has taught you the importance of friendship which has given you strength.

    While you or another survivor are on the Hook, Camaraderie activates.

    If another Survivor is within 16 metres of your Hook while Camaraderie is activated, the Sacrifice timer is paused for 20/25/30 seconds.

    If you are within 16 meters of a Hooked Survivor while Camaraderie is activated, the Sacrifice timer is paused for 20/25/30 seconds.

    Camaraderie can only be used once per Sacrifice Phase.

    • 2 way perk, once per sacrifice phase (Escape Attempt Phase and Struggle Phase)

    Dance with Me:

    Dark Sense: Fine

    Dead Hard: Fine

    Decisive Strike: Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds or until another Survivor is Hooked.

    While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.

    Succeeding or failing the Skill Check will disable Decisive Strike.

    Successfully stunning the Killer will result in you becoming the Obsession.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    • As soon as another survivor is hooked the perk deactivates, as such only One Decisive Strike can be active at a time.

    Deja Vu: Fine

    Deliverance: After performing a Safe Hook Rescue on another Survivor, the Perk activates.

    You now have a 100% chance to unhook yourself during the escape attempt.

    A successful Deliverance from the Hook triggers the Broken Status Effect for 180/150/120 seconds.

    • Increased length of Broken Status Effect

    Desperate Measures: Balanced

    Detectives Hunch: Unlocks potential in one's Aura-reading ability.

    After a Generator is completed, the Auras of Generators, Chests, Exit Gates, The Black Lock and Totems within 32/48/64 metres are revealed to you for 10 seconds.

    If you are holding a Map any auras revealed by Detective's Hunch are added to the Map.

    • Buffed to show the aura of the Hatch.

    Distortion: You start the Trial with 3 Tokens.

    Whenever the Killer reads your Aura, Distortion activates and a Token is consumed. You receive a notification that this has happened.

    For the next 8/10/12 seconds while Distortion is activated, your Aura, Scratch Marks and Pools of Blood will not be shown to the Killer.

    For every 30 seconds you are within the Killers Terror Radius and not in a chase, gain a token.

    Distortion does not activate when you are in the Dying State or affected by Traps.

    Diversion: Fine.

    Empathy: Fine

    Fixated: When you have a goal in mind, there's no turning back; better to ask forgiveness than permission.

    You can see your own Scratch Marks at all times.

    You walk 10/15/20% faster.

    • Remove the fact you have to be healthy for the walking speed increase to work.

    Flip-Flop: You have an uncanny ability to escape the inevitable.

    While in the Dying State your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 40/45/50% total wiggle progression.

    • A 1:1 conversion that stops at 50%

    For the People: Balanced

    Head On: Fine

    Hope: The growing odds of a successful escape fill you with hope and give you wings.

    As soon as the Exit Gates are powered, you gain a 5/6/7% Haste Status Effect for the remainder of the trial.

    • A somewhat counter to NOED's speed increase. Buffed to match its counterpart.

    Inner Strength: Balanced

    Iron Will: Balanced

    Kindred: Balanced

    Leader: Balanced

    Left Behind: Balanced (I still prefer the old effect)

    Lightweight: Your running is light and soft, making your tracks harder to follow.

    Scratch Marks stay visible 1/2/3 seconds less than normal.

    Noises caused by your running by 15/20/25%

    Lithe: Balanced

    Lucky Break: You've had your share of scrapes and bruises, but luck's always on your side.

    Lucky Break activates any time you are injured.

    While Lucky Break is active, you won't leave trails of blood or drop blood orbs for a total of 60/90/120 seconds.

    While you are Healthy, Hooked or Dying, Lucky Break recharges.

    Lucky Break becomes permanently deactivated for the remainder of the Trial once the total duration has elapsed.

    • A new counter Oni. Resource management with the risk of permanently losing a perk. Shorter duration to compensate.

    Mettle of Man: Evil has a way of always finding you.

    After you earn 4/3/2 Protection Hit Score Events, Mettle of Man activates.

    Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.

    After Mettle of Man has been used, after healing to the Healthy State you will be Afflicted by the Exposed Status Effect until the perk is deactivated.

    Mettle of Man will deactivate the next time you are put into the Dying State.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    • Made it good.

    No Mither: You start the trial healthy, once you become injured you are affected by the Broken Status Effect for the remainder of the Trial. Your thick blood coagulates instantly.

    You do not leave Pools of Blood.

    You do not Grunt in Pain.

    You do not leave Blood Orbs

    Grants the ability to fully recover from the Dying State.

    • Hard mode, but a bit easier while maintaining its uniqueness.

    No One Left Behind: It is inconceivable to leave someone behind.

    As soon as the Exit Gates are powered, gain 50/75/100% more Bloodpoints for actions in the Altruism Category and perform them 30/40/50% quicker.

    The Auras of all other Survivors are revealed to you.

    • Useful before the activation of the EGC

    Object of Obsession: Honestly, I don't know.

    Open-Handed: Strengthens the potential of you and your team's Aura-reading abilities.

    Increases Aura-reading ranges by 4/6/8 metres.

    While within an 16 meter radius of other survivors, gain all of their Aura Reading abilities whilst sharing yours.

    • Added the unique ability of sharing Aura Reading

    Off the Record: You've learnt that a quiet approach is sometimes best.

    Once you are unhooked, escape from the Hook, or recover from the Dying State. Off the Record activates for 90/100/120 seconds.

    While Off the Record is active, your Aura will not be shown to the Killer and Grunts of Pain caused by injuries are silent and you will not leave pools of blood. Furthermore, you will be immune to the perk Whispers for the duration of Off the Record.

    • Greater usage. Allows for a survivor to easily evade detection for a significant duration.

    Pharmacy: You have a knack for finding medicine.

    Unlocking Chests is 50/75/100% faster. Their opening noises are silent.

    Pharmacy guarantees an Emergency Med-Kit Emergency on your first completed Chest Unlock.

    • Speeds up chest opening, noises are basically non-existent so begone N O I S E S.

    Prove Thyself: Balanced

    Quick and Quiet: Balanced

    You've noticed that people pay attention to whatever makes the loudest noise.

    After repairing a Generator for at least 3 seconds, it will be highlighted to you with a yellow Aura. The Generator stays highlighted until it is fully repaired or enter a Locker.

    Entering any Locker will trigger an explosion at the highlighted Generator.

    Red Herring can only be triggered once every 60/50/40 seconds.

    • Red Herring actually triggers and explosion, allowing for Visual and Auditory Red Herrings.

    Repressed Alliance: Balanced. (Blocked generator doesn't regress does it)

    Resilience: Balanced

    Saboteur: Unlocks potential in one's Aura-reading ability.

    See the Aura of the Killer if a Survivor is being carried and any hooks within 32 meters of them.

    Unlocks the ability to sabotage Hooks without a Toolbox.

    Upon completing a Sabotage Action without a Toolbox, the perk goes on Cooldown for 80/70/60 seconds.

    • Reduced cooldown, upon a successful sabotage the perk, not if it's interrupted.
    • Reduced Hook Aura range.

    Second Wind: You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves.

    When you have healed other Survivors for the equivalent of one Health State Health, Second Wind activates.

    While Second Wind is activated, the next time you are unhooked or unhook yourself, after 32/24/16 seconds you will heal one Health State.

    If you are Afflicted by the Broken Status Effect, Second Wind will activate after the Status Effect Ends.

    If you are unhooked or unhook yourself while the Exit Gates are powered, automatically heal one Health State.

    • Removed the 9 million conditions for the perk to work.
    • Added the Auto heal if exit gates are powered when unhooked (from Adrenaline)

    Self-Care: Balanced

    Slipper Meat: PTB changes are good.

    Small Game: You have the undeniable capability to sense danger.

    Get an auditory warning when looking in the direction of Bear Traps and Totems in a 45° cone within a range of 8/10/12 metres.

    See the Aura of Phantasm Traps when looking in a 45° cone within a range of 4/6/8 metres for 1/2/3 seconds.

    Small Game has a cool-down of 15/12/10 seconds each time it activates.

    • Hag Traps are hard to see, so make it a bit easier.

    Sole Survivor: As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.

    For each Sacrificed, Moried, Dead or Disconnected Survivor, gain a token.

    • 1 Token: Killer cannot see your aura within 32 meters
    • 2 Tokens: Killer cannot see your aura within 64 meters.
    • 3 Tokens: Immune to Killers Aura Reading and Whispers.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    Killers can only be affected by one Sole Survivor at a time.

    • Made the perk actually useful.

