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  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424949#Comment_1424949

    You say that but apart from the one criticism of the changes you seem to be 100% behind the rework.

    Yes. That's correct.

    Reduce the cooldown and everything else is fine (well, everything besides the scream when he charges which I heard was a bug???)

    Glad my point is now clear.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424898#Comment_1424898

    No, you discredited my criticism of the changes to Billy, if that was based on your opinion you still discredited mine in doing so.

    What you fail to grasp about Billy is that pre Ptb his chainsaw was used to move around and down survivors. Now it must be used on one or another but extremely sparsely.

    Ripping out the thing which makes Billy different in his own way will make him just as bad as the rest of the cast.

    Bubba isn't a lost cause because he was pretty bad anyway but time and time again we keep seeing decent killers get butchered. In your eyes it's always deserved because they were strong anyway but you never acknowledge what lengths are just too far.

    Maybe I said it in a different thread but I did say somewhere that the time it takes for the chainsaw the cool down is harsh. The numbers there should be adjusted.

    And again, I'm not failing to grasp what it was used for. I understand completely how it was used and am saying that it's a lot more fair now that it takes some resource management for him to cross the map and instadown people with no downside.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424853#Comment_1424853

    Survivors need to learn pathing. Killers need to learn pathing

    Survivors need to learn mindgames. Killers need to learn mindgames.

    But what else do Survivors need to learn? Skill checks. Everything else is holding M1 or letting someone else do the work for you. Killers though also need to learn how to use their powers on top of everything else and in addition to everything else.

    Killers need to know how to path for M1 hits. They also need to learn how each individual power effects their pathing. Add-ons effect this further.

    Mindgames are also effected by Killer powers and each single power have their own mindgames. Add-ons effect these also.

    The requirement for skill is HIGHLY greater on Killer compared to Survivor.

    I agree with everything you just said. But along with killers learning their powers, that also throws in the counter argument that survivors have to learn how to play against EACH of those killers. The way you play against Plague is not the same way you'll play against Doc, and so on. And then when you throw add ons into the mix, survivors also have to learn those and make adjustments.

    Is Huntress using Iri Heads? Does Legion have the pin that makes a terror radius on the whole map? All of those adjusts how the survivors have to play as well, would you agree?

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424818#Comment_1424818

    You fail to see the outcome of Billy in PTB. The function of his chainsaw to "delete pallets" eats into his power and results in him getting further towards overheating from breaking the pallet alone. After he breaks the pallet he can't use his power unless he wants to lose it through overheat.

    For you to discredit my criticism apart from the visibility of the charges on Bubba tells me that you have no or very little gameplay sense when playing killer.

    That was exactly the point of my comment. He shouldn't be able to transverse the map, have an attack that deletes pallets, and still be able to just spam it as much as he wants. No other killer has that kind of power.

    I also don't see where I discredited what you said. I just stated my opinion on how I believed the changes were fair. But I guess I reached rank 1 killer and got all the adepts except for 3 by having no gameplay sense as killer. We'll go with that

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424790#Comment_1424790

    Trying to avoid a skill debate between Killer/Survivor, but I can hardly resist pointing out how Killers need to learn skilled gameplay and the exact ins/outs to do well. But Survivors don't.

    Your post also reads like someone who hasn't seen/felt just what these changes have done and likely don't know what Killer gameplay took beforehand.

    Ummm, survivors definitely have to learn map tiles, mind games, and other things. Looping is not something just pick up and I know this because 3/4 of my friends are trash at it and just run and throw pallets or they run into open fields against Bubbas and make other stupid plays XD

    I have watched the PTB and I will admit that the cooldown needs to be faster, but the overheat mechanic as a whole is fair.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424749#Comment_1424749

    Billy can't use his chainsaw multiple times to either move or down a survivor within quite a long length of time.

    And bubba has to time every charge very precisely using the small icons on the bottom left of the screen. Basically you can't even look at what you're chasing if you want to use your power.

    The fact that you're acting like this is no big deal is evident that you probably don't see how disadvantageous these changes are.

    I understand how disadvantageous they are and in the case of Billy, I believe that disadvantage is perfectly fair and justified. What other killer has the level of map transversal, an instadown attack, and is a pallet deleter? The answer is none. The closest you get is Oni with Blood Fury and he has to put in work to get that.

