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Raptorrotas

Raptorrotas

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Raptorrotas
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  • Oh wait i forgot that perk 😂

    Nah its just bloodhound and shadowborn i was thinki g about.

    Although scratchmarks could always use a refining.

  • The best buff to shadowborn is making it basekit.

    Its weird that this kinda applies to all wraith perks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1879841#Comment_1879841

    If they were to do that they would need to release the Killer buffs in tandem with the Survivor buffs. Survivors seemingly are having trouble finding matches given that there are not as many Killers available as needed. Just buffing Survivors further then saying to Killers: "Just wait", isn't going to do any favors there.

    And while I myself dislike the shift of the availability of information to the levels of competitive E-sports sans perks, I can understand why they would be trying to do so. Regardless, it will just make the meta more concrete.

    Its rare to see someone else disagree with UI changes to close the solo-swf-gap. I like your callout to even good survivors forgetting to use comms. As fr the topic of the chase icon, its nice to have a glowing icon to tell you youre completely free to do everything, not needing to pay attention and rush da gen boooois.

    The only ways i can think of to close the gap without buffing swf is to add voicechat ( because swf already has it) or a message system, as that'd be a slightly weaker version of comms. And a message to " focus gens" is waaay more balanced than a glowingnicon telling you to be free to do so, as that chased survivor still had to intend and relay thst info to the others.

    UI/HUD stuff will be available to all survivors, at all times, and dont need input of survivors to work. Thats way stronger as comms for gathering information. Especially since comms will then be used less for gathering info, but using the free info to relay strategy etc even more efficient as before.


    As for the killer compensation. It really is a barebone concept as its never really discussed. People keep throwing some single killer buffs around, but the fompensation needs to be something that affects ALL killers, general killer mechanics or stuff for the general killer-survivor interaction. Ive got some smallish ideas

    • Making getting hit during actions more punishing ( ministun, resulting in less hit sprint)
    • Instant regression on kicks.
    • Unrestricted grabs? Or atleast functioning grabs.


    I feel like people underestimate how strong a buff that solo-swef gap closing would be.

  • @Minaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875817#Comment_1875817

    Wow thanks so much for sharing this.

    Looking at the stats i think this supports my view...at red rank 68% of killers get 2-3 kills.

    That means one survivor got away using the hatch so pretty much a loss for a survivors in my opinion.

    You might disagree but its not "the survivors" who lost in your hatch escape example.

    • 1 survivor got the hatch and escaped. They mightve used a shortcut bit they reached the goal.
    • The killer got 75% of their objectives, or less if you're a 12hook guy. Can pass as a win bit its not flawless.
    • The sacrificed/dead/ dc'd people didnt reach their goal.

    Emblems are another can of worms that'd might srill depip the killer pr pip the dead.

    Looking at the hatch escape as a loss for (all) survivors doesnt happen as often as calling it a win. Atleast in my meager experience with swfs.


    And honestly. Dbd lacks the emblem / bloodpoint score differentiation of grouped survivors and others.

  • Remember the F13 game? People kept ragequitting the moment theyre not Jason.


  • 1156.png

    ^ Always relevant for survivors ^


    And you dont even need good teammates since the hatch exists.

  • I had a concept of a killer that spawns entity spiky walls in front of him that connect to already existing objects too. Touching the walls or affected objects ( or being really close to it, depending on devs) would slow the survivors. I thought about giving that killer a secondary ability to use a "map screen" to place trap around the trial that spawn huge clusters of those walls if triggered.

    I also fancy a debuff mechanic I'd call wounding. When reaching 100% ( x/x charges ) an affected survivor gets injured. I think it'd be applyable to many thing. ( " feral frenzy needs 3 hits to down a survivor" as an example ).


    Because my killer concept uses a crude map, I'd support those RTS killers.

  • While the devs did intend for swf to be a thing, the game itself definitely does not feel like it.

  • The top tier killers were played because the gap between the tiers is huge lol.

  • I think its been mentioned before, but adding ANYTHING EXCEPT Voicechat or a message system will just move the gap, but not close it.

    Any HUD addition or the greatest buff possible ( free aura reading) will just let cwf's skip the info gathering, and proceed to relaying strategy with improved cerrainity.

