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Raptorrotas

Raptorrotas

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  • Emphasis on Improvement. Not slightly tweaking or adjuatments like billy did get.

    This is a top killer protection post lol.

  • I love how suddenly a generator handicap is slowly being added to the survivir rules regarding which survivors are allowed to be hunted. Can we add a rule addendum restricting survivor gen progress per kill/hook too?

    As for the question on the picture: Are survivors content with doing 6/7 (~86%) of their objectives and then NOT escaping through the open door? Why do we expect killers to be content with 3/4 (75%)? Also why is meg bugging the trapper when the last surv is waiting for hatch instead of helping her?

    Edit: thes questions are rhetorical. And survivor bias/enzitlement is the answer lol.

    Nice art, like always. To the horny-hook with you, tho! Horny basement is not just full, it overflows.

  • @The_Daydreamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278144#Comment_3278144

    https://forum.deadbydaylight.com/en/discussion/comment/3277784#Comment_3277784

    Did you guys even read the thread? Like I said, there is a reason why killer feel forced to always pick the same addons. My point was, that we need to rework addons and buff the basekit of the killers. Since f.e. Blight Mains may feel forced to always feel double speed addons, so they can compete with survivors. That's why we need to buff is rush speed but reduce the impact of addons. Buff the yellow addon, delete the green one and make it to something that can help the killer. I just think, that putting the same type of addon was always a bad design in dbd since it makes it clear that the basekit is lacking.

    My point was not to "Omg this killer is so OP Nerf!!!" - my point was to buff the basekit and make the addons more enjoyable for both sides.

    I admit i mightve just skimmed it too quickly. I actually agree on the basekitbuff and addon trimming.

    Personally, I think the devs should test

    • Rework alternate playstyle addons ( mirror myers, 4.4 nurse, speed limiter chainsaws, etc ) into alternate abilities for the abilty/item slot.
    • Rework bad "meme" addons into useable "mini-perks"
    • Remove most stat-boosters ( charge/range/cooldown etc) and turn all/most of the removed potential addon power into basekit ( for example when removing an uncommon and rare addon, incorporate the rare's effect into basekit). Kept stat boosters should be tweaked accordingly and must be universally useable with abilities tweaked in point 1. also make myers addons work in all tiers.


  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277474#Comment_3277474

    That would work IF survivors wouldn´t DC for literally everything that doesn´t go their way:

    • 1rst downed? DC!
    • Killer is XXX? DC!
    • Fails a Flashlight save? DC!
    • Don´t like the map? believe it or not, DC!

    There simply isn´t a pattern to why people DC. When the DC penalty was turned off, people disconnected on even the slightest inconvenience. Its a pvp game. There are supposed to happen inconvenient things.

    Imagine if killers were able to freely DC like survivors do with such shjoddy reasons. AND could use those Dc as a valid point in advocating for nerfing survivors.

    This community is brutally survivor sided.

  • I wonderr why only survivor side is allowed to be buffed upwards in the eyes of this community. Why dont we apply this to the killer side too?

    Survivor logic:

    • Buff survivor to " four survivor who actually care to get each other out instead of gunning for the hatch while using third party communication tools not native to the game" to streamline the survivor experience.
    • Nerf and gut all the top killers despite aknowledging theyre in the right spot ( See Billy nerf and roar addition)

    Actually use the same mentality on both sides, either gut survivor because good players are better at that character than noobs ( like nurse) or buff the weaker killers to approach her level ( like the survivorbuffs that'd buff swf too in the guise of the solo-swf gapclosing)

  • The problem is that basekit is lacking and many addons just suck compared to the stat-boosters ( see nurse with mostly meme addons and her charge/range addons). But most survivors just mean "nerf the good addons without compensation".

  • THey shouldve just copied (or tried to) hell ember from Identity V.

  • Are you guys for real? Keep the damn info for killers.

    With all that crapton of info you survivors want basekit UI added, you shouldnt really screech to remove thatfrom killers.