    Solidarity: Sharing painful experiences has the power to heal.

    While injured, healing a Survivor also heals you at a 80/90/100% conversion rate.

    • 1:1 conversion.

    Soul Guard: Balanced

    Spine Chill: Balanced

    Sprint Burst: Balanced

    Stake Out: Getting close to the Killer fills you with determination.

    For each 10 seconds you are within the Killer's Terror Radius and are not in a Chase, you gain a Token up to a maximum of 4/5/6 Tokens.

    When Stake Out has at least 1 Token, Good Skill Checks are considered Great Skill Checks, consume 1 Token.

    Grant an an additional Progression bonus of 1% to Generators and 5% to Healing for achieving Great Skill Checks.

    • Progression bonus even when you don't have tokens. Increased Token Cap. Reduced Time to get a token.

    Streetwise: Long nights out taught you to do a lot with what you've got.

    Increases Item Efficiency by 30/40/50% for you and Allies within a range of 8 metres.

    Once out of range, this effect persists for 15 seconds.

    Survivors can only be affected by one Streetwise at a time.

    • Increase Efficiency, survivors can only be affected by 1 Streetwise at a time.

    Technician: You are apt at handling machinery with the greatest care and precision.

    The noises caused by your repairs on Generators are Silent.

    On a failed Repair Skill Check, the following effects happen:

    • The Generator Explosion will be prevented.
    • The Generator loses Repair progress as usual.
    • An additional Regression penalty of 5/4/3% is applied

    --- PTB Changes plus silent repairs, seeing as the new sounds are here to stay.

    Tenacity: There is nothing stopping you.

    Your ferocious tenacity in dire situations allows you to crawl 30/40/50% faster and recover at the same time.

    Reduces your Grunt of Pain whilst within the Dying State by 30/40/50%.

    • Reducing grunts of pain in the dying state.

    This is Not Happening: You perform at your best when you are under extreme stress.

    Good and Great Skill Check success zones when repairing and healing get 10/20/30 % bigger when you are Injured.

    Increases the chances of triggering a Skill Check by 10/20/30%

    All Skill Checks will appear in the Centre of the Screen.

    • Skill checks always in the centre, increased skill check chances.

    Up the Ante: All will be well in the end; you just know it. Your confidence strengthens the feeling of hope for those around you.

    For each Survivor still alive, grant a 3/4/5% Luck Bonus to all remaining Survivors.

    Affects the chances of receiving a Second Add-On from Ace in the Hole.

    • Luck bonus now includes yourelf.
    • Updated Description

    Unbreakable: Balanced

    Urban Evasion: Balanced

    Vigil: You look over your friends even in dire situations.

    You and your Allies within a range of 8 metres recover from Blindness, Broken, Exhausted. Exposed, Haemorrhage, Hindered, Madness, Mangled, Oblivious TIMED Status Effects and Perk Recovery Timers 15/20/25% faster.

    Once out of range, this effect persists for 15 seconds.

    Survivor can only be effected by one Vigil at a time.

    • Now applies to all negative status effects.
    • For the Exposed Recovery, it only applies to Perks and Ghostface's Power.
    • Allows passive recovery of Madness (cannot go down from Tier 2 to 1)

    Visionary: You're remarkably focused on your means of escape.

    The Repair Progression of Generators can be determined by the intensity of their Auras within 32 metres.

    Anytime a Generator is completed, Visionary is on cool-down for 20/18/16 seconds.

    • Added a unique ability to help difference from Maps, Detectives Hunch and Deja Vu. More fitting a perk for Felix

    Wake Up!: Unlocks potential in one's Aura-reading ability.

    Once all Generators are powered, Exit Gates are revealed to you when within a range of 128 metres.

    While opening the Exit Gates, reveal your Aura and see the aura of all other Survivors within a range of 128 metres.

    While Wake Up! is active, you open Exit Gates 10/15/20% faster.

    • You can see survivors as you open gate and boosted speed of exit gate opening.

    We'll Make It: Balanced

    We're Gonna Live Forever: PTB buff go BRRR

    Windows of Opportunity: Unlocks potential in one's Aura-reading ability.

    Auras of Pallets and Vaults are revealed to you when within a range of 24 metres.

    Windows of Opportunity has a cool-down of 30/25/20 seconds when vaulting or dropping a Pallet during a Chase.

    • Seeing Breakable walls as survivors is useless, increased aura reading range.

    (Jesus, I spent a while writing this)

    Anyway, here it is, hope the balances seem good. Post your opinions and debate. (But please, just be civil)

    Gonna ignore everything I agree with, for obvious reasons:

    Adrenaline, I feel like the heal after the hook isnt too much. Adrenaline is meant to be countered by NOED after all. Survivors already lose the speed buff when they are on the hook, why completely counter this perk by a vanilla action?

    Baby Sitter, I always felt like this perk also needed to completely reduce the unhooked survivor's breathing and pain sounds, while also muffling their speed actions. Especially considering Stridor is a thing. It's only temporary and would truly make the unhooked survivor practically impossible to find unless they really make big mistakes. I agree that the speed actions being muffled might sound too OP right now, but it would allow the unhooked survivor to choose between safely rushing in a locker if they see the killer is still chasing them. But I think at least 2 speed actions should be muffled too.

    Breakdown, I understand why you chose it the way it is, but I think this would be much more interesting:

    • If you self-unhook(4% or Deliverance, especially with your increased broken status timer), break the hook for 300 seconds.
    • If you get unhooked, break the hook for 60 seconds(stacks)
    • If you unhook a survivor, break the hook for 60 seconds(stacks)

    Its still quite a niche perk, but it would reward you for self unhooking massively(which, imo, is needed), while also being generally an okay support perk without wasting someone else's perk.

    Camaraderie, kinda the same issue with Breakdown, I feel like due to its niche, it could add the option to stack, but only being a one-time use. Meaning you could sacrifice your own time to add to someone else's time, which really is a strong counter against hardcore campers, while it also can accidentally be wasted if you unhook a survivor too late. Giving it a bit of a risk/reward system while granting the person on the hook quite a decent amount of Survival points.

    DS: The Killer can only be obsessed with one Survivor at a time.

    • As soon as another survivor is hooked the perk deactivates, as such only One Decisive Strike can be active at a time <- this can be easily abused. I've commented somewhere else on a post thats only about DS where I think its a fair way to treat DS. A lot of people give "solutions" that either allow killers to still remove survivors from the game ASAP even though DS is meant to keep them in a little bit longer, or they allow survivors to essentially become gods if they do get tunneled. Both are wrong.
    • In short, my suggestion is reducing the timer to 30 seconds, but pause the timer when being chased(like Pig's reverse beartraps). If the survivor is slugged, heal him/her for 2 healthstates to full health with endurance once the time runs out(because the killer refuses to pick up the survivor, which essentially negates the reason why DS is needed in the game).

    Flip-Flop, my issue with Flip-Flop is that it stops at 50% when fully recovered, I think having a 1:0.75 conversion would actually work out, meaning you can have 75% wiggle progression if the killer slugs you too long. Meaning it actually has some noticable effect as an anti-slugging perk, because right now, the only anti-slugging perks that have an effect are perks that pick yourself up. Having at least 1 perk that is effective for wiggling and escaping after being slugged gives killers a good reason to actually pick up a survivor, while also making Survival bloodpoints easier to obtain for survivors(seriously, the only good ways are Deliverance and escaping as an obsession, the rest is essentially worthless). It would essentially be a one trick pony, as the killer can easily take note of who runs flip flop, but it would discourage killers from actually slugging too long.

    Mettle of Man, dont see the reason as to why to give it an exposed status. It's already really niche, giving it 1 less token makes it still niche but more effective. The exposed status effect would only make it worse than it currently is.


    OoO, I actually have a good way to change it: when the survivor gets hit, dont give them a damage boost and give them a broken status untill they get hooked. Meaning you essentially limit yourself to 9 healthstates each game, rather than theoretically infinite while also being much easier to catch. OoO's aura reading isnt the problem imo, its the lack of punishment that is the problem. Not being able to heal up after being hit is a huge impact.

    Saboteur, I feel like interrupting it causing a cooldown is needed, as it can essentially allow someone to finish a hook safely with Dead Hard and Resillience. But it shouldnt be the full cooldown. Maybe if you get hit, the cooldown increases with 10 seconds, meaning that if you use it and get hit, you would have a 70 second cooldown, but if its ready and you get hit, it gets a 10 second cooldown. Which is fair, if you also consider my take on Flip-Flop.

