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ReikoMori

ReikoMori

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  • @appleas said:

    99% the gate is because most Survivors have ptsd from a bloodwarden play and will do it even if they’ve figured out all 4 Killer perks

    You never know, sometimes I be thinking they don't have that thang on em and then they do.

    You don't wanna get caught by a Wesker with a Bloodwarden and a NOED in his back pocket.

  • I am currently running Lightborn, Lethal Pursuer, Trail of Torment, Tinkerer with Helicopter Stick and Dark Sunglasses

  • @burt0r said:

    All hail to our lord and saviour Lightborn 😎

    Lightborn be praised!

    The lightborn never comes off

  • @MikaelaWantsYourBoon said:

    Well if you are playing against better players than you, yes you should lose. There is nothing wrong with that.

    And they were not faster than you. Even at end game with Hope. You were still faster.

    But... Like you said, you are new Slinger. Why matchmaking did not work and you played against strong team? Matchmaking issues i think.

    Btw, you should remove this screenshot. Name shaming is against rules. Just censor their names before share any screenshot.

    They were considerably faster than me considering they were running Sprint Burst so they were already half way to New Zealand before I could level the Redeemer and I'm not shaming them. The game was fun overall, I just wanted to get some advice from folks who have more time on Slinger. I don't care about losing as I'm just in for the bloodpoints, but I do like learning a new killer during Anniversary since I can get through bloodwebs faster.

    Sidenote: Had a Wesker game on Haddonfield where I dumpstered a team. God dang he's so fun to play, like there is no stress with Wesker. You can tell what you're doing wrong and you can feel what you're doing right. Power's satisfying and generally just useful at every stage of the game. Get to throw survivors in the street and say a one-liner.

  • I would get rid of perk tiers and just have every perk just exist as their tier 3 form. It would just make balancing perks less of a chore and easier to understand and obtain for new players.

  • @RoastedGarlic said:

    i want twisty for clown right now.

    I want the " The U.S. Steel of Murder" Dandy Mott

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441155#Comment_3441155

    If something makes You ill, then it means its not for You. This is why i gave example of Borderlands game - it makes me ill thus its not for me. if playing Blight or Wraith makes You ill, then maybe those are not Killers for You. I understand that everyone wants everything being designed or changed for them, but on the other hand - if something was designed in certain way and its a way that some people cant handle, then maybe its not for those people? Question should be ask over ill-concidered or rushed features, but not presicely designed choices.

    Visual terror radius, brighter maps and other accesibility changes turned this game into boring grn-run game from thrilling, uncertain "what is happening" game.

    If its better or worse we will see.

    Im not arguing against fov, im showing arguments about why its not an option. It would be good if people who wants this option know what this actually means instead of thinking "i want this". Accesibility changes already changed this game in a large degree, and can change it even further.

    The game had been a boring gen-run game well before maps started changing and lighting and fog changed. Players were doing that well before the devs stepped in. The game was never some bastion of thrilling uncertainty because players absolutely hated the game when it was that. There is a reason why people complained about players being too immersed to the point of being useless teammates. The game was never even really supposed to make things all that uncertain for you as TR's stand out quite a bit, we've had Red Stain since day one and survivor aura reading of killer started to be a thing when Laurie and Myers were added to the game and only progressed to being more universally available with keys and their addons.

    Visual TR hasn't been a huge shift in game, it has made certain killers a little worse off due to weird lullaby range detection, but generally speaking most killers don't have a lullaby and most of the ones that do have them shouldn't. Brighter and less foggy maps wasn't an accessibility change it was performance change brought on via engine update. Old DBD ran and looked substantially worse than it does now. Did it help with accessibility? Yes, but that wasn't its main point to do so.

    Literally every game where someone is asked to play first person has basic FoV modification support either as a direct option in the game or player mods. DBD not having a graphical setting with a bit of granular control so players who need to tune their visual experience for health reasons is just bad. An FoV slider would allow so many more people to play the game comfortably and has minimal real effect on game balance. Survivors wouldn't be able to have the same high level of consistency in FoV techs, but that isn't a big loss considering literally everything else they have at their disposal during chase. Stealthy players aren't going to be affected by an FoV increase because they already aren't any easier to see when using Shadowborn and Monitor&Abuse.

    FoV alteration is an accessibility need that should have never been made into two perks.

  • @WinterDraft7 said:

    I have two adjustments I would like to be changed. One for killer, and one for survivor. I've been playing killer quite a lot recently and I've enjoyed playing as killer, but there is something that just doesn't sit right for me in the Endgame Collapse. See, I try my hardest to pressure survivors from leaving the exit gates with 1 to 3 kills... and no matter what I do, those pesky survivors escape through the exit gates at 99% with no exceptions. So instead, I thought of a good suggestion I would like to make. As killer, make it so each time the survivor tries opening the exit gates, it gradually loses power over time. As survivor, I would also like to extend the time for the Endgame Collapse through certain actions as survivor. It would help make killer and survivor gameplay more fun and balanced to play.

    To whoever reads this, thank you so much for putting your time and effort into reading this and understanding the importance of this game for the community. 😊

    The reason endgame collapse exists is to fix an issue where survivors wouldn't leave the game in a timely manner or the killer was doing something that was keeping them from leaving, but not resulting in them being hooked. The timer is supposed to be very pressuring to get people to exit the game or risk death. It already slows down when someone is injured, dying, or hooked yet not enough for survivors to constantly keep making plays. It's one of the few things that functions as intended and rarely can be meta gamed by either side.

  • @some_guy1 said:

    didn't expect flip flop to be complained about on this forum

    badham main building basement is notorious for it's extreme difficulty to get survivors hooked out of it if the hook basement doesn't spawn there, just because such map design flaws exist doesn't mean you should obliterate entire perks that work in niche scnearios, address the long standing map designs instead

    We could address both the perks and the maps instead.

    The same issue happens on Dead Dawg and to a lesser extent Temple of Purgation. The flawed map designs are on their own an issue, but boil over also needs further tuning or a rework. You can not reliably play around someone who is breakdown/boil over gaming. They punish you for interacting with them by default in ways that shouldn't be as exploitable as they have become. Breakdown on it's own isn't a huge deal, but boil over went from from being useless to way too strong to still too strong, but not as strong as its peak.