  • Maybe do what people always advocate for survivors? Close the gap between killer tiers by buffing the weaker ones? The community is so survivor biased lol.

  • Wow if only there were up to three other survivors who could help you up instead of vulturing for the hatch.

    Helping you seems less worth than 7000bp in their eyes.

    Its not just the killers fault.

    @Kirarozu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274268#Comment_3274268

    So what? The teammate should just go die? Why? The killer will just slug them. It's a never ending cycle. The survivors can't win in that scenario and YOU know it. You down someone. Put them on a hook. Stop trying to get around the hatch by not hooking downed survivors. You're the one who is scared of the hatch.

    Lol and survivors are too scared to help the slugged person and do gens. Else they wouldnt choose the hatch. Whats the saying about stones and glasshouses again?

    • First reason mentioned is survivor entitlement/DC/ragequits
    • Ignorse first reason mentioned and goes on about how survivor inflated killrates somehow make the killer the problem
    • Obligatory "nurse is easy"
    • Calls opposite opinions nurse mains and thus dismisses their critism again him
    • "Nurse is too strong compared to other killers"

    Wow such a anti nurse crusader. Cant wait for your brethren to show up too. See thats a joke.

    If this was a joke you didnt wanna post because of the obligatory discussion, why post it?

    The last point is always hillarious zo point out how biased the community is: "Nurse compared to other killers is stronger, better nerf her" / "compared to solo, swf is stronger, better buff solo" - do i have to spell it out?

    If anything by the "nerf nurse"- logic we would need to nerf the survivor character too because good players are apparantly perfoming better with that characzer than bad players.

    Oh and jokes on you, i dont even play nurse because i loathe the fatigue mechanic since nurse's debut.

  • Late to the party but when do people like OP think killers are allowed to start playing the game? Apparantly survivors need a 2 gens handicap now.

  • The "mark object to interact" part of the killer is so clunky. It'd be so much nicer if it he could just spawn a guard while looking at the stuff from a distance and press ctrl.

    I feel they shouldve just copied the Hell Ember from Identity V. Although maybe a bit too different of a playdtyle.

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267090#Comment_3267090

    You - "Killers did not have to wait 6 years to get sweeping buffs. Most buffs that were widespread were much earlier in the games life, and then in the downtime where there wasn't much happening a bunch of strong tools for Survivors were pretty heavily nerfed"

    Also You - "the only time this was true, was with 6.1.0 and thats because it was the biggest wave of buffs any side has received in the history of DbD which also came with heavy Survivor nerfs"

    It took BHVR 6 years to have "the biggest wave of buffs any side has received in the history of DBD" and while part of that is definitely because there's simply more content, it still aids my point. People in fact had to wait 6 years for BHVR to fully commit to enhancing the Killer experience with a monumental patch mostly dedicated to them, you cannot seriously mean to compare sprinkled QoL improvements in 2016-2018 to the entirety of patch 6.1. It is (in your own words) the ONLY time in DBD that they've done something of that magnitude and guess what you also admitted? That they had to immediately release damage control because people couldn't possibly fathom Killers getting an entire patch dedicated to them in modern DBD

    If these sweeping Killer buffs were as common as you claim throughout the years there wouldn't have been THAT large of an outrage over it and I'm sure even you would be willing to concede that point just like I'm willing to concede that its probably a stretch to say they ALWAYS give Survivors an equal attention hotfix

    "You say they made a "kneejerk reaction" from the outcry of 6.1.0, and the proof is the MoM rework? MoM wasn't even that strong on the PTB since it still had the same issue as it did before and still has after they reverted the nerf"

    I didn't mention MoM because I view it as some scary/gamebreaking OP perk, I mentioned it to point out how BHVR was so shook of the hatemongering from Survivors towards 6.1 + the DH echo chamber where people falsely claimed the perk was dead that they had to quickly and randomly save face with instant Killer nerfs AND useless changes to dead perks that nobody asked for at that particular moment. The point I tried to make with MoM is that nobody was petitioning for that above other issues but they still did it right after 6.1 because it was a cheap bone they could toss to jaded Survivors that were trying to throw a massive protest over the game