    Sole Survivor, while I do like the changes, how would you decide which person is the sole survivor? Making the obsession the sole survivor makes these changes worthless. I feel like these could quite easily apply to all survivors, especially considering screams etc dont count as aura readings but still give away the survivor location.

    Vigil and Streetwise, since I pretty much agree with all perks inbetween, I see this as a very bad change. Ghostface doesnt need another counter to him as he is already mainly an m1 killer. The effects stacking was what made them potentially great. Having them essentially nerfed while still limiting to a small range makes them even more useless than they already are.

    Visionary is already really strong as it already is, people really underestimate it's effect. Its already different from detectives hunch and maps as it shows you the generators at all times and you can easily lead your teammates to generators that need to be fixed to prevent a 3-gen. Giving it anymore strength might actually make it quite OP against pretty much all killers. Let alone that it makes Better Together relatively useless. Right now, Visionary and Better Together work great together in a similar fashion that Detectives Hunch and Better Togehter work, but its even better. So no alteration to Visionary is needed.

    Windows of Oppertunity: "Seeing Breakable walls as survivors is useless" oh man, no, its not. It allows you to see if a doorway has been opened or not, meaning its a window of oppertunity for you to move towards it or not. I mean, lets take the reworked version of Badham's school. Imagine the difference of you being able to see if the doors have been broken or if the killer didnt open them yet. The difference in your pathing is immensely different with that knowledge. Dont underestimate potentially permanent aura readings.


    So I guess I agree with like 80% of the perks. Its just that overestimating and underestimating the remaining 20% can really make or break the perks.

  • @Raz_ said:

    Anti tunnel right? can you get tunneled just 1 time? nope you can also get tunneled all game long, or someone can just go after you 2x after getting unhooked.

    1. make decisive strike usable 2x that will make killers actually stop hard tunneling people what is the most boring thing for a survivor.
    2. the next problem is being invulnerable and doing what ever you want to do for 60 second. going in lockers, doing other objectives and even when the killer isnt tunneling he can still get DS'ed on the last second. The solution, after going in a locker, touching a gen, getting healed or interacting with anything what is outside chasaing DS gets deactivated.
    3. DS timer from 60 seconds to 45 seconds BUT as long you have a terror radius DS doesnt run out, that will actually force a killer to chase someone else. that would also make the small pipi build useless because the TR wouldnt run out when slugging and waiting.
    4. there should be a obsession every match doesnt matter if someone has DS or a killer a obsession perk. i noticed having no obsession encourage killers to hard tunnel every single survivor.
    5. after the endgame starts DS will get deactivated but you will get the endurance effect for 5 seconds when you get unhooked, means when the Gates are far away the killer could still do something about it.
    6. the only problem are stealth killer who can just hide the TR.. well for that you either bring a new status effect or the stealh killer lose the game just by waiting while others do gens.
      • Here you go a anti-tunnel perk, everyone is complaining about its not being a full anti tunnel perk, what else do you want? tunneling isnt fun, isnt skill and isnt optimal when you tunnel a strong survivor. DS is not fair most of the time, especially when you didnt even tunnel and found the survivor randomly again. and when people dont like it just bring the old DS back because that was pretty balanced right? :)

    DS isnt anti-tunnel, its anti-removal, but thanks to Mori's existing, people dont see it that way.

    And I feel DS should be similar to Pig's traps. Where if you're in chase, the timer wont go down. Then you can easily give it a 30 second timer and essentially activating if the killer slugs the survivor. If the timer runs out while the survivor is still in the dying state, heal the survivor 2 health states and give a temporary hit immunity. This way a survivor cant 99 a self-pick up and they are forced to activate Unbreakable or lose DS, while the killer cant slug a survivor and camp him untill DS runs out. Because that was essentially the work around and it still made DS fail at its job.

    So in short, how I would change DS:

    1. When unhooked, a 30 second timer starts
    2. When in chase before that timer runs out(even if you have been healed), the timer freezes.
    3. If you get downed, DS activates
    4. If the killer refuses to take the 5 second stun and waits for the time to run out, the perk will heal you 2 health states and temporary hit immunity(aka endurance)

    This way, killers should never want to tunnel unless its absolutely required for the situation if there is an obsession in the game. It would essentially remove all issues I can currently think off that DS has(both for survivors and killers). It would still remain to be really powerful during the EGC I guess, but IMO, as a killer, you should want DS to be triggered ASAP. DS is essentially a survivor hex perk. Once its gone, its gone, refusing to search it out and leave it on all game will punish you much harder in the long run.

  • @CalamityJane said:

    And that's not to mention the niche perks that make life miserable for some killers. Do you think you'd ever play another game of Doctor or Oni without 4 Calm Spirits?

    Actually, Doctor and Oni still do well against 4 calm spirits. Oni doesnt need Infectious Fright to find survivors, it makes it a lot easier, but he doesnt need it. Doctor doesnt really need to use his ability to locate survivors, it makes it a lot easier(which is why doc is considered to be one of the strongest killers in the game right now), but he doesnt need it.

    Same could be said for Hag and Urban Evasion. Even if every survivor ran it, you still can pretty much play normally. Its a tiny bit more challenging, but all the killers mentioned can handle a little challenge.

  • @Kind_Lemon said:

    I mean, OoO could just make the killer faster when it activates. eg. 7%

    Alternatively, OoO could make the survivor slower (-5%)

    A third option could be to decrease all action speeds (-9%) when OoO is active (like an inverse Spine Chill).

    Or, a combination of all of these is possible.

    Thats going too far tho, hinderance is already much stronger than people realize and its only 3% for 30 seconds. Having a permanent 5% debuff is insane. Same for having a killer with a permanent 7% speedbuff(especially since it would negatively apply to all survivors, rather than just the user).

    Hope, for example, is a 7% buff in speed for survivors, and can extend the average chase by 6 seconds against a 115 killer, and by up to 8 seconds for a 110 killer, and that only applies for 2 minutes after the final generator is popped. Imagine a 5% debuff for the entire match just for running 1 perk, its just too much. You might aswell delete the perk. OoO needs a debuff where it matters: after being hit. The whole skit of OoO is showing the killer where you are and then trying your best to avoid the killer. So being hit means you didnt properly avoid the killer, and thus you would recieve a debuff. Much more fair, right?

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657587#Comment_1657587

    Yes, because clearly if it's less broken than Decisive, Dead Hard, or live Object, the perk has no value.

    There is a difference in nerfing a perk, and making it absolutely useless. Babysitter is already considered quite useless and that is 4 seconds.


    I personally feel like Object of Obsession is relatively okay as it is, it just needs more punishment for the survivor. For example: once the object is hit, give him a broken status that will not go away untill he is hooked, then also hinder the Object after being hit for 3 seconds to reduce the movement speed bonus they get from getting hit and be oblivious and blinded for 20 seconds after being hit.

    The biggest issue with OoO is that survivors running it can rely on simple vanilla mechanics like damage boosting and healing that make it so hard to deal with. Giving OoO a punishment that truly reflects the bonus it gives would go a long way. But only a 3 second aura read? as if survivors already dont have enough terrible aura reading perks.


  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655950#Comment_1655950

    Well first up your wrong for PGTW to work a killer has to hook a survivor for it to activate so they can't use it at any time they feel like it they had 60 seconds from when they hooked that person to use it. To quote you here "So again, that is 1 perk that can be activated on demand for 60 seconds" it's not activated on demand it activates when you hook someone you then have 60 secs to use it.

    Same as survivors DS activates after they get unhooked and its up to them and there team how they use it once again your words here " You literally are the one who turns 5 seconds of stun into 60 seconds of "immunity". Its not immunity, and in fact, its better to eat a DS earlier in the match rather than dodging it all match and have them all have it during the EGC with a gate nearby". So the killers are the ones that are making survivors do a gen then force them to jump into a locker making the killer grab them and get hit by DS, wait till there DS runs out or give them a free pass.

    I will have to remember that next time a survivor jumps into a locker and tell them in post game chat im glad i made you jump into that locker, You also might not get to use PGTW 12 times every match but if we want to crunch numbers to compare you said PGTW is 240 secs if every survivor has DS and you play optimally vs it which is not always eating it at the start off the match that's still 240 sec that survivors know they won't be hooked for and if they are slugged and killer leaves to wait out DS that's even more time and if someone picks them up well guess what the killer has to down them again taking up more time because off 1 perk.