    The quick and dirty solution is to just leave it totally up to RNG and remove map offerings and basement position offerings altogether for both sides. This would go a long way and relieving a lot of the stress in the game from both sides. You get what you get and that's it. No one can attempt to cherry pick their strongest maps or go to broken maps purposefully which is something I wish they would just try out for a while. The knock on benefits would also be great because the bloodwebs would be more meaningful and less cluttered especially for survivors which would help them greatly during events.

    A more nuanced solution is perhaps to lock the basement to always being in the main building of certain maps if they that building has a faux basement with minimal or no hooks. There is not reason why Badham's basement shouldn't be in its actual basement every time. Same for Temple, there is no reason why the basement shouldn't be in the underground level. As for Dead Dawg, the upstairs needs a rework and anything short of that probably won't fix the problems it presents. Breakdown, flip flop, and breakout don't need to change, but boil over needs further tuning or to change to some other type of effect.

  • @Z0mbiv0r said:

    Basically what the topic says. I know many complaints have a valid base, but the way they are constantly being brought back in such pitiful ways (no offense, honestly) is kind of a bummer.

    I admit I am a new player, I only started playing around May 2022, but guys, the game is still fun. We have a dev team who is actually commited to the game and their playerbase. Seriously, we are lucky to have them. They are constantly trying to improve the game. Granted, some changes may not be right sometimes, but then they'll listen to feedback and right their wrongs.

    It's a fun game, even though there are still matches which might be awful due to some players' attitude, but sadly that's something devs cannot change without completely reworking core aspects of the game. So can we please enjoy the game without whining SO much about it by creating tons of threads stating the same complaints? I really am not trying to be offensive, honest, but there are so many people complaining so bitterly that I seriously don't understand why some keep playing.

    Please, please, let's try to be more positive, shall we? I can't imagine being a dev who has to put up with reading nothing but negative, aggressive feedback for so long. Try to be empathetic. And give them at least the chance to improve what you don't like.

    I, for one, have complaints too, but have to say that I love this game and still enjoy it so much.

    I've been playing since 2016 so for me complaints are all I have left in me. I think it is that way for a lot of people right now because while the devs do a good job with keeping the game flush with content updates and fixes we don't understand their decision making process. Issues we've been complaining about for years are only just now being addressed if they are being addressed at all. We don't get a lot of feedback which is understandable, but it means the same complaints will keep getting lodged. Right now is especially bad because we've had two chapters that have really highlighted what are old problems greatly. Killers don't feel motivated to play in more interesting ways and survivors don't really have any other ways to engage with the game.

    There isn't much to say about perk builds as most people run whatever is generally meta or the hot new streamer build. Which then just tints the complaints to be perk or addon flavored rather than general gameplay flavored.

  • @pigslittlepet said:

    Really? I finally found the thread people go to just to complain. This is not a problem. Find something real to complain about.

    This does get pretty annoying though. Like, in every instance I've encountered it the survivors have already won, the door is open and there is no way a chase is going to be happening. It's like they can't stand not having someone watch them run out of the gate and want to be annoying until they risk the entity killing them.

  • @nars said:

    Legendary survivor: Reach iridescent rank on survivor 85 times. Unless I'm misunderstanding something I can't get 100% achievements for a good 3 more years :sob:

    It's a long term achievement. That is what makes it legendary.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440710#Comment_3440710

    This is what so many killer mains fail to realize. It’s a game of attrition. You don’t always have to mindlessly chase one survivor until they’re down. Have some strategy, yet be unpredictable.

    The game does not often favor unpredictability as there are only a so many ways to approach doing things. Loops are fairly binary with one good way to run it and a bad way to run it. A lot of your play style is dictated by the power you have and while technically every killer can attempt to use every strategy you're at drastic disadvantage when doing things too far outside of what your power can effectively assist you in doing.

  • The color? Wack

    The size? Wack

    The clutter? Wack

    The gen placement? Wack

    Me? I'm fresh as fu-

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440621#Comment_3440621

    The mere fact that lightborn even exists should be reason enough for blinds to be nerfed so they aren't just basically stuns, I really don't think it's healthy to have to dedicate an entire perk slot to an absolute hard counter just to ensure that you won't get random bad luck when someone throws a bang or a flash save at you

    Every single game I've played this week has had a minimum of two flashlights. Had one game where the team had 3 beamers and two people running flashbangs. If not for Lightborn that match would have been borderline unplayable. The only good thing that came of gen regression getting nerfed to near useless was it freed up space for me to run Lightborn all the time on every killer I play.

  • It have been trying to be more chase focused lately, but honestly it doesn't really feel worth it a lot of the time.

    Maps are too big and the tile chains are too strong for the killers I like to play, but hey the people say that chase is the fun part and the chase. I get most of my hits from people not understanding that Lightborn is perk that exists and that at no point will they be getting a blind these days.

  • @IHSGames said:

    Killers always talk about how Genrushing is bad but never wonder why genrushing is such a prominent thing in the first place? Genrushing is really the only playstyle that survivors can use thats effective/actually see some use for.

    BVHR has this tendency to nerf things (instead of dealing with the fudemental issue of why its problamatic) without seeing the macro-level ripple effect it has on playstyles of the game. For example, the Sabo playstyle years back was OP and problamatic, but due to them nerfing it, Sabo builds are just not effective to pull off no more. Unless you have a full-stack Sabo build, Saboing hooks take too long. The killer can easily see you Sabo-ing and move on to the next hook making your play useless. And even then, if you do Sabo, hooks are so close to each other that youll need a full squad strategicly ready to sabo all nearby hooks. Most players are Solos so a build like that is uneffective.

    With the playstyle of killers being camping and tunneling, A surge of Anti-Loop killers and along with a few chase centered perks for survivor such as Dead-Hard getting nerfed, even chases aren't all that effective. Killers know not to chase the survivor with decent looping skills so most killers dont commit to chase and instead grab the weak link and either camp or tunnel them. So why bring chase centered perks when you can genrush while the killer is camping/tunneling since its the only thing you can do that is somewhat effective.

    Along with healing getting nerfed, survivors are less likely to go for more risky plays because one hit of sloppy or any anti-healing perk can cost your team simply because they have to heal you for longer than before. So now survivors have to play effectively since risky plays are heavily punished.

    The only way to fix Genrushing is to buff items and perks to allow for various different playstyles to be just as effective as genrushing so survivors wont have to genrush as their only option. This will also shake up the meta as now each survivor will have different playstyles to accomidate anything else besides genrushing.