    I'm more than confident if I was allowed the chance to review every year's patches that we could talk more about the specific eras individually, but you 100% have to concede that in the modern era nothing has been done for Killers to that extent until 6.1

    You can't compare basic things like removing infinite loops or gen regression % in 2016/17 to changing gen speeds in 2022 because the game was in infancy back then. Without those changes the game would have literally died before it even reached its prime. While they obviously benefitted Killers the energy behind those patches is nowhere near the same of the recent patches we've had and that includes Survivors. Changes back then were to draw new players to the game whereas the main focus now is to save the players that are already here and bring back the ones they lost

    For the most part, BHVR is at least trying to steer the ship around and learn from previous mistakes hence why they're focusing on trying to draw back all the players that left due to 2020-2022 Killer/SBMM. I'm sure they lost a lot of SoloQ exclusive players and that will be their next focus

    "Now this is what I don't understand, what do you mean by "numerous game-breaking Killer bugs"? I can't really recall there being any."

    Lets see, off the top of my head Nemesis' tentacle bug where it wasn't appearing to be out even if it was, Wesker dropping Survivors and not injuring them, colliding with pallets or windows instead of vaulting them with virulent bound, Pig's Dash sound not playing properly, Twins not being able to swap between Charlotte and Vic, and I'm gonna be honest many more including some that may not exactly be game-breaking but still relevant. There's literally so many bugs on Killers that we would legit have to do a psycho-analysis of every single one in existence which I think is extra. You get the point and there's proof available, I have no incentive to lie

    One last thing:

    You - "The Finishing Mori is not a buff nor a nerf to any side."

    Also You - "The only thing I found stupid of that PTB was Unbreakable, no reason why it allows you to get up that fast every single time."

    Please explain to me how dropping a PTB out of thin air for a concept that currently doesn't even exist in the game where UNBREAKABLE IS ALSO BASEKIT UNLIMITED does not count as a buff or nerf to anybody?????? The proposed update was not only irrelevant to everything that was happening at that specific moment in time, but it also makes high-pressure high-mobility Killers even deadlier while incentivizing them to slug to trigger the Mori cinematic AND the Mori bloodpoint bonus while also allowing one of the best Survivor perks to ever exist to be used UNLMITED. Several Killers have their entire kit designed around slugging, several Killers don't have the mobility or the M2 capablities to efficiently split pressure beyond a certain Survivor skill threshold but lets mitigate ways for them to pressure while simultaneously making the insanely mobile S/A tiers more threatening by being able to guarantee the game ends if they snowball (Which they do incredibly often. That's the entire reason they're considered S/A tier)

    This reminds me ofa really old and outdated post in the dbd steam discussions where a survivor made a "survivor nerf/biff list and complained tha killers got more buffs, counting bugfixes as buffs for killers. Shortly after someone made a list twice as long and triple as accurate proving survs had it way better.

    Personal perceütion sure can be nisleading

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268154#Comment_3268154

    Are you suggesting that the nurse should be reduced to : "She goes left, I go right?" 🤔

    Oh god no. That'd be ridiculous. Needed to edit the post a bit but i was being sarcastic on the notion that nurse totally needs to change because bad survivors cant loop her. Sarcasm is hard in text format and a language barrier lol.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267385#Comment_3267385

    I think that there is a definite level of double standards in play. As an example, I've never seen any of the more virulent Nerf Nurse posters ever post in any of the threads suggesting that SWF is OP. They may say they think that but actions do speak louder than words and I don't see any calls to balance survivors around Hens coming from the same people who say Nerf Nurse around the theoretical god level Nurses.

    Some people also can be stuck in their opinions and that's why they're so deaf set against open discussions. As an example, in my original post in this thread I stated that I think the Nurse complaints stem from more than just the 'I think this might be too strong' or the 'I just want an advantage for my side' which are the most common reasons for Nerf threads. I was accused of telling people what to think, being condescending, being unskilled, etc but I never said people shouldn't think that Nurse is too powerful; I said these are other factors that might be affecting people's perception of Nurse and that they had an opinion but opinions are not necessarily facts.