    Chat wheel/menu or voicechat. Anything else will just be used even better by people with comms.

  • Now they gotta figure out how to punish injured survivors who stepped in a beartrap lol.

  • Yellow will debuff purple instantly ( which i personally find questionable). Resulting in a 110% survivor.

    Im bad with math in dbd, will the clown get 125% or 126.5% in yellow?

    If both survior and killer manage to get yellow at the same time, theres either the old 15% catch-up speed or 16.5%. It doesnt really change how fast the clown catches up, but the survivor is more likely to reach safezones earlier.

    Now if the survivor manages to get yellow a bit earlier, this will be bad for the clown. But i guess thats what the delay is for.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858632#Comment_1858632

    Then isn't the hook counter pretty much useless (at least for killers)?

    Feels like it would only maybe help a tiny little bit with adept achievements.

    I don't think it's important enough to deserve a place on the UI in my opinion

    I think that hook counter pips or marks on the survivor portrait would make more sense than just that overall hook counter, but i guess some people would fear it could lead to "tunneling". Its also not placed next to the generator display.

  • It feels weird to have that small killer power icon in the bottom left corner. Its kinda like some "bad" reminder which killer you're playing. It didnt feel out of place when all the info was compacted in that corner in the old HUD. Ammo count / charge / state of ability / might need a newer design or place. Maybe next to the perks?. I think even back with HL2 there were options to add hp/ammo next to your crosshair in a "subtle way". But i guess crosshairs or something in the general middle of the screen might be too good for our shooty killers.

    The problem with the new HUD is also that they moved all the info all over the screen.why for example is the Hook counter not next to the gen counter, As theyre both goal specific.

  • I think the antidote shouldnt remove the gas debuffs. They dont even last that long and the survs are getting faster by touching the antidote anyways. Or were there any words of the purple stuff getting stronger effects?

  • I remember the fallout of the previous set of statistics. Cue the obvious "Nerf high killrate Killers"- ranting at the sight of the " Red Rank Players" statistics. Turns out, their "Red Rank Players" statistics only looked at the killer ranks, and disregarded the survivors' ranks.

    Theoretical red rank survivor statistics need to track ALL PLAYERS ranks in the trials. Cant get good stats if your opponent AND/OR your teammates arent your rank.

    Too bad the game suffers from bad matchmaking AND bad ranking systems, lol

  • In exchange, let him carry his traps like hag and give him like 20, because he wont be able to strategically close off areas. Ans he throws them, and they push themselves around so he doesnt have to aim them.

  • When the alternative to your opponent abusing something is opening the door for them....

    Sorry but opening the door is a give up mechanic and nothing to prevent or lessen the impact of 99ing the doors.

  • Overcharge/Pgtw ( the instant skillcheck and the regression on kicking a gen) should maybe be considered. Obviously not woth huge numbers, but 2-5% regression on kicking a gen, plus the skillcheck, would honestly make kixking gens not useless and remove runby gentapping.

  • Speedrunning leaderboards, resources, forums, and more!

    Speedrun.com has a DBD category 🎶

    Just a fun fact.

  • Dont they regularily mistake "top player" with "Top killers" in their stats?

    Like they track the rank of killers and their performance, but disregard the rank of their opponents?

    You cant balance for the top-% when your data includes mostly pro-vs-noob matches...

  • If the game is balanced around "noobs" what happens once they decide to be "deathsquads" instead?

  • I first thought this was somehow seriously defending a really bad eye position, but it turnd out a good read. Have an upvote !

    (Atleast survivors cant hide between his body and eye position like with other killers lol )

  • Ptgw/Overcharge

    A small default regression on kicking (<5%) and a skillcheck on removing regression ( or a kicked generator, small gameplay relevant difference) , will make kicking gens less bland/useless and will remove midchase gen tapping.

    The bloodpoint boosts of certain perks could really do well as basic mechanisms, but we could also just adjust all bloodpoint scores. Slightly off topic, but Bp events should differ between solo and swf groups, for example an swf person unhooking a solo doesnt get y unhook and x save unhook points, but ONLY y+x save unhook points.