    The solution won't come from buffs or nerfs. The solution will need to be a change of core gameplay for both sides.

  • @egg_ said:

    4. Survivors working in gens don't have their lock on timer increased so they will not get exposed

    You gonna even remotely consider what to give her for a power then cause that is literally supposed to be her standout ability as bad as it is.

  • @Aven_Fallen said:

    Not nerfed enough, especially not in the right direction. It still rewards a Killer who failed the whole game with a strong effect, instead of being changed to a Perk which is stronger the better the Killer did before (e.g. via a Token-System).

    Also the dumb "counterplay" of wasting time cleansing Dull Totems is still present, which helps the Killer more than the actual effect because Survivors spend their time cleansing Totems instead of doing the Objective.

    That's the point though, to give survivors a secondary objective. That has been the entire point of totems since they were introduced, take time to cleanse them so you can ensure a measure of safety or risk the killer being empowered or you being hindered in some way. It's easily countered and there is so much anti-hex support in the game you can that it produces no real threat unless you make the active decision to ignore it in favor of primary objective speed.

  • @BOSpectre said:

    I know this is one example and that this doesn’t justify my opinion, but it’s something I really wanted to share. I was playing survivor, and got matched against a Wesker. I did a couple of gens, but my whole team ended up dying (except this one ash who was given the hatch). I said gg and moved on. Idk if this is how mmr works, but I thought if you die in a match, your mmr decreases, pitting you against lower players. So there I was, hopeful that maybe I could win this one, and then the game places me with a p100 Artist. Not a single gen done, everyone died. So that makes me wonder, is mmr really a thing anymore? Like I said, I know it’s just one example and it doesn’t mean anything, but I really think mmr needs a rework, for both killers and survivors.

    Anniversary time is usually when the older players come back and they're usually not playing enough for their MMR to be all that high. While your MMR does go down with losses it isn't by very much and the match making range is usually expanded by default so you just get matched with whoever the game can grab

  • @Beatricks said:

    Now that DH, COB/Eruption has been nerfed, NOED is pretty much the single unhealthiest perk in the entire game.

    The "nerf" doesn't really do much. You get a speedboost that's pretty helpful in the endgame when survivors have the least amount of resources to use against you, almost always giving you a free down, which, depending on how well you did could be a free kill. Not to mention if you hook the survivor that 5 gen ran you next to it, there's literally nothing the survivors can do. Not even OG DH was that busted, you still had to showcase the bare minimum of skill by not yeeting yourself face first into a tree or a wall. Hell, a high mobility killer could theoretically snowball into a 4k after zero hooks.

    Horrible design and is very telling of the developers mindset towards """balancing""" the game.

    Survivors have every opportunity and resource to prevent NOED from even activating to begin with. If you die to it that is because you took the risk of not cleansing totems. It's not even like that is a hard thing to do there are multiple perks and the map item to show you where totems are and make them take negligible time to cleanse.

  • The game as it is currently has become oversaturated with hyper optimization options on the survivor side and low engagement hyper optimal strategies on the killer side. Addressing the overuse of problematic outlier strategies like tunneling and face camping is needed due to the negative play experience these generate overall. These are also easier to address in half measure without having make any substantive changes to the core gameplay loop. Reward structures to incentivize people not to do these strategies in a problematic over systemic fashion don't work as the people you are trying to discourage don't really respond to normal gameplay incentives that already exist. This is what has been proven time and again which is what makes the constant stick and carrot premise to this discussion moot.

    The game does have a gen time issue even people don't want to admit it. The variance between the longest it could take to does vs the shortest time it could take to do gens is too massive a jump. Games are trending towards being generally too fast for average killer characters to be comfortably played in all skills levels. The game is old and very optimized with new perks always being added that generally further place more efficiency in objective completion. The added 10 seconds to base gen time is moot as most of that extra time is instantly removed by perks, toolboxes, and extra bodies on gens. There is no good half measure to remedy this issue as unless the core gameplay changes substantially we've probably hit a semi-soft wall at which just adding more time will make any difference without changes to perks and toolboxes. Active and passive gen regression across board has been flattened out, but is still marginally better than none at if you playing killers outside of the overall best few. It should be looked because we're 8 years in and the game needs to evolve.

  • @Rudjohns said:

    1- Exposed effect is an iri addon

    2- The drones will only trigger killer instinct if the meter on the survivor is full (base kit)

    3- Hacking a drone completely removes the drone for the duration of the bracelet, and the bracelet effects depend on addons (exhaustion, blindness, oblivious, etc). No more 5% haste and breaking a pallet if a vault happens.

    4- The Skull Merchant can't activate her drones by herself or call them back. She has to wait for a survivor to hack it. She can retrieve the drone after a while (if no survivors interact with it) by approaching the drone's location (Like Trapper's traps).

    5- Survivors need to remove the bracelet (like PTB), so if 3 survivors keep the bracelets with them she can't place any drones

    MAAAAAAAAAYBE now she would be bearable.

    That's even worse than OP's suggestion, like this would absolutely destroy her.

    SKull Merchant's not strong killer at base, she's literally got nothing outside of drones. They facilitate her stealth, her extremely conditional mobility increases, her tracking, literally everything about her is the drones. So while the OP wants her to severely hamstrung, but maybe slightly viable on tiny non split level maps. You're suggestion amounts to "Hey I don't like this killer lets just punish her even daring to use her power since she's not getting deleted from game."

  • @JustAnotherNewbie said:

    While I agree that the game should have a lot more variety of game play styles and certain playstyles will still be around, it's just that their extreme forms are not welcome (facecamping is out, proxy camping is still in, tunnel off the hook is out with BT, but you can still tunnel effectively cause anti-tunnel perks have been nerfed, you can still slug without much consequence atm).

    Generally by keeping the extreme form of certain strategies, makes the game uninteractive, probably an unpopular opinion but it makes no sense for the game to have the survivors unable to get up themselves after some amount of time. And I mean logically. Ok survivors can't get up for they have the strength to unhook themselves AND afterwards run around after they've taken a hook close to their heart. For the survivor gameplay all those downtime periods that can occur make the game dull, and like I said don't make sense. I can understand that maybe for the killer those strategies can be a breather and I'm not saying killer should be stressful 24/7. It's just that BHVR has to find a way to accomodate both. Less downtime for survivors (being on the hook is downtime, being slugged is downt-time), that's why there are many survivors who seem addicted to chases, and less stress for the killers at certain points in game. Perhaps that game would have to change significantly to make some progress on both of those goals.