    My position on all of these threads has been:

    (a) I think Nurse is fine and I enjoy versing her. This is an opinion. It may or may not be shared by specific individuals and it may or may not be right

    (b) The data to determine if Nurse is fine or not is not held by any member of the community and only BHVR has it. The only limited data we have suggests there is not an issue but it is not a full picture. The people saying to nerf Nurse have no reliable data to support their view because anything they present (eg selective tournaments) are too small of a sample size and the subset of players is too restricted. Any conjecture on whether or not Nurse is OP or not is a matter of opinion

    (c) If a game relies on participation to be healthy the game should be balanced around all skill levels so as to maximize enjoyment. While small subsets such as tournament players and total beginners should be considered since they should have fun as well they are not the sole groups to be considered.

    As a corollary of that, if people want to balance Nurse around SupaAlf as an example then they should also be calling for survivors to be balanced around Hens and Team Oracle. Anything else is a double standard.

    I would say a lot of these calls to nerf Nurse fall under the 'I want an advantage for my side' if it weren't for Nurse being so distinct. As an example, if a Nurse is charged up on a second floor building I rush the Nurse and I steadfastly avoid pallet throwing and window vaulting as much as possible unless the Nurse is in fatigue. That's the opposite of nearly all other Killers; I'm never going to rush an Oni second floor or not and throwing pallets and window vaults normally helps me in chase instead of hurting me. That's why I posted those reasons there because I think Nurse's mechanics affect the discussion around her.

    The problem with nurse's unique counterplay is that other killers counterplay is too similiar/ zhe same. See the whole spirit thing where they gave more info to survs.

    Edit:

    For the bad and unwilling to improve survivor main, any mindgame or abhorrent "guesswork" needs to be reduced till it's "he walks right, i go left". Afterall even survivor bottom line gotta play against it without effort or interest in getting better." /s

    Doesnt help she was designed before the killer design philosophy changed. Shes not intentionally clunky with an ability that works against the user. See what DS has to do for a single hit. Or newest knight, cant just look at a gen from distance and send a guard over like freddy can target a teleport, no he gotta stand still float (visibly over there) and kick it himself. Can he even see survs while scouting?

  • Generally it hillarious that there are so many nurf threads.

    "We want survivor be balabced around swf, meaning we gotta buff survivor till "survivor" is as strong as "survivor x friendship + comms"."

    "We need to balance around nurse, so gut her instead of buffing the others."

    I've noticed some serious survivor bias in the community.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267125#Comment_3267125

    I would consider it one of the few semi-productive threads out there when it comes to Nurse discussion. Most forum posts about Nurse just break down into two groups fighting, and while you see it a tiny bit in my forum posts, I would say a decent chunk of it is actual meaningful discussion.

    It should be noted that with Nurse, my goal is to not gut her and make her unplayable. I just want to take some strong areas and tone them down a bit, or provide a much more clear counterplay to players going against Nurse since she is so mechanically different compared to other killers so most people dont understand it. I think Nurse has a place in DBD, she just needs to be tuned to fit into modern DBD.

    Any and all ideas are welcome as long as they are productive towards the discussion. I appreciate the mention! <3

    (Autocorrect changed "threads" to "threats" and for some reason that is funny as hell to me, I fixed it though.)

    I like your intention of not gutting her but that normally is what survs want and does happen to killers who are "doing fine" but still getting sliggtly tweaked.

  • Or maybe survivors just... pick up the slugs? Theyre neither dead or lost one of their hookstates.

    As for "slugging at 5 gens" how does repairing gens at 0 hooks sound?

  • I wonder why its always refered to as hopels situation when its obvious that both remaining survivors have the same plan:

    "Eff gens and the other guy, they suck and i gonna get the easy hatch escape"

    They could continue doing gens or help the other guy when slugged for the 4k. But theyre doing the easier thing, wait till the other gets taken out and hop in.

