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ProfSinful

ProfSinful

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  • @JoByDaylight said:

    I think you are incorrect.

    The way to fix this game is make the gap between solo and swf smaller and adjust under performing killers accordingly.

    replying because I can only upvote once

  • @Ravio_Li said:

    In general, killer isn't fun to play as you either get stomped, or stomp on people.

    It's really hard to get a match that's in between. And I even play generally considered Low Tier killers like Clown and Sadako and these still apply.

    But what it really boils down to killer being unfun for me is the downtime between chases. That time when you just have to patrol because you can't find anyone. I get why it's there, but it doesn't make downtime any more enjoyable. Then when I do find someone, it's either: Done in 10 seconds, or they're a good looper and it takes a while. And that gets stale, really fast.

    Still is more fun than bashing your head into a wall like Solo queue survivor is, but the fun quickly fades into boredom again.

    Just be a chad, play huntress and yeet hatchets for fun. Doesn't even matter what the outcome of my game is if I land a sick trick shot or snipe

  • @HectorBrando said:

    I love playing Myers and Jigsaw so no, dont rework them into chase Killers. If you dont like stealth Killers dont play them but dont try deprive people who love them the ability to play them, you have enough chase Killers to pick if you want that style.

    If they are weak (I disagree) is our own problem not yours.

    Uh they all are absolutely weak and there's really no argument that can be made against that

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010547#Comment_3010547

    Against Plague you do have the option to cleanse back to full health which sometimes you have to do if the killer is staying near the hook and you want to go for the save.

    You don't get that option against Myers.

    The addon will likely see nerfs if the devs ever plan to buff base kit Myers along with the tomestone addons.

    yes, you can cleanse against plague and simultaneously give her one of the strongest powers in the game. Perma t3 Myers is still just an m1 killer. Base kit Plague is stronger than Myers could ever be in his current state, even with the best possible addons. That in itself is a strong enough argument in favor of Myers' fragrant tuft addon, and that's in addition to the addon being iridescent and requiring you to stalk survivor for a minimum of 18 seconds straight (though this number is assuming you're constantly stalking at 2.5m for maximum stalk efficiency, generally you're gonna be operating at about 80-50% efficiency edit: this means that instead of it taking about 18 seconds for t3, you'll instead be looking at approximately 22.5-36 straight seconds of stalking). I seriously am having a problem seeing where on this green Earth this addon is even remotely broken

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003795#Comment_3003795

    Not to mention if the survivors work injured Meyers becomes basically just a powerless killer. He can vault slightly faster and has a slightly longer lunge, but otherwise he’s like Legion at that point where the survivors are all injured but he still has to get downs in basic chases with pretty much no ability. (Only Legion actually still has tracking abilities if they want to use Frenzy on an injured survivor to get a sense of where everybody is.)

    That said Infinite Evil is certainly a good add-on, I’d definitely rather use that than use no add-on.

    Exactly, like it's an iridescent addon that does ONE thing with a pretty sizeable downside and it doesn't even get value when people play to counter it, which as you mentioned, is just staying injured. Like, people get so pissy about this addon when plague's BASE POWER literally forces a screwed if you do, screwed if you don't scenario in the form of cleansing vs not cleansing and nobody even considers crying about her. Like what is with people and wanting to nerf something that's not even remotely problematic?

  • @ThatOneDemoPlayer said:

    Yeah, she desperately needs an Add-On Pass.

    Her base-kit is fine tho

    addon pass, specifically range addons 100%

  • @colley94 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3001801#Comment_3001801

    If the meyers has any level of competency, this is very fast to achieve.

    you talk as though a competent group of survivors is incapable of breaking LOS consistently against a myers

  • nurse does not need a movement speed buff, signed a nurse main

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994525#Comment_2994525

    Like how they buffed ghostface and actually nerfed him?, or how they dunked on slinger and replaced his gun with the cringe launcher and gave him artritis? Or how they made the twins have to go through 5 cooldowns before they can take a step? Or the amazing hillbilly changes?

