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RakimSockem

RakimSockem

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  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2920990#Comment_2920990

    Back when the game came out, survivors had this info. They abused it. Now they don't. Devs literally said, back in 2016, killers have this info as a means to prepare and create a strategy. All you've confirmed here is you're newer to the game.

    Kindly sit down, and stop engaging in a debate you're not knowledgeable enough to speak on.

    I've been playing this game since the release of Freddy. What date that was, i have no idea because I don't care enough to keep track.

    I don't watch Dev streams or pay much attention to the behind-the-scenes aspects of the games which is why I asked you to provide a quote of when such a statement was made. You can kindly sit down and get off your arrogant high horse assuming you're all knowledgeable and assuming I'm new.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2920971#Comment_2920971

    Fun fact which i don't know if its been patched or not. On ps4 if you check your current game (who your playin with) you'll see the names of all the people in the lobby. Including the killer. It's how a farming survivor messaged me during a anniversary. Confused the hell out of me.

    I play on Steam so that sadly doesn't help me.

    @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2920971#Comment_2920971

    Incorrect. Killer having this information is intentional. It's meant to allow them to plan a strategy. If they go against the same group twice, there's no reason the killer shouldn't have the chance to create a different strategy, or dodge. I don't care about cheaters.

    According to who? Where are you getting this info from that the Devs intentionally want killers to know who they've played against before so they can change their playstyle? Because without a quoted source from a Dev, you're literally blowing smoke our your you know what. Show me a quote.

    And again, I would still go with the fact that it's logical and fair that if killers are able to adapt to the PLAYER (not any in game factors) then the survivors should be able to do so as well.

  • @JimbusCrimbus said:

    You made one thread about this already. Everyone disagreed. So your plan is to make another one and hope the outcome changes? K

    Idk who "everyone" is and i missed the last thread but this is actually a good idea and one that I've been in support of for years.

    Killers should not have information on who the player is before the match, only what survivor is being played, what they're wearing, and what item they're bringing in.

    If you wish to argue that killers should have this info to avoid cheaters, then it's logical to come to the conclusion that survivors should be given the killer's name for the same reason.

  • So yall just don't want survivors to have useful items at all is what I'm seeing. Toolboxes give you quick progress and die in like 3 seconds (and they suck at sabotaging). Keys are utterly useless. And people constantly complain about medkits. Now flashlights are too strong?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918217#Comment_2918217

    I'm mostly wanting things on the killer side to not have drawbacks because I feel there's no need for drawbacks on certain things. I'm not saying we shouldn't have drawbacks on anything, but I'm afraid we're gonna end up over-indulging in using that for balancing. Of course Freddy and Artist shouldn't have infinite usability on those powers, but there's still parts of their powers that make no sense, like Freddy tapping a gen with his tp then cancelling and having a pretty long cooldown, or Artist physically not being able to hit a survivor with a consecutive crow volley before they wave the first one off just because she fired more than 1. Those call for qol changes so that those killers aren't punished so heavily just for trying to use their power.

    You can't argue for things like instaheals coming back, because nobody, not even the craziest survivor mains, believes it's balanced to pick someone off the ground to full health in a split second. Killer has never had anything that impactful, not even NOED. Exhaustion recovering while running not only makes no sense, but it also makes those perks usable multiple times in a single chase, which would ruin the balance of the game, as survivors already win games off of just holding forward and/or Dead Harding at the end to extend the chase for another 30 seconds.

    I never said drawbacks aren't necessary for certain things, but the things that I've mentioned that do have them, and the things that very biased people are suggesting we put drawbacks on... it's too much. You can't have a drawback so negative to the person using the killer or survivor that the upside fails to be meaningful as a result. It's why nobody uses Autodidact.

    Well it's a good thing balance isn't based on what you feel because those things you listed ABSOLUTELY need drawbacks. If Freddy fakes his power to pretend he's teleporting to a gen, it absolutely should take a while to recharge. Can you imagine how much survivor time he could waste by constantly faking gens as he go through the map? That's be way too strong.

    Also you said killers never had anything as impactful as an insta heal. I believe those are called instadowns...... Ya know, the Iri Head, Pinky Finger, NOED, Devour, Rancor, Chainsaws, etc. Yes most of them have drawbacks or activation conditions (as they should) but the point is that you're really sitting here saying killers don't have an equivalent to an insta heal when there's literally over 10 instadowns in the game

  • So you smacked 3 people, had the closest hook sabo'd and STILL managed to hook the person on your shoulder?