    Funny aint it? Survivor allowed to do the easy, more efficient selfish plays but killers are tryhards for camping....

  • 3. Do survivors get a penalty for staying too long in an area or an gen too? Or is that only bad when killers do?

    4. - 6. Are we normalizing upwards or downwards? Also hard disagree on nurse nerf. Im all for removing stat boosting addons if a) the replacers arent memes and actually useful and b) the stats (partially?) Become basekit. We can also remove clunkiness without nerfing better killers.

  • You mean the last survivor vultured for hatch instead of saving the slug?

    Survivors are not entitled to killer pity or mercy.

  • As Swf is untouchable, yes that is the preferable method to attempt to solve the problem that "survivor+c > survivors".

    Its important tho that the killer compensation, be it base mechanics or individual killer ability tweaks, happens in the same patch or shortly after.

    Personally I'd be more vary of the stuff people suggest to close the gap. Theres a lot of aura reading ideas getting thrown around when comms arent even that precise. A "chat wheel" or "message menu" are sufficient, but getting a ping tool (markers like in lol or the aura reveal runners had in DG when they hit stuff with an arrow) might not be too unreasonable of a hyperbuff, with a fitting cooldown.

    But ive seen stuff like permanent bond gettong thrown around....

    As for the killer side of things? People hated 6.1, they wont like whats needed minimum to cancel out that survivor hyperbuff. And im not talking minor qol stuff like actual useful seperate hook counter, im talking 105%ms nurse without nerfs.

    Nurse joke aside. Take every brown and yellow addon that boosts a stat (charge, cooldown, etc) and make it basekit on every killer, still wouldnt be enough to compensate.

    Years ago i had an idea to flinch/stun survivors for a small moment if theyre hit diring an action (repair heal cleanse) or have the remaining animation after getting hit be replaced by a slower one (vault). But that was before 6.1 qnd i doubt survs would appreciate another slowdown. Itd also require animation overhaul which survs also disliked last time.

    While I cant provide good ideas for the killer compensation, i can present a concept:

    1. take an old tier list of your choosing. Lets remember those perceived powerlevels.
    2. Buff every killer on it. Buff those B-F tiers even more.
    3. Create a post patch tier list with the newly buffed killers.
    4. The whole new tierlist needs to fit into the old list's S-B tiers.

    Closing the killer tier (/piwerlevel) gaps is just as important as for the survivor side.

  • Outlast but with less naked dudes?

    "Evade killer, solve riddle, press buttons, escape. Surprise bad ending"

  • "Delaying the end of a favorable gamestate so that another gamestate favoring the enemy doesnt start" its toxic when killers do it by slugging the second last, but 99ing the gates is fair and normal.

    Lets give survivor all that good meta effects basekit and buff the hell outta those perks, after all killers got some number changes aking to 1/3 of a perk.

    Swf gap to be closed by buffing survivor which also may help swfs more than solo. On killer side people are frothing till the top gets gutted.

  • Wow internet explorer meme much?

    Overcharge already got nerfed because that combinated was seen as too strong by survivors.

  • @NerfedFreddy said:

    DC is the only counter to "slugging for 4k" exploit. I have no problem to lose bp and dc against that kind of poor sportsmanship killers to give my teammate chance to get hatch

    Please explain that exploit.

    It's the last survivor vulturing for the hatch thats not doing"normal gameplay" by neither helping the slug or doing gens.

  • @burt0r said:

    I love the metric "if all 4 survivor are still alive at EGC, that's on you" and on the other hand "how dare you to focus someone out before 8 hooks".

    You can't have both.

    And if it is okay to kill someone before the 8th, when? Where is the magical threshold after which it is allowed according to etiquette/sportsmanship to aim for a tilt in pressure aka 3vs1? 6hooks? 4 gens done?