    I have so much faith in our devs to handle it in a good way based on previous events

    you mean how they made slinger take actual skill to land shots on instead of abusing a mechanic that is physically impossible to react to? boohoo, slinger players actually have to aim before shooting and give survivors an actual chance to react. The only bs nerf he got was to his TR, period.

  • Honestly the killer has only been out for 5 days. How about you learn to play around it before crying for a nerf, it's almost as bad as the people who think nemesis is somehow OP or that wraith was broken pre nerf. Mid mmr survivor players always expect the game to play the exact same way every time and never wanna take the time to learn how to play around a unique killer power, and that's why they'll always be mid mmr at best.

    His anti-loop is very much counterable, it's almost entirely a 50/50 and can be negated by simply leaving the loop if needed. His darkness punishes players who don't take the time to learn map layouts, I've personally never had an issue running it during it's nightfall power. Dredge's TP is such a telegraphed ability that if you get caught out by it anywhere outside of nightfall, that is 100% on the survivor and their reaction time/awareness. This is a killer that heavily punishes players for a lack of awareness, game knowledge, and reaction time, and the only way anyone will learn to play around it is by improving in chase themselves. In other words, if you're good at the game, you will have an easier time looping the Dredge.

  • >this is the suggestions forum so let me do my suggestion in peace please instead of saying things like "we don't need this".

    this suggestions forum is ultimately located in a discussion forum, so expect "we don't need this" and statements that go contrary to your suggestions

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2991876#Comment_2991876

    If you think the Nurse as she is now is "unplayable" then yes, you're really bad with the Nurse.

    careful, you're using ad hominem

  • Uhh I think you just need to get used to it because I play the game on 3200 dpi at 60% in game sensitivity and I'm a pretty much an arm-aimer.

  • @Bloodartist said:

    https://forum.deadbydaylight.com/en/discussion/comment/2991834#Comment_2991834

    There is no way to make a m1 killer out of someone who runs slower than the survivors. To play her, you must utilize the blink absolutely perfectly, which is too much to ask most of the time against experienced survivor SWFs, where you need to teleport merely to patrol the gens.

    There needs to be some other balancing factors added to her and blink improved. OR make her speed to be the standard speed of 4.6. Then it would matter less what the blink is like.

    Spirit nerf just similarly showcases how inept the devs are at developing their own game. She runs faster from point A to point B on foot instead of standing still to charge the phase and then phase from A to B. That is just ludicrously bad. Because she can't even CATCH the survivors with the phase, its utterly useless for mindgaming the survivors now, which was the fun part of playing her earlier.

    Devs seriously have no clue anymore. They probably put the guy from accounting on the job to balance the killers.

    ps. The worst part is that the game continues to be develop around the idea of "letting the survivors do what they want" which is just run around like chicken without a care in the world (they should be slaughtered for doing that). We should go back to the days where survivors actually had to hide from the killer to survive.

    sounds like another bad nurse player making this comment tbh

  • It's supposed to make the gameplay significantly more difficult. If it didn't it'd just be another worthless power.

  • @R1ch4rd_N1x0n said:

    All Nemesis does is change the obsession to whoever stuns you, and make them oblivious. It's literally not that good of a perk.

    Also, since when do perks have genders?

    okay this had me crying

  • The dredge makes dead by daylight feel more like a horror game and I'm all for that. Definitely fun to play on both ends, and doesn't feel oppressive, even with his antiloop

  • @Huntressmain_1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2986646#Comment_2986646

    Again not comparing but saying survivors camp stuff to so stop complaining about killers, but I've been done with this discussion

    you quite literally are comparing the two just by bringing it up lol

  • Hard agree, the Dredge feels like such a unique and great addition to the game and really sets the bar for what we can expect from future killers

  • mfw comparing pallet camping to hook camping is a huge false equivalence...

  • @Crowman said:

    As long as addons like Tuft of Fur or Tomestone Piece exist this could never happen.