    If anything, your post is an argument for wiggling to be faster or for hooks to be further apart because it sounds like you shouldn't have got this hook XD (Btw, I'm not saying this should happen. I'm just saying the argument presented here would be good supporting evidence for that idea)

  • You had me in the first half there.

    This must be a troll post but it's a good one. There's no way anyone would take this change and literally ever survivor would run that perk because that would be OP as hell XD

    1. His power is very low skill/very high reward. And that high reward is made even higher by some of his add ons.
    2. The majority of Trickster players will literally just face camp or proxy camp and his camping potential is easily top 5 among the killer, POSSIBLY top 3.
    3. Idk what loops you're talking about but if you are ANYWHERE in the center of Autohaven with the gas station = Dead. there are no tall loops. Cornfield = dead. Most of the loops at McMillan = dead. There's more low loops in this game than high loops and if you're not on a tile that has walls, you're dead in less than 10 seconds.
    4. Whether or not he's a good killer overall, he's irritating as hell in a 1v1 and that's where most of the fun in DBD is (arguably that's where ALL the fun is in DBD). If I'm chased by a Huntress, there's counterplay and there's mindgames involved. When she downs me, I respect it and the skill that person usually put into practicing their aim. Huntress with her base 5 hatchets is High skill/mid-high reward. Trickster gets like 8 times as many shots and only needs to hit you with a fraction of those
  • Can't stand them. The ones on Dead Dawg don't bother me.

    It's more so the ones at the Preschool and the Game. Gotta take these long ass trips just to get in/out a building or around a long ass wall.

  • I actually don't hate this idea.

    I mean, I don't use the stupid perk anyway so I couldn't care less. The community would still complain it's too strong but ya know, maybe it will only be 97 people complaining instead of 100 🤷‍♂️

  • Honestly I was thinking of a similar but less detailed idea recently. A free mode where you can choose which map you want to go to and just learn the tiles. Learn some of the possible totem spawns, the gen locations, the dead zones, etc.

    It would be SO good for beginner players because half the struggle of this game is tile knowledge. Mechanical skill breaks down when you simply don't know the map (a big reason both killers and survivors struggle on RPD is that the rooms can be confusing as hell)

    I think SWFs should be allowed, respawns should be infinite and you just quit when you're ready to leave. If the killer leaves, the survivors can still run around and a new killer can join mid practice. Broken pallets respawn after 5 minutes. It's literally just an open exploration time for people to learn the maps.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2918027#Comment_2918027

    "You knew they have DS"

    What perk are you running that reveals Survivor perk loadouts?

    Whether you know they have it or not, you could've chased someone else. Tunneling is 95% of the times a conscious choice made by the killer. (yes, I made up 95% so don't get stuck on the percentage. the point is it's more often intentional than not) If you end up in a situation where you eat a DS or decide whether to wait out someone jumping in a locker, you put yourself in that situation

  • Survivor: For the People, We'll Make It, Empathetic Connection (I'm a very altruistic person for better or worse) No one expect For the People and it's come in clutch a few times

    Killer: Whispers easily.

    I don't understand why Whispers is not meta. It low key carries me and gets me into chases much faster than having to search for people on my own. I mean I know i'm also mid at best when it comes to killer and better killers probably don't need it to find people but it works for me consistently

  • I don't DC much anymore (haven't really done that regularly since the original Legion days) but the Trickster is just so unfun to play against. His power is brain dead, low skill/high reward and damn near impossible to counter on maps that have low loops. At least against a Huntress, I can attempt to make her miss and try to mindgame the hatchet timing and when a Huntress hits me, there's actual skill involved on their end so I respect it

  • So you want things added into the game with no drawbacks??? I'm so confused about your argument here. Freddy should be able to teleport to gens over and over with no cooldown because drawbacks bad?

    The old insta-heal syringe should come back because "drawbacks bad" and "why does it need a timer"

    In fact, why can artist only put up 3 crows. That's a drawback. We should allow her to just infinitely spam crows in a full circle and launch them everywhere including up or down for multi-layered levels.

    And then let's also go back to the DBD dark ages when exhaustion recovered while you were running because why should my Lithe have the downside of me having to stand still to get it back.