    And let's not forget that due to the nature of those roles, it's bound to cause different feelings. Killer is stressful because people who want to win feel they have to prove themselves and juggle a lot of things at the same time, this of course isn't unheard of in other games as well where people have roles with big agency. Some roles are stressful by their very nature. Survivors can "win" individually and maybe that's why they are not as stressed, because they believe they can get hatch or something even if their whole team died.

    Now make it so survivors only win if they get 3 out, survivor will suddenly become a lot more stressful because they'll have to manage their teammates as well too, more that they already do. And unlike killer they have reduced agency because they're playing with other people and the frustration will grow. Survivors doing good things for the team usually contribute like 25% on average I would say, but a survivor making a bad decision alone can contribute up to 50% to a loss.

    If I were to compare survivor and killer to lol roles, as far as agency goes and how people on average play them and why I'd say, killer has the same multi-tasking as jungler. Flashy killers like Huntress, Whesker etc. could be personified by the midlane player who loves playing skill intensive champions and snowballing by ganking botlane etc. Survivors addicted to the chase could be top lane wanting to 1v1 all the time. They could be a lot more team oriented but they like to duel more, which may not always be good for the team. Support is the teammate who unhooks you and heals you, sometimes even giving their life for you. They are usually not that good at looping but they enjoy being helpful and don't want to stress a lot, so they never learn how to do it. ADC is the guy who stays on gens whatever happens because it'll lead him to end game/escaping (ADC have the least agency and have to rely mostly on the team while they farm and get stronger).

    So yeah certain roles in other games can be stressful, less stressful depending on their impact, even if everyone is essentially playing the same game on the same map.

    I'm not coming at this from a stress related point of view, but from of a place of confusion and restriction.

    The changes happening are necessary, that isn't in question, but it is the feeling of the changes and the lack of any sort of growth with it that clearly shows what the expectations are in terms of what is worth doing if players on either side want to engage with the game without being pigeonholed to a small handful of ways to play. If the game is supposed to have an emphasis on freedom and skill expression then we need to be able to have that be rewarded and understood both at the player level and also in game. If the game is truly meant to be played only in the small subset of ways that it is currently approached then the gameplay around that needs to seriously be looked at and improved/overhauled so that is very clear and feasible for players to do no matter who they play.

    Right now, killer feels very limited and even with added complexity of killer design you often find that there is one way that actually works and then rest are just orders of magnitude worse. On the other hand if you find a playstyle the killer is better suited, but it lies outside the established norms it is often patched out and this is something that has been an issue long before now. It's just lately it has become much more noticeable that more and more it seems like killers are being driven towards only doing chases while the game is more or less punishing us for chasing. It does not feel good to engage with the game right now as the more you sit back and look at what killers can do in theory, but instead know you're relegated to taking actions not in your best interest.

    If the goal is high intensity player interaction via chase, ultimately killers across the need to be redesigned so they can do that well. Chases aren't fun if you don't feel like you're empowered to be successful and timely in them. Like if the game is truly about direct interactions then empower on both sides, give survivors more interesting ways to interact with killers, but also just give killers more ways to interact with survivors. We've been playing the same for 8 years and still don't know what truly constitutes skill expression, normal gameplay, or even what is the win condition of DBD is from a developer or player standpoint.

    We have guesses, we have personal thoughts, but what is this game? What are supposed to be doing and what is being done to empower us to do whatever that is and has the core gameplay not changed at all in 8 years? League is functionally not the same as it was 8 years ago. Maps have changed, roles have changed, champion kits of changed, even champion visual designs have changed and even the ways players can interact with the game has changed. This game has been the same overly simplistic yet exceptionally punishing and confusing thing for 8 years now. The changes we are getting don't really feel like they empower or clarify what it is this game expects from players and things like stealth, hit and run, passive play, or defensive play are wrong, but since you're not incentivized do anything that isn't standard aggressive chase, is that truly what is wanted?

    As a survivor we've doing the same generators and running the same loops for 8 years. There has to be more to this at some point right? Why has stealth been abandoned? Why have not gotten more ways to interact with killers outside of standard looping chases where there is perceived agency for one side? What is the developer's understanding of skill expression in this role and are we actually being empowered to express that skill?

    That is where I'm at, like the game hasn't truly changed, but it for some reason is just much less rewarding and harder to play while still feeling just as undefined.

  • @Luckyfer said:

    I made this post just after I played about 2-3mins getting tunneled by a Nurse.

    I don't think...I KNOW she has to get nerfs.

    The easiest nerf would be to make her second blink not beign able to blink through objects,if Wraith can't go through objects with an uncloacking speed penalty,neither this failure known as Nurse should.

    But we could also make her after reappear or while she is blinking for all scratch marks to not be visible or blood pools,maybe make her the only killer in existence to not get notified when an unhook happens.

    Or maybe just let people that have to face her face no DC penalty,because as much as Nurse mains like to say she belongs to this game,she belongs to beign disabled indefinetly until a healthy rework happens.

    She's one of the most nerfed killers in the game, but her power is just simply strong and she's currently in a healthy place considering the level of investment it takes to get good with her.

    Making her second blink not pass through objects will not help you in the long run. Also keep in mind she can't walk anyone down as she has the lowest movement speed in the game. Wraith can't go through objects period as that isn't part of his power, but it is by design part of nurse's. Most of the time Nurses will get you with the first blink.

    Making her not have unhook notifications won't help you, they'll just run Make Your Choice and then they'll be notified and exposed if you're unhooking.

    Turning off DC penalty is more unhealthy than facing Nurse at her absolute strongest ever was.

    in Nurse Comment by ReikoMori
  • @AetherBytes said:

    Its not cluttered, thats been proven wrong. The issue is it's very visually noisy and confusing.

    For it's size and configuration it is quite dense. While it looks great aesthetically a lot of people are reporting it doesn't feel great to play on. One of the biggest complaints I've seen is that there is so much going on visually that folks are having trouble distinguishing scratch marks from the environment. Also, people having varying levels of how much stuff they can deal with being on a map before it feels cluttered to them. Placement of things is also a factor the doesn't seem to be much clear space.

  • @Phantom_ said:

    The only purpose it has nowadays is for killers to just camp. Considering BHVR wants to "do" something about camping why don't they remove the whole basement aspect?

