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  • @MasterofSFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875759#Comment_1875759

    No, because my point isn't about experienced killers who want to earn BP and/or rank up, you brought up rank and how it supposedly deters the behavior. What I did was show why deranking and only deranking as punishment doesn't hurt the killers who don't care about getting to purple/red rank, which is why it's insufficient.

    If you want to talk about punishing new killers, I fail to understand how having them not camp and instead chase some how hurts them more than it helps them, given you're not ever going to develop sitting on a hook (which is also true in the reverse for survivors). At that point, the concept of nudging applies and it applies in favor of a punishment, not the lack of one.

    Really you're just throwing out minor excuses as to why annoying, toxic behavior that undermines the concept of the game shouldn't be dealt with. Saying an early attempt was mismanaged and abused is one thing, trying to argue new killers might feel bad, when it's already a hated thing for new and experienced survivors is just bassackwards reasoning: especially when the killer's role is to hunt, not play menacing statue.

    My point was that no amount of punishment is going to stop people who do this on purpose. They want to ruin other people's experiences and nothing will stop them.

    People who do not do that are either new to the game or put into a bad position where they have no other viable options. In those scenario's, the current system works just fine.

    If you'd like to devise a system where we put people who are maliciously facecamping against the top 1% of Survivors as punishment, then I'd be down.

  • @scottymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875793#Comment_1875793

    Can you point to that data please. Hopefully not some 3rd party site claiming it’s accurate. Based on what you posted, looks pretty balanced. Average skews to the killer and less than half survive. Probably a lot of single survivor matches due to hatch and gate campers. But getting 2+ most of the time seems like skews towards killer. Bet the 4 man escapes are rare even if you throw in bot killers who throw the numbers off and probably far more common that keye hatch escapes.

    u3OCkHK.jpeg SJvHJks.jpeg

    It actually doesn't really show anything, like I said. Objectively weak Killers like Trapper and Myers are fairly high up on the list, while the strongest Killer, Nurse, is the lowest by FAR.

    It is also worthy to note that the only Killer reaching 3 kills on average is Freddy, who is getting nerfed.

    Here are your stats with zero context @Minaaa

  • @scottymo said:

    I think devs should release data. It won’t end the killer main tears and trolling anyone who disagrees, but will shed some light. Release the rate players survive . The rate they don’t. The perks used by the ones who survive the most. The maps. What killers score the most kill sweeps. Etcetera Certainly they are making informed decisions based on game data. No one gets all excited when they lose. Buy killer please! What defines losing not getting 20k, one person got away. You got bright burned 3x and couldn’t score a hook. Sometimes it’s not the games fault, or the other players fault. I really think they should release some rolling game metrics.

    They do. It helps very little because we do not know the context behind them.

    For example, Nurse has a 40% kill rate. Looking at that, we would assume Nurse needs buffs, but common sense tells us that isn't true.

    I will tell you that Decisive Strike is probably used in 90% of Red Rank games.

    Based off the most recent stats, the Kill Rate is about 56% at all ranks and 68% at Red Ranks. This means that the Killer is getting 2 kills on average per game.

  • @scottymo said:

    But camping and tunneling and slugging is apparently the survivors fault. Be careful. Seems like when any criticism is lodged that game skews killer, the toxic killer mains come out the woodwork to tamp you down.

    You must be new, your bad, it’s hard out for for a killer, I only get all 4 survivors every 3 games now and I even had a recent game, where all 4 got away. Survivor perk x y z is broken. Killer perk a b c is fine, game would be unplayable without it. Game must be broken. And then one dared open the not easy to find hatch with a key and got away. The tyrannical devs hate killers I swear because they created another means to escape to counter gate camping.

    It can be, actually.

    If I find nobody and you unhook, I am gonna go back to the hook. If the guy who unhooked you is hiding, I'm gonna down you.

    Slugging is usually a counter to DS or a means to gain pressure when one sees more than one Survivor in an area.

    Tunneling is usually also used to gain pressure. A 4v1 is massively against the Killer but a 3v1 is much more in their favor.