    I solely agree with the Tombstone Piece statement. The addon is completely unreasonable and tbh, you shouldn't be able to mori more than one survivor using it (I've managed to mori 3 with tombstone piece). Perma t3 on the other hand, while powerful, doesn't outright end someone's ability to play the game. It doesn't do anything that could ever really be problematic in a relevant way (the best argument is facecamping, but I counter that with bubba and trickster).

  • what a joke

  • @N8dog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952689#Comment_2952689

    This rework would change this though. You DON'T get the distance without a good timed use.

    The distance shouldn't be included at all.

  • @N8dog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2948575#Comment_2948575

    They couldn't get the distance without good timing though

    You literally have an unconditional dash that you can use to greed a pallet or window vault with 0 repercussions for doing so. There is no timing involved in running towards a pallet, pressing the E key, and dropping the pallet at all.

  • Uhhhhhhh flashlights are pretty much a free win in high mmr killer games. They're probably the third best item in the game after medkits (indisputably the best items in the game) and toolboxes (worse than medkits after their nerfs), but they force an additional survivor to come to your location. This in itself is just handing you free hook states/kills because flashy survs love to hover.

    As far as pallet blinds go, you're not quite understanding how the animation works. The blind doesn't actually begin until you're beginning your second kick to break the pallet, which takes just enough time for you to get blinded by the flashlight (and this happens because when you begin the pallet break animation, you're looking directly at the pallet which avoids the flashlight and then look up as the animation progresses). There's really nothing you can do other than immediately look down AFTER the first blind and use your ears to hear the survivor's footsteps/breathing (unless they have iron will and/or are walking).

    There's really only ever one good time to ever use a flashlight, and that's during a killer animation because they're unable to move their camera. You nerf that and you've single handedly created the most useless item in the game next to keys. So how about you try this, get better at the game and learn how to play around certain mechanics and develop an understanding of how things work. That way, you'll be able to point out a valid issue in the game rather than a non-issue.

  • @ukenicky said:

    I've honestly reached a point where I think Circle of Healing should have just been a healing buff perk (Botany Knowledge for example) and Clairvoyance should have instead been a Boon. These are my ideas:

    Boon: Clairvoyance

    A boon that reveals the truth.

    Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem.

    Soft chimes ring out within a radius of 24 metres.

    Survivors inside the Boon Totem's range benefit from the following effects:

    The auras of other Survivors, Exit Gate Switches, Generators, Hooks, Chests, and the Hatch within 64 metres are revealed to you.

    These effects linger for 2/3/4 seconds after leaving the Boon Totem's range.

    You can only bless one Totem at a time.

    All equipped Boon Perks are active on the same Boon Totem.

    Circle of Healing

    Increases your Healing speed by +20% for each other Survivor within 4 metres of your location, up to a maximum of +60%.

    This effect is also applied to all other Survivors within that range.

    Grants 50/75/100% bonus Bloodpoints for Altruism actions.

    Circle of Healing does not stack with other instances of itself.

    Boom. Clairvoyance is like a cute sibling to Shadow Step and is a great informational perk and Circle of Healing is basically Prove Thyself but for healing and rewards healing together as a group which is easier to deal with/punish as a killer than having survivors spread to the 4 corners of the planet to heal quickly in zones with completed gens.

    This right here is the change that needs to happen.

  • @AntiJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935060#Comment_2935060

    I have 4000 hours and play both sides equally. You have a very poor mindset.

    Yes, being able to play around a very mediocre mechanic in the game is a "poor mindset". Cope harder Mr. "4k hours"

  • @Presidenten said:

    I just want them to slightly increase the distance but remove the invincibility frames from DH, its a simple and effective way to balance the perk for me.

    The problem with the perk has never been the Iframes, it's the free distance that it gives. Buffing that distance only makes the perk better against 90% of killers.

  • Really? Can you say that regression perks really give you value for making a mistake? Is the reward for running them completely unconditional? No.

    Call of Brine stops regressing once the gen gets tapped and requires the gen gets kicked again to work.