    After he transverses the map in 3 seconds, there should be some time before he can use just instantly down you. And actually, moving across the map only uses roughly 40% of the heat meter? So technically he still can if he catches someone out of position. The only difference now is he can't spam it.


    For Bubba, I think that complaint is legitimate. It should definitely be more visible.

  • @Chewy102 said:

    Billy is gonna drop to C tier, maybe a low B with these changes.

    Tested without add-ons and it takes 40% heat to simply start a chainsaw sprint. That means Billy will have a total of 2 attempts to land a chainsaw hit ebfore an overheat. 2 back rev attempts. Go for a mindgame or wait for a curve and you will likely have only 1 single attempt.

    That is if you only use the chainsaw to land hits. Using it to travel the map also takes heat. That same 40% to just start a sprint and then you can roughly go from 1 end of a map to the other within 10-20%. If you need to stop for ANY reason, say an object/wall in the way, then it will take at least another 40% heat to start map travel again.

    Combine both chainsaw map travel with hit attempts and you have a Killer with only half a power. Use the chainsaw for one, and you likely can't use it for the other. It takes multiple attempts or longer rev times to land a hit, meaning you will not have heat to travel the map. But traveling the map often needs you to restart the sprint multiple times due to pathing, meaning you wont have heat to land hits.

    TLDR for Billy- He got the Nurse treatment. Nerfed so much he is likely never to be touched but for dailies.

    Suggestions- Make it take no more than 25-30% heat to start a sprint. Rework those worthless flashlight add-ons. Fix his ######### animations!

    Cannibal went from somewhere around a high C/low B tier Killer and became an easy high B or low A while default. With builds and add-ons he is likely a solid A tier. Once you learn the timings for extending your chainsaw it will be next to impossible to escape once you get close. Takes skill to path around objects and to learn those timings, but overall he should be well worth playing for near any rank.

    TLDR for Cannibal- πŸ‘οΈ A bit on the easy side if I must say, but will still take some skill to not screw yourself over.

    Suggestions- None really. It's a very nice buff without going overboard.

    Add-ons though I can't give to much on. Read them all and a few are VERY bad (anti flashlight add-ons for Billy? REALLY?) and some look rather good, for Cannibal mostly. But as it takes over 30 minutes to find a single game on the PTB as Killer I don't have the time to get a feeling for any of these things.

    Perk changes.

    Tinkerer is better but not likely to be played for the same reasons as on live. You have no control over when it triggers, so the odds of using Tinkerer is rather low.

    Lightborn is ######### GOD LIKE! No blinding at all, dose NOT allow a flashlight save at all, and gives aura reading to boot. I do not expect this to survive the PTB from how strong it is. A clear meta perk in the making in my opinion. Zero, and I mean ZERO, reason to not use this perk if you so much as think there is a flashlight in play.

    Franklen's Demise I can take or leave. Still does what it is suppose to do with dropping items. So it will find play and room in many builds. But the odds of removing an item with those timers isn't likely at all. Item auras as well are VERY hard to see if possible at all.

    I think just like you mentioned with "the Nurse treatment", players who have actual skill with the character will adjust and still get easy 4ks. Even with the Nurse changes, I've seen Nurse's go perkless and get 4ks. And it's simply because she still has mechanics that can end chases really quickly.

    Likewise, I don't think really good Billy players are going to be all that much affected by this. Billy was the only character who had an instadown AND an easy way to cross just about any outdoor map in a matter of seconds. He shouldn't have access to both at all times so I see an overheat mechanic to be fair.

    When I think about the other super strong characters, Nurse, Spirit, and Freddy can get across a map very quickly but none of them have an instadown. Oni has to put in some work to get his and it's time limited. Like.... everyone had some kind of limit to keep them from being broken but Billy players could just be anywhere they wanted, had an instadown, AND I forgot a pallet deleting chainsaw like Demo's Shred. There has to be some downside.

    Now maybe they can change up the numbers when it comes to map transversal and some other things, but the mechanic itself is fair

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/169539/please-stop-crying

    If people want the games they play to be fair I wouldn't say that's being entitled.

    In fact I think the labelling of "entitled" opinions defeats the purpose of criticism from the PTB.

    All I'm going to say is that if these changes go ahead I will hardly ever play Billy.

    In terms of Bubba I feel like the changes has made him more complex in return for very little.

    The add ons for these two killers are either terrible, strip away playstyle or just have no reason to exist.

    So honest question here:

    What can't Billy do now in a chase that he could do before?