    PGTW was strong but there was no need for it to be changed at all any gen slow down perks killers use end up getting nerfed while survivor perks get left alone, If the devs stand by with what they said that killers can do to much with that 60 seconds then they need to look at DS or it's just double standards its fine for survivors to have a perk that allows them to do a lot in 60 secs because off a perk but killers have a perk that does the same and it gets nerfed.

    No, im right, because I was talking about the 60 second period where it can be activated. 'To quote you here "So again, that is 1 perk that can be activated on demand for 60 seconds" it's not activated on demand it activates when you hook someone you then have 60 secs to use it." Break down that sentence: 1 perk can be activated on demand for 60 seconds. So for 60 seconds, while the perk is active, you can choose when to use it. Where is that sentence wrong? By that logic, DS never works if you never get hooked, unbreakable never works if you get picked up or never downed. The only downside of Pop is that you have to hook someone, thats literally it. And in the average game, you're pretty much ensured to do so. Pop has the ability to gain more time than it costs. You can pop 1 generator 2 times before survivors have the time to reduce the time you removed the first time, you cant stun the killer twice in a similar fashion unless the killer is trying to get rid of all the DS's asap.

    "and its up to them and there team how they use it" No, its not. They literally HAVE TO BE PICKED UP BY THE KILLER for the perk to activate. I dont run DS because 99% of the time I use it, it simply never gets used, even if I "accidentally" get downed. Survivors have little to no influence on the usage of DS, the usage of DS lies by how the killer react to it. Its really not as strong as people claim it to be, the strength literally lies in how much the killer fears it.

    "and you play optimally vs it(DS) which is not always eating it at the start of the match" What? how is that optimal? You want DS to be gone as early as possible untill its too late to get rid of it. DS is extremely strong late game, but early game is has practically no effect. Not eating DS early game is literally throwing your own game.

    "any gen slow down perks killers use end up getting nerfed" yeah, because it has to be possible for survivors to finish the game against all killers. Gen regression perks get nerfed because its practically impossible to face it when killers who are already good at gen patrols without any gen regression perk. PGTW was too strong for what it did. You could literally have 5 gens at the end of the match thanks to PGTW, which, unless you face literal potatoes, is too strong. Survivors "win" by having 3 escapees, if 1 perk prevents the method of escaping to be an impossible goal, then that perk is too strong. PGTW needed a nerf to put more pressure on forcing the choice between going for another hookstage or reducing an important generator, currently, at least 4 killers could do both, and those killers do not need a nerf.

    And again, DS is single use, when survivors get killed early on, they lose a pip even if they play practically perfectly. Killers can do terribly the entire match and still earn a pip because they run pop. Its literally not a double standard because of that alone. I mean, unless you want to give survivors to remove the killer from the game within 2 minutes time.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655728#Comment_1655728

    If you read peoples complaint about DS you will find it's not about people using DS when being tunneled but the fact for that 1 min you can do what you feel like and pretty much get away with it, Same with this post and the devs nerfing PGTW because 1 min is to long and allows the killer to do to many things and still have PGTW active ready to kick a gen. With that 1 min after you get unhooked you can finish a gen if its been started on, nearly finish it solo, heal and start working on a ge, you can say well a killer can just slug and wait a min to pick you up but you might not even be running DS but you could be running unbreakable or you could be running both.

    That's the problem people have with it if the devs think PGTW gave the killers to much time in 60sec then they need to look at DS and what survivors are able to do in that time, majority of people are not asking to nerf DS into the ground or take away it's anti tunnel aspect but to balance it to be more fair.

    You will always get killers that will camp and tunnel hard no matter what they put in place or perks you run that's just life and part off the game, same as survivors going out off there way to troll the killer or make the match a bad experience for them, If devs are adjusting perks like PGTW because killers can do to much in 60 secs then they need to look at survivors perks like DS.

    Well, that still doesnt matter due to how the perks work.

    Pop goes the weasel can be activated at any time by the killer. And when activated, will remove up to 20 seconds of survivor progress. If optimally used, thats 12 uses and thus up to 240 seconds of progress being removed.

    DS cannot be activated at anytime, in fact, you need the killer to pick you up to activate it. And when activated, will stun the killer for 5 seconds flat. When optimally used and the killer pretty much tunneling, thats 4 uses of 20 seconds being added to a chase. The 60 second timer actually doesnt really matter, because you decide to wait it out rather than taking a quick one use stun. You literally are the one who turns 5 seconds of stun into 60 seconds of "immunity". Its not immunity, and in fact, its better to eat a DS earlier in the match rather than dodging it all match and have them all have it during the EGC with a gate nearby.

    So again, that is 1 perk that can be activated on demand for 60 seconds, up to 240 seconds removal on progress, versus a perk that can be activated only if the killer picks you up within 60 seconds, up to 20 seconds of stuntime. They simply are not comparable. Personally, I would have kept Pop at 60 seconds and instead nerf the % it removes from gens to 20% or even 15% while also buffing base gen regression.

  • @SnakeSound222 said:

    Have you also heard the reason why they’re actually nerfing Pop? The timer is too lenient. Guess what perk a lot of people say is too lenient? DS. The devs really showed their bias with this one.

    DS isnt really too lenient, its literally a 5 second stun vs being removed early from the game. If you refuse to eat a DS and call the survivor "immune", then you're the one making the mistake. You have the choice of waiting 60 seconds to pick up a survivor, or picking him up instantly and eat a DS early on, ensuring that survivor will never be able to DS you later in the game. And you choose to give that survivor 2 whole minutes of "immunity" because you think a 5 second stun is too much of a punishment.

    While pop removes 20 seconds of survivors progress, for every single time it gets procced. Thats a total of 20 seconds of being stunned by DS, vs a total of 160 seconds of gen regression in an instant. Yet you choose to give survivors a total of 240 seconds of "immunity". Now, who is really the one at fault for that?

  • @pandorayr said:

    The devs nerf Ruin and now Thanatophobia, concerning Pop Hoes the Weasel it seems like a reasonable change but they "forget" Decisive Strike is also too long time (60 seconds), other perks receiving buffs but are situational/niche perks, it's undeniable the last patches hurt killers.

    I recommend the developers to watch the Otzdarva video where he explain the biggest problems of this game, 4 years later and we still have a very unbalanced game.

    https://www.youtube.com/watch?v=xk5ij_Eworo&ab_channel=notOtzdarva

    Pop literally removes 20 seconds off a generator, being able to chase a fully healthy survivor and still be able to use it is too strong. Lets say the average chase time is 50 seconds, you'd still have 10 seconds left to remove 20 seconds of progress, meaning your actual chase time is 30 seconds. This doesnt affect the killers pipping, it doesnt affect the blood points much, all it does is reduce a generator massively(and yes, 25% reduction with essentially no cooldown is insane)

    For DS, its much, MUCH different. Being quickly hooked after an unhook can be the difference between life and death, being less long in the match means essentially a depip. It's why Mori's are a much bigger issue than keys are too. Because the killer doesnt get removed prematurely from a match. Keys are annoying, sure, but they should not affect your progress.

    I agree that Unbreakable and DS are a bit of an issue right now, but thats not because of DS or Unbreakable on their own, its the situation that both of them create.


    And as for the last patches hurting killers. REALLY? you got a totem that resets other totems, essentially guaranteeing at least 2 totems to be cleansed before the effect wears off while also getting free wall hacks without the survivor EVER knowing it. Pyramid Head has guaranteed hits without any skill. Deathslinger pretty much the same. Unless you run a vault speed build, its essentially impossible to not be downed instantly against a decent Bubba. Face it, since november all the patches have been killer sided. Felix had decent perks, but they pale in comparison to what The Blight has to offer. The average killrate for pretty much every killer is above 2.5, that means the average game, the killer is more likely to win. Now it's time again to balance the game, and thus survivors are getting buffed to get the average killrate back to 2.5. And yes, 2.5 is a fair balance.

    DS cant be nerfed due to how the pip-system works.

    @BaschFonRonsenburg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655636#Comment_1655636

    20*8=160

    60*4=240

    so 8 pops is still less than 4 whole minutes of immunity after a hook to work on gens without fear of having to do anything else. But pop is active for too long?