    All those survivor complaints/rules for killer playstyles sound stupid if applied to both sides. Imagine the reactions of survivors if you told them t wait with doing gens until the first hook.

  • Anything added to solo to bridge the gap will just widen it instead unless its actual VC added.

    Every tool added to solo will be used better by swf because solo and swf will always be the same character: "Survivor"

  • Its a scarejump. Its doing what its supposed and desgned to do. Startle survivors and move their camera.

    Re7 did that to with that hillbilly dude punching you in the face after grabbing you from behind.

  • This is hillarious.

    And yes, playing normally is considered sweaty. Should be common knowledge after all those complains about killer playstyles.

    • Do you repair a generator before the killer 1 hook?
    • Do you stay on the same generator for as long as possible to make sure its finished?
    • Do you think it's okay for survivors to do the other two points while telling killers theyre filthy tunnelers or campers?

    If yes to all 3: congrats you're a tunneler, camper and hypocrite.

    • Readjust addons to have effects unrelated to his tiers. Unless its the mirrors.
    • Multistalk
    • Regenerating evil or
    • Slower but infinite evil gain on emptied survivors.

    Something like that.

    Aome people were slso discusding if he should be able to swap between t1 and t2

  • I'm of the opinion that most addons that only modify variables (or stats) by percentages should be removed and partially made basekit. They're dominating the addon slots, see Nurse for example, her best addons are those that "only" modify charge and range variables.

    Turn Killer addons into something like mini perks or whatever. Stuff like Mirror Myers or Pallet-Freddy (unless fused into basekit for freddy) could also be alternate abilities in the "item slot" instead of addons.

    If thats too extreme, we maybe should just get rid of item/addon rarities. We dont need 2 unstacking addons that do the same, just better or worse.

  • The whole community is survivor biased.

  • @fulltonon said:

    #########, people somehow started saying "SWF makes no difference" again?

    I know right? Remember the hillarious time when comms allegedly were only used "to talk about their days, cute boys, the weather and the audacity of Stacy to go to prom with the same dress as Jessica."


    The truth is more a combination of these:

    • Good players > bad players
    • Swf > solo
    • Comms > no comms


  • Ever seen survivors wait with doing gens until the first hook?

  • 4 dead survivors for killer -> Bonus BP

    You survived as survivor ->bonus BP

    ----

    The state of other survivors is irrelevant for a survivors goal, you won once you escaped.

    It's a bit unclear for killers, but a true win is 4 dead survivors. Some may count 3 too, but the game doesnt reward it and just to mess with those who '"expect killers to be happy with 3/4", I'd say 3 kills isnt a win.

    If 3 kills were a win then survivors should count getting all gens done as win and then get themselves hooked more regularily. Same rules for both sides yadda yadda.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198032#Comment_3198032

    https://www.youtube.com/watch?v=nco8WCnAziE

    keep saying that genrush doesn't exist, you are only making yourself a fool... start giving killers the time needed to chase, then we can talk again regarding camping and tunneling

    "But but thats a highly specialised built, not everyone plays like that" /s

    Even when not "actively genrushing" with a specific built, once they priotise finishing a chosen generator over other generators or other sideobjectives like unhooks or heals, they are doing the same they criticise killers for: tunneling/camping.

    One is totally normal, the other is tahxic. Community survivor bias is rather obvious sometimes.

  • Mhm.

    Could they make it so that the "open hatch" signal is delayed by the time skipped of the dc or suicide?

    Like if a survivor dc's while getting downed or picked up, the hatch only opens after 120s, if they give up during the struggle phase, the delay would be 0-60s.

    Yeah yeah "dont punish last survivor for 3rd dc", tactical dc are still a thing and this is a solution.

  • Scary endgame collapse, must 99 the gates.

    Survivors are doing the same but its cowardly killers only delaying unfavorable gamestate.

    Nice t see this community being survivor biased as usual.

  • @Brokenbones said:

    I always thought 'Power role' in assym terms meant that they couldn't 'die'

    Like in HSH, VHS, FF13, Evil Dead etc - the monsters can die in those games but in DBD they can only 'lose' but they can't lose by being killed/banished.