    Drawbacks are an essential part of balancing to keep a mechanic (whether it be a perk, an add on, or a killer power itself) in check, You starting saying crazy things like "nothing should have drawbacks" and literally everything will become OP

  • @SkeletalElite said:

    Highest skill floor, nurse

    Second Highest skill floor, billy

    Highest skill ceiling, blight

    Second highest skill ceiling, billy

    You think Billy has a higher skill ceiling than the Huntress? I feel like Huntress might not be the hardest character to pick up, but she's definitely one of the hardest to master

  • I'm confused about the context. Are you the killer or the survivor here?

    It looks like the survivor team was trolling based on the Breakout + Alex toolbox + hacksaw combo on 3 different people and they were more than likely following chases to get hook sabos making it an easy win for the killer.

    But like, other than that Idk what else to infer from the picture

  • @RakimSockem said:

    We're Gonna Live Forever should show the Killer's Aura for 8 seconds whenever you unhook or fully heal someone 🤷🏾‍♂️

    Pebble Perk should stun the killer for 3 seconds if the pebble makes direct contact and blur their vision like clown bottles

    Colourophobia should be map wide

    Merciless storm should activate at 5% of the gens progress and continue until the gen is completed or the survivor misses a skill check

    The point of this thread was to create insanely ridiculous buffs for perks that would make them kinda busted right?

    (The original idea wasn't the worst but some of the ideas after about destroying all pallets in a certain radius or perma blocking windows......yeah okay)

  • We're Gonna Live Forever should show the Killer's Aura for 8 seconds whenever you unhook or fully heal someone 🤷🏾‍♂️

    Pebble Perk should stun the killer for 3 seconds if the pebble makes direct contact and blur their vision like clown bottles

    Colourophobia should be map wide

    Merciless storm should activate at 5% of the gens progress and continue until the gen is completed or the survivor misses a skill check

    The point of this thread was to create insanely ridiculous buffs for perks that would make them kinda busted right?

  • @Crowman said:

    Being able to get a 2K is not a measure of viability. Since with camping you can basically guarantee a 2K.

    Viability is a killer being capable of getting the 4K. If a killer is unable to get a 4K at their best performance, there's no real reason to play them. And if I want to camp survivors for a free 2K, I'll just play Leatherface, because he's by far the easiest killer to do that with.

    A facecamping 2k does not show viability. Being able to fully kill half the team using all 6 of their combined hooks does though.

    But considering how you think you have to get a 4k to be considered viable, I won't even bother arguing with you on that because that's the exact issue I have with a lot of people's attitudes towards this game. 4ks should be a rarity. 4 escapes should be a rarity. Expecting a 4k to be normal for a killer leads to an extreme inbalance

  • Well this blew up in one day. I knew it'd make some of yall mad but dang, yall still arguing about this. I'm not taking the time to respond to 80 comments (most of which are just repeated the same talking points over and over anyway) so I'll sum it up here.

    1. I've still yet to see a response to why everyone throws a hissy fit when you mention that the top killers are capable of playing at a level where they can make any killer viable and that's an issue because that's not representative of the average players. But the majority of the arguments everyone makes for survivors is based on "top tier, 4 man SWF, best coordination, best perks, death squad, etc" So arguments based around the top 1% of survivors is okay, but arguments around the top 1% of killers isn't???
    2. When I say viable, I mean they are capable of killing at least half a team. Every killer in capable hands can do that pretty easily, and again, I'd argue most can even confirm 3 kills if the player is good enough. Some of yall may consider that a low bar, but we can agree to disagree on that. Personally I think kills is a terrible measure of skill anyway because it says that a face camping Bubba getting 2 kills has more skill than a killer who worked hard and got all 4 survivors to death hook but couldn't confirm a kill and that's dumb but that's the game we're stuck with currently.
    3. Streaks might not be 100% reliable, but all these assumptions that he's only playing against low tier survivors or people who are throwing 50 games in a row is just as absurd and there's literally no grounds for yall to base those statements on. You're stretching
  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909141#Comment_2909141

    While I do think there's a certain pettiness to the community as a whole I don't think that's really the whole situation in this discussion. The statement that all killers are equally viable isn't true in the slightest.

    And here's the place where I think some of you are confused. I never said EQUALLY viable in my statement. If I did, I misspoke. Viable does not equate to all killers being equal. Viable just means that if you play them with enough skill, you can do well in a match. Period. That's all their is to viability, no more no less

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909136#Comment_2909136

    If you notice he avoids questions that seem to contradict what he said previously. Now he is referring you to me, instead of answering either one of our questions using his own quotes back at him.

    What question from you did I avoid answering because I'm pretty sure I responded to you?