    Ruin doesn't work on a gen that's being worked on, shocker! You can do a gen through ruin, and if you can't stick it then you can find the hilariously easy to locate hex and remove it permanently.

    Pop, Jolt, Eruption, and Pain Reso require you to actually be good enough to end a chase in a timely manner (which DH makes even more difficult).

    Tell us again what regression perk rewards you for making a mistake as the killer, I would love to be enlightened. In the meantime, I'm gonna fail a mind game and press the E key to make it to a god pallet, drop it, hold shift+W and waste another minute of the killer's time.

  • if you focus on getting challenges done (which you're able to finish in one game or less generally) you should have no issue finishing the rift well ahead of time. I'm already at tier 19 and I play maybe 10 or so matches a night of both killer and survivor on average (some nights less, some nights a ton)

    As for it being a pass you have to pay for, technically you only have to pay for it once and if you finish it you end up getting all the other rift passes for free.

  • @Mandy said:

    Are you pressing Enter or REDEEM?

    you need to press the REDEEM button after entering the code for it to get accepted.

    I've done both with the same result each time

  • @AntiJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917362#Comment_2917362

    Tell me, what do you do when two survivors, both with 22 charge flashlights and built to last, go into the double lockers at a single pallet jungle gym? Elaborate to me what the counter to that is?

    This just in, local killer main has never learned how to play around flashlights despite there being multiple ways to counter them as well as complaining when those survivors actively give them a free win.

  • stick with me on this bud, because your mid mmr might not understand. The killer simply needs to either pressure survivors with a flashlight away from the slug, or face a wall if possible? You act as if they have 0 counterplay when in reality, you're just bad.

  • The majority of nurse players will land a hit on their second blink. The first blink is primarily used as a set up to land the second blink, which is why her 1 blink addon is dog. So yes, only mentioning chain blinks means that nurse will almost always bring multiple slowdowns in that case

  • TLDR: I'm bad at survivor and expect the game to be catered to me so killers should be spite nerfed as a whole.

    Ya ok bud, tell me more about your entitlement

  • Flashlights aren't even remotely powerful. 9/10 times they lead to a slug fest and easy wins because altruism is the 5th killer perk, so to nerf an already weak item would be hilarious. Especially considering medkits are far more problematic than a flashlight will ever be

  • @Brokenbones said:

    This might sound a little out there so bare with me

    What if COH stayed as it is (Midchapter version I mean) but they increased the amount of time (or charges) it takes to complete a heal? A healing nerf across the board basically, instead of just Circle

    It wouldn't have to be massive but maybe that would be a better solution instead of just constantly kicking COH's numbers down because it's going to get to the point (eventually) where it's either still a problematic perk or it's garbage.

    It's a bit of a drastic (And killer sided, I will fully concede) solution and I'm not 100% in favour of it but it's an idea.

    I think healing speeds are fine, the bigger issue is the fact that there is no cap to maximum healing speeds. They should cap at 100% faster to discourage double heals in CoH, stacking We'll Make It with other healing perks, etc.

  • @GuyGravyy said:

    Meta Perk Nerfs:

    Survivor Perks:

    Unbreakable: Can recover from the dying state once. Recover 30% faster. Once the Exit Gates are powered. You can no longer recover from the dying state by yourself. (Doesn't effect other recovery perks)

    Dead Hard: tap into your adrenaline bank and do a quick dodge to either the left or the right. you avoid the attack if the killer swings, but counts as a hit if the dodge is completed. Become exhausted for 60/50/40seconds

    Boons (general): boons now have a token system, gain a bless token every time a totem is cleansed by either you or another survivor, get cleansing blood points by every totem not cleansed by you as well, and you start the trail with 1 token. (For each boon you have equipped gain 0.5 more tokens rounded down to the nearest one.) Boons only temporarily disable the hex totem when blessed. Hex totems must be destroyed to completely disable the hex totem.

    Iron Will: grunts of pain are reduced by 100%, however scratch marks are fresh and visible for longer and pools of blood are more frequent.