    Camping generally occurs when the Killers doesn't see anyone on BBQ or when they see someone near hook.

    None of these are exclusively regulated to the specific scenario's I gave, but this is generally why they happen.

  • @Moundshroud said:

    And as a follow up I went looking for this for you to give some context about old video games:

    https://www.youtube.com/watch?v=aBBtt72aJLA

    https://www.youtube.com/watch?v=km8bc_oBRgk

    I've played most of these at my local arcade. I can confirm that they are difficult.

  • @MasterofSFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875595#Comment_1875595

    It's still 100% true.

    Even if they reintroduced the same mechanism, with no changes, the ability for survivors to abuse it would be significantly reduced, due to the structural changes made since it's first implementation. However, there's no reason to completely halt entity progression and no reason the only condition for punishment be a simply X meters for Y seconds. Being in chase is just one of several factors that could (and should) effect this.

    If the only response is "they'll just derank, so," then you don't have a case to not implement a punishment. The killers who are more likely to camp are also the killers less likely to care about their rank. That just forces experienced killers with toxic annoying behaviors to the lower ranks, you know, where the inexperienced and new players are. That creates a bad environment for these players, who either become frustrated and leave (lessening the overall pool of players over time) or develop bad habits (which creates a less skilled player pool over time).

    ~90% of the rebuttals to complaints over camping killers is 'do gens,' punishment in the form of longer entity timers reinforces that. More Survivors getting to EGC means more chances of 3-4 man escapes. Less overall kills means a faster derank and less BP for these killers. Eventually these killers will either stop camping and hunt, give up killer and play survivor or just repeatedly queue up every 5 minutes and give everyone free BP.

    Except you kind of disproved your own point.

    If experienced Killers are out to do this, they are well aware of the fact that they will get zero BP and will de-pip. No form of punishment is going to deter that. If they seek to be malicious, they WILL be malicious.

    To my eyes, all this does is punish new Killers who don't know how to play yet. The current system works just fine. It shows the Killer, "hey, don't stay near these guys for too long without another Survivor present, okay?"

    All your proposed changes do is make it even worse for new players who aren't trying to be malicious in their actions, they just don't know any better.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875601#Comment_1875601

    Are you calling me boosted pulsy I thought we were in love :(

    Yes, but only because I am also boosted.

    I have no fear in saying that I am not good enough to be a Rank 1 Survivor, let alone a Red Rank.

  • @Minaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875507#Comment_1875507

    I am a red rank survivor.

    What you said makes perfect sense to me and it works flawlessly with a swf who realise they can easily counter this.

    In random solo queue people just don't work like this and killers know that they wont get punished for it !!

    Also Hex ruin is so hard to find, does a game like dbd really need to be so luck based?

    Disagree with you on the stats, the variables you mentioned should also be stated.

    I would love nothing more to be wrong and find that both sides have an even go off it.

    Then if counters exist, but you just aren't using them, how is that the Killer's fault? Asking Killers to not take advantage of 4 Solo's is like asking Survivors to only do one gen every two minutes when there isn't any gen defence.

    Ruin is not hard to find. Once you get a decent idea of totem spots, it's easy. If you really have trouble, use a map, Small Game or Detective's Hunch.

    The issue is, most Survivors at Red Ranks are boosted af because of SWF and easy pip requirements. Ask them to release stats when MMR is working, then we'll have a decent idea.

  • @MasterofSFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875495#Comment_1875495

    100% true.

    There were like 3-4 killers, infinite loops existed, sprint burst wasn't gated by exhausted or running and all that came together to make halting entity progression while X distance away an abusable strategy.

    That's solved by:

    *adding mobile killers (check)

    *Eliminating infinite loops (check)

    *Gating escape perks (check)

    *Slowing, instead of halting entity progression

    *Specifying the conditions for modifying entity progression

    Speaking frankly, the attempt to punish camping was barely that, it was a half-baked idea tried in effectively the game's alpha release (compared to it's current state). So saying it had been tried and abused is at best misleading without context.