    Basement is there for the killer to have a place to kick back, relax, and listen to the screams of the damned. You know, have few drinks, polish the murder implements, and contemplate the profound mysteries of the entity.

    Also it's just a pretty classic horror trope to have a spooky murder basement.

  • @toxik_survivor said:

    I just don't get it. The devs literally increased the time to do the main objective of the game. I understood the complaining before the change to gen times, but now? Personally I haven't experienced a severe case of gen rush like it used to be, obviously every once in a while it'll happen but sometimes gen rush will happen, it will never not happen. Maybe it's different in different mmr ranges? As someone at a high mmr range it's always a whole bunch of people that just want to mess around and loop and not really gen rush so maybe it's different at mid to low mmr I'm not sure, but I just don't get how we can never be happy 😖. Gen rush is the least of worries right now.

    They increased the base gen time to 90 seconds, but gens can be done as fast as 60 seconds or as long as 100 seconds. That's a 40 second swing which shouldn't be a thing. There is definitely a sweet spot where the game generally feels good for both sides and both sides can get in a nice game. When the game pace is pushed as fast as it can be it even becomes hard to like playing survivor because I don't have enough time to get points and it doesn't take all 4 to push a game that hard either.

    As a killer I can often feel super limited in who I can mentally afford to play. I am a decent player, but not the greatest and you never know what kind of game you're gonna have. Before I started dodging toolboxes in lobbies I was at a point where I was only playing a single killer using a full gen regression build. Playing any killer that didn't have mobility and built in time wasting in addition to gen regression was just a crapshoot. Some games I'd get to play a somewhat normal game and other times I basically might as well have not played as I didn't have enough time to really pressure the game. Once I started dodging toolboxes I started to have games with a more consistent timing and I found I could play other killers again and stop running full gen regression because one perk or even just general strategy was enough. The game felt better and more diverse to me cause I could try new builds play a range of different killers, etc.

    The game was just better on both sides for me because things were more consistent.

  • @Save_Your_Tears said:

    WHY IS The Walking Dead never discussed as a potential DLC from other players?Is this liscense untouchable?Im sure more than just me would like to see this.Negan could play a killer or survivor even.

    People keep asking for it, but honestly I'm not a fan of the idea of adding TWD.

    Part of that is I already have Negan in Tekken so I'm satisfied with TWD guest content. Having him in DBD would be, for me, a massive technical downgrade after doing 15 hit combo strings into crowning someone with Lucille. I can't be expected to run around rocks and break pallets just to swat survivors with single hits.

    Another part of it is that TWD as a franchise just doesn't have anything to crib powers from. Negan, Governor, The cannibal clan etc. are all just dudes with no special powers or unique skills or even the possibility of maybe there is a special power there. Part of its charm is that these are just regular people at the effective end of world trying to survive. It's extremely grounded to the point that even the zombies aren't particularly interesting or a threat. I get the desire to have whatever your favorite character is from TWD, but I feel DBD needs a bit more unless they wanna make a survivor paragraph or something.

  • @Adaez said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435454#Comment_3435454

    He is better than he should ever be considering it takes so little skill to use his power efficiently.

    People complain about Killers being too strong and requiring little skill

    People complain about Killers who take far more skill also being too strong

    What exactly do y'all want from killers? This is a serious question because I'm at a loss as to what the problem even really is anymore? So what is the actual things you are expecting to see when you play DBD?

    in Wraith Comment by ReikoMori
  • @Skill_issue said:

    it seems more like a stick (for killer) than carrot approach

    killers face camp then we will give the survivors free unhooks (stick) instead of say grim embrace to incentivize going after the unhooker (carrot)

    killer tunnels off an unhook then we will give the survivors a tankable hit(stick) instead of say taking away hit detection to the unhooked survivor to incentivize going after the unhooker (carrot)

    killers cant take chases to unsafe looping areas because of gen rushing/bad maps(stick) instead of say giving killers who are looping for a certain time a built in deadlock(carrot)

    swf gen rushing and finishing the game in 5 minutes (stick) instead of say giving killers noed or even no way out if the game time is less than 5 minutes (carrot)

    survivors can bodyblock killers going to the hook with no reprecussion(hook) instead of say giving killers hitting the body blockers built in broken status effect (carrot)

    hooks breaking for killers so slugging has to happen (stick) instead of say having a hook respawn after a certain period of time of the survivor being slugged

    are there any more that are missing?

    what are the communities thought process on this...can't be the only one who sees it is this way?

    am I missing any obvious ones that did favor killers instead of survivors (dead hard/decisive strike unbreakable combo/boil over)?

    Built in deadlock makes no sense. At least not in the situation you've suggested and it isn't really addressing the underlying issues but just trying to cover it up.

    Giving out NOED and NWO for losing the game in 5 mins is insanely unhealthy. It would be better to address why the game pace can be pushed that fast to begin with when the rough time balance is supposed to between 9-15mins.

    Given broken by default against bodyblockers is also wildly unhealthy. Survivors do have every right to try and prevent hooks and there are perks in the game that mitigate the strength of bodyblocking on top of just generally being helpful in niche playstyles.

    You hook statement needs clarification as you talking about Sabo or just breakage from completing a sacrifice? Now in general there should be no default deadzones on maps where hooks just don't exist or only one exists.

    Killers who have made it a habit to face camp do not respond to incentives or punishments that still allow them to maintain their face camping. People who camp strategically aren't really going to be affected and are already pretty incentivized via perks to opt for riskier plays more often than not.

    People keep suggesting loss of hit collision after unhook and I question whether or not they understand how terrible that is for overall game feel. While survivors do need a chance to escape, killers also need a somewhat equal chance to deny that escape if they make a mistake. Currently with base kit BT that have that chance and killers can use that against them via forcing them to mend deep wounds which eats up their time. Though I wasn't in favor of it as I feel we'd benefit more if a gameplay overhaul took place instead, it is working roughly as intended it seems. It's never been completely eliminate tunneling just mitigate the strength of it.

    Killer in a lot of ways is not great to play right now, but it would be disingenuous to say that an incentive structure method to issues hasn't been used enough. Now could we use more incentives? Certainly, within reason. While I will always stress you should not be responsible for the fun of your opponent you should keep in mind that the game is only good when both sides are empowered to have fun.

  • Then someone should inform Pavel.