    Decisive Strike: keep it the same, but if the killer downs another survivor, and the user of ds is more than 22 meters away from the killer, or is fully healed when another survivor is downed. it deactivates.

    Killer perks:

    No ed: once the generators are all powered, no-ed becomes active and only shows as active if either a survivor is downed or hooked/on a hook, Increases all survivors' hook states by 1, survivors on 1st hook going to 2nd suffer from blindness until the totem is cleansed or blessed, survivors on 2nd hook are exposed until the totem is cleansed or blessed. killer moves 2/3/4% faster.

    Dead Man's Switch: same effect but has a cooldown of 80/70/60 seconds

    Pain Resonance: Have the generator with the most progress revealed to you for 10/15/20 seconds, if any generator repair is interrupted while a survivors is hooked. the generator explodes losing 9%/12%/15% progress, and regresses 15%/18%/20% faster for as long as any survivor is hooked. if the survivor is unhooked before the generator aura is gone, the effects last for 15 seconds longer as if the survivor was still on the hook.

    Hex: Ruin: When a generator is kicked, it loses 12%/14%/16% progress, does not stack and highest value applied, if another gen is not being worked on or is left within 10/15/20 seconds after another gen is kicked it regresses 100%/150%/200% faster until it is either interrupted or fully regressed. If a survivor is working on another gen when a generator is kicked. The survivor will become incapacitated for 5/10/15 seconds, but the generator will not regress.

    Hex: Undying: same effect but the perk moved will be set back a tier.

    Now for the Niche Perk buff list:

    Scourge Hook: Monstrous Shrine

    When a survivor is hooked on a scourge hook, they suffer from the following Status Affects:

    15%/20%/25% slower unhook speed (both self unhook and altruistic unhook)

    10%/15%/20% faster entity progress

    while hooked, the survivor suffers from Blindness and Oblivious

    Up the Ante:

    For every 30/25/20 seconds you are in chase with a killer, gain a token stackable up to 5.

    for every token you have, spend ONE token to gain a:

    -40%/50%/60% chance of a better chest item (while opening a chest)

    - for missed skill checks to be counted as good skill checks, and good skill checks to be counted as great skill checks for 15/20/25 seconds, and for great skill checks to give you an additional 1% bonus(while preforming an action, does not effect difficult skill checks)

    - 9% stackable chance to self unhook.

    For each survivor sacrificed, lose one stackable token slot, and your aura is revealed for 5 seconds to both the killer and other survivors

    Beast of Prey:

    While in Blood Lust gain the following status effects:

    All survivors in your terror radius suffer from Two random negative status effects, Minus Oblivious, when you gain blood lust, does not effect the survivor you are chasing.

    You become undetectable for 15/20/25 seconds after blood lust is lost

    Gain 50% stackable bonus blood points in the Deviousness and Hunter category.

    Premonition:

    When in the killer's terror radius, if a killer has a positive status effect on them. you can see their aura for 4/6/8 seconds. This perk has a cooldown of 25/20/15 seconds

    This is not Happening:

    when injured, you suffer from the oblivious status effect, however you gain a stackable 7%/8%/10% faster; recovery in negative status effects, unlocking chests, healing speed of others and yourself, gen repair, and opening of gates.

    Sole Survivor:

    When a survivor is sacrificed gain up to 4 stackable tokens.

    for each token you gain the following effects:

    - 15%/20%/25% less noise is made while injured

    - Scratch marks disappear 3%/4%/5% faster

    - Blood pools disappear 10%/15%/20% faster and are less frequent

    At max tokens, you resist the urge to scream, make Zero grunts of pain, and gain aura disruption when further than 32/26/20 metres away from the killer.

    Increases your chance to become the obsession.

    If you are the obsession when the exit gates are powered, your aura is revealed to the killer for 30/25/20 seconds, and suffer from oblivious and exposed status effect during that time.

    Self Preservation:

    when another survivor is hit by either a basic attack or special attack while you are within the killer's terror radius. Gain tokens up to a maximum of 3/4/5 tokens. For every token you have, when you are hit with a basic or special attack you scratch marks, pools of blood, and grunts of pain are hidden from the killer for 5 seconds per token.