    And what besides being a face camp god can't Bubba do now that he could do before?

  • I'm being civil. I just found his comment ironic and ridiculous. Did something I say come off as mean because that's not what I intended?

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424599#Comment_1424599

    I have read, not my fault you want to ignore other opinions.

    It's not about ignoring other opinions. It's about the fact that the OP pointing out changes to both sides and you took that and completely ignored it (which makes you saying that I ignored different opinions ironic) and decided to whine about how one side of the game is supposedly under attack while nothing happens to the other which is a ridiculous statement

  • LOL wut???

    As a survivor main, I fail to see the logic here.

    1. Losing a medkit and gaining a key is literally always an upgrade
    2. How did she expect to escape through hatch and also get her medkit back????
  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/169539/please-stop-crying

    The only question I have. Is why? Why do killers have to relearn the game after every single patch, while survivors havent had a major meta change in years? Every major nerf expands this question, as the skill gap gets wider and wider, why are killers expected to play at a mastered level of play, while survivors who run in a straightline towards every pallet to drop it instantly, get no changes to their gameplay challenge?

    -OP shows examples of things that changed for both sides.

    -OP says ALL players should give it time and adapt

    • Entitled (x) main enters the chat: "wHy doEs My sIDe hAvE tO aDjUSt"

    lol shut up and learn how to read please. Survivors have had to adapt to a lot of changes over the years. Or maybe you weren't around for the era when Sloppy Butcher got buffer at the SAME TIME that Self Caring and healing got their nerfs...... But yeah, no major meta changes for survivors. Or when Exhaustion got nerfed because it used to recharge even while you were running. There were definitely no meta changes after that *rolls eyes*

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1424200#Comment_1424200

    In my experiecne, Xbox, he was fun to play as and against... They actually said the same if I remember correctly... This change came just cause survs were complaining about being face camped by BAD BILLIE USERS... And that's not common... at least not for me... I am non sided red ranks both sides in case anyone wondered.

    What survivors were complaining about being camped by Billy? I've never seen those complaints and it rarely happens. Face camping Bubba is common and expected tbh. I assume every Bubba is a facecamper until proven otherwise but Billy???

  • If you bought the skin and they changed the skin, then you'd probably have an argument. The skin you paid for is exactly the same regardless of your personal feeling about how strong the character is.

    In short


  • @BubbaMain64 said:

    I have always been a killer main and usually never bothered to play survivor until I needed to do tome challenges and get crowns. Honestly solo-que is an experience to say the least. My killer experience definitely helped a lot so I would say I played averagely well, but I noticed that in every match that didn't have DS the killer would tunnel the team to hell and back. I don't have Laurie since I unlocked Micheal with cells and a lot of my survivors are level 2 so I was almost perk-less for most of the match. Basically meaning I only had Urban Evasion to help myself with. Now I'm not saying it is entirely the killers fault, since my team mates would just run away and leave me for dead because match making, but I am saying it is almost impossible to deter the killer from tunneling without the obsession icon. Sure I can do my best to try to loop the killer for as long as I can, but if you're in a dead zone or like I said before your team mate just leaves you to die there's not a lot you can realistically do. I'm sure a lot of people will just say that I'm a baby survivor who needs crutches since killers are endless victims but it highlights a genuine problem with the core game play. I don't think the perk is as bad as people make it out to be, but it does definitely need some tweaking.

    I personally don't run DS because I prefer to use the slot for other things and I'm more of an altruistic player (We'll Make It, Borrowed Time, and For the People on my main), but I totally agree that a LOT of the times, it is necessary because of how strong tunneling is as a tactic

  • I'd agree with helping him get out of tier 1 faster, but then they'd have to compensate for that going from tier 2 to tier 3.

  • @Voyager said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404921#Comment_1404921

    The counter is DS. That's what it's designed for and it's extremely powerful. People act like they have no tools against being tunneled when they have the most powerful perk in the game, on both sides, by far.

    HAHAHAHAHAHAHAHAHAHAHAHAHAHA

    AHAHAHAHAHAHAHAHAHA

    I'm sorry what? If you think DS is the strongest perk in the game on BOTH sides (Stronger than 4 people having adrenaline, NOED, PGTW, and at least 10 other perks that are much better than it), you must rely solely on tunneling people out of games. That is the most laughable statement ever.