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909162#Comment_2909162

    Trickster is not m1. And someone making a streak doesn't prove much when you don't take all of the factors into account.

    Did they played all of those games against top level? Did survivors throw? Were they efficient?

    I am sorry but you are not ready for this discussion if you are going to just dodge everything and not go deeper into it.

    And yeah otz also made his tier list and he doesn't think every killer is viable.

    He did a 50 win streak with the Clown and Legion as well (and yes, I know they both have their own m2 as well but they're essentially m1 killers to get downs). And streaks do matter because it shows that with enough skill, you can consistently perform well with a killer.

    Again it doesn't make sense to ask me who does not main killer, what a killer should do in order to perform well. That isn't my strength in this game. But to claim a killer is unviable because you or I can't win consistently with them means nothing when there is someone out there who can

  • I hope I never play against you. Literally all the ones you like are ones that I hate going against (aside from Blight)

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909085#Comment_2909085

    Playing both sides often helps a lot to see some things, that is what I meant. People playing killer only can be biased as well, I understand that.

    You still didn't answer my questions tho. How do m1 killers compete at top level, what makes them viable there? You said all killers are viable I just want to understand what makes you think that and see your own perspective on it since you didn't really explained much.

    Ask the guy earlier who told me about Otz going on a 36 game win streak with Trickster. Like I said, I'm not and nor have I ever claimed to be a killer main. I would probably get stomped by most survivor teams but that's because I haven't put the hours into getting good at killer. My inability to play a character efficiently however does not make the killer unviable. It just means I'm not the one who is good enough to play them viably

  • @Hermit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908719#Comment_2908719

    If we wanna bring out the big names... Aaron was on a 25 escape streak yesterday... solo. Before that he only got to 20, that streak is on youtube.

    So, solo queue is alright I assume? No need to buff solo survivors? Good, I'm glad we agree.

    Solo queue is fine actually imo. I play a majority of my games solo. Solo queue is only an issue when you come across teammates who are just plain stupid, or are toxic. I've had solo queue teammates who are better than the friends I play SWF with WHILE having comms.

    The thing that most people fail to acknowledge is that SWF (with or without comms) can't compensate for game sense, knowledge of tiles, and mechanical skill. I can tell my teammates everything they need to know and they can (and do) still fail spectacularly because

    • They aren't as good as I am at the game
    • They don't like to be backseated and I've had 2 friends I can think of say they had an issue with me constantly telling them things like when to run or hide or when to go for a save, even though from my perspective, I just knew more and was trying to help the team (going off on a slight tangent)
    • Me telling my teammate the killer is going their way means nothing if my teammate doesn't know how to loop a Pyramid Head or doesn't know to not drop pallets with a Huntress right behind them.

    All that to say that a SWF only really has an advantage if all 4 of the team are at the same or similar skill level. Otherwise, you're better off with 4 skilled solo players.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909102#Comment_2909102

    Tier lists are subjective, but Nemesis and Billy in S/A tier confirms you don't understand what good Killers are

    Nemesis is easily stronger than every killer I listed on that mid tier list

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909069#Comment_2909069

    I'm okay with different killers at different power levels

    That literally means you want every Killer to remain as is, good Killers, the minority, remaining good and weak ones, the majority, remaining weak.

    And yes, a top tier Nurse (Huntress) who can snipe across maps is more of a menace than the majority of killers in the game.

    That's if Survivors don't know how to dodge/predict Hatchets, which most do as Huntress is one of the oldest Killers and most Survivors know her counters

    Strong killers (S or A tier): Nurse, Blight, Hag, Huntress, Spirit, Plague, Nemesis, Billy (maybe he's B tier but the overheat didn't hurt the actual good Billy players)

    Average killers (B or C tier): Wraith, Deathslinger, Pyramid Head, Artist, Cenobite, Bubba, Freddy, Legion, Ghostface, Demogorgon, Clown, Twins, Oni

    Weak(er) killers (D or lower): Myers, Trapper, Pig, Doctor, Trickster, Onryo

    Idk if I missed any but the majority of characters are realistically average, not low tier.

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908835#Comment_2908835

    No one ever argues the fact that at the top of it all, Nurse is basically THE most balanced killer. She doesn't beat the best survivors by just being picked, but people who aren't as skilled as the player playing her get destroyed, which should be what we would want for every killer tbh (considering the person playing has been practicing with that particular killer for a fair investment period, which is something almost wholly unique to the nurse anyway)

    I'd say she's strong in areas where other killers don't need to be, but I don't think she needs any changes at this point, and I don't think it's fair to say we shouldn't strive for the vast majority to be close to her strength, because again, her strength is basically that if you put time into learning her, you can actually play the game without relying solely on survivors mistakes, A.K.A. she actually plays the game.