    And again, that isn't entirely true.

    Should the Killer be punished for Survivors hanging around near hook?

    The system we have now works. It practically forces a de-pip if you stay close, meaning that Killer will continue to derank.

  • @Bravo0413 said:

    https://us.v-cdn.net/6030815/uploads/J7ZGYDB7LNUI/screenshot-20210115-001023-youtube.jpg

    I dont count myself as a cutie.... but it is going to be an awesome return for... very happy to see hes doing good too.

    We are glad to hear that the cutest one of them all is doing well :)

  • @Minaaa said:

    Word of warning - You need 4 survivors and just 1 killer to play DBD.

    If this game continues to overwhelmingly favour killers it will die.

    The only way survivors stand a chance is if they have a swf, in solo queue you are just meat for killers to have fun with.

    Hex Ruin, Hex Undying, Noed, Face camping, Tunnelling, insane red add-ons, etc, etc, etc....

    I challenge Behaviour Interactive to release their stats on how often killers get a 4k vs 4 survivors escaping (across all ranks). We all know who those stats are going to favour.

    It sounds like you just had a bad game at a low rank. That isn't an insult, that's just what I'm gathering.

    Ruin, Undying and NOED are all dependent on Survivors. If you want them out of the game, you can remove them PERMANATLY from the match.

    Face camping is fairly easily countered by doing gens quickly. If the Killer insists on camping one person, you can pop at LEAST 3 gens before said person dies.

    Hard tunneling, like face camping, only works at lower ranks. It IS in the Killer's best interest to remove a Survivor from the game as fast as possible, as a 4v1 is massively against them.

    Some red add-ons do need to be changed, but most of them are fine.

    Your idea to release stats will do nothing. There are far too many variables. A 4K with 5 hooks is MUCH different than a 4K with 12 hooks. Likewise, a 4 man escape with 8 hooks is much different than a 4 man escape with zero hooks.

  • @MasterofSFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875278#Comment_1875278

    The punishment was ham-fisted and implemented well before any of the modern changes to the game were put in place (like Exhaustion, which would have kneecapped the abuse).

    Not entirely true.

    The hook progression stopped if the Killer was within X distance, so Survivors just looped around the hooked Survivor and the Killer could never get a kill.

  • @SilentHillOnDvD said:

    I just noticed that when I kill 1 or 2 survivors, the frames get a lot better. The Devs can definitely fix the fps problem on console if me killing a survivor or 2 fixes it.

    Correct.

    Killing off two Survivors makes the game run at near 40 FPS, which is a godsend on Console.

  • @onemind said:

    This is mostly gonna be my talking about a change or a lot of changes for a killer but you are welcome to put you ideas/thoughts on my changes here

    1(Trapper)

    now has a brown bag at default allowing the holding of 2 traps at a time but spawns with 1 on him

    Trapper has a way to summon a trap to his location after 180s this takes 5s to do

    (allowing trapper to get that trap that's across the map in the middle of nowhere)

    2 (Wraith)

    he now dosent have to reappear in order to attack

    His terror radius isn't suppressed when invisible

    His terror radius is reduced to 22m

    if wraith is further than 24m he is completely invisible to survivors

    When wraith isint in a chase his speed is increased by 15%

    (New power :the bell tolls) after a 35s cooldown the wraith rings his bell afflicting all survivors in 50m radius with oblvisous for 25s and revealing their aura for 3s and giving an blured vision effect (like being disoriented in r6)

    Wraith is immune to ooo and he can't see the surivor with ooo despite not haveing undetectable

    (This gives the feeling of a quick and quiet killer keeping you on edge 24/7)

    Clapper addons increase the range the bell tolls ranged effect

    Changed windstorm addons to further reduce terror radius

    Changed swift hunt addons so allow the speed boost you have from not being in a chase to last a few seconds

    Billy and nurse are fine in my opinion

    4 (Huntress)

    irridessent head now when a hatchet is fully charged the aura of survivors in 32m is revealed