    I bought the game when Freddy came out and the only times I used DS were to get my Laurie Adept, and when I have consecutive games getting tunneled and I'm irritated. And then I take it off again. There's plenty of perks I run before I even consider running DS

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404446#Comment_1404446

    Ok so just hook them then?

    If theres 2 people left then you've basically already won.

    And no it wouldn't be "reasonable" if no one could see the cage because that would make ph very op

    I really don't understand the communitys obsession with trying to accuse the devs of being bias towards one side, when there obviously trying there best to support both sides

    Because if they believe that the Devs are designing the game against them, they don't have to accept that they just lack skill and aren't any good at the game.

  • @Cheers said:

    People are whining reasonably however.

    What's the point of disabling your opponents perks that you can't capitalize on? You're basically sending them away for a free save that you can do nothing about.

    I get both of the changes, they make sense because the game needs to be fun. The devs said it on I believe the Chains of Hate chapter Q&A. But nerfing a below average killer without giving a buff? That's really confusing.

    If they see a drastic drop in performance after this change, then sure. Maybe they can find some way to give him a slight buff based on the data and stats (Although lord knows this community just complains anytime devs release data and stats but that's a discussion for a completely different thread)

    Until then, with his anti-loop, shoot through walls ability and all the things I mentioned above about cages, He's definitely still a strong killer.

  • @clem1710 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404468#Comment_1404468

    No it's trash, they introduce a killer who is designed for tunneling and now they make him bad at what he is supposed to do.

    *ding ding ding* Ladies and gentleman, we have a winner. Someone who just blatantly admits that they just want to tunnel and use boring strats to make the game easier for themselves.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404371#Comment_1404371

    This, only people who use it to tunnel are really affected by this. I KNEW people would jump ship as soon as the devs made a change like this, and now the forums will be flooded with "PH F TIER!!!" "PH USELESS!!!"

    I don't know why people think devs purposefully make stuff powerful just to nerf it, to try and take peoples money. No, they changed PH because he clearly promoted tunnelling. This change does not affect those of us who use him fairly.

    People also seem to ignore his straight up buff (I consider it a buff) where if he's at a cage for over a second, he teleports it somewhere else on the map. If he's lucky he can just mess up a survivors whole escape plan. His power actually just got augmented, yet people are focusing on the fact that his tunnel powers have been gutted.

    100% THIS.

    If you find the cage and stay around it for a little bit, it teleports somewhere else which might cause them to go into "struggle phase" if no one gets to them in time. It's a low key buff to the power without having to be camping tunneling trash

  • @Cheers said:

    People are whining reasonably however.

    What's the point of disabling your opponents perks that you can't capitalize on? You're basically sending them away for a free save that you can do nothing about.

    I get both of the changes, they make sense because the game needs to be fun. The devs said it on I believe the Chains of Hate chapter Q&A. But nerfing a below average killer without giving a buff? That's really confusing.

    Pyramid Head is not below average though. The caging mechanic still does a few things:

    -It counts as a hook stage

    -It takes one person out of the game

    -It then takes a 2nd person out of the game because someone has to save them (and if there's no comms, more than 1 person may go for the save)

    -You can't be flashlight blinded and drop the survivor

    -You don't have to take time to carry them to a hook and worry about body blocking or hook sabos

    -And if it's their death hook, you get a REALLY kick "mori" animation that takes little to no time at all and you can move on with the match.

    He doesn't need a buff and I guess you could call this a nerf because it technically makes him a little weaker, but it's a necessary one because it was used in a scummy way to camp and get easy kills that couldn't be countered

  • I don't use either and prefer Lithe if I'm going to use an exhaustion perk.

    Sprint burst is annoying because you can't fully control when it's used and I see some many sprint burst players walking around the map while i'm on hook and I end up struggling because they want to save their precious sprint burst πŸ™ƒ

    Dead hard is just too unreliable with the servers. Half the time it doesn't work, and then sometimes you'll become exhausted (meaning it should have worked) and still end up on the ground. Also once the killer knows you have it, they just wait for you to use it and then punish you immediately.