    You know what? Give survivors the ability to stun the killer for 5 seconds whenever they please, then we can start talking. Pop can be applied whenever the killer wants to apply it. DS can only be applied when picked up. There is a guarantee for the killer to use Pop, multiple times in a row on the same generator, survivors dont have that choice. Killer mains forget how much free will they have in the game, while survivors rely extremely on the killer. Killer afk? survivors get depipped even though they did great. Killer terrible at mindgames and having tunnel vision? Survivors get punished with a depip. Getting mori'd after being camped and tunneled from a hook in a deadzone? Too bad, here's only 7k bp and a depip, should've git gud instead. The game is heavily balanced towards killers in terms of bloodpoints, pips and in-game choices. The only way survivors can start bullying the killer is if they have teamplay that is better than the skill of the killer. And even then, the killer is still extremely likely to get at least 1 kill. For survivors to have a 4 man escape, the killer must really make massive mistakes during the entire game. For all survivors to die, there only need to be 1 early death by 1 tiny mistake. People claim survivors get perks that allow mistakes to be fixed, but thats not true(well, kinda I guess), you can make 0 mistakes as a survivor and still be downed within 30 seconds. You can make 15 mistakes as a killer and still get an early down because a survivor made 2 mistakes.

    All this, is reasons why Pop and DS are not even close to similar. DS is more comparable to Haunted Grounds than it is to Pop.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650649#Comment_1650649

    My objective is what I decide my objective is. You don't get to tell me about my objective. And I decided that my objective is to get 4k as efficiently as possible. Now, you can cry about it in post match chat or on forums, but I don't really care :) haha

    Nope, objective is what the pip system tells you is. Sure, you can change it if you want, but that makes you wrong. Besides, last time I checked, I heard the devs are deciding in making tunneling even less useful for killers than it already is. Because against decent survivors, you will lose gens quickly. Im guessing you're at best purple rank, because thats pretty much the only time survivors unsafely unhook other survivors without having 3 gens ready to pop.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650607#Comment_1650607

    "but being hooked out of the game when only 1-2 gens have been finished while I've been on the hook all game is just basically admitting you would lose otherwise." - LOL, no, that's admitting that I want to get my BPs quickly and move onto next game. Just had a game yesterday when I 4k with 0 gens done and I still tunneled. They would have 1 or 2 at done at most if I didn't. Can't see any reason to make games longer than necessary to assure the win.

    Nope, it literally is admitting you have no other way of getting a win. I mean, you literally are ignoring 50% of your objective just to tunnel. Killing survivors is only half of your objective. And yeah, if they are stupid enough to not rush gens when you camp, its on them.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650607#Comment_1650607

    The killer cannot hook you if he can't catch you in the first place. Learning to loop properly is 100% the counter for camping and tunneling killers.

    You literally didnt read. My second statement literally includes deadzones and you cant loop a deadzone.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650583#Comment_1650583

    Using anything built into the game as a feature (perks, items etc) in their intended way is never toxic. It's in the game. It's not a cheat or a hack. Not liking something doesn't mean it's toxic. It annoying you doesn't make it toxic. Doesn't matter how many times they blind you at a pallet or vault. That's the literal purpose of flashlights. To blind the killer. "The entire community" is a bold statement. Please provide statistical data for that, or retract your statement.

    Holding the game hostage is literally against the rules; and bannable. So yes, the devs define it as toxic, and it is, as such, toxic.

    Again, the devs decide what's toxic. You just decide what annoys you.

    You picked the wrong guy to try and one up. Bring it, bud. Easiest rebuttal of my life.

    "That's the literal purpose of flashlights. To blind the killer." There is a difference between blinding a killer, and constantly blinding the killer with 2 people where you know you can essentially keep the killer blind for the entire match or force him/her to never use a window, making infinites possible. Infinites are constantly removed because they literally are toxic. Flashlights being used in this way, creates infinites. Now, I like to see how you will twist this in not being toxic. Because its still in the game, it still allows infinites and there is even a new perk that allows it to be used nearly twice as long. Infinites and using them is toxic, even according to your definition. So, how are you gonna turn this one around? The existance of Lightborn?

    "Holding the game hostage is literally against the rules; and bannable" This rule was implemented after they added crows, so again, you're wrong.


    And no, the devs decide what is balanced or not. They add in things that can be used as an annoyance, however, they often dont cap the annoyance. Old Pig had a headpopper build that was incredibly toxic, yet barely anyone used it. It's removed now, so again, according to your definition, its toxic. However, this has been in the game for YEARS before it was removed. Now, are you going to claim that all that time, it wasnt toxic untill its removal? Please, I'd like to see your "rebuttal".

    As for what is toxic, and this is pretty much the biggest reason why you are wrong: the usage of an in-game mechanic only to ruin the game for someone else. It has nothing to do with annoyance, it's literally someone trying to ruin the fun for someone else on purpose.

    I mean, lets take it even further: at first, atoms were researched for finding a way for clean energy, does that mean the people who researched the atoms were trying to find a way to create a bomb? According to you, they must have been, because the bomb got created and atomic bombs are still active to this day. The devs simply try to balance items and things to not be gamebreaking, but that doesnt mean the players dont find a way to make it essentially gamebreaking. The players create the toxicity, the devs can choose to react on that or not. Often, they dont, but that doesnt make it less toxic.

  • @CosmicParagon said:

    It may not be a skillful play, but it is often the smartest one. The sooner you eliminate one player, the more effectively you can apply pressure. Everybody talks about needing to 3-hook everybody, but it simply isn't possible against skilled survivors. The only advice I have if you are getting tunneled is to learn to loop better to make the killer give up on you.

    @CrowFoxy said:

    3 hooking all the survivors is impossible if the survivors are good.

    You need to eliminate your last, or last few survivors to a meager 1 or 2 hooks where possible since you only have a collective 6 minutes before all gens are done, less if they coop smartly/toolboxes/bnp etc etc.

    Tunnelling let's you eliminate a survivor asap, which slows the game down by a whole lot, and tbh, that relieves soooo much stress.

    Thing is, due to how the pip system works, you know that that survivor will be guaranteed to depip. I dont mind being hooked twice in a row early in game to be a guaranteed kill when there is 2 gens left, but being hooked out of the game when only 1-2 gens have been finished while I've been on the hook all game is just basically admitting you would lose otherwise.

    As for being better at looping for getting tunneled, no, just no. Considering the amount of deadzones many of the maps have, that is simply not an argument. If you hook in a jungle gym, sure, thats a good argument, but at least 50% of hooks are in a position where you can hit the unhooked survivor before they can even get to a loop.


    And you know what another option is instead of deadhooking? Slugging. It means I cant do gens, it means 1 survivor needs to go towards me to pick me up while you can chase the 3rd survivor. Meaning only 1 survivor is on gens, you have 1 person guaranteed to be dead on hook and you allow that one survivor to still do some work to gain a black pip at the very least. Because thats the biggest issue IMO, is that you basically force a survivor to depip while they had 0 chance to work for a black pip. I agree that getting 1 survivor out ASAP is what a killer should aim for, but not at the cost of dicking someone over. The only exception being that survivor obviously being overly cocky, but trust me, everytime I do that, I actually dont mind if the killer gets me, because odds are that I already did enough to get my black pip and just need some chasing to gain a pip.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1535569#Comment_1535569

    Sorry bud - it's in the game, being used as intended. The devs define toxic, not you.

    You will never be right. :)

    Oh, the devs define toxic? Sure, so, using the small pp build and flashlighting a killer everytime he vaults isnt toxic? The entire community agrees that it's quite toxic, but its in the game, so it cant be toxic.

    Oh, or remember back in the day when you could hide for an eternity in a locker and basically keep the killer hostage? That was toxic AF, but it was in the game and there wasnt anything that said you couldnt, guess it wasnt toxic after all. Sure, it got changed later, but I guess that was just the devs changing their mind on what they thought was toxic, as it was in the game for MONTHS before it got changed.

    So yeah, I dont decide what is toxic, but neither do the devs. According to the community, its toxic. And toxicity is a community vote. So you're wrong, and ironically, I am right. Maybe not in the previous thing, but thats for the community to decide, not you.

  • Got a few concepts in my mind:

    Survivor perks:

    1. Walk 10% slower, but be immune to Killer Instinct while you walk.
    2. When downed while still having the Deep Wound status effect, be send as far away from any hook as possible and become the obsession, one use only, disables DS if used(also gives a lot of terrible survivor perks a use).
    3. For everytime you stun the killer, gain a stackable 0.5-1% haste effect.

    Killer perks:

    1. If you down a survivor within the unsafe unhook timer, expose and exhaust the survivor who unsafely unhooked said survivor for 60 seconds.
    2. After breaking a wooden door or a pallet(as soon as you can move again), gain 10% haste effect for 3 seconds, gets ended pre-maturely when using m2.
    3. Increase lunge range with 15%, but increase missed cooldown animation by 20%.
    4. For every generator standing(physical generators in the map, not amount of generators that need to be fixed), gain a 5% decrease on generator repair speeds, generators start regressing normally once they are let go(to not be compatible with Pop, while being compatible with Ruin).
    5. Hex totem: Everytime a survivor heals fully within your terror radius, they gain the exposed status effect, this is unbenownst to the survivor untill they get hit. The hex isnt applied to unaffected survivors.