    Again, look at the trends, hear what is said often... "Blight and nurse get to play the game how they want", "oh how come only blight and nurse can play around with perks and add-ons?"

    I'm sorry, you said Nurse is the most balanced killer. A pro Nurse, and I mean someone who has MASTERED the character can slap any team, probably with no perks, no matter how good the survivors are, what perks they bring, or what items they use. She's literally been at the top of any tier list created since she was introduced to the game

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909002#Comment_2909002

    2. Yes it does. It doesn't matter which side you play.

    I am not a killer main but your projection shows me the mentality I need to know.

    Now explain to me in which universe are m1 killers viable against decent survivors. Explain how to deal with safe tiles and unmindgameable loops that everyone runs to and gen efficency during chases. How do I end every chase in 5 seconds so I can pressure gens as pig please do tell.

    If you had any experience or watched good killers play this game often you would realise that m1 killers can't compete at top level as long as you are human and not alien or something more advanced. You can win some games sure but only if survivors get too cocky and make mistakes. But if they play efficiently, cold headed and if they are on comms, with that much info you might as well try to move the mountains with your bare hands.

    There is a reason why my surv games are a breeze when I end up with competent teammates or 3man swf. Yesterday I only died in one game out of 10 because my teammates were on point.

    Survivors messing around is the only reason kill rates are so high.

    I never stated you were a killer main. What I said was by your argument, would that same logic apply to a killer main? It was (i thought) a simple yes or no question because it seems silly to invalidate someone's opinion on a game based on which side they play more. I also don't have to create post about killer complaints because

    1. I play killer less and therefore don't care as much about losing or winning when I play it
    2. The forums are primarily filled with killer complaints as it is and doesn't need another drop in the metaphorical bucket. Why do I need to complain about map sizes if there's already 10 posts doing the same thing??
  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909049#Comment_2909049

    No one said you wanted Killers nerfed, but you don't want weak Killers buffed, because you think Killers should be weak, which is just a weird mindset.

    Huntress 3rd best Killer? Which game are you playing?

    Your argument makes no sense. You can't put words in my mouth and make the claim that I think Killers should be weak literally after I just said I'm okay with different killers at different power levels and my favorite matches are against Nurses, Blights, and Huntresses..... The way you're trying to twist my words is the only thing weird here.

    And yes, a top tier Nurse who can snipe across maps is more of a menace than the majority of killers in the game. Maybe indoor maps mess her up, but who would you say is a stronger killer NOT including Blight and Nurse (played at the peak of their potential)

  • They can remove breakable walls while they're reworking the maps also. Garbage game mechanic

  • @DrDeepwound said:

    No need to rework, they can delete RPD.

    I second this opinion.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909033#Comment_2909033

    They should all play at different levels based on their character design

    You should've just said you don't want good Killers

    LOL Well that's a stretch if I've ever seen one. Did I ask for a nerf for Nurse, Blight, or Huntress (arguably the 3 strongest killers at their max potential)?

    No, in fact, those are the killers I love playing against the most. I distinctly said I don't think ANY killers should be nerfed or buffed but I guess you'd have to read to see that.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909033#Comment_2909033

    I mentioned his Trickster because if we go by what you said, Otz should have no problem getting 50 wins in a row, considering he lowered win requirements. But he couldnt, he simply could not. Why? I through Trickster was viable

    You missed the point. If all killers are so viable, how come he could not do 50 wins with Trickster? If like you say, he should be able to get 3k by "slightly sweating" and those are your words.

    Getting 36 wins in a row shows viability. Getting 10 wins in a row shows viability. If you can consistently get wins like that with a character, they are viable. I don't know what point you're trying to make.

    When did 50 straight wins become the standard of viability? You just told me he won 36. 30 + 6. Thirty six matched IN A ROW but the character somehow ISN'T viable because he didn't make it to 50? What are you on about?

    Viable does not mean on equal standing with every other killer. I acknowledged in my original post and throughout this thread that killers are on different tiers and some killers are stronger than others AND I think that's OKAY. Being on different tiers is not equivalent to being unviable

  • @DrDeepwound said:

    It goes like this,...