    Buckle Up:

    same effect, but gift endurance for 3/4/5 seconds after dying survivor gets up.

    Smash Hit:

    gain a 150% speed boost for 4 seconds after stunning a killer. become exhausted for 60/50/40 seconds.

    Bloodhound:

    see the auras of recently injured survivors for up to 5/6/7 seconds

    Predator:

    Fresher scratch marks will wave and bend to where the survivor is located. this will only happen if the scratch marks are 3/4/5 seconds fresh.

    Idk what do you guys think?

    Okay so I have some feedback:

    Survivor perk nerfs:

    Unbreakable is a fine perk the way it is. While it offers a powerful effect, it has a single use and limiting the usage to a specific point in the trial is an unreasonable change.

    DH definitely needs a change, but it's already gonna be getting nerfed so we'll have to wait and see.

    Boons in general are fine for what most of them do. The one boon that is consistently a problem is CoH. The best way to nerf that specific perk would unfortunately mean nerfing boon mechanics, and then that means all the other boons would need compensation buffs. I keep saying to a few friends of mine that boons shouldn't be able to instantly be reset after they're snuffed. Let's face it, there's no downside to constantly resetting a boon as long as your teammates aren't being hooked because the length of a match has never mattered so long as the gens eventually get finished or all survivors eventually die. My only change for boons would be to make boons go on a 60 second cooldown once being snuffed, or to put them on a token system that rewards you with more tokens for doing other objectives.

    Iron Will is mostly fine, the only thing I would change is removing the fact that it also silences breathing.

    DS does not need any further nerfs. It does one thing, and that one thing is very powerful when it's done and it punishes you fairly (progressing the game in any way deactivates it)

    Killer perk nerfs:

    Noed: does not need any changes. It punishes you for playing a specific way, and 9 times out of 10, you can tell when the killer is running a perk like that. In those cases, you can often make a judgement call and cleanse totems.

    Dead Man's Switch: It already can only be activated once every 45 seconds, and requires you to go on a chase and get another hook after the active duration has ended. Adding a cooldown to the perk would make it useless.

    Pain Resonance: This is another fine perk. It has reasonable counterplay (even when in combination with DMS), and only affects a single gen. It punishes you for focusing a specific gen while also failing to punish players for splitting gens (which is the stronger strategy anyways)

    Hex Ruin: While I personally dislike this perk and believe that it's a very low skill, high reward perk, I also recognize that the perk suffers from "Hex Syndrome". I'm more hesitant to advocate for a nerf to any hex perk that isn't actively breaking games strictly due to the fact that the risk of bringing them is that you play the game with an empty perk slot if it's cleansed within 30 seconds (which happens incredibly frequently with an experienced group of survivors).

    Hex Undying: Similar to Ruin, I have no issue with Undying even when in combination with Ruin. Yes it does require you to search out a second hex, but more often than not undying is removed incredibly early on in the match. Hex perks shouldn't be changed until totem spawns are changed, or hex mechanics are changed.

    Survivor perk buffs:

    Up the ante: I like it, while stake out is safer at the cost of taking a longer time to obtain tokens (while also turning good sklll checks into greats), the reward for running the killer seems relatively fair.

    Self Preservation: This is a stronger lucky break, and would be too strong for newer killer players to play against.

    Premonition: Ok.

    Buckle Up: Ok.

    Smash Hit: The perk already does this?

    Sole Survivor: Kind of a weird change? Also you can only get 3 tokens that way...Maybe increase your gen/healing speed by x% for each sacrificed survivor. Does not stack with Prove Thyself (this perk needs to be nerfed or reworked entirely)

    This is not happening: The perk is honestly fine where it is imo, maybe a better buff to great skill check zones would be nice.

    Killer perk buffs:

    Monstrous Shrine: I like these changes, however this increased entity progress should only be active while outside of the killer's terror radius.