    As for giving survivors kindred or bond/ empathy... Aura reading is the strongest information buff thats possible in this game. Kindred might be barely okay, but other aura reads will break the game.

  • Its funny how dbd is team focused during a camp but becomes a ffa once the hatch becomes available with the next death.

  • Seldom discussed topic. I call it the killer-tier-gap. Worth discussing as much as the solo-swf-cwf gap.

    I think buffing the weaker killers can go a long way unless they overdo it. Buffing the bottom will not change much unless they overdo it and the buffed killer becomes the new spirit lol

  • Why do survivors keep trying to nerf the perk that makes killers not camp or tunnel to get the fulk usage?

    Its a survivors wet dream zhat a killer has to equip.

  • Deerstalker basekit lol.

    Or alternatively, the devs could expand the sudden death mechanic for hooked sirvivors to include all means of incapacitation.

    If thats too strong, give survivors a pop up to vote surrender if all remaining survs are downed.

  • Pffft.

    IdV gives sub-skills to killers. One of those is an indtant blink 5m forward.

    Another is a teleport to a gen with shorter casting time than freddy, and i think only 2min CD. Additional to their ability kit.

    Its not rreddy thats overblown. Wraith etc are too lackluster.

  • You sadly forgot that theres no separate queue for swf.

    The games doesnt differentiate between olo and swf. Neither in trial nor in the killer lobby.

    Its also often an oversight in solo-swf gap discussions.

  • Survivors changing their objective from completing the gens to "outlasting the other remaining survivor" is even worse.

    You dont evenhave to do your objectives at all as survivor, just hide in a corner and wait till every other sucker died, then go for the hatch, and when that doesnt work, for the then functional gates.

  • Lets nerf the killer perk thats used as bsndaid for survivor issues ("camping" and "tunneling"). /s

  • Ive come to hate the common opinion that comms somehow magically generate information. It often leads to the equally common idea to spoonfeed survivors with every info imaginable in the UI.

    Can comms tell you, without any input of any survivor, what is happening? Comms are for relaying info, not generating it.

    A basic message system or chatwheel would be similiar to comms without buffing cwf groups too. (IdV has like 4 messages and "do gens" or "i need healing" are already all thats needed lol)

    Completely removing uncertainity from survs will be brokenly overpowered.

  • We can buff any killer we want.

    I personally think every killer below the top can be buffed unless they get become the new top in the process.

    Survivors have the solo-swf gap to remove/tweak, for killers it's the gap between killer tiers.

    Nerfs shouldnt be considered.

    Improving base mechanixs is a seperate issue

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771572#Comment_1771572

    Oh sure, a single perk that can easily be saved untill the EGC that has the power to change a potential 3k into a 4 man escape is in a good spot? Keep convincing yourself it is. It needs a higher risk to have that much power in the game, especially if the killer hasnt been using extremely powerful vanilla tactics in the first place.

    You can imagine this game to be like a 4v1 game of chess. Both sides have very strong pieces that can heavily impact a match, but there are very few pieces in the game that can totally turn the outcome of the game. Autodidact, for example, is an extremely weak piece at first, but once you have those 5 stacks? You can constantly reset the board to a state that is in your favor. DS has the power to flip a board if the killer wants to rush a kill too fast. Early game, its punishment is minimal, so if you have the time as a killer, you would want to get rid of DS ASAP. But you dont always have time, so DS tends to survive another hook. Such a powerful piece simply needs an equal downside, being slugged isnt exactly a downside. NOED can be prevented. Devour can be gone before even getting a single stack. Dead Hard can be baited. Sprintburst requires a lot of exhaustion management throughout the game. Iron Will requires you to walk or crouch away for it to work in a situation where walking or crouching could be the difference between life and death. All the strong perks have a hefty downside. DS? Not really.

    If you do not understand that in even the slightest, then you have no clue how the game works.

    DS risks are laughable. You can use it once, and you become the obsession, which does nothing in most of the trials.

    Either DS needs more restrictions or drawbacks, or the obsession state should be detrimental to survivors by default ( without perks)

  • Props up systems shouldnt work if a group of friends is involved. It sounds quite abusable.

  • Billies growling kept irritating me at first, like walking through mud.