    Mother's bracelet (ultra rare) tremendous increases windup speed of hatchets and slightly increases movement speed while winding up a hatchet

    Oak halft (uncommom) now displayed an ark showing where you hatches path

    Something toxin

    (the exhaustion ones)

    hitting a surivor with a hatchet reveals the aura of nearby survivors for 3s

    (range varies on the rarity because there are multiple exhaustion addons)

    If the huntress is undetectable her humming is silenced until detectable

    5 (Doctor)

    static blast now has a fixed range of 32m of no one is hit by static blast it has a slightly reduced cooldown

    (I see no major issues with bubba just the people playing them so that's not related to the killer)

    6 (Freddy)

    removed the instantly asleep after getting hit doing excessive actions make you fall asleep faster (same as pluage)

    If freddy has all snares down currently his time to place a new one is increased and can't be canceled

    I also see no major issues with pluage and we will have to see if clowns good

    7 (demo)

    His rat liver speed boost is base

    his portal's make him silent so no loud foot steps

    ( possible secondary ability climb)

    If there is s ledge above you you can tap the second ability button to climb/jump up to the ledge

    ( Ngl would s**t my self to see demos head pop out from the ledge behind me as I'm clearing a portal)

    8 (pyramid head)

    Only one change the punishment of the dammed waves comes out quicker

    9 (ghost face and Michael)

    They both dont trigger spine chill because their power requires them to be looking at the survivor

    10 (the pig)

    the survivor almost never gets the trap off their first try it cam be like a 1%chance thing

    Make the skill checks a bit smaller and appear randomly on the screen

    (and it it's not enough they can be backwards or random overcharge ones)

    Blights is also fine

    11b(Twins)

    (Remove them)

    Now on a serious note give survivors a real reason to remove victor if victor is on the survivors head by the time you can re call him they should go down for neglecting to remove him

    They can't do any actions until victor is removed yes this includes pallet drops they can vault windows but it's slow vaults

    Remove being locked in place as surivor when removing victor

    Victor shouldn't be kicked for downing a surivor

    the time to swap back to charollet should be reduced or increase the speed that she moves while wakeing

    12 (death slinger)

    He had to be ads for .3s in order to shoot instead of instantly shooting when you press ads

    Oni is ok except his bugs but that's not about him so and I do t know what to change about spirit

    If I forget a killer please say something or put your own idea down

    Thoughts

    I'd rather Demo's Portals infect the environment around them.

    The Portals allow the Upside-Down to seep into the Realm, corrupting it. The Portal immediately begins expanding and corrupting the surrounding area, making it more difficult for Survivors to cleanse and allowing the Demogorgon to have area denial and more information.

    These Portals pose a real threat to Survivors, as letting them go unchecked can make entire area's into an Oblivious death trap.

    Additionally, I'd like to see the Oblivious status effect cause deafness as well.

    Also, make it so that the Demogorgon doesn't broadcast where he is teleporting to or stop the Portals from glowing as he teleports.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/219557/okay-now-heres-my-rant

    Too bad you think that those perks are such a problem when they arent. So I'm not gonna read your whole thing. Therefore, ill adress the beginning. Quit complaining about these "meta perks" killer mains are broken records lile holy hell. SPRINT BURST REALLY?! Sprint burst isn't even a God Damn issue like dead hard. Ds and unbreakable aren't even used that much and shack pallet? Yeah its one of the strongest loops but there are ways to loop shack and its gonna be an issue with a goof survivor. Most people cant even loop it properly and hell ill teach you how to loop shack as a killer if Its an issue for you. Like im not the best killer but shack never is an issue unless im huntress and thats cuz im on console and aiming can be a ######### but I can shut down shack quick enough or at least get the pallet gone. And if by chance you're better than mr you shouldnt complain. Meat tree is annoying granted but you cant mundane it so dont and you will be fine its one chase. Bt can be annoying but mending adds time for them to be fully healed and with the timer being 20 seconds they cant afford to dillt dally. Gens suck ass and so do ranks but because of that killer isnt that hard it can be stressful due to gens but kills are easy to get. For the most part. But seriously man I get the frustration but I can give you some actual more in depth advice or reasoning if you want. And as for the rest which I read because I felt like a Dick I agree mostly

    DS is used in almost every Red Rank game. I would bet it is used more than Old Ruin.