  • "Beyond that I've spent 100s of dollars on this game between the DLCs and cosmetics. I really greatly appreciate getting the bloodpoints I deserve."

    Lets be fair here, this is simply just you thinking you deserve something because you showed extra support. The amount of dollars has nothing to do with the free BP codes. No one truly deserves the free BP, they simply gather it. I am fairly certain its your own frustration adding into this, but dont let your frustration turn into entitlement. Just some constructive feedback.

    As for the glitch itself, as far as I know, if you share your console with someone else, it might be that they already redeemed the codes and cant be redeemed a second time on the same console, either way, that is a big issue, so I am bumping this thread too in the hopes the devs will address this, because like you said: "other people are recieving something for free while you are not". And that is unfair no matter what.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549963#Comment_1549963

    Unless he gets some big polishes no he won't touch the high tiers I think..too clunky..no real answer to pallets or windows atm..he needs work

    His power isnt meant for extreme close quarters(although, I can see someone who is really skilled being able to pull that off too), but for slightly open area's. Its far from too clunky. Maybe for beginners, but so is Nurse. Blight has a higher skill floor, and I believe he also has a higher skill ceiling.

  • Actually, I think Luck should increase the amount of skillchecks. You literally have perks and item-addons that are there to increase skillchecks on purpose. Besides that, I feel like survivors should recieve an iridescent offering for luck.


    I mean, you have killers with an Ebony Mori that are guaranteed to kill everyone they hook. Yet survivors have an offering that only slightly increase their unhook chance. Having an iridescent offering that, if 4 stacked, would almost guarantee an unhook on first stage would be, in my eyes, a fair addition as long as Ebony Mori exists.

  • As for OP, regardless of your inb4, you do need a new laptop. Its 7 years old, probably close to 8 years old. You either need a new laptop, or new hardware to replace the current ones.

    As for my advice, look into Lenovo's trade-in possibilities. A lot of companies accept older models for scrap while applying quite a hefty discount on a newer model. You might be able to swap in the 2013 laptop for a 450$ laptop from 2017 with a 100$ discount. If they dont have a trade-in possibility available on their websites, you could always contact their marketing team. Its often much more profitable for companies to scrap old models rather than buying new resources, and considering they probably werent going to sell that laptop much anymore anyway, they are happy to sell it for a discount. That way you can upgrade your current laptop for a (relatively) cheap price, while easily doubling your performance in general.

    If you cant get a new laptop because of parents or something, simply ask them if it is possible to trade it in for a newer model while practically not costing them much and chipping in as much as you are willing to spend on a laptop, with them maybe helping out a tiny bit. 7 years is a long time for hardware to remain accessible for a game.

  • @SilentSpectre said:

    It's really disheartening to see all these commenters that would rather make our community smaller and more exclusive than bigger and more inclusive. Not everyone can afford to update their computer everytime a game decides to update.

    True, but considering super low settings can be exploited heavily by people who have high tier platforms, that is simply not an option.

    Yes, a bigger and more inclusive community is nice, but 7 years is a long time. Hardware becomes exponentially cheaper every single year. That means a piece of hardware that would cost 1000$ 7 years ago, would probably only cost about 175$ right now, if not less.

    Not everyone can afford to update their computer everytime a game decides to update, heck, no one can. However, you can update your hardware every 5-7 years to be able to run newer updates.

    You cant play java minecraft 1.16 on the same platforms that are able to run java minecraft 1.12. You cant play current Destiny 2 on the same platforms that could run Destiny 2 two years ago. Just like you cant play 2020 Dead By Daylight on the same platforms that could run 2015 Dead By Daylight. Sure, optimisation can make the amount of platforms able to run both versions slightly bigger, but you cannot expect the devs to compensate for someone who has a 7+ year old piece of hardware that has never been updated.


    Basically, upgrade your hardware, even if its only slightly. Sell your old hardware to students or for scraps to get the most money out of it and invest in something new. Preferably something that could last 10 years, but if you cant afford that, at least invest in something that can last 5 years. The games that will release in 5 years are being worked on with current optimal hardware, and it takes another 5 years before that hardware isnt capable of running the newest games again. 2000$ for a pc or laptop might seem a lot, but thats only 200$ per year that you need to set aside if you want a fully new upgrade. 50$ a year if you replace your hardware piece by piece. It's not that expensive to plan ahead. Gaming comes from 2 sides. The customers and the devs need to consider both situations. Dev's design their games +-5 years of hardware, customers should keep their hardware up to date if they want to remain active in the gaming community.

  • Considering you mentioned 360's being impossible, I am going to assume you are from consoles. And no, 360's are just as possible on consoles as they are on pc, the biggest difference is that PC killers have more precise movement than console killers and can therefor counter a 360 by spinning with or against the survivor depending on how large their 360 is.

    Pallets are not reduced, there are essentially 3 types of RNG:

    Killer sided RNG, Neutral RNG, Survivor sided RNG.

    They dont really matter too much on average, but essentially, killer RNG means there are less pallets spawned than average and/or structures are hard to combine in a loop, survivor sided RNG means there are more pallets than average and structures are easy to combine in a loop. So one game you might have 15 pallets on The Game and another time you might have 20 pallets on The Game. Pretty much all additional pallets are unsafe anyway, but having any interactibles rather than constant deadzones is better.

    As for running away from a good killer, it takes a good survivor. If there is a killer that constantly outplays your mindgames, you're simply outmatched and need to get better. Either that, or you overestimated the mindgameability of the killer and ended up mindgaming yourself into a bad position. Which you need to be able to recognise.

  • @ Antares2332 said:

    The problem is really the servers, not the hitboxes. Although with Freddy there may be an exception.

    Nah, Freddy's hitbox is the same as any other killer, it just looks weird because his weapon is very short. Legion has a similar issue where the hit range is slightly further than the knife range. So in those cases, the discrepancy is visual only. Add in latency, and Freddy seems to hit miles away, even though his reach is equal to those.

    Personally, I think they should add a slight windslash-like visual on top of the power, to close the gap between hitbox and animation.

  • @Nilexion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547646#Comment_1547646

    https://forum.deadbydaylight.com/en/discussion/comment/1547657#Comment_1547657

    I feel like spirit is one of the easiest killers that I go up against. Freddy and Doc I agree are overpowered, but when I see leatherface I just want to DC

    Doc is far from overpowered, the amount of skill it requires for doc to be practically impossible to counter takes so much time to master, that in the same amount of time, you can master Nurse, Myers, Trapper AND Huntress. In that same amount of time, you can play 1 year of survivor and master every aspect about it.

    Bubba has essentially the same counters as he always had: drop pallets if he is not revving, if he is revving, dont drop pallets unless you can ensure a stun. Fake a vault or pallet to gain a tiny bit of time. Take sharp turns that Bubba cannot reach with his power, meaning he would either need to stop walking to turn or stop using his power to get a hit, both giving you massive distance.

    Freddy is a tiny bit overbalanced excluding addons, including addons he is overpowered. Spirit is heavily overbalanced and needs some QoL against facing a Spirit. But I wouldnt call her overpowered. If you have an easy time against a Spirit, either you're constantly hiding, or the Spirit has hearing issues.

  • @Azarath said:

    I find Spirit the least fun to play with out of all killers. There needs to be a spottable indication of when she's spirit walking. There needs to be more counter gameplay against her so it doesn't turn into a reddit 50/50 challenge of throwing a pallet early. I honestly want to DC against her the moment I see one.

    Tbh, I dont neccesarily see the issue with the pallet dropping mindgame. Pallets are a resource that is meant to be used. If all dropped pallets lead to Spirit losing the person she is chasing, then Spirit loses.

    Her permanent access to passive phasing and the lack of knowing when she is phasing other than her husk maybe slightly changing to a point you need a magnifying glass to see the change is what makes Spirit, IMO, impossible to play against. At least, in the current design of the game.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1538332#Comment_1538332

    You need to read what I said again because your entire reply didn't correspond with what I was saying at all and NGL you don't seem to know nurse has an extremely low play rate and even good players avoid her because the devs have left her sort of a mess ..if anything her nerf did worse than what people feared

    No, I read exactly what you typed and took it from your context. Nurse has indeed a low play rate, because her skill floor got raised quite a lot to a point where good players avoid her because they have to learn her blink exactly before they are even able to gain 3k's relatively reliably. Or in other words, killers are forced to lose to learn to play the killer. However, people who take the time to learn Nurse, will gain 3k's to 4k's nearly every single match.