    Blight is definitely a killer that rests in my blindspot a fair bit, I don't play him that often and generally I don't keep close track of changes to strong killers.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434433#Comment_3434433

    some addons "survivor" and "killer" can make the chair burn under me, which can fly to the moon. but I'm talking specifically about the power of these killers, who since they were released, have become like legal cheats. one flies through all the textures, instantly reducing the distance and leaving no chance of at least some kind of chase, the other has not yet been corrected by sliding and dpi

    There is no "have become legal cheats"

    That is just Nurse as she's always been and she's no where near as oppressive as she used to be in the past. Her power is what is it is and is just always going to be fairly strong, but over time people have learned how to dodge her. Not every killer is meant to do conventional chases and she has always been one of those killers.

    Blight hug tech and dpi. What do you want them to do that they aren't already doing? They've been looking into ways to deal with hug tech, but clearly it isn't a simple thing to fix, but also not every blight can take advantage of it either. As for dpi, people are going to find ways to bypass the dpi threshold or switch dpi on the fly. At that point you're asking them to probably monitor something they don't have a decent way to do. Even with those issues still outstanding Blight is manageable and even without those things he's going to be the same strength he is now. Sliding isn't propping up an otherwise bad power, it's just tiny unintended benefit along with a very strong power.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434750#Comment_3434750

    I’m not making it us vs. them; in responding directly to things you’ve said. Let’s follow a rudimentary line of logic: Why did survivors received basekit BT? What did BHVR specifically say when they announced that feature? They explained why it was a thing given to survivors—do you remember the language around why it was to be a basekit feature? If not I can summon someone to remind you. Now, let’s consider the anti-camping measure. This one is fresh so you should easily find the answers to the questions I’m about to ask. Why did BHVR say they’re implementing this one? Take your time.

    Why are you trying to start an argument with me as if I've been in disagreement about the added features when I am not.

    You're being exceptionally weird and completely disregarding anything I've said to have an US vs THEM argument when I HAVE LITERALLY BEEN IN FAVOR OF THE CHANGES FOR BASE KIT SURVIVOR! Go reply to someone else and learn to process the things you read or learn to just dang read at all.

    Wow, it's rare I actually get mad on the forums these days, but I absolutely can't stand people just making up weird narratives about my position on things when I go through the trouble to ensure I'm being very clear about what I say. People like you make this community actively worse because even when someone is on the same ideological side as you in relation to things in the game you want to freaking fight people and try to get a petty dunk in to the point of basically making no sense. I wasn't even talking to you begin. Please go touch grass.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434737#Comment_3434737

    You:

    ”Killers haven't really gotten anything that matches the universal base kit additions of survivors.”

    Not true. Patch 6.1.0 was full of deliberate killer buffs that provided what were essentially basekit perks analogous to the survivor’s receiving basekit perks.

    Me, in response to this statement, which tbh undermines your whole point:

    All of the basekit improvements survivors have received are in direct response to restrictive killer playstyles (camping and tunneling). If killers weren’t heavily restricting survivor gameplay, I’m confident survivors would not have received these QoL changes. This is the monster you’ve created (plural you). Now you (plural) must suffer for your hubris.

    6.1.0 was a wide scale meta shake up for every one, but it wasn't even remotely similar to the likes of base kit BT and new anti-camp function that we can start testing tomorrow. You've not undermined my point and I don't know why you want to make this some weird Us vs Them own when I'm literally speaking from a position that favors survivors if anything.

  • Gen rush is the pushing of game via survivor objective completion at rate so much higher than normal that the majority of killers can not effectively keep up even if they were to play optimally. A "rushed" game is typically a game that ends within 3-7mins on average rather than the 9-15min average the game is technically balanced around. Gen rushing is made possible by the combination of gen repair speed increasing perks, items, and addons that feed additional charges into gen progress or increase overall efficiency.

    Gen rushing is not simply survivors just doing their objective normally or optimally, but hyper optimally at an order of magnitude where the killer is bound to struggle against the much shorter time constraints. Killers are not all effected equally as if your killer of choice has mobility or consistent ways to traverse on demand that supersede standard walking for patrols they can mitigate the effect of hyper optimal play. Killers who can't are left with using gen regression perks to make up the difference, but with heavy nerfs and a focus shift from passive to active and situational regression, killers not playing in the upper tiers generally feel unable to contend with the current speed in which trials can take place. With such a sharp variance from trial to trial it generally creates a gameplay experience that does not feel good.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434526#Comment_3434526

    All of the basekit improvements survivors have received are in direct response to restrictive killer playstyles (camping and tunneling). If killers weren’t heavily restricting survivor gameplay, I’m confident survivors would not have received these QoL changes. This is the monster you’ve created. Now you must suffer for your hubris.

    Do what now? How is this remotely relevant to anything I've just said?

    I literally wrote disagreeing with the notion of giving killers a universal base kit solution to gen rushing and responded to someone making a claim that killers had gotten such types of buffs in the past.

  • @H2H said:

    Since survivors have basekit anti-tunnel and will soon have basekit anti-camp and basekit anti-slug, it seems only fair for killers to get a basekit counter to survivors engaging in unfun boring no counterplay gen rush gameplay.

    Maybe the first time a gen reaches 50% it will automatically block for a while or instantly regress a large amount! Maybe survivors will have to take a chase to gain repair tokens they can spend to repair some percentage of a generator!

    Not gonna lie, I don't think there is a healthy way to just give killers a universal base kit solution to gen rushing.

    You would be better served by looking at either restructuring survivor objective in some way or doing a targeted rework of on toolboxes or gen regression. Personally, I'd rather have a rework to gen regression where in the early game it is fairly strong, but gets weaker over time as I do feel killers do need to be a bit more proactive to gain benefit of that nature. I also realize certain killers just can't keep up and that goes to more nuanced design issue that is best solved directly rather than a blanket universal semi-solution. I think we may be at a point in DBD where concepts like 110% movement speed killers shouldn't be a thing anymore and perks should either be doing more niche force multiplying effects or be reworked/tuned to be generally less specific by overall more useful.

    Hexes have sort of been bullied out of killer kits with a few exceptions, gen regression across the board has been severely cut so I think doing a mix of targeted adjustments on both sides would bring better results.

    @MikaelaWantsYourBoon said:

    They already got a lot base-kit buffs.

    And you can't buff killers universally while Nurse, Spirit and Blight exists.

    Killers haven't really gotten anything that matches the universal base kit additions of survivors. You can give killers a universally buff while Nurse, Spirit, and Blight exists because ultimately the three of them do not constitute the majority of play space by design won't really suffer or gain drastic benefits. That is the problem with being that good, things that aren't specifically targeted to you just don't really effect you all that much.