    Unbreakable is used less, so you are correct on that.

  • @MadLordJack said:

    So, people despise PC players for... Sorry, what reason? It can't be for running those perks, or for knowing how to run strong tiles, or for being sweaty in general, none of that is particularly different to console gamers.

    I don't despise them, but I do refuse to play with them.

    Console is at an inherent disadvantage and it SUCKS to know that when you play against someone on PC, they are at an advantage because of better optimization.

    I can make the right read on a Nurse blink and juke her, but I freeze and she can quickly adjust and hit me with her second blink, whereas I am unable to adjust due to low FPS and constant freezing.

  • @Chchchcheryl said:

    I've been very heavily affected by this recently

    I play about 4-6 hours a day to practice and hone my skills, as DBD is something I'm incredibly passionate about. Now I'm a moderately skilled survivor, and when I get less skilled killers I give them some hits, escape, gg (unless they are being bullied then I'll purposely wait for them to finish bullying the killer and give them a free sacrifice)

    But I'm not an amazing killer, about top of green ranks a few days ago, but since then I've been consistently matched with rank 1s to rank 6s with exactly two green ranks and a yellow rank, for three days, about 13 hours of consistent bullying, and tea bagging and flashlight clicking and notification spam, just to grab my attention so they can be ######### some more.

    I just want to improve but I cant when this is all that happens all match, every match. On average I've been getting consistent 0ks since this started, and exactly 5 sacrifices, none of which happened in the same matches!

    I absolutely love this game but I'm getting sick and tired, I hope turning on MMR fixes this, because idk what I'll do otherwise

    Last time MMR was on, it was a lot worse.

    I've been at Rank 1 on both sides since about June of 2019 and I'd been a Rank 1 Killer for a while before that. I was being matched with Rank 16-20's almost every game with MMR.

    I sincerely hope that they have fixed it this time.

  • @chieften333 said:

    People say "BuT tHe CoMmUnItY wOuLd MiSiNtErPrEt ThE dAtA!"

    We wouldn't know that for sure until the data is given to us. Besides, it's not like behavior is correctly interpreting the data they have right now. So what's the harm in letting the community see it?

    Because it causes massive arguments in the community.

    There are so many variables and things we don't know, that it's impossible to draw any conclusions from them. All it serves to do is act as a good will gesture from BHVR (which I appreciate) and it incites arguments in the community.

  • @Mikeasaurus said:

    Man I really hope so. I love playing as and against Demopuppy but man, he is so painful to play as when his best add-ons are brown. Demo needs love and reworks!

    My problem is that his power is just boring. He has nothing unique.

  • I feel genuinely sorry for Survivors that get titled or are fearful of getting tunneled.

    Logic isn't really working on this one.

  • @EvilJoshy said:

    Hate to tell you this but dbd on console was a cash grab. Your better off getting the pc version or playing something else. DBD console is terrible.

    Some of us cannot afford a PC.

  • That Myers is only there because he wants to be, he is the only Killer that can flat out ignore the Entity's rules and murder Survivors. Every other Killer needs to perform a task to please the Entity first. Myers doesn't.

    The Entity is a parasite of the Mind Flayer.

  • @good123 said:

    Do all players own a PHOENIX RISES POLO in 2021? I mean, are there players they don't own?

    Why have you brought back this thread?

    This is literally from before I joined the Forums.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865150#Comment_1865150

    They won’t do anything about it because survivors can only use it once. These complaints about DS are absurd.

    Just eat the stun as early in the match as possible. Remove it from the game. There! DS is no longer a problem with that particular survivor.