    Of course Lithe as the downside of needing a window or pallet to use, but the only time I need distance usually is in a chase so that's when I need it. It helps me extend the killer shack loop sometimes too if the killer forces me around the unsafe door. I control when I use it and it's consistent unlike Dead Hard

  • @KnotEnthusiast said:

    Y'all are missing the point though. At the end of the day, SWF doesn't give you skill. It gives you communications, which has value, but a group of mediocre survivors will still be mediocre in a group, just slightly less so. All adding SWF visibility in endgame lobby will do is breed toxicity and encourage killers that likely would have lost against 4 solos anyway to just blame the "OP SWF" every time they lose and there happen to be friends playing in the lobby. I've experienced this myself: I went against a billy with an ebony mori while duo queueing with my boyfriend, and we both managed to survive. We weren't toxic, we didn't taunt, the only thing either of us did besides play normally was my bf used a styptic to get out the exit gate that the billy was guarding. We then proceeded to play against him 3 more times that night, and every time he brought instasaw with an ebony, camped and tunneled both of us, and mori-cancelled both of us for like 30 seconds. After the second time, we asked why he was being a jerk, and he said "it's what you toxic SWF bitches deserve". All adding SWF visibility is going to do is make people like that ruin the fun of all the players just trying to play with their friends. SWF isn't some instant win button, it's just people playing together.

    Also this kinda sums up why I would be opposed to this. I've had plenty of experiences where killers who played against me and some friends previously decided to bring in their most OP add ons and an ebony mori and slug and camp and tunnel and mori spam for 2 minutes and then come to post game chat and say that's what we get for being in a SWF. That's what we deserve for having fun with our friends. This would just literally create more of that.

    And then on top of that, they'll just take away the accountability and chalk it up to "Oh, I just lost because it's a SWF" while ignoring the fact that they chased someone too long or they weren't patrolling gens enough or any of the other mistakes they may have made.

  • @Bovinity said:

    Heard that the inability to view profiles recently was a bug.

    But yeah, you can tell who's a SWF anyway just by looking at the ranks generally. All those 1, 2, 2, 18 groups that you get as a newbie killer are pretty obvious.

    (Funny, because I'm watching a stream right now with a SWF doing that while they all trash talk the "idiots" and "morons" and "stupid killers" they're facing. Yeah, bravo, great job beating those rank 18's.)

    Not always true, especially with how awful matchmaking has been recently. I have been running solo queue a lot as a rank 1 and ended up in a lobby with 2 green ranks and one brown rank survivor and a green rank killer.

  • I rarely get hit with BT because I don't camp and if it happens like right in front of me before i leave, I go for the unhooker because i'm not a jerk.

    Same for DS. Rarely happens to me when I play killer because I go after other people instead of tunneling. Or if I just happen to run into them again, I just eat the DS because it's not that big of a deal and idk why people are so bent out of shape about it. Eat the stun and kill them

    Self care...... everyone else has already laughed that off so I won't even bother

  • This is a train wreck waiting to happen

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399951#Comment_1399951

    If the killer has the game in that situation, they earned it.

    100% of killers would love to get the last person who is still running around, hook them, and then come back to hook the person slugged to end the game quicker. Slugs tend to crawl away, and most killers just let them bleed out as punishment. It is ENTIRELY the fault of the survivor that they have to wait so long.

    Imagine calling MY logic backwards, when you are literally saying survivors should have second chance #49889458934489398489348939. Your survivor bias is showing.

    1. They don't always earn it. Sometimes they just play like a dick and sometimes as a survivor, your teammates just kill themselves and make the game impossible to win. But sure, let's just pretend that every time the killer has two people left and there's still 3-5 gens that need to be done, they earned that....
    2. I'm so glad you want everything handed to you. You just want them to be waiting in the same spot and damn them for trying to hide and evade you because ######### else can they do while you play hide and seek with the last survivor. I'll go around to my survivor community and and tell them this addition to the killer handbook for survivors. Just stay still and don't hide everyone. Shame on you for not staying in place where the killer slugged you

    Nowhere in my comment did I ask for a "second chance" as yall love to call it (which is a stupid description for those perks anyway and I can go through a whole list of killer perks that give second chances but yall not ready for that discussion). Your killer bias is showing.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399896#Comment_1399896

    The ONLY reason a survivor has to wait for so long right NOW is because by the time they find the other survivor to get the 4k, the first survivor crawls away to INTENTIONALLY not be found.

    They should not get another free out. No.