    More to it than that I'm sure, but DBD has at least always stayed true to the idea that the monster is unstoppable in the sense that they cannot be killed; only halted/escaped from.

    In context of asymmetrical games, theres the "power" role and the "numbers" role. It means that 1 powerful character is pitted versus numerous weaker characters. Power role just means that its the role with the "fewer but stronger" characters vs the role with the "weakish but numerous" charascters.

    If theyre able to die is irrelevant to the naming of the power role.In Evolve it was the hunters that only die if all 4 were incapacitated at once.

    Personally i cringe whenever someone in this forum wrongly mocks killers with the " mah powerrole muwst be OP" fake argument. The power role by default must be able to keep up with all number role players. Thats why it has to be stronger. But some people dont seem to understand the power vs number concept.

  • No "basic moveset" changes but buffs to specific killer abilities.

    Specific= all killers below A tier

  • Just buff the weaker killers.

    Take your fav tier list, pick all those B-D tier killers and cram them into the S-B tier by buffing the heck out of them.

    It'd probably be best to buff some stats of killer abilities ( charge, cooldown, recharge etc) and then remove the addons that only modify those stats.

  • Well 61% does sound fairer than 50%

    How would you try to give a " >2kills " the same chance as an individual survivor escaping?

  • Identity V actually has that kinda agressive crows, It'd work in DBD too. According to some wiki of dubious validity, it's 80 seconds.

  • Great idea! We totally should also have survivors regress to being injured once 3 gens are done, making them permanently broken. Edit: sarcasm.

    We totally shouldnt do this idea. You already havee a no regress point for your objectives, when a gen is done. Regression is bad enough as is.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181315#Comment_3181315

    I think the Glass Bead add-on for maps that creates a light pillar could be a decent option. Alternatively a ping marker with distance indicated like how most games do it. Example:

    https://us.v-cdn.net/6030815/uploads/V2GIL14SBAGF/image.png

    Non-location specific messages could be in a UI message on the left beside the survivor icon stuff. For example, "Killer left/MIA", etc.

    What’s your thoughts? The only reason I suggested automatic UI is cause people in voice will usually say things like "repairing/blessing/healing" as they do it to let the others know anyways and so pinging it every time just seemed like a chore.

    I don’t think every killer needs to be buffed to Nurse levels, but buffing solo like this would allow for help for weaker killers and for killers/perks held back to not be too oppressive versus solo/stuff that’s basically useless for or against SWF. Eg, Blindness is basically irrelevant because only one person in a SWF needs to spot something to call it out, and they can call out slugs and hooks anyways.

    The location marker would probably buff swf more than solo, while only adding messages ( like in IdV) would be "not enough" to close the gap. for some people. So it'd probably be better to add the location marker / ping.

    As for my dislike of automatic info? it's mostly a pet peeve or nitpicking because it'd be compensation for something that swf doesnt even have access to; comms currently are as much a chore for relaying that info as would be pinging that info. But like already mentioned in my other post, I wont complain if those action/location UI elements get added.

    But It'd boost survivors rather effectively if they were to ping a location and the devs would make it reveal the aura of the thing they targeted. and if the ping says "focus generator" while doing a location marker, it might as well reveal a generator's aura if that marker is within 1-5m of that gen.



    As for the Killer compensation, I used the "buff all killers to Nurse level" argument because we're discussing the equvivalent of "buffing baby nurses to match god nurses" on the survivor team. I reckon I fell for the Swf= good players trap, but that happens when you only have 1 character on a faction thats equivalent to the best of the other faction.

    While other Killers definitely can never reach Nurse power level, I'm sick of the "TOP KILLER OP; PLS NERF; repeat a month later" -trend. I'd rather see all current B-D tier killers buffed so they'd be of the power level of current A-B tier Killers.

    EDIT: im kinda amazed there werent many replies yet, did your name scare them away? lol

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