    I don't know if that's good logic. Survivors can use DS up to 4 times per match and even if the chases are only 30 seconds, that's still two minutes of extra chases, which could easily lose you the game.

    Addirionally, the reasons why Old Ruin was nerfed directly apply to DS.

  • @TheClownIsKing said:

    Would someone be so kind enough to take the time to share Clown’s updated add ons to these forums, and tag me in the post please?

    I'll try snag the list when it goes up.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863815#Comment_1863815

    Exactly, those are the questions that are relevant for new Perks. Either Objective Speedup or Time Wasting. And I highly doubt that BHVR will ever release a Perk which straight up increases Genspeed (I can imagine something like Totem Cleansing tho), so it all comes down how useful those Perks will be in a chase or helping to reduce the pressure done by the Killer.

    Iron Maiden on Huntress is a good example, even buffed this Perk will most likely only be played by Huntress-players (maybe Twins and Doctor as well, but not as common). Infectious Fright is another example, it is not useful on most Killers but on those where it can be used, it is very strong.

    But for Survivor-Perks, I dont really see the potential to shake up the Meta with any release, yes, some players may use Perks (a friend of mine is running Deception for example), but the requirements to replace a Meta-Perk on the Survivor-Side are really high.

    I agree.

    How would you go about making a new meta perk?

    I think that the current perks just outclass everything else. There is no better combo for time wasting than Dead Hard and Decisive. Additionally, Prove Thyself and Borrowed help with gen speeds by not allowing Killer's to instantly down after an unhook.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863756#Comment_1863756

    This is correct. But while Survivor Perks have to compete with the already existing Meta, Killer-Perks can be good for the Power of some Killers. Granted, this is not really the case anymore, aside from Undying, the last year of Killer Perks was not really that good. But if we look at the Oni-Chapter, Yuis Perks are not good. Too many restrictions for Lucky Break and Any Means Necessary, only Breakout CAN be good, if you make a build around it. But Nemesis can be used on Myers for extra Stalk or was useful on Bubba with PWYF, while Blood Echo can have niche uses with Plague and Legion.

    So Killer-Perks at least have the potential to be used, even when they do not become Meta, because they can help some Killers.

    I agree, just look at Iron Maiden and Huntress.

    I think that it's so hard to upset the Survivor meta because they don't really have anything unique. It really comes down to a few questions. Can this perk extend chases? Can this perk speed up gens? Can this perk allow me to waste time? If any of these are answered yes, the perk COULD be meta.

    We haven't had any like that since Soul Guard and before it, MoM.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862470#Comment_1862470

    It is not "almost the entire Map", it is the entire Map. 128 meters are more than enough to cover every Map in the game. Like Empathy used to be with unlimited Range, but for consistency they changed it, but it did not change the Perk at all.

    @Topic:

    Aside from those 128m-Restrictions, I feel that BHVR is too scared to bring out strong Perks. Killer is a little bit better since Perks can be used on SOME Killers, but for Survivor, the last Meta-Perk is some years ago, if we dont consider Mettle of Man.

    On the other hand, it is easier to buff something which was too weak than to nerf something which was too strong.

    Eh, both sides have some pretty awful perks.

    Beast of Prey, Predator and Monstrous Shrine come to mind for Killer.

    For Survivor, Empathy, Up the Ante and The Mighty Pebble.

  • Corrupt, PGTW, Undying and Devour Hope will likely be the new "meta."

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863089#Comment_1863089

    Actually that’s incorrect.

    A 10% increase of survivor movement speed takes them from 4m per second to 4.4m per second, but a 10% increase of Clown’s movement speed jumps from 4.6m per second to 5.06m per second.

    So Clown goes from being 0.6m a second faster to 0.66m a second faster. It’s only a minor difference, but Clown will nevertheless be slightly faster than usual to the survivor if both are affected by Antidote.

    So it's basically like having BloodLust 1 active?

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863137#Comment_1863137

    See that's what I want to know. Getting to rank 1 from rank 20 takes easily over a hundred pips. Since pipping doesn't correlate to matchmaking or skill anymore, will it be removed for say, an experience system?