    No... the reason they have to wait so long is because the killer feels entitled to their 4k and would rather waste everyone's time than just hook the person and race to find the hatch first (which is in the killer's favor anyway because of the speed advantage

    I have no idea what kind of backwards logic you're using to claim that a survivor being slugged and bleeding out is their fault and not the fault of the person who has the power to end their life.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/167206/puppers-streamer-has-a-very-nice-idea-to-rework-keys-and-moris

    Not the worst idea however realistically it leaves keys very barely nerfed at all because usually two people escape during a key usage about 80 percent of the time

    where are you getting this stat from? Where's your proof that two people escape using keys 80% of the time, because I call bs.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1397071#Comment_1397071

    Almost no terror radius is incredible. Huntress has the lullaby no matter what perks she uses.

    Quickscoping is incredible. Huntress has the windup that gives players a tell, that she's going to throw. You can even see when she's throwing. Deathslinger is instantaneous.

    Long shots aren't incredible. They're eh.

    I bet most high rank players will choose Deathslinger over Huntress.

    Deathslinger isn't actually that great. He only works well because everyone who plays him camps like a hag. Without camping and tunneling, he's weak.

    A huntress doesn't have to camp and tunnel to be good and has a higher skill cap. Watch some top tier Huntress gameplay and tell me she isn't better.

    Top tier Deathslinger play is people literally just proxy camping using his stupid ass terror radius and then coming back to hook for easy downs and pretending that makes him a good killer.

  • @Yogerman1997 said:

    because the game don't know if you gonna have unbreakable/nomither to try open one door/open the hatch with a key

    Which is why I suggested that the game let the player decide to just bleed out faster or sacrifice their self after a certain amount of time

  • Also to anyone who think keys and Moris are on the same level of overpowered (because sure, keys in certain situation do hold a lot of power), do this:

    Play however much you would play in a typical day as killer. Keep track of how many times someone escapes because of a key and how many people get out (1 person hatch escaping versus 2 or 3)

    The next day, play the same amount of time and see how many Moris you deal with and how many people are killed because of Moris (1 person mori versus 2-4 people being Morid)

    If you don't want to do 2 separate days, just do 2 separate sessions in the same day (although your sample size will be smaller)

    See which is the bigger problem for yourself.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1389725#Comment_1389725

    Finding the hatch is never hard. On most maps, you can predict where it will spawn, as they are not random, and you don't need to be the last one left to use the key. Also, as I stated above, a key can automatically repair every generator in the trial if you close the hatch, which is arguably more powerful than an ebony mori. Rainbow maps with add-ons can also be used to find the hatch quite easily as well. With ebony moris, at least you have to hook a survivor, which is much harder than doing a few generators if the survivors have a good map. Both are imbalanced as hell, but I still think keys are a bit more overpowered than moris.

    I'm a little confused about what you're trying to say here and I'm not sure if it's because you don't understand hatch mechanics or what.


    A key does not automatically repair anything. I'm assuming you're referring to when someone uses a key and the killer closes the hatch behind them triggering end game. In this case, a couple of things would have had to happen.

    1. All survivors are alive in which case the hatch would only spawn if they gens are ALL already completed making your scenario irrelevant.
    2. One survivors has died, 4 generators are already completed leaving just 1 left to do, and one survivors escapes through the hatch and the hatch gets closed behind them leaving the last 2 to try to escape the doors. In this scenario, there was only one gen left to do anyway.
    3. Two are already dead, 3 gens are done with 2 left to do, and someone escaped through hatch and got the hatch closed behind them.

    There's no automatic repairs, that's called endgame. The generators are blocked by default and in all of those scenarios, there weren't many gens left to do in the first place.

  • Moris and Keys are definitely not on the same level. Especially not Ebony Moris.

    At best, I would equate keys with an Ivory which as someone stated above, still vastly sways a match, especially if used the way most people do where they just kinda proxy camp and tunnel whoever gets hooked first

    Keys are also not a "free escape" because you have to find the hatch without being found by the killer if you're the last one left while racing against the clock.

    In fact, I'd argue the ONLY time keys are really strong is when there's 1 gen left, 3 survivors, and the survivors can all communicate with each other. Outside of that, they key is only either helping the person who has it, or on occasion, maybe 2 people get out using it.

    If keys get a nerf, they don't deserve to be nerfed as hard as Moris (and yes I play both sides)

  • I'm all about supporting my team so my main build is We'l Make It, Borrowed Time, For The People, and Inner Strength.