    Nurse is still the strongest killer in the game for her ability to ignore every single resource survivors have while keeping chases short. The longest chase I had against a good Nurse, was 30 seconds total(including being hooked) because I had a few oppertunities where I could mindgame her, but killers pick up on that and all my chases afterwards were 20 seconds or less. No other killer in the game has that much consistency in chases. People dont like playing her because it costs time to learn her, but that doesnt make Nurse any less strong. Her 5 blinks was what made her too strong.

    She had the ability to teleport to the opposite side of the largest maps faster than Freddy can teleport to a generator to the opposite side of the largest maps, while also being able to end chases as soon as they started. That is literally uncounterable. Let me put it like this: With the first version of BNP, Old Nurse still had the chance to get a 4k before the final gen was finished. Thats insta fixing 4 generators with 35 seconds remaining on a 5th generator. That potential needed to be lowered after survivor's potential to finish the game had been lowered a lot. Having 2 blinks on Nurse is more than enough. Her addons here and there might need some changing, but she is far from a mess, let alone being weak. People who claim Nurse is weak, are people who I like to describe as entitled killers. She is only as strong as the player's mastery on her ability. Which is a good thing and the same reason why I think The Blight might become the next strongest killer because his ability takes a lot of skill to master yet can essentially negate any loop as long as there is an object, and if there are no objects, its a dead zone anyway.


  • @Lily0 said:

    These are nerfs, not QoL's lol

    QoL's are either nerfs or buffs either way. The difference is that buffs and nerfs are about game-balance, while a QoL is to make the player experience better. Having 0 indication to slight indication is a QoL. Having 0 indication but suddenly making her glow when using her power is a nerf. Pig recieving slightly more movementspeed when crouching would be a QoL, even though its a buff. Trapper recieved a QoL that realigns traps to where the Trapper placed them, rather than where the trap vacuumed to where the survivor hit the hitbox, that is quite a significant buff, yet its only a QoL.

  • @Orion said:

    The mystery/suspense was gone the instant people started digging into the game's code to uncover all its secrets instead of looking at the game itself and statements by the devs to piece everything together.

    Now there's just unofficial confirmation of content followed by official confirmation of content.

    Or you know, the devs could prevent uploading code to the PTB before teasing a new killer coming. Nintendo mostly stopped uploading code for future projects or even disguised it as code that could compliment already existing features, heck, sometimes even creating fake code that could fit a fan theory of what people expect from the code to "confirm" their suspicions, only to fake them out and remove that code once the actual release is out.


    Also, to be fair, I think there still is hype. Maybe even more hype around people who want to take a sneak peek in the new content. You could avoid most of the new things, or look forward to their release. That way, if the release is gonna be meh, you know beforehand and cant be disappointed. If you know the release is gonna be amazing and change the Meta entirely(looking at you Hex: Undying and Desperate Measures), the hype is actually real. Let alone the potential gameplay the new killer can have once people actually get skilled with it. I said it a few times and im gonna say it again:

    I fully, 100%, believe that this killer has the potential to be the strongest killer in the game, without it actually feeling undeserved. Spirit is incredibly strong, but considering how important sound has become for killers, she is a bit too strong considering there pretty much is no telling of when she uses her power and where she exactly is. One game the woosh you hear is very faint and she's right next to you, the other game its very faint and she's on the opposite side of the structure. One time it can be loud and she's next to you, other times, it can be loud while she is on the opposite side of the structure. Not even including Stridor being a thing.

  • Considering Vigo created the Hatch for survivors to escape and considering everything related to Vigo is to aid survivors(even the blight skins, which are Vigo's doing, make killers more visible than they otherwise would be), why would Vigo turn into a killer? Especially since Vigo is the person who opens up The Rift and wrote down all his research?

    The only thing connecting Vigo and the new killer are their uses of the Entity's Blight. Vigo could have simply dropped some of his vials before The Entity found where he was and The Entity knowing what it's blight can do giving it all to someone who actually uses it in The Entity's favor.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548156#Comment_1548156

    https://forum.deadbydaylight.com/en/discussion/comment/1548172#Comment_1548172

    Why is the killer a scumbag? With 3 DCs his only change for decent points and to try preventing depipping is at least hooking someone. Tell me why the killer doesn’t deserve a chance to get points and a kill but the survivor deserves an escape?

    It amazes me that people still blame the killer in this situation instead of their three teammates

    Eh, killers used a mori instantly after a DC, which already cripples survivors without a DC. Sure, the first DC was a douchebag, but hearing the full situation, the killer was tryharding hard after the first DC. The remaining 2 dc'd because of the Mori and their inability to do anything and depipping anyway. The killer could have lengthened the match significantly by holding onto his Mori for slightly longer, while gaining more points. Let alone that survivors have no clue if it was an ebony or ivory mori, and considering ebony's are 10x less rare than ivory's, the ebony assumption is much more correct.


    Its funny how people assume the worst on both sides, killer mains think the DC's happened at roughly the same time while survivors assume the DC'd were because they assume the killer tunneled and mori'd the first survivor. Which, again, with Ebony Mori existing, makes the game generally predictable, let alone that console players still have to adjust to pc tactics much more than pc has to adjust to console tactics.

  • @Freki said:

    You'll see one DC every 100 or so matches? or none for 100's and only one?????

    These are all things that were said about the dc's and why the penalties shouldn't be put back when they are fixed well in one match i had 3. here it is.

    https://us.v-cdn.net/6030815/uploads/MY4KDRLCZID0/disconnect-idiocypost.jpg

    three dcs.... and they were console players! I don't care i lost my medkit.... why? i've got 40. i put it on for the lols because it ended up being 4 clauds and we were a pair of claudette pairs lol... looked exactly the same too between the pairs, it was GREAT! but the dcs just go to show you that you can't have fun and dc penalties are needed. and in the last 10 matches i've had 1 dc at a minimum in 6 of those matches. that's 60%. At this point I'd say go ahead, kill the game functionality of "leave match" and let people pull their ethernet cord and have to relog back on. make dc penalties 10 minutes for the first one 20 for the second, 60 for the third. what the hell why not... abuse it and the heavy ban hammer comes down hard and fast.

    That statement was made prior to cross-play tho. And considering the situation that cross-play lets into a lot of games, pretty much ruining everything they learned so far, I dont really blame them.

    For years, they learned that 360's are reliable, for years they had to deal with killers who are objectively much worse than PC killers simply because of some issues that consoles bring. And now they are being thrown in the deep.


    Let alone that lower ranks are the type of survivors that almost only care about the fun factor. The higher rank you look, the less the DC's become. Which is probably why that statement of 1 in 100 isnt realistic after cross-play, but its still low enough to barely have an impact on players who very actively play the game, and realistically shouldnt impact players who very casually play the game. Give cross-players some time before you start shitting on the amounts of DC's. Its only been a few days and they still have to relearn many things about the game, and its extremely frustrating to put everything you've learned to be essentially useless.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/183594/killers-finally-have-strong-perks-and-survivors-are-complaining

    The only one I can see complaining about is Undying. Think, if the killer has ruin and undying only, you have to cleanse 4 totems to get rid of it and under unlucky circumstances, 5. This also comes with tracking, all to the expense of one perk slot.

    Soul guard still exists though, so until that broken mess of a perk is yeeted from the game I want undying to stay.

    I dont see how soul guard is a broken mess. Slugging alone is extremely powerful to a point where it is making games unfun and not really a challenge in most cases. Having the ability to pick yourself up as long as a hex totem is in effect, in the vast majority of cases, is the worst situation for survivors. There might only be 1 or 2 hex perks in existance that are worth staying to use Soul Guard in the first place.

    As for the endurance effect on pick-up, its not that strong unless you slugged everyone in a small location and everyone uses soul guard. Besides, you can wait the effect out before hitting people too. So I dont see how soul guard is a broken mess, when perks like Devour Hope and Noed exist. In both cases, you would want to hook someone ASAP anyway to progress a hook state, especially in the case of Devour Hope. In the case of all other hexes, well, if they leave Ruin up, thats only a good thing even if they can pick themselves up infinitely. The regression speed of Ruin cripples survivors much more than self pick-ups cripple the killer. The only hex perks I see Soul Guard absolutely being strong are Haunted Grounds and Thrill of The Hunt, ironically being weaker against Haunted Grounds 1 than Haunted Grounds 3 considering its a limited Hex and picking yourself up takes time. Other than that, its good with Unbreakable and even then its not really amazing.