    "Otz can get 50 wins in a row with any killer you just suck"

    But,... he couldn't do it with Trickster and needed noed to even get the 36 he fought valiantly for

    Just watch how Otz goes from easy streak to can barely get 36 wins, but yeah all killers are super OP. LOL

    You say 36 wins in a row like that's a small feat. If you're winning more than 3 matches in a row, you're overperforming as far as I'm concerned. The fact that he can win that many matches in a row with a killer most people deem to be unviable means the killer isn't unviable. The players and the matchmaking system are.

    And at what point did anyone use the term OP???? What I said was every killer DOES have different levels of strength and I'm okay with that and think it should stay that way. I don't want Myers and Blight to have the same map pressure. I don't want a Wraith to have the same hook pressure as a Hag does. They should all play at different levels based on their character design

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/319567/hot-take-unviable-killers-is-a-myth

    I do actually agree but not to that degree. There definitely are killers that are objectively worse and are hurt more when the RNG factors are more weighted against them. A nurse won't be that affected by unfair map offerings, but a clown or pig will. There definitely are factors that make some killers objectively worse, but they aren't ever so bad that they can't win. In fact, even on a really bad match, a 2k is still extremely easy to achieve.

    I think the real problem comes from the fact that people think every round should be a 4k, or people think a 4k equals balance when that isn't the truth. A nurse and blight getting easy 4ks or being able to 4k with most factors doesn't mean they are "the only viable killers", it means they are the absolute strongest killers that can win the easiest.

    I do agree with most killers being viable because, well, you don't need to 4k every match. If you don't like getting a 0k, surivors definitely don't like constant 0 escapes. Now in the top percent, there IS only a couple killers that are viable, but I promise you aren't going against the top percent every round lol. Play who you like

    That's pretty much all I was saying without wanting to dive into what people believe balance is but I guess we kind of have to have that conversation to explain what I believe everyone is viable. 2 kills as far as I'm concerned is a win.

    If you're judging the ability to 12 hook, 4k a team then obviously there are certain killers that aren't as capable of pulling that off compared to others (and again, I think it's OKAY that killers are different strengths). You don't need to get a 4k to win as killer (and it should be a rarity, not the norm). You likewise do not need all 4 people to escape to win as survivor (nor should all survivors escaping be the norm, it should be a rarity).

    I firmly believe every killer is EASILY capable of getting 2 kills in their sleep (not literally) and if being slightly sweaty, a 3k. Assuming they're played by a capable player. If you get blown out and get no kills at all in a match, that's a skill issue and I can't think of an argument where you can't get a kill or two with any killer in this game.

  • @Shaped said:

    Just checked your threads/posts and everything is about survivor. You shouldn't talk about viability of killers if you never played any.

    1. I've played plenty of killer. Even got about half the adept.
    2. Does that mean that anyone who plays primarily killer doesn't have a valid opinion because they mostly play one side over the other? Your logic doesn't add up
  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908889#Comment_2908889

    Then why aren't they seen higher up?

    It's not a skill issue, it's a balancing issue. Are you saying that those two are in the same tier as plague or blight?

    Laziness in the DBD community as a whole. Why play a character that's harder to use when you have speedy characters that can zoom across a map or characters that make healing useless?

    And I'm confused by that last comment because you said Plague and Blight and Blights is League's above the Plague. The only killer stronger than Blight is the Nurse herself for her ability to go through walls and pallets and even that BARELY keeps her above Blight's busted ass.

    Plague doesn't go in the S tier with them but she's still strong.

    Clown isn't too far behind Plague in my opinion as his 1 v 1 is one of the strongest among the killers which allows him to shut down chases early.

    Trapper is maybe a step behind Clown but his strength is defending positions so if you can get a strong area of the map trapped, he can start a stream roll of his own or at least, slow survivors down immensely if they have to sabo traps every time they want to go for a basement save for example

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908702#Comment_2908702

    You're telling me characters like Trapper and Clown are viable in higher mmr?

    Yes, if you're good enough

  • No. Healing with medkits should be done at normal speed. They are items that you have to use with limited charges.

    The self heal penalty only applies to self healing WITHOUT a medkit. That was the entire purpose of the Self Care nerf years ago.

    Medkit = normal speed self heals.

    No medkit (i.e. Self care, CoH) = penalty.