    Bloodhound: keep it's current effect and add the extra effect and it's fine.

    Predator: I don't quite understand this one

    Beast of Prey: Better than what it is currently. Though, I would change it to periodically reveal the aura of an injured survivor within 20m for 3 seconds (kind of like a killer's version of OoO, but instead of it being an obsession perk, it focuses on injured survivors). A perk like that would punish players for refusing to heal.

  • @AnneBonny said:

    This is literally just off the top of my head but what about like a passive healing mechanic that stops when in chase or terror radius? So you can heal while repairing but at a slower speed than normal or something.

    That is quite possibly the most unhealthy perk idea I have ever seen

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802070#Comment_2802070

    so when i load in as billy with double engravings and lethal and kill someone in 6 seconds should billy be nerfed?!?

    remove billy's overheat

  • I agree that this should be a thing, but instead of a full regression it should regress by 10% of the total progress you make on the gate.

    Ex. you make 50% progress, it regresses by 5% total. 99% and it regresses 9.9% (rounded up) and 10% sees a 1% regression.


    Overall a change like that punishes 99ing while leaving other strategies valid and simultaneously encourages the use of perks like Wake Up and Remember Me

  • @InvadeGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890099#Comment_2890099

    nah, then there is justification to take away NOED and i like NOED. survs have DH, and killers have NOED.

    take away invincibility on DH and haste on NOED and i think it would be a good spot

    noed is a mediocre perk with miles more counterplay than DH will ever have

  • @Laurie268 said:

    I had a nurse do this twice yesterday. After she found out I wasn’t going to help the downed survivor, she decided to go for plan B which is always to help the downed survivor up in the hopes of them ratting you out.

    She kept downing her and helping her up for 10 mins so she would tell my location but luckily my teammate wasn’t a scumbag. After another 5 mins I decided to just help her up and dc so she could have a chance at hatch which she got.

    Funny how killers cry when survivors wait at the exit for 2 mins but dragging the game out for 15 mins is a-okay. We should get an option to bleed out instantly after being slugged for 1 minute.

    you say this as though you don't have the option to go help your teammate and end the game sooner lmao

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2883852#Comment_2883852

    You want increased FOV but then say it's a waste of a perk slot. That's like saying you want to instadown but then saying NOED, Starstruck, etc, are a waste of a perk slot.

    false equivalencies are false equivalencies

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884163#Comment_2884163

    I have seen so many 4th survivors finish the last gen, get the 3rd survivor up and both escape.

    Its not fun. Its not fair and it is VERY toxic.

    You said you've seen countless Survivors escape that situation, but in the same message you claim it is unfair? Hipocrisy much? Or are you making 2 different, contradictory claims to try and disprove a different claim and failed miserably to do so?

    this is the queen of bad takes my guy, I've yet to see a solid suggestion leave their keyboard.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882264#Comment_2882264

    Swf bad if they make saves, it’d simply not allowed

    killer bad if they don't give free save, it's simply not allowed

    people playing only one role being clowns as usual

  • yeahhhh I've had nothing but sweaty games and the last thing i wanna do in a non competitive video game is sweat

  • I've been finished with my rift since before the 4th page came out and that's just from finishing every single challenge and playing the game with friends in my free time...

  • @dugman said:

    Or just get rid of map offerings altogether, they honestly cause more problems than benefits I think.

    well yeah that would be the ideal change but you know, I don't mind them when you have those nights of shelter woods 5 times in a row or cowshed back to back to back and want some variety

  • @SherwoodsLive said:

    Don't let killer play favorites with survivors anymore, it's completely game ruining and unfair behavior and has NOTHING to do with game strategy. Remove the ability for killer to let the last survivor go. If it is the last survivor the killer shouldn't be able to drop the survivor, or open exit gates for the survivor. Increase the end game death speed while last survivor is carried on killers shoulder. The killer is forced to hook or let entity kill last survivor.

    ENTITY DISPLEASED:

    Killers who let a single survivor go while killing the other survivors should be punished by decrease in bloodpoints.

    stay mad

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