    If the killer is far away and I get the unhook = We'll Make It

    If the killer is close and I get the unhook = Borrowed Time

    If I don't get the save and we need a quick emergency heal = For the People

    Inner strength is just there as a pocket heal for when I need it. I usually save it for when I use For the People and the broken timer runs out

  • @RakimSockem said:

    Least, Legion by FAR. Especially if they have sloppy butcher, hex ruin, thanataphobia, and pop WITH Pink Add ons AND an ebony mori (that was the sweatiest match I've ever played) but even just normal Legion builds without the Ebony Mori are so boring to go against because they slow the game down to a crawl and you spend 10+ minutes in a match.

    Favorite to go against in the Huntress as long as the hitboxes aren't complete bs (which if we're honest is rare). But there's something about a good Huntress chase that gets me hyped, even when I eventually get caught.

    Also forgot to add my other least favorites. Close 2nd goes to Deathslinger because of his bullshit tiny terror radius for how much area control has, as well as Hag for how purposefully campy her playstyle is

  • Least, Legion by FAR. Especially if they have sloppy butcher, hex ruin, thanataphobia, and pop WITH Pink Add ons AND an ebony mori (that was the sweatiest match I've ever played) but even just normal Legion builds without the Ebony Mori are so boring to go against because they slow the game down to a crawl and you spend 10+ minutes in a match.

    Favorite to go against in the Huntress as long as the hitboxes aren't complete bs (which if we're honest is rare). But there's something about a good Huntress chase that gets me hyped, even when I eventually get caught.

  • @Awakey said:

    Welcome back to the dumpster fire.

    How may I help you?

    Thank you. I came back expecting a hot mess, some complaining about SWF team and NOED and I don't see any of it.

    Has the community actually moved on to legitimate complaints for once?

  • @ThisGuuy83 said:

    Riddle me this: Why is it the killer can only hook someone from a specific spot that can be blocked by a survivor, but the killer can't block a survivor from a hook rescue. Don't get me wrong, face camping is wrong, and they did the right thing by letting survs un-hook from different angles, yet killers can't. So,why do killers once again still get boned? Scenario: gen rushed, chasing survivor to exit and downed them right at the exit. Pick them up and carry to a hook , but a survivor darts past me and blocks said hook. I hit them, then get the stun because the survivor I'm carrying wiggles free, and they BOTH get a free escape.

    So you pretty much answered the question for yourself I think and that's how the game used to be if you've been around long enough. There was a point in time where the killer could literally stand in one spot and take a player out of the game and there was nothing you could do about it.

    As far as survivors blocking the hook, it's not a free escape and most of the time, unless the entire team takes a hit or you're in a dead zone (which there are few of as far as hooks are concerned), you're going to get the hook anyway.

  • @Leachy_Jr said:

    In case you're wondering what it does, when healed or picked up from dying state you get 8 seconds of endurance. You also get unlimited unbreakables if you are cursed by a hex (ruin, noed etc).

    Doesn't take a genius to see why this perk is busted AF.

    When in a 4v1 situation that's busted as hell. Especially when combo'd with the already BS Unbreakable DS combo. This is just adding fuel to the fire of absolutely busted combo'd second chance perks on the survivor side. There's just so many situations where this would easily screw over the killer because the survivors messed up.

    I don't really know how they would fix this perk other that a complete rework or butchering, but hopefully they can figure a way out to make this perk much healthier for the game.

    Also why on earth screw over people who use hexes like that? I know some of the dev team doesn't like ruin that much but jeez. It's also kinda ruining the little perk variety we have as ruin and other hex perks are kinda ok on some killers. This is just pointless and needs to be removed.

    The other one looks like it's meant to be a counter to pop. Of which I ask why? It doesn't need a counter when the cause of it is the survivors messing up.

    When working on a gen for 60 seconds it activates, you can now entity block a gen for 30 seconds.

    I mean, it's not overpowered at all. But I don't like how it seemed so directed it was at pop. As its probably shown on the devs radar that pop is basically the new ruin due to its pressure, but this perk is completely fair. It doesn't deserve this perk to exist to counter it. It's not like it's "plaguing" gameplay like old ruin did.

    I just wanna ask why this was even invented.

    As for the rest of the chapter though, absolutely amazing. Killers strong, map is cool (albeit a bit surv sided from first glance), survivor is pretty good. And a clown buff. yay.

    Thoughts?

    This is really dramatic.

    In the over 2k hours I have in this game, I've maybe been affected by Unbreakable twice and it was when I was try harding for a 4k and I deserved it both times.