    By design it is pretty hard to give killers any sort of universal buff because the problems killers have often even if the overall outcome is the same the causes and symptoms are different. So unless I'm missing something it would be cool if you can elaborate on what exactly you consider a base kit buff for killers that has actually happened.

    Keep in mind that the rework to medkits and self healing while beneficial to killers isn't something that should be considered a base kit buff. That's a negative survivor balance change as it doesn't directly give killers anything it just makes the overall play more reasonable.

  • @Technature said:

    The devs decided that Incapacitated was too strong to use on anything except killer powers so that survivors can counter them.

    I don't know if it's the right way to go, but I think it's working fine for now.

    It's working fine by not really existing. Only 3 killers have access to it Huntress(with an addon), Twins, and Pinhead. Anything works well when it basically doesn't exist.

  • @Pavel_Ch said:

    on the stream of developers there is not a word about their possible alteration. I don't care about facecamping, fix these two

    They're not getting changed any time soon especially Nurse who is functioning as intended.

    Blight is doing some weird stuff, but I mean it's sorta still manageable.

  • Chopping Mall

    Driller Killer

    Sleepaway Camp

    Rocky Horror Picture Show

    Event Horizon

    Happy Deathday

    Tetsuo The Ironman

    Parfume

    Silence of the Lambs

    Queen of the Damned

    Buffy The Vampire Slayer

    Angel

    Killing Floor 2

    Bioshock 2

    BloodRayne

    The Strangers

  • I'm not being personal about this. I've made no real statements on your person. You are actually spamming threads basically about the same topic and you have been acting in a way that reads as bad faith arguing.

    As for me being weird, I'm always weird. I'm a 35 year old dbd player, weird is my natural state.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434310#Comment_3434310

    1. Sabo was used, I said without any perks or items
    2. Same thing but with unbreakable
    3. Wasn't even comitted to facecamping lmao

    The vast majority of people don't play this game with no perks or items so that is a ridiculous ask.

    You purposely want to see it done in the most suboptimal conditions that you most likely would never play in yourself. Which means you know that it is highly unlikely for someone to give you videos like that. You're now trying to act in bad faith on top of spamming threads about the same thing repeatedly.

  • @1ettuce said:

    Some ppl are really out here telling me that a camping bubba isn't uncounterable and that it's totally possible to get a 4 out against one. So please, show me a video of this happening, without any perks or items being necessary from the survivor side. And also preferably without the bubba being absolutely garbage at the game but we'll cross that bridge when we get there

    https://youtu.be/Mu6zsPsgYMA https://youtu.be/5hP8ImAL-sU https://youtu.be/4VigA3HIEnA


  • @andrewcurran99 said:

    Lately I’ve been facing a lot of Doctors that use all generator regression perks. It is the only time I have ever experienced matches where my team doesn’t even finish completing a single generator.

    You start the match, so far so good, you get going on your gens, then you hear the Doctor start using his power. Bam, you are chased away. He kicks your generator, you get crazy. You go back to generator and he knocks someone down, bam! Jolt knocks you back again. Or maybe no one is down and he gets you with overcharge. Either way, he comes over.

    Maybe you escape his chase, maybe he gets you down, because he times his sparks so you can’t vault or use any pallets (also super cheap). All the while people are healing up, people are messing up on generators. Nothing is getting done. Let’s say you finally get up to finish the generator. Bam! Merciless storm 🙄 Merciless storm on the doctor is absolutely ridiculous. The quick checks are blinking back and forth and all around so you are sure to mess up. Again, you generator is regressing. Now people have been hooked multiple times, people are hurt and have already wasted so much time healing. 5 generators are still left to do.

    I’ll also try working on generators with other people and we will get it all the way up to the very top only for my partner to bust it at the last second and run away. It is so incredibly frustrating.

    I literally just get to a point where I am like, why am I playing this? I just let him kill me or disconnect and move onto the next match. Only, it’s the freaking Doctor AGAIN and they are using the same builds or variations of the same builds!

    can they increase the time of overcharge? I get hit with it nonstop in a match and it is so hard to time the quick time. And merciless storm needs to be reworked on the doctor. It should stay in place like normal. Why does it blink around the screen and make it literally impossible to accomplish?

    Sounds like you are most likely playing with a bunch of new players and getting matched up against a Doctor who seems to be fairly more skilled than you and your teammates. He's a difficult killer to deal with at lower levels, but weirdly pretty toothless once you have people who can handle working in madness and can hit overcharge skill checks.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433859#Comment_3433859

    1. I'm not doing any of that on purpose, I'm genuinely trying to understand hence the ?s 2. I agree that it's punitive, that's just a fact, but to say that it's overly punitive I think is untrue 3. I don't know how I'm making it an us vs them thing tbh 4. I know you technically can unhook against bubba, obviously, but when I say "you can't save against bubba" I mean you can't get the 4 out, at all, that's a problem

    Sometimes you can't get 4 and that's okay actually. Getting a full 4 escape should be fairly uncommon just as getting a full 4k should be fairly uncommon. Not being able to get 4 out against Bubba specifically just due to how people choose to play him doesn't feel great, i get that. It's a situation where you need luck and skill and even with both of those you still might not get 4 out cause Bubba is difficult to deal with when he plays defensively. What I'm wanting people to consider in this scenario is why do they think it is okay to punish certain killers for playing defensively. The situation your describing isn't a "I'm getting camped out at 5 gens" situation which I can understand why people want drastic and punishing changes. The situation you are describing is you've played a full game with everyone still being alive and exit gates are powered.

    You've made it to the end of the game with everyone still standing and still have most of your resources available to you try and make some kind of save even if it ultimately it is only a trade. Why do you feel it is unfair that certain killers have their full capabilities to defend against 4 escape? That shifts from dealing with actual problems to just being punitive for the sake of a "fun for me not for thee" dynamic the way I see it. I want both sides to have fun, but there is a great deal of line shifting going on that pushes into the territory of killers just not being allowed to make things tense for survivors. Killers are not toys, killers rarely get any kill with zero effort on their part and keep stressing that because I see people say it all the time. It's not free, most of y'all aren't just walking up to the hook and accepting death. You're getting downed in chase situations or surprise moments and yet people constantly act as if they or a teammate shouldn't have been downed and should get basically an uncontested escape rather than acknowledging the game is still progress and is inherently unfair by design so that more often than not one or two people end up dead while the rest escape.