    This is a pretty simple concept and should not be adjusted for any reason

  • @Juicyman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908849#Comment_2908849

    You've not really made any constructive points in your main post. You're making it so everyone except the top 1% needs to get good in order to have fun/succeed. In a game with active MMR (supposedly) I shouldn't have to constantly be belittled by my opponents with no way to fight back, I should have equal opportunities to outplay them but that simply doesn't happen with the majority of lower-tier killers because they have less options. Other killers are higher tier because of their options and their strengths, which something the lower tiers don't have and you're trying to push for them to never be fixed/buffed/looked at.

    Edit: A killer's success should not be indicated by survivors making mistakes, they should be allowed to be pro-active.

    you don't have to be in the top 1% though. You (who I'm assuming is an average player) can do just fine against other average players at your skill level. 9/10 times if you lose, it's simply because you aren't skill enough.

    Now that probably says more about DBD's faulty matchmaking system than anything else but A killer has the exact same chances of winning as the survivor team does if they are equally skilled. (Mind you, my idea of winning isn't a 4k or a 4 escape but that runs into a whole different argument that can go in circles about hooks vs kills being a better measure of skill and so on and that rabbit hole goes deep)

  • @Juicyman said:

    You've done it, you've solved DBD, killer enthusiasts just need to get good. They will now return and finally queue times will be fixed. I can now go back to playing survivor on a regular basis again.

    It's your fault you're being bullied and mocked all the time playing your goofy low tier killer, you just need to get good. Trust me, one day you'll be good, but please keep queuing up so I can humiliate you until that time which, by the way, I guarantee will come, you just have to try hard enough. SMILE.

    Sorry I'm having a moment.

    I can tell you're having a moment. Maybe when you're done, you can participate in the actual constructive conversation that's happening. I know that's a lot to ask for from a majority of the people on these forums though

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908803#Comment_2908803

    The easiest way is buffing the killers in a manner that matches up to their playstyle, making myers more of an evolving stealth killer will distinguish between the two better while Ghostface is a killer who you can go in and out whenever you please as long as the power is ready, making it to where ghostface is an insidious stalker and myers is a relentless slugging stalker distinguishes better between the two, preventing them from becoming useless, buffing myers is very obviously needed but at the current moment of how Ghostface and him work, they both need more adjustments to make them more than the stalking bros. The easiest way to change every killer to a proper level that doesn't cause power creeps is by making them actually represent what they are supposed to be, rather than make them branch off of older killers (imo Deathslinger needs some tweaks to his power to make him different to huntress, make him more of a silent threat rather than a ranged zoner like huntress, his low TR he used to have supported this as it allowed him to be a ranged threat with a low terror radius, compared to Huntress who technically has a huge terror radius (if you consider her lullaby) of 48 meters iirc, letting you know when she is nearby easier compared to slinger), that all prevents the killers from being merely branches of other versions, which prevents the situation of a nerf happening and people stating that other killers are just better versions of this killer and so on

    And in apex's case in this, as someone who does play rampart, she has a low pick rate due to her not having a strange kit, yes she can completely reverse the tides of war with her ult but her whole kit is based towards a gun class and not all gun classes (its why whenever I complain about her, it tends to be me whining about how she is based around only LMG's though she made the BP skins for the wingman and Flatline) to me, they all can do with teeny tiny tweaks but not big ones like weaker characters as in Apex the balancing is different compared to DBD's balance due to the differences in the gameplay

    Honestly, I'm good with everything you said aside from the Deathslinger's lower terror radius. I've always thought that was BS and a killer shouldn't be able to shoot me before I can even hear them coming. I make an exception for the Huntress because there's more skill involved in cross map sniping and Artist because you can usually hear her set the birds up before she sends them. The way Deathslinger was able to run Monitor and Abuse and be in damn near melee range (let alone speargun range) before you could hear him was dumb

  • Alternative opinion: Keep him and delete RPD

  • @ChurchofPig said:

    I've seen him more times than Wraith, Hillbilly, Hag, Clown, Freddy, Plague, Oni, Blight, Trickster, Twins, Pinhead, and Artist (and that's only looking at data since Onryo came out). Demos are definitely still around doing their Demo thing.

    Pretty much same. I'd say at least once every 10 games for sure. More often than I see a lot of killers this person named aside from Clown, Plague, Blight, and the Artist who I actually see more of

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908800#Comment_2908800

    See, I completely disagree with the "reason why 75% aren't chosen thing"

    I've had nights where I played as Pinhead and got absolutely manhandled. I couldn't do a damn thing against the SWF (and Pinhead is absolutely worthless against a SWF as that stupid box is the only thing that makes him remotely bearable to play as for a M1 killer).