    The perk has a hard counter: It's called "just don't slug". Or at the very least, only slug if a flashlight is in play OR if you can get some easy other kills quickly. I can't count the number of times I've attempted to make use of Unbreakable only to come across killers that don't leave me on the ground. Perk made useless by doing what you're supposed to do anyway -_-

    Next?

  • And what reason would there ever be to not break them. With the exception of that one dead end room upstairs, it's always a good idea to break the walls on that map from what I've seen

  • is this bait? Because that map is trash and every single pallet is useless

  • His playstyle is annoyingand boring to play against, especially as someone who doesn't like to play injured. He makes matches that should be 6-8 minutes turn into like 12-15 minutes games of tag and that crap is just boring.

    I don't DC against him but depending on how the killer plays, I'll definitely kill myself on hook to get out of those matches if it looks like it's going to drag. (Dying Light, Thanat, and Ruin)

  • @switch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166976#Comment_1166976

    Almost 3k hrs played since beta, with infinites and 20 seconds sprint burst, and i would rather go back and play then than now, this is the worst state the games has ever been in, and only players from 2016 can agree on this, you excluded.

    Again i'm assuming you're baiting if not i'm sorry for you. What if they are 4-man swf 4Head.

    Oni cannot activate his power passively, so you need 2 hits if not 1 and chase that guy for about 2 mins, by that point congrats you lost 3-4 gens.

    Add some paragraphs, make it easier to read XD, I can give a ######### less if survivors win or lose, i care about chases and when i engage in 1 chase and lose 3 gens even if i down the first guy relatively fast "is boring"

    BTW how can you be camped if you didn't "lose" to the killer ?

    I think you'd be hard pressed to find ANY killer main who agrees that passive Exhaustion rebuild and ACTUAL infinites were better and more balanced than the state the game is in now, but if that's the hill you want to stand on, go for it XD

    Your claim was that most teams around rank 1 are at least a 2k. I said so what if there are to that 4head (try reading your own comments)

    2 hits isn't hard to get. And by passively, I meant the injured survivor constantly leaks blood orbs and you can follow their bread trail to get your power.

    Your original argument was against 5 minute matches. Nothing to do with chases. Now you're switching up the argument from what you originally said.

    I don't even understand the point of your last line there. Who said anything about losing or not losing to the killer?

  • @Aven_Fallen said:

    Just something on a more serious note, since OP seems to forget about this in his SWF-Hate:

    How are Solos rewarded?

    If I play Solo with a 3 man SWF, their action speed are reduced. While I have my normal action Speed, I will have 3 teammates who are slow on Gens (and I am not talking about those who simply are not doing Gens here) and also 3 teammates who will heal me super-slow when I am hooked?

    So despite playing Solo I will be faced with disadvantages.

    Woah, slow down there buddy.

    You talkin too much of that logic speak. We don't do that here.

    Hate counters logic and they don't actually care about the solo survivor experience or how ridiculous their numbers are in the first place for how much they want to slow down SWF groups.

  • @switch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166959#Comment_1166959

    Ohh sorry, didn't realize you must be new to the game, welcome.

    You may not realize that around 90%+ of player at rank 1 are playing atleast 2-man swf, the stats are out there, soo slugging isn't really doing much, and yes people run moris all games cause they are infinite.

    Oni can't even get his power up (if you have more than 3 braincells) before 3 gens are done.

    I'm talking about survivors ending the game in 5 mins not killer.

    welcome to my TEDTALK.

    1: Over 2,000 hours (reached rank 1 on Survivor AND Killer)

    2: So what if they are????

    3: Not necessarily, you can get a first hit pretty quickly and passively build the power from there.

    4: THAT WAS LITERALLY THE POINT OF MY COMMENT WHICH YOU APPARENTLY DIDN'T READ XD You don't actually CARE about the match being 5 minutes long. You just care that the survivors side if capable of being the ones to end the match quickly.

    5: Your TEDTALK is also boring

  • @switch said:

    You know what else is boring ? 5 mins matches.

    If devs actually fixed their game, killers could be more forgiving and don't actually have to go down that way.

    It is what it is.

    Nah, that argument has been dead since.... well since basically forever. Killers have been running slugging builds with Ebony Moris for years. And it's even easier to do now with people like Oni and that god awful Infectious Fright crap. People who cared about "5 minute matches" wouldn't be trying to end things so quickly if you cared so much about the length of a match

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