    I remember my first survivor round after exclusively playing killers at first. I was ######### surprised how loud survivors breath when playing as survivor, i never heard that as killer.

    Sounds in Dbd get progressively worse each time it is touched.

  • Solo only appears weak because of swf's advantages and mentality.

    In solo you cant "win" despite dying like in swf. 3 dead, 1 escape: "gg ez baby killer we won" by one of the dead folk.

    • Focus on repairing
    • I need healing

    We probably dont need much more messages. Also cooldowns are a thing.

    Your point about wanting to use comms chat wheel might be valid, but you're suggesting to forcefully spoonfeed ALL survivors with UI in the same line of thought.

    The thing is: comms dont give free info like spoonfed aura or hud stuff, each member of cwf still has to intend to use it, gather info themselves, and then relay it to others, who might be not listening at all.

    Closing the gap isnt buffing survivors with something better than comms, but replacing comms with something similiar.


    I think this thread needs other contributers for different perspectives.

  • While it does seem like a good fix for the cwf gap, I think a chat wheel would be preferable to HUD/UI additions.

    Automatic instant information is way stronger than comms. With comms you still have to contemplate, intend or request information and wait for the others to do the same and respond. ( pretty sure i dont get my point formulated here, as im not surr how to say it correctly)

    The chat wheel on the other hand is only doing the same thing as comms, albeit slightly weaker, maybe?

    Well, thats just my opinion. The killer buffs would be needed regardless of the option choosen here, as it buffs the base sirvivor kit.

  • "I dont like [Nr. 1 Killer name here], nerf them." - Thus they get nerfed.

    "Waaaaaah Enduring counters DS.", dont worry chum, it got nerfed.

    Ruin too hard, boom nerfed.

    " We ######### failed at doing gens", dont worry pal, have a more easily accessible hatch.

    Pot, kettle.

  • Beautiful presentation. As much i dislike survivors sharing information, this is exactly whats needed to close the solo-cwf gap, anything else would be useable by cwf too. ( aura readings or UI-stuff )

    I'd fear the ping tools might become too strong, but that depends on implementation ( revealing aura of pinged objects or your own aura when pointing at someone with "i need healing", for example). Being able to make a survivor notice your injured ass to turn around and heal you instead of running away can be quite gamechanging, lol. So I'm in favor of general messages, but wary of adding a ping tool to point specific items especially if you can point out totems and traps.

    But there should be small cooldowns on messages (and pings, if implemented) to stop spamming, or a dynamic cooldown the more you spam those.

  • I feel like OP's premise is forgetting a thing:

    We dont need to remove bloodlust to buff weaker killers.

    Its like nerfing generator speed to validate buffing toolboxes.

  • @JBWarrior said:

    This is going to make some people mad. Camping is a major issue and I have an idea to fix it.

    I am thinking about if a killer is in x meters to a hooked survivor the timer can stop depending on how close they are. In turn this could stop perks that killers can’t seem to wrap there heads around like ds. This wouldn’t be a terror radius thing

    Your idea was tested on the very first ptb.

    Survivors went in and abused it so hard, the devs decided its not worth it to think about testing/implementing it ever again.

    Doesnt matter newer suggestion of this idea come with more conditions.

  • Its a strategy thats used because survivors still fall for it.

  • Its a loss for 3 of 5 people involved. Unless it was an swf, then 4 people "won" while 1 lost.

  • Strong ability, useless base stats🎵

    She's fine. And contrary to popular belief still affected by pallets.

    Its funny how people talk about her like a 115% killer that can walk through walls.

  • Well, certain survivors do tend to be the designated looper/distractor of their group.

    It's not really a stretch to say that those kinda survivors would use such strategies to win.

    Also: " I still win despite my death because the others made it out, regardless what bp or emblem say" - Isnt that the current team mentality?

  • Better solution would be a surrender option, vote or enforced surrender as soon as all survivors are definitely incapacitated. ( or a 15seconds timer, if survivors can endure that wasted time).

    I mean it already happens when all are hooked. All of them being downed should atleast give the surrender option/vote.


    Just giving a survivor the possibility of killing themselves fastet will just lead to more ragequits like they already happen on hooks.

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