    As for Undying, I do think its extremely strong, but thats exactly why its a hex in the first place. The effect of it is basically to make other Hexes that are easily found stronger. Yet it also takes up a totem itself, meaning that you do not want to use more than 2 hexes anyway.

    Unless you consider the possibilities, because funnily enough, if you use it in combination with Haunted Grounds or Retribution. It theoretically should trigger the cleanse-effect of those totems and still reset the totem.


    So I dont think Undying is game breakingly strong, just like I dont see how Soul Guard is a broken mess. I think the killer has the potential to knock Nurse off her throne as strongest killer, but the skill it requires to master his ability is even bigger than Nurse. This is the type of strong killer I like to see in the game. Potential to be theoretically uncounterable, but requiring tons of skill. Not that Spirit type of BS strength where the counter is literally hoping you guessed correctly and the killer is guessing wrong, without skill even being much of a factor.

  • @immortalls96 said:

    Big issue with your logic..the killers with the cd you described are either the worst of the games killers that need buffs..legion especially..worst killer ever made..or are using insta downs or in nurses case can literally fully control her actions without loss of vision and better map mobility ..spirit already has to juggle and manage resources as she is..and has to take wild swings at times because at tiles she can't afford to hesitate..so it indeed is a big issue.

    The phasing tell I can get behind but I wouldn't take it much further..survivors should have competition and this is not a 1v1 game, the killer should always have an edge

    The worst? Nurse is literally the highest tier killer in the game, Doctor is one of the strongest killers in the game. Plague is at least an A tier killer. Legion is far from being the worst. The only downside on Legion is that if you use M1, the powerbar goes down. Oni is far from needing a buff. Bubba and Billy are top tier killers. Pig is the only killer on that list who might need a bit of a buff, and even considering that, she is still performing well.

    Besides, its both a 1v1 and a 1v4 at the same time. If it truly were a 1v4, then survivors wouldnt complain about being tunneled as long as their team as a whole wins. Survivors get judged individually, so the game IS a 1v1. Besides, Spirit doesnt have to manage that many resources, and if you call that juggling, well, I'd be laughing. Huntress and Clown are juggling resources. Trapper is juggling resources. Spirit only has to worry about her powerbar being filled up enough. Thats not really juggling, thats throwing 1 ball up and down.

    I've even played Spirit pretending I have a 50% longer cooldown on a missed phasing attack, to a point where I simply had to take 0.5 seconds to assess my surroundings and then place a swing. Claiming its going to break her is the same logic that was behind "Billy's nerf is gonna break him". And look where we are now? Billy essentially plays the same, he just requires (slightly) more resource management. Same would apply to Spirit. If you miss an attack because you blindly swing, then you misused a strong resource and should recieve a (slight) punishment on that.

    Besides: "has to take wild swings at times because at tiles she can't afford to hesitate" There is no hesitation if you know where your target is headed towards. If you have any hesitations, then it simply isnt the time to swing. Missing hits constantly punishes a killer already, missing a hit with your power punishes that killer (slightly) more. Why would Spirit be so special that it would gut her, even though she is leagues ahead of everyone? That doesnt make sense. She is the second strongest killer in the game, with enough potential to guarantee a 4k before 3 gens are done. Yes, not a potential to get a 4k, a GUARANTEED 4k. Nurse has enough potential to get a guaranteed 4k before 3 gens are done aswell, but Nurse requires a shitton of skill to reach that potential. Spirit, doesnt really need that much skill to reach that potential. The biggest reason I see Spirit players fail at that, is because they relied on playing Spirit too much and missed out on learning some basic skills that all other killers, including Nurse, are forced to learn to reach red ranks.

    Basically, Spirit would essentially be the exact same killer for highly skilled Spirit players, but yeah, players who rely on her power too much and cant even get a 2k with any other killer in the ranks they currently are in, will indeed experience Spirit as being gutted. Just as people still claim to this day that Nurse has been gutted because they can no longer use 7 blinks, even though 2 blinks is more than enough to down a survivor within 10 seconds, unless they run dead hard, then it might be 17 seconds instead. The thing is, people assume too much that killers will be destroyed if their skill floor is being raised, even though the skill ceiling for those killers remains essentially the same.

    Considering I have encountered Spirit players who never miss, even including Iron Will(Iron Will doesnt silence breathing noises, nothing does) and they only attack when they are certain there is a player there, and still are able to get a 4k before the final generator is done against quite a sweaty team. I simply cannot see your point. Because, the whole point is that Spirit wont get punished for a hit, she will be punished for a miss. And really good players, rarely miss in the first place. So all I would see, is that relatively low skill Spirits wont be able to reach red ranks any longer. Sure, there would be outrage. But look at Nurse, look at Billy. They gained a Quality of Life nerf that would represent players much better, rather than people infinitely chainsawing in front of a locker untill 60 seconds were over, or rather than spamming blinks untill they brute force a hit.

  • Thanks, for the edit. Its a bit easy to stuff things aside while not saying why. I think I should have stated that they shouldnt all be applied equally, but that they are things that should be considered.

    As for the indicator, I will set my foot down for that. Right now, its even worse than guess work. You're putting RNG in a situation thats meant for skill. No killer other than Spirit lacks an indication for her phasing. Spirit is an assassin killer. She is designed to work fast. Considering the time between passive phasing lasts about 5 seconds, phasing right after gives Spirit more than enough time to phase around. Besides, you could still use a burst of phasing while standing still and causing the survivor to start vaulting. That is the thing. Right now there is 0 skill in standing still or phasing around and leaves, from survivor's perspective, anything up to chance. No counterplay, no skills. Increasing the skillcap on Spirit there wont remove her capability of doing what she is able to do right now, it makes her harder to pull those things off.

    People already use Wraith's bell 99% to make survivors think he went invisible, people are going to be able to hold m2 for 1 second to make her passive phasing take more time to come back.

    As to go back to the cooldown. I dont see the problem. As a killer, you learn to only use your attack whenever its needed, because missing your attack is quite a punishment. Considering the map coverage Spirit has and the post-phase speed she has(which would have been the other factor to alter IMO), a Spirit should be certain enough to start using her hit. I mean, imagine Doc being able to instantly use his m1 after using a shock, imagine Plague being able to instantly hit after her vomit, even Nurse is getting a 3 second fatique after missing or hitting her attack and it doesnt gut her ability ON TOP of the basic cooldown, meaning that its nearly 5 seconds of Nurse not being able to do anything. I am only increasing the cooldown with 50%. That isnt much. That is Oni missing his instadown hit. That is Legion getting fatique, that is Pig after a dash, that is Billy and Bubba after missing their chainsaws. It sounds like a lot, but it's much less and it will punish players who constantly brute force their ability(because the cooldown on her power is essentially non-existant in the first place, so currently there is no reason for a spirit to not attack). If you think you can get a hit, and get a hit, it wont change a thing, it will just force players to be much more certain of people being on a certain location before they even go for a hit.

  • @Sciffer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1535475#Comment_1535475

    I don't actually consider 4k only way to win. 2k is a tie, 3k is victory, 4k is absolute victory. Yes on crows and semi yes on pallets cause unlike survivors you don't just get handed by a map an obvious chase stopper except a few very obvious dead ends.

    On the problem that you have with a key though I entirely disagree. If you already been destroyed, who gives a ######### if they use a key or not? My problem is when you worked hard to get 4k but get denied cause game goes 'nah, they be fine' and give them a key from a chest. Also did you miss the part where I explained how toxic it is on swf that are on coms? Even if you got franklin's all they got to do is ask to pick it back up.

    Chests are completely RNG tho, considering Hatch placement is essentially RNG.

    And its not really toxic for SWF to be on comms. Teamwork is extremely strong, but good survivors keep track of where the survivor with a key is. Especially if Franklins is in the game. Comms make it easier to do some things, but the vast majority of cases, an SWF will perform equally to a full random team. Often even worse, because SWF's are altruistic as #########. And trust me if I say that altruism is the downfall to many teams.

  • @immortalls96 said:

    This is not a good idea at all..its way overkill

    Explain

  • @Skelemania said:

    This may be the most pretentious thread I have ever read.

    So you've never read killer-only player posts then? They claim the Hatch is OP, even though it works in their favor too.

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