    In this update? No.

    BHVR has not commented to my knowledge on the future of an experience system.

  • It will take longer since you are reset to 20 and since you will ideally be playing against people of equal skill to your own.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862733#Comment_1862733

    As a killer main, there's absolutely no way that 56.9% of your matches have a key in them.

    That's what I have recorded so far. Note that I counted individual keys, and I probably should have specified that, but most games did not have more than 1 key.

    I am on Xbox with no crossplay, North American servers.

  • @Shirokinukatsukami said:

    Well people started using tons of keys after the mori nerf. They figured it was coming so they got it out of their system and their inventory.

    Me? I still have hundreds of keys stockpiled, probably never going to use them. The only keys I use are green keys and I just put weddign rings on them. Super annoying though because the killer will swap in Franklin's 50% of the time and tunnel me out of existence even though all I did was use an aura add-on.

    Yes. I've played 130 Killer games and 74 of them have had a key in them, it sucks.

  • @oh_0k said:

    In a dev livestream a while back the devs announced that they would be changing blight (mainly his pov) after the release of the new chapter and they would change characters balance wise after they release the dlc after them

    But looking through the dev post there was nothing about blight

    Did they change their minds on changing killers that way? Did they think blight didn't need a proper pov?

    This is wack

    Lost in the void with Console Optimization

  • @notlonely said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861686#Comment_1861686

    Yes but what about the bigger issues? What about camping and tunneling? What about DS and teabagging? What about the things everyone complains about and still get no solution?

    Console optimization? pls

  • @TheClownIsKing said:

    Unless I’ve completely misunderstood something in the dev update, a player may as well run any 2 Hexes now.

    Scenario 1. Player runs Ruin + Undying. The only meaningful effect they’re getting from this combo is from Ruin. From what I gather from the Undying changes, it will always ensure 1 hex transfer. Meaning survivors only have to cleanse 2 Hex totems at most (if no other Hexes are used). But until any cleansing occurs, there is only 1 impactful hex effect: Ruin.

    Scenario 2. Player runs Ruin + Devour Hope (or other hex other than Undying). It’s still only 2 Hex totems that the survivors need to cleanse. If 1 is cleansed, 1 other effect remains until that’s cleansed too. But until ANY cleansing occurs, the player is afflicting the survivors with TWO Hexes.

    See where I’m going?

    I totally support that Undying was far too strong, but this particular upcoming change makes pairing Undying with 1 Hex rather pointless in comparison to just choosing to run 2 Hexes.

    I get the point and I think I agree.

    Undying, imo, did too much for a single perk. They needed to nerf one aspect heavily but leave the others intact. Instead, they nerfed everything on it and now you are better off running more Hexes.

  • MMR will hopefully match people against people of their skill level. It remains to be seen if that will be the case, but if anything games will be more competitive.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860438#Comment_1860438

    Entirely depends on the player. I never do it to taunt; I only to it to say thank you or bait the killer.

    Also those who main killer will never see the "thank you" teabags.

    Like, I said, usually.

  • I think most of us do.

  • @boostedsurvivormain said:

    Well, that just means they added a new transition animation from standing to crouching. Also, teabagging can just be a friendly way to thank another survivor for something.

    Let's be real though, it's usually used as a taunt and we all know that.

  • I get hit by DS a lot because of how I play.

    The matches I get go one of two ways. I either completely dominate, and get hit by DS because I'm downing people so quickly or, because I'm getting dominated and DS is a great BM'ing tool.

    In relatively even games, I don't get hit by it becauss I slug the person who was silly enough to think I'd pick them up.

  • @GamerGirlFeng said:

    Killer Logic: SWF = Navy Seal Sweat Squads of Death

    Actual SWF: Derping around together just trying to have fun.

    My SWF and I do that, and we still usually all escape. That should tell you something.