    After that match, I played nothing but Leatherface that night because I didn't want to deal with that again (at least with LF, if I run into a bully squad, at least one of them are going down with me no matter what *Happy Chainsaw Screeching Noises*). As much as I'd like to pretend that I'm a special little flower in a world of weeds, I can't imagine my experience is all that unique to me. I still do flip flop back to M1 killers at times but I can't imagine it's a stretch to think that at least some of the killer base gets into a few matches like that and decides "F this" and not do it again.

    Ultimately it's not impossible that you're right and the pick rate is this because of the sheer amount of characters, I just have a hard time believing it because I constantly get Nurses and Blights. I can't even tell you the last time I saw a Spirit or a Pinhead or a Demodoggo or Doctor. Though I'm sure there are other factors in there too like region or time or whatnot.

    My first question would be did they TELL you they were a SWF post game or did you come to that conclusion based on their gameplay? If it's the latter, I can promise you I have made perfectly coordinated plays with randos and coordination does not equal SWF. If you got confirmation they were SWF, then carry on.

    To the latter point, the last time I played for about 5 hours, I ran into 3 demogorgons in that time so I honestly just think it's region based, time of day, whose online, etc.

    I also think DBD has a large echo chamber issue where people in the community go with what they hear a lot either through the forums, from big streamers, from youtube videos, etc.

    • Someone finds out you can sit in front of the Pig's trap box and get free RNG kills, posts about it on the forums, all of a sudden everyone is running into killers doing the same thing.
    • Someone complains that "X killer" is too weak, makes a youtube video about it, all of a sudden less people are playing X killer and also think X killer is too weak even though they were just fine playing said killer a week ago.

    Every opinion on the forums is taken as objective truth by people with similar experiences and then that gets echoed into the games

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/319567/hot-take-unviable-killers-is-a-myth

    I do actually wanna bring up your apex part as this goes into dbd, both of the characters can't be changed in the mobility department as they aren't based around mobility, hence why Lifeline is a support and Wattson is a Defense, however its harder to buff Lifeline and Wattson due to how they have to be balanced around their fellow subclasses, buffing wattson too much will turn her into a better caustic for example, buffing lifeline's ult too much could make it more worth it over her fellow support (and only other support for some unknown reason) Loba. Now into the dbd part

    All killers in dbd have a similar system to this that isn't told to you, if you buff Myers too much then why would you want to play Ghostface when Michael is a better version.

    For the Wraith part, Wraith is in the "hit and run" category and certain loadouts on the survivors end (CoH in particular) actually trucks this playstyles existence, sometimes it actually is the character, not the player (This was actually apparent multiple times in Apex as well as some mobile characters are actually still considered weak, Pathfinder is one of the only legends in apex without a proper passive and its constantly brought up in balance conversations, Crypto is also brought up in this as Crypto's drone is his passive but also his tactical)

    To bring up even more, some dbd killers are designed as if they were only intended to be used on PC (Trickster is a huge example for this) while Apex all characters are usable on all platforms (You can flick at pathfinder and slingshot yourself large distances on controller) so while sometimes it is the player, it can also be the killer in alot of cases

    I can work with this. So as you said, buffing Myers (who a lot of people argue is outdated and arguably the weakest killer in the game) would make using Ghostface relatively useless.

    So from there, if we go and buff some of the killers, how would we want that done so that it doesn't make other killers in the same category obsolete? That's not an attacking question or anything, I'm genuinely curious about what you think on that.

    Because I agree that there are certain balance issues in Apex as well and how certain Legends are just always situationally better to use than others which is why Rampart, Wattson, and Crypto have such low pick rates while others have higher pick rates. But at the same time, I don't think those characters should get huge buffs because they're already good at what they do. I've seen a Crypto clutch a game by using his drone to Revive 2 teammates in a situation where any other legend would've been screwed. I've seen Wattson ults save a team from a Gibby ult where anyone else would've got destroyed. Yes, they have deficits and aren't always able to compete with those "higher tier characters" but they still have their strengths and I think it's the same for "lower tier" killers in DBD. How do we go about buffing them without also buffing the strengths they already have (and they all have their own strengths)

  • I feel like some people play with the intention of irritating other people and some survivors are just jerks. I've been sandbagged plenty of times and had a survivor come up to my hook, point at me, and just teabag for 30 seconds while the killer was away looking for them.

    Could've saved me. Just chose not to

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