    I would lobby the same complaint if someone came in and made a thread about how they want survivors to unable to hatches with keys or for adrenaline to revert back to how it worked in the past where if you were hooked you just didn't get your adrenaline. If they said we should make doors take an extra 20 seconds at base if the finished the game too fast. Because that wouldn't be addressing actual issues it would be punishing just to spite them.

  • @JustAnotherNewbie said:

    Just a random thought that popped in my head. How do you feel about survivors who avoid the killer at all costs? Like someone else is getting chased close to them but they simply hide instead of doing a gen in the same vicinity that is done more than 70% or never being willing to trade a health state/hook state to take a protect hit for you or prevent you from getting killed.

    I understand that sometimes it's required to be stealthy, but what about the teammates who take it too far and the somehow never come face to face with killer?

    It can get a little grating, but I get it.

    Honestly, Survivor stealth isn't really rewarded enough if I'd rather a survivor hide than try to bodyblock or take aggro just to go down if they can't handle chases.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433816#Comment_3433816

    How is it overly punitive? It's overly punitive that you're able to get the save against a camping bubba? Sorry but no, the effort is not there. Getting one hook and then camping it is not effort. If that's effort considered worthy of 1 kill, then getting all the gens done should be effort considered worthy of a 4 out

    The save isn't what's punitive, why are you trying to to purposely misconstrue what I'm saying.

    The things that are punitive are the ways people tend to suggest as a "fix" to Bubba's strength in camping. Camping in the game is a generalized issue, not a Bubba specific issue. Yet, people often want targeted changes to how specific killers function when camping that are in no way proper solutions. They end up being punishments that are often just wanting killer powers to fail or be blocked out for daring to defend a hook. That is what I mean by punitive changes.

    You want to make this an Us vs. Them thing, but I don't see why? Everyone knows how Bubba currently functions and seemingly there is no change coming to how he functions. So the generalized camping issue is getting addressed as it should be, but a Bubba specific change isn't so for the time being we can only deal with a less than optimal situation. You can make saves against a face camping Bubba, I've done it, I've had people save from me when I used to play Bubba, and I've been saved from Bubba. It is possible, but never without a cost. Someone often still dies, but the funny thing is that is normal and expected. A Pyrrhic victory is still a victory. Should it be as hard as it is? No it shouldn't, but for 5+ years of threads it hasn't changed so at some point you take what you got and work with it.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433764#Comment_3433764

    I see your explanation for bubba and that's all I need to know. You're saying you're fine with him being able to guarantee a kill FOR FREE. Sorry but just no. As long as you believe that's fine I don't even see the purpose of reading over the other examples since even if they were uncounterable in your opinion you clearly wouldn't mind

    I'm not fine with it, but I am very aware that there just isn't much to be done. You either risk a trade or don't. If you can blind him or stun him it might help, but he is what he is and does what he does. You want someone to sit here and agree to an overly punitive measure against Bubba and I'm not gonna do that. Not because I favor killer more than survivor, but because I typically don't believe it is healthy to design overly punitive measures against killers or survivors who are just playing the game in a way people don't like or wasn't intended. You're really into making snap judgments about what i think that have no bearing on reality or what I even wrote. I play the game as it sits and have been for 6 years. I have a decent understanding of what it takes to get survivors out of sticky situation and better understanding of what it takes to put survivors in a sticky situation. I like killer more, but I play both sides and I try to be unbiased when I can be, but some situations don't have good counters that allow for everyone to escape. That while not the greatest the feeling thing is better overall for game health than basically every insanely punitive measure people run to the form to suggest. I don't want wholly unstoppable things in the game, but I'm not going to ever side with the notion that killers are getting kills "for free" when that isn't the case most of the time. Bubba is extremely hard to counter completely so your best options are always gonna be leave or trade. Changing his power to functionally break when daring to be near a survivor on hook is a terrible idea.

    Like I said, the effort is there, but it is effort you don't respect or find valid.

    You really should read my other suggestions because they are more often than not quite helpful against those killers.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433720#Comment_3433720

    By endgame I'm referring to when the gates are being powered. I understand the killer's only objective is to defend hooks, but they can secure that objective with ZERO counterplay. Just because you have an objective doesn't mean you should be able to guarantee completing said objective with zero effort. Also don't really know what you mean by bad decision making..as long as someone's on the hook there's nothing you can do to rescue them vs the aforementioned killers

    It isn't zero effort, it just effort you don't respect and see as valid. There is plenty of counterplay to be found when the gates are powered and you still have most every asset available to you that you had at earlier points. What I meant by bad decision making is in relation to a lot of the reasons people go down in endgame. It often is our bad decision making in the moment that gets us at the end of the game.

    Bubba- This one is just a wash, you leave the person or risk a trade. Don't throw the whole at team him you should know better.

    hillbilly- He can only go after one person at a time, his recovery is pretty bad, and his power literally moves him away from hooks it's another trade situation, but with better chances to save during trade.

    oni- See billy strat above, just spread out so you don't get splash downed.

    plague- She can't even down you with her power unless she has corrupt purge up. I see no problems making saves against her unless you 've let her get corrupt purge in which just wait out. It doesn't last that long and then she's just an m1 killer.

    huntress (particularly with cooldown addons or iri head)- She can only throw so fast and iri head shouldn't be making things that much harder for you considering she can't carry more than one hatchet no matter what she does. If 4 of you made to endgame against iri head then I don't see what the problem is.

    , trickster- Unless he's running cuff links to get exploding knives he can only focus one of you swarm him and he 's not gonna have enough knives to get all of you. He's like one of the absolute worst campers because he needs to expend far more effort and resources to get like a 3rd of the value.

    pyramid head- Are you having problems with his ranged attack? That's the only way I can see you having issue there.

    stbfl- If you've all made it to the endpoint alive I'm gonna assume unless the killer never did anything offensive they will probably not have that many tokens for this to be an issue. If they do then that was strat from the beginning which is an insane amount of effort to go for.

    myers- If you have opened the doors you just wait out T3. If he has infinite T3 then you need to leave, period. It's not gonna make you feel dominate, but it'll still be a W if you leave

    pinky finger- Clown'? Really? Just swarm him to force trade and make him reload then dodge.

    original pain- Original Pain just cause deep wounds? How is this a camping problem?

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