  • @maderr said:

    https://forum.deadbydaylight.com/en/discussion/217899/kill-rate-is-not-a-good-metric-for-balance

    • If the killer gets a 4K but there was only 1 generator left, its actually a very close match.

    Lol no it isn't. A 2K/2E is a close match.

    A killer getting 4K is an easy win even if there were 1 gen left. Killer is not supposed to kill the 4 survivors.

    4 Survivors escaping is an easy win also.

    I would say that it depends. If all 4 Survivors were alive with one gen left, and the Killer had to slug them, I'd say that yeah, it was close.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859209#Comment_1859209

    They said they would change Legion's deep wound time add-ons somehow, but they have not announced specific changes; complaining about nerfs before we know what's changing doesn't really make sense. Plus, those add-ons are already unhealthy for the game imo and I would have been happy with changes even without the deep wound changes. No one wants to spend the whole match holding M1.

    Right, two cleanses, which is still a lot, and which is still stronger than two Ruins would be because Undying naturally tends to hide the second hex better and you also get some aura reading out of Undying too. "Almost zero use before" is a stretch; plenty of people ran Pop/Ruin or Surveillance/Ruin, especially on killers that are good at defending totems.

    Everyone could always use DS. It went like this:

    1) Everyone running DS gets a skill check right as they get picked up to stun the killer for 5 seconds. Can be used once per trial.

    2) NERF: 5 second stun -> 4 seconds.

    3) NERF: It's now an obsession perk and non-obsessions have to wiggle to 35% before using it.

    4) NERF: Now it gets the current 60 second hook timer requirement. 4 second stun -> 3 seconds.

    5) BUFF: 3 second stun -> 5 seconds.

    I would argue that the fourth nerf on your list is more of a change than a nerf. It allowed everybody to use DS instantly, but it made the requirements harder.

    The change I think they are referring to is not his Green and Purple Blade add-ons, which extend mending time, but rather Frank's Mixtape and Stab Wound Study.

    Frank's Mixtape currently takes 5 hits to down someone, that's almost 20 seconds of being stunned. It's useless.

    Stab Wound Study reduced the Deep Wound Timer to 25 seconds from 30. Not good.

    I HOPE they buff them, but I don't have a lot of faith in that at the moment.

    Ruin's use is going to nosedive. Why would anyone use Ruin over PGTW or Devour? Like it or not, I can almost guarantee that Ruin is out of the meta.

    Personally, I'd take Ruin/Undying over Ruin/Devour any day.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859060#Comment_1859060

    This just drops the average amount of hex totems you need to cleanse to find the Ruin from 2.8 to 2. That's hardly bad enough not to use, and it comes with the benefit of being substantially stronger with all token-based hexes. New Ruin still got some use even before Undying existed, remember. Undying/Devour is going to be everywhere now and I'm looking forward to it.

    DS has been nerfed three times already since launch. It certainly does need another nerf imo, but they're not exactly ignoring it either.

    Legion's add-ons have not been touched, so maybe reserve judgment until changes are announced.

    They changes were announced, and with Legion, a change usually means a nerf lmao

    And the Undying change guarantees you will only need to cleanse two. Ruin saw almost zero use before Undying because it was so unreliable, it wasn't worth sacrificing a perk slot for.

    One of the DS changes was a healthy buff. You can't use it whenever you want, but EVERYONE can use it and it has a much longer stun time.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859164#Comment_1859164

    The antidote does not- in fact it does the opposite. The antidote will clear any negative effects, including blurred vision, from the tonic.

    The tonic does still obscure your vision, though.

    If it did, I could see it being useful on loops. As it stands, I'm pretty sure it can only be used as a map traversal ability.

    Did the team look into having it slightly obscuring vision?

  • @Peanits said:

    Just to clarify one thing: The 10% movement speed increase from the bottles is based on your movement speed, not a mythical 100/115%. That means a Survivor will move at 4.4m/s, while The Clown would move at 5.06m/s.

    Basically, if you both go through the yellow gas, you (the Killer) close the gap a little faster still.

    Does the Antidote still obscure vision?

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