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ReikoMori

ReikoMori

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ReikoMori
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  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397839#Comment_2397839

    Cool semi-tier list. I'm glad I just stated my opinion about my pick of worst killers so that I don't have to go into arguments about opinion based topic.

    image.png

    Glad we have come to this understanding

  • @Kebek said:

    The thing is, that' really hard to say since all killers are kind of decent at least.

    If I had to pick 3 that are imo some of the weakest ones compared to others, it would most likely be trapper, legion and as much as it saddenes me, possibly even Myers.

    (please don't buff trapper I dread of playing against him more, let him be bad just for my sake / jk obviously)

    Clown's not decent at all. He has no map pressure and his chase potential is middle of the road at best.

    Trapper needs some love, but he also synergizes well with perks cause he's all m1

    Trickster is...not good. They've made his 1v1 in open air chases really strong, but they've done literally nothing for his 4v1. They also took a chunk outta his base knife count so he does need to reload more frequently and it takes 30 knives to get main event. So he's just sorta in the same bad position he was just now more annoying.

    Legion...All I can say is Look How They Massacred My Boy

    Pig is better that folks give her credit for. She's one of the few killers whose power forces survivors to slow the heck down. She's not great in chases, but she's a stealth killer so chasing is less important than stalking someone from box to box. She still has mind games at loops with crouches when survivors aren't pre-dropping palettes and holding W to the corner. Not great, but no where near the worst.

    Blight, high skill cap high tier killer.

    Nurse best to ever do it. Survivor slayer since the day she dropped

    Spirit maybe the most hated killer in the game since Legion got put in the grave. She's strong though when the game isn't broken.

    Doctor he's fine. He is a healthier place gameplay wise and gets the job done without too much stress. Horrible chase music though.

    Pyramid Head's never been the same since they nerfed his thicc booty, but he can hit you through walls so not gonna complain.

    Plague(ThePlagdude) She exists? Like she doesn't really suffer too much in anything, but she doesn't excel at anything either

    Hag she's fine. Generally if you're getting her traps out and making smart plays you'll win

    Myers(Daddy) people say he's bad, but he has an insta down, good addons and the longest lunge in the game at tier 3. The only thing that has changed is the speed in which the game is played around him. He's mid imo.

    Twins, Charlotte's boring, Victor is based and combined they've managed to break the game despite not being particularly good. We have never truly recovered from their release.

    Nemesis, he's not particularly strong and his power gives out free sprint burst. Zombies either do nothing besides be radar dishes or get used to keep you from eating enough infected wheaties to get you big boy tenta. He is comfy to the play though. He's the most comfy killer and moves at 4.6 despite the size. Low mid.

    Deathslinger(yeet haw) He's not playing dbd which is too his benefit. He's also no playing red dead redemption which is to his disadvantage. He's good enough that people hate him, but not cool enough to have a beer with John Marsten and thus has to fight the level geometry for all eternity.

    Freddy(Sharphand Joe) A true rags to riches story. He went from a killer who couldn't play the game and is now a killer that CAN play the game fairly well at that. Dev team did a good job(do the same Legion)

    Wraith(Speedbonk) It's your boi Wraith! He's finally been buffed enough to the point where we might have to start keeping an eye on him. Like I don't think he's high tier, but please do not make him any faster. Like I think we're hitting the upper limit of how much speed is safe for him.

    Billy(Of Hills fame) He was one of the 5 power characters of the game. Honestly I don't think overheat was needed for him, but we got it so eh. He might not be top 5, but he's still top ten.

    Oni is reverse Billy as rather than overheating due to power use he has to instead warm up to use his power anyway. Between top knot, flicking, and being able to drift around some terrain pieces. He's ok if you can get you blood fast enough. Which to me makes him just below Billy.

    Bubba(Saw is Family) He's went from camping because he is an ultra defensive killer with bad chase potential to being a killer who camps just because they want to. That is to say his changes made him really good at running folks down while still maintaining his cut everyone who steps into his no no cone. Yet you can take the tents outta the Bubba but you can't take Bubba outta the tents.

    Demogorgon(Bussygorgon) He's got a little bit of every thing. Tracking, chase potential, quick palette breaks, teleport trapholes, He's not great a single thing, but he's decent at many things. Probably taught Victor how to pounce.

    Ghost Face is better suited to the current game than myers is, but at the same time he is objectively a worse version of Myers. He's daddy myers with guardrails and a instagram. He gets his power up front and can stealth and crouch. Unless someone looks at him then he loses stealth, power, and has to play the game like a pleb. Myers likes it when you watch him watching you while Ghost Face is like me and has a panic attack at getting noticed. He can teabag though .

  • @Zokenay said:

    I mean, Hexes are meant to be high risk, hight reward perks, so if it gets found fast, bad luck.

    Also some survivors can sorta figure out what Hexes you might run, Undying pretty much guarantees a Devour or Ruin to be on the match.

    Gotta take in mind, that if a survivor is going out of their way to find totems they arent expending times on Gens.

    If youre worried of your totems being found quickly you could use Undying or Thrill to protect them a lot easier, or simply not relay on them so much, ive seen a lot of killers pair Ruin with Pop despite not having synergy with each other at all, since if you lose Ruin you still have Pop after to help you.

    Most hex totems aren't high risk, high reward though. They are high risk, medium reward most of the time.

    Ruin has a useful effect if you can cover the map quick enough to generate constant pressure, but it only has an effect if you stop working on a gen so if you never let go on m1 Ruin has no real effect on the game.

    Devour Hope is high risk high reward.

    Third Seal is trash and belongs in the garbage

    Haunted Ground(Ghost Graveyard for you tru3talent fans) is zero risk and medium reward.

    Undying it's job is prop up another hex so it zero risk medium reward

    Blood Favor is high risk, medium reward. Blocking palettes might clutch sometimes, but good survivors extend loops even without palette.

    Crowd Control same as above just replace palette with windows

    Lullaby has high risk and almost no reward like most huntress perks

    NOED(ha!) before exit gates are powered no risk no reward. After exit gates power high risk, medium reward. Somebody might be left for dead, but if you get the door open and leave the killer can't harm you.

    Retribution is a hex perk that keeps track of dull totems and narcs on people AFTER they break them. medium reward, low risk.

    Thrill of the Hunt it exists to prop up other totems, but isn't quite as useful as undying. Has not aged well

    The wiki lists Thanatophobia as a hex perk weirdly so I'm gonna say it's zero risk high reward. Best hex in game.

  • @Vulgun said:

    There will be no justification, nothing like that at all; I'm going straight into the change and I want you to see what Decisive Strike could be, if it were handled in a manner that was fairer to the Killer. This is a pure anti-tunnel perk in one situation and one situation only.

    I've decided upon making three particular changes to the perk; two are much more noticeable while the other is so subtle that you may end up missing it the first time through.

    Here we go.

    Decisive Strike

    Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. Upon being unhooked by another Survivor, Decisive Strike activates for the next 20/25/30 seconds.

    • When being grabbed or picked up by the Killer, succeed a Great Skill Check to automatically escape their grasp, stunning them for 5 seconds.
    • Successfully stunning the Killer will disable Decisive Strike for the remainder of the Trial and result in you becoming the Obsession.

    While Decisive Strike is active, the following interactions will disable it:

    • Repairing a Generator.
    • Healing yourself or other Survivors.
    • Cleansing a Totem.
    • Unhooking other Survivors.
    • Taking a Protection Hit.
    • Entering a Locker.

    I've highlighted all of the less subtle changes, but the subtle change is still there. To whomever finds out what it is and points it out, I'll give my full reasoning as to why I decided to change the Perk into what I think it should be in another post.

    The protection hit system is known for it's buggy detection rate so I doubt it would be good to rely on that turning the perk off.

    If they jump into a locker like or not it is an evasive tactic. Just walk away at that point though I would say turn it off if they gain a health state by any means. So if they are inner strengthing in the locker they don't get D-strike.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397171#Comment_2397171

    I dont know about that 2bh. Look at Coal Tower for example. This map has all the loops and a decent main building for survivor but killer and survivor can agree that it is a very ballanced map, especially because of its small and relative simple map design. Imagine we would reduce generator repairspeed on a map like Coal Tower, Chapel or Saloon... would be unplayable for survivors. Not to mention that repairing gens is one of the most boring thing in the game but thats just a sidenote.

    On top of that genspeed is very hard to fix, while changing the size of maps is not. There are so many parts that have to be adjusted if they decide to increase genspeed - Perks and also Map layout specifially.

    Coal tower is one of the oldest maps in the game and was balanced when gen speed was base 100s. It's hard to unbalance a map when it's basically the training mode map.

    On the other hand you have maps like Shelter Woods, Temple of Purgation, and RPD which are massive. Shelter Woods is another old map that existed in the longer gen time era and despite it's size it felt pretty balanced. Now with base 80s time the amount of distance one needs to travel along with the loops being on the longer side time could easily not be on your side unless a team three gens themselves. What that map has going for it is that you can at least navigate it smoothly. as it is mostly just surface level. Things can get a bit eh on Temple of Purgation's tilesets cause of underground gens.

    To address perks, genspeed perks for survivors rarely ever get adjusted, but the base gen speeds and gen related killer perks have all been adjusted multiple times. Usually for the worst except for Dying Light which is better now save for the 33% increase for the obsession.

  • @Caramel_Marie said:

    Had a game last night where I was actively doing gens and rescuing/healing survivors. Had BT and Botany to be altruistic. In return, I get a Meg spamming the locker door on me while I was inside (to counter BBQ on my way to saving a Claudette on hook). I admit to being bad at looping usually, so I use Distortion to help me stay on gens and be able to save more easily if I can’t be close enough to counter BBQ. Meg got unhooked by a Claudette who went down right at the hook, so, out of tokens, I went in a locker so I could have a clear opening for rescuing Claudette. But Meg felt the need to spam open the door on me so long, that the killer picked up Claudette, hooked her, saw Meg’s aura, and came all the way over to her trolling me. Once the killer is within feet of us, Meg sprint bursts away and leaves the killer to grab me and hook me from the locker. I tried spamming the button to exit, tried fast vaulting out, but she had me completely trapped. I don’t think this is fair in the slightest.

    Yeah, that's been a problematic feature for years. It's funny animation and all, but they really should address that people can trap their own teammate because that animation takes precedent over leaving the locker.

  • @xEa said:

    Survivors slowed down? You mean gens i guess, right?

    If its about suruvivors movement speed: No, not at all a good idea.

    It its about gens: I disagree. Its not genspeed, its map size. Reduce the size of some big maps just a little bit and we should be good to go.

    It's both gen speed and map size.

    Maps keep getting bigger and base 80s gen speed combined with the likelihood that in most games survivors with start spread out and near a gen sort of means before a killer even has the ability to move they are at a disadvantage in terms of map pressure. Factor in a lot of killers not having ways to pressure the map it can be a bit much at times.

    Gens used to take longer to do by default and maps used to not come out to be gigantic. It would be nice if either one of these things could come back. Like if you want larger maps killers gotta have more time to work their way around that map. Then again kicking gens now runs the risk of you getting your eyes replaced with fireballs so who knows.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2397109#Comment_2397109

    They never revealed this "final prize" until after the hotfix though.

    It was literally on the picture using the bloodpoints symbol the entire event......

  • @Bwsted said:

    There's nothing nonsensical. It's simply an opinion, just like yours or mine.

    And opinions are allowed to be expressed and heard.

    Here's mine. Fun of everyone in the trial is important, within reasonable limits.

    It's cool you're having fun. Your fun is not the end-all and be-all. Hunters were having fun too in Deathgarden. Past tense only. And that because Scavengers' opinions were being ignored. I guess fun was good till it lasted.

    Try to be a little bit more open-minded and less partisan. Not everything has to boil down to us-vs-them.

    The game itself should generally be fun in and of it self. A lot of times it feels like it is left up to the killer to facilitate everyone's fun which sort of sucks.

  • @GrimoireWeiss said:

    I'm pretty sure this double BP event is just a lame way to try to compensate for console players. They never mentioned it until after the latest hotfix after RE chapter didn't fix #########.

    The bp event is a reward from the crown unlocking event. It was the final prize tier.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395507#Comment_2395507

    How do you not see the irony in calling me elitist when I'm complaining about having wasted money?

    If I was elitist, I wouldnt care. I'd have enough money to sweep it under the rug.

    I don't throw money away. I spend it on things I believe have value.

    The Hot Bod Billy cosmetic had value to me and it is only available with Auric Cells, so I needed to pay real money for it.

    You have no place to judge me or the reasons I place value in things. Even the lowest classes of society place value in material possessions.

    The cosmetic I purchased is now available for free. I feel cheated. I feel like I wasted my money.

    I don't like wasting money. Period.

    I lament my decision to purchase this cosmetic. BHVR has proven that money doesn't buy me anything I cannot earn for free. I will not be giving them any more money. Period.

    That is the purpose of this thread.

    So what is the purpose of your response?

    Let's break down what you posted.

    "The premium sticker tag tells me that only real-world money can buy this item, and no amount of time invested in the game will help me unlock my purchase. It is a signifier that this item is one-of-a-kind (even if it exists in a virtual mass market), and therefore holds intrinsic value as a product which I can possess."

    Here you are mentioning the value being tied to perceived notion that the skin was one-of-a-kind(unattainable w/o cost)

    "Most companies recognize that when customers purchase a cosmetic at a premium they are paying for the exclusivity of an item. Part of a product's value is derived from the amount of versions available.

    The more options available, the lower the value of the product.

    This is a concept I'm sure many of you are familiar with, as taglines like "One-of-a-Kind" or "Only X number of copies have been made" are popular selling points for lucrative items."

    From the same opening post we have you talking about paying for the exclusivity of the item and stating that more options lower the value. Even though, that was never promised to you from the get go and is pretty sus reason to buy things. Nobody likes losing money, but in order for there to be a loss you'd need to demonstrate that your item lost value. Which it did not.

    The price of item is still gonna be the same on store, so bare bones dollar value hasn't changed. The perceived exclusivity surround the item was just that perceived, never a true fact. While perception of an object's value is a definite working concept you can see in other games in this instance people are going to have an easy time paying the exact same price you paid to get the exact same item. We're not dealing with TF2 hats and CSGO skins here. You also have the option to just place the game get the variant and have both one isn't making the other go away.

    You might feel burned by this and you can feel however you want. Yet, the way you opened and continued to post comes off as elitist. As for my reason of posting, last i checked it's a free forum and I have a history of posting pretty much all over the place. The real question is what did you hope to accomplish with this thread. Multi-million playerbase and one person feeling a bit put off from throwing cash at the story isn't exactly gonna move the needle.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2395401#Comment_2395401

    https://forum.deadbydaylight.com/en/discussion/comment/2395413#Comment_2395413

    you both get a kick out of trying to gas-light strangers on the internet?

    The issue is that myself and many others paid money for cosmetics we were lead to believe were only obtainable with real-world money. The cosmetics we purchased are now being offered for free. We wasted our money.

    Thats it.

    This practice is a slap in the face to paying customers, and an insult to anyone who would spend money on a cosmetic in the first place.

    If I wanted to gaslight you I'd be a bit more subtle than that, hun.

    What people are have been trying to tell you is that this pattern is NOT NEW. If you were under the impression that you'd gotten something that special for dbd Original killer then you played yourself. Very few people are going to take your complaint seriously when we have been able to watch the company do this already.

    Very few things for unlicensed killers and survivors are guaranteed to be exclusive. That's been made very plain, hun. Also you do come off as elitist when your very first world complaint is that you spent money on a thing you wanted, but now other people can get a slightly different version of it for just playing the game. You could have waited like others did, but you wanted the item right then and you got it.

  • @KayTwoAyy said:

    It is extremely disappointing to see premium cosmetics (Auric Cells Only) offered for free in the Rift.

    As a paying customer, I feel betrayed and undervalued.

    The premium sticker tag tells me that only real-world money can buy this item, and no amount of time invested in the game will help me unlock my purchase. It is a signifier that this item is one-of-a-kind (even if it exists in a virtual mass market), and therefore holds intrinsic value as a product which I can possess.

    I do not support this kind of dubious practice. I will not be paying for future content.

    ---

    To those who may be drinking the Kool-Aid, cosmetic retexturing/recoloring is a very simple task. Depending on the complexity of the model, a single artist could create 3 to 10 different texture variants of a single model in one day.

    Cosmetics with color & texture variants have grown in popularity as in-game purchases because they are incredibly low-cost to make while creating wider appeal for a cosmetic line.

    ---

    Most companies recognize that when customers purchase a cosmetic at a premium they are paying for the exclusivity of an item. Part of a product's value is derived from the amount of versions available.

    The more options available, the lower the value of the product.

    This is a concept I'm sure many of you are familiar with, as taglines like "One-of-a-Kind" or "Only X number of copies have been made" are popular selling points for lucrative items.

    BHVR has said "to hell with exclusivity" and undermined the value of all their products with the decision to include premium products for free.

    My heart breaks for you wounded elitist ego. Really it does, but have you not been paying attention to BHVR's MO or words? They clearly don't want things to be particularly exclusive. Credit where credit is due, they actually care enough about the players to make sure everyone whose active enough gets to have something nice. More than I can say for a lot of other games with bigger budgets and larger teams. I might complain a ton about the direction of gameplay, but when it comes to cosmetics? They've done a pretty good job so far. Rift cosmetics eventually show up in the shop and shop cosmetics eventually slide into a Rift with so minor changes. Everyone benefits. If you want real exclusivity in DBD you should have bought Deathgarden cause then you could have the OG Runner mask for meg and OG Hunter mask for Trapper.

    Not that either of those things matter. If you bought in to a cosmetic just consider it a down payment on improvements in the future.

  • @Nyr0 said:

    This killer is absolutely driving me insane when it comes to playing against him it really makes me want to rage quit and he's just no fun to play against as well, I only have two things that I hate about nemesis and that's the fact that you can not tell where he's going to hit you with his T-Virus, with the Executioner you can tell when he's going use his Rites of Judgment because it lights up the ground before it dose damage and that actually gives the survivor time to react with Nemesis NOPE, and the fact that his T-Virus can go though pallets and not brake them is just absolutely....forgive my language.... BS! you can be standing on the other side of a drop pallet and he would still be able to hit you? pallets are pretty much useless against Nemesis... I also got to play against him on the map Autohaven Wreckers and his T-Virus was able to go through the small walls, the small walls I'm talking about are waist length high walls, and again not being able to tell where he's going to hit you with his T-Virus and useless pallets you can imagine we got absolutely wreck by him.... so please nerf him

    Nemesis can only hit directly in front of him and it's on slight delay. If you look behind you when running you can see this and dodge to the side as the hit box is quite narrow. It's only when you lock yourself into vault or palette throw animations that it's a guaranteed hit. The best thing to do is run through loops and cut sharp corners. You could also use the zombie strat which is to get purposely get hit by a zombie while healthy to become infected. This limits the amount of infection rate Nemesis can gain and if you're able to dodge well enough he essentially can't tier up and is forced into being a m1 killer most of the time.

  • @bibibib8 said:

    I dont know why people complain about that map if you just walk around and explore the room you will love it. Forget about killing the survivor just explore and play hide and seek XD

    People complain because the map has legit issues. Looking at it is fine, but playing in it is a chore considering the amount of performance issues it brought with it and a lack visual clarity in some spots where it's so dark you can't see anything at all.

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386891#Comment_2386891

    well I still think they should at least try some stuff.Yeah some survivors are abusing some stuff and that's not fair but maybe they could come up with something not abusable.ı'm not saying any killer who is near to hook for 3 secs should be punished I just would glad to see them trying bc ı'm frustrated by getting camped due to some people's wish to win I'm not here to please him/her ı'm here to have fun and this behaviour of devs just makes people think like it is ok as a developer ı think it shouldn't be okey cuz one of the player of your game is doing nothing on your game but sitting and waiting

    There isn't a lot left to try and when they used to regular streams to talk to the playerbase they had to come out and say that it's a valid way to play the game. It cuts both ways though you're not here to please the killer, but the killer isn't here to please you. That's the biggest problem with this game is that in order for one side to have fun the other side is seemingly needed to suffer. Also the game is hyper competitive in really bad ways that honestly make a case for having other modes of play to get away from that.

    From a killer perspective, it's what I do the most, a lot of the things that dictate the way we're going to play the game is due to shortcomings the game has that we can't do much about. Killers have a poorly defined win condition as technically killing survivors doesn't make you win. Despite that being the stated objective it's actually worse to sit there and kill a survivor as efficiently as possible. Design wise the devs seem to rely purely on the killer to make the game interesting for you. That's essentially what our scoring is set up to incentivize.

    Problem is that not everyone has the same idea of interesting gameplay and survivors don't really require much interactive engagement with the killer to win. You just gotta get the power and doors open as fast as possible. Chases are nice, but you can get by without them. Since the devs are pretty much against longer objective times or more interactive objectives atm. Slowing the game down for a lot of killer characters requires just making sure one person dies really early.

    From my survivor perspective, this game lacks interesting ways to engage with it and little incentive to drawing things out longer than they need to be. Bloodpoint scores are going to better in longer games potentially, but the longer the game lasts the more likely it is I'm going to lose. Getting gens done fast, without getting hit and/or hooked, and managing a couple of altruism events like healing or unhooking pretty much meets the conditions for pipping. Winning a chase or two is nice, but not really needed. You honestly can get more points by stringing together a series of quick games than having one long one. You're only limit is queue times and the times where you are put out the game early. I don't find holding m1 on gens particularly engaging and I don't mind looping, but I prefer stealth. There should be something more interesting to do that incentivizes engaging with the killer or the game itself.

  • @Wendy said:

    Now let me start off that nothing in life pisses me off more than forced censorship. If people can't handle a few words written by a stranger on the internet they will never see again how will they ever grow a spine to deal with the harsh reality of the real world?

    Now with that out of the way... What the hell were you guys thinking? I run into so many words that can't be said in a post-game chat that have absolutely no need to be censored. I thought Sea of Thieves was restrictive in its language where I can't even say I'll go for a quick pee without being censored. I don't have a full list of words that are and aren't censored because frankly I have better things to do in my life than find what those words entail.

    When I get censored for just trying to type normally I get seriously pissed off though. What is wrong with saying: "Nurse is pretty hard but once you mastered her you'll be unstoppable." Thats what I tried to type to a rank 16 nurse who got 0 kills. Nothing wrong with it right? Well it turned into "Nurse is pretty **** *** once you mastered her you'll be unstoppable." I can't even say 'but'? Or 'hard'? Those are normal english words you absolute thinskinned cocksleeve mother #########.

    Then to add to it. If people can't vent with words, how do you think that will go on the long run? Teabagging at the gates. Facecamping. Annoying ingame behaviours because those can't be censored. Those little wittle words will no longer be possible. So instead of having a laugh with your enemy at the end you will see a bunch of #'s and just have to fill in the blanks for yourself. When do people imagine the worst? When they're left to their imagination. If it's the meaning behind the words you wish to censor, you shouldn't censor at all. If someone is racially sensitive they may misconstrue what someone else says if it's a 6 letter word that is being censored.

    Atleast give use the bloody option to turn it off.

    If people need to vent they can do what normal people do and go have a smoke or write in a diary. Considering a lot of the "venting" in DBD's chat is racial slurs and homophobia. Also get off the "if you can't handle harsh words in a game how do you expect to deal with the real world" stuff. It doesn't matter what you're doing have enough respect for yourself to respect someone else. If you can't handle your frustration without getting on someone else's nerves then you need to sort yourself out.

  • @Bluerry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2384780#Comment_2384780

    ı don't care about wining saying again and ı'm here to have fun you just keep ignoring this part ı'm playing a game ı want to do some stuff in game not to sit in front of you bc you want to win ı really don't understand why are you against this point if u are so god damn worried about loosing so then camp but it just means not survivor you were loosing it is you who can't accepte to loose and camp for it don't put the blame on me and yeah loosing is suck but when you are getting camped it is not loosing it is a waste of time for a survivor and if someone just makes me sit and not play the game i think that should be punished ı don't care survivors are being too good for you to play normal yeah it is rough most of the times still it is just a game you don't have to win always I'm not talking for survivors or killers this is my opinion for both sides to enjoy game more your point of view is just for killers if u are enjoying camping someone to death ı don't think you are playing a game at that point youare just waiting to play for easier game that's all

    I never said that you must play like this ı ve no problems with you ı want devs to change it until then you are all free to what do you want nothing can stop you yet this doesn't change the things that I said

    As many others have stated before the devs have tried to change it at a mechanical level multiple times over the years. I won't belabor the point because others already have, but I can breakdown the results.

    1. Longer hook timer: When this was a feature what devs and players discovered is that the game felt sluggish even without campers. The game simply wasn't fun if you were having to wait super long to die even while not being camped. It also just made it harder to get sacrifices. End Game collapse didn't exist then so it was pretty rough.
    2. Stopping the timer: Survivors caught on that you could turn every save into a hook swarm to force a killer into camping and gain infinite time to make saves. Gens didn't get done, but killers essentially just couldn't do anything else for long stretches of time. Survivors found it fun, but the game just broke.
    3. Emblem Loss: That's what we have now and it's pretty severe as it is. The reason it isn't a high deterrent is because generally speaking people whose only playstyle is camping don't care. When you see Red Rank campers you're usually dealing with players who know how to proxy hooks and generally game the scoring.
    4. Perk based counters: Both Survivors and Killers have respective perks meant to counter camping to a degree, but what everyone has learned over time is that there is a limit to what you can give people before no one has fun anymore. We've pretty much reached a point where survivors have enough perks to negate a lot of camping's potential benefit and enough killer perks to in theory incentivize more active play, but they only work if people use them effectively.

    I agree it would be nice if people just had fun and played more for bp(because the grind is real), but after nearly half a decade people pretty much are just hardwired to be to be sweaty.

  • @Tactrix said:

    I was playing against spirit, I used my flashlight and blinded her, then I moved to the side, she swung directly in front of her NOWHERE NEAR ME, I was directly to the side of her at this point and still managed a hit. This is the type of garbage that makes this game suck. It's one thing if she blind swings and hits me kind of near her, it's a completely different thing if she hits me standing on her side while swinging in front. Fix this game or get some programmers that can understand how hitboxes should work.

    So killer attacks are actually hit cones. The dbd models have a hit capsule(3d pill shape) that is a bit bigger than the actual model within. So if you moved to side then you were still in the cone according the hit registration's calculations.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363950#Comment_2363950

    I've gotten it a few times randomly but i wanna force go there lmao, i like it! i know the map mostly from RE:2

    They aren't currently letting people force the map because of the large amount of performance issues being reported with that map. Maybe it will change with the update on the 27th.

    RPD is a pretty looking map, but a lot of it is is too dark to see anything. That on top of frame drops, audio issues, weird invisible geometry moments and couple of infinites sprinkled in. She needs a looking at.

  • @lauraa said:

    When I play a killer like Spirit, Oni or Bubba, I am quite mindful of how I play. I go in with the mindset of wanting 12 hooks and have some nice back and forth interactions. I typically hook immediately and try my best to not proxy camp, tunnel or slug. if I can play Bubba and not face camp, then surely I'll be a saintly Twins player that's best friends with survivors.

    I got Twins yesterday, and the matches seemed to have been kinda fun with interactions on both teams. But there seems to be a bit of a....misunderstanding, surely? One minute I'm chasing one survivor, then before I know it 4 survivors are slugged on the floor.

    I never tunnel, but I keep waking up and accidentally end up tunneling somebody.

    On my second Twins match, I realized after the game I made one survivor die with 366 bloodpoints....oh my god I didn't realize that I'm literally scum of the freaking earth. I've never even gone that far with full Basement Trapper.

    I'm literally trying my hardest to play as clean and ethically as I can, and I'm being mindful of the survivor experience as best I can because I personally want to die when I face the Twins, but games keep ending in disaster...why is this so HARD? What am I doing wrong?

    I feel like whenever I hook a survivor and I don't pack Viktor and run to the opposite side of the map and count to 30 blindfolded, I'm a POS who deserves a painful end or something.

    I just want people to laugh at my antics, put in their best and have a good time. Is that just impossible with Twins? Or am I still too inexperienced to see the Light? If it helps, my build is Bamboozle, Lethal Pursuer, Thrilling Tremors and Starstruck

    Play them however you want to.

    There isn't a playbook you have to follow or any rules to adhere to. That said the Twins are pretty much just hard for survivors to deal with as while Charlotte is lackluster, Victor is quite good at downing people. He's fast, small, doesn't need to respect palettes with the right spacing and provides overwatch when you're controlling Charlotte while he's unleashed. Their design is pretty different when it comes to how survivors usually want to play the game. Slug juggling is just sort of what happens since your downs are likely to come from Victor and little homie can't lift. By the time Charlotte lumbers over you're gonna probably find another survivor nearby trying to make a save and end up downing them.

  • @MikeyBoi said:

    Console player here and on the Series X, but I think PC should be optioned out of crossplay. I can’t turn crossplay off because if I do I’m only finding people with a newer gen series console which leads to 45min queue times 🙃.. Biased opinion but PC to me is just an edge over console too much for a game like this especially M&K killers..PC can use a reshade program to make the game look prettier but more brighter and colourful too, PC can use 1080x1080p for stretched resolution to see over and around unsafe loops such as rock fillers on Macmillans for example from a survivor/killer pov and can uncap frame rate beyond 60fps. People are buying accounts with every Survivor and killer P3 with all perks unlocked and not getting banned fast enough nor iP banned quickly either. With all that said I really do believe there is a lot of people that do this more then what people think. I truly believe that cross play on should only be PlayStation and Xbox.. idk about Nintendo switch...that’s it. No PC. There’s no shot that the player base between Xbox and PlayStation combined isn’t equivalent or far off from the entire PC community to not make this happen..

    Is this a big deal? Maybe and I’m sure most of you would think I’m crazy or completely disagree with me on this but I just want my opinion to be heard and or maybe even explained better.

    Console ain't suffering no worse than pc when it comes to cheating though I don't personally view 1080x1080 or reshade as cheating. It's hard to get upset with a resolution change and a texture upscaler when we STILL HAVE PEOPLE WHO SPEED HACK AND INVUL HACK AND AIMBOT. Now I feel for console folks cause you have far worse performance issues on older hardware, but you'd never be able to play the game locked into your own echo system at this point. I don't know if console is the larger player base for this game though. I would say more active.

  • @Snailcastle said:

    the range of this perk is absolutely insane!

    i dont mind about the duration but i dont understand why the range has to be so huge.

    I also understand that they wanted to get rid of survivors blocking the killer while trying to hook a survivor but then decrease the range to about 5-10 meters.

    Getting the exposed status 20-30m away from the killer doesnt make any sense

    It's based on TR so to maximize it's effect a killer has to sink a perk slot or two along with an add-on depending on the killer. Just run away from them when they're picking someone up instead of trying to be a hero.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2370949#Comment_2370949

    The bp economy will never recover from a bloodhunt immediately after an anniversary event. The way i see it, after the bloodhunt is done its gonna be ultra-rare add-on city for weeks.

    Who cares about an economy when we can't trade or sale what we're getting with the influx of bp? This ain't diablo, hun. People actually getting enough bp to make headway through the grind is a win, but then again you're probably just post baiting so *shrug*

  • Wraith is in a position where he isn't op, but if they keep increasing his speed he could be. It's already a bit weird to deal with stealth killers since generally you need to focus a bit more unless you run the perks that negate stealth. Wraith needed the buffs he's gotten, but fast killers who you can't see are the general kryptonite of most survivors. He sort of needs some adjustments to give him some spice. He's kinda just speedy boi bing bong every time you see him which can probably get on a player's nerves, but that's the game.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363071#Comment_2363071

    Seems too unrelated to me. But I do think that's a valid point. Should a perk be able to counter a power? Generally, no. In this instance, I think it it's fair. For one, it doesn't entirely counter it. The cool down makes it that the survivor will only get to use that maybe once. And since that's only one small aspect of each of those killer's powers, it doesn't tip the scales too heavily in the survivor's favor. Now if the devs wanted to implement this buff AND look into extending the cool down, that's fair. It's worth seeing if that'd be more balanced. What's your opinion on extending the cool down? Does that change things for you?

    That's not a small aspect of Freddy's power. If you use that add-on that is just his power, full stop. WoO shouldn't reveal his palettes at all considering that's essentially the only thing he's got in terms of tile management and mindgames when using that add-on. Doctor I don't mind it working on since he can actually use blast and shock. He's not gated out of his other chase option like Freddy is.

  • @selflessnea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361855#Comment_2361855

    Surge has a CD tho so it would kinda of be okay. Also does eruption go off on bleed out downs? Because if not then they already have the code to make surge work on power usage downs

    It says if a survivor is put into the dying state by anything IIRC, but it might not count passed power based downs and basics. Considering how hard it is to go down to deep wounds it just doesn't come up.

  • @Microchipd said:

    Hello i am a new player for the resident evil chapter and i don't know how it all works yet i play on xbox and was wondering when the ptb will go live ... Cheers

    Anything in the current PTB is still a minimum of 2-3 weeks out from now most likely.

  • There is no perfect balance for this game or any game. What balance exist is based on two people dying and two people living which by some miracle that seems to have been kept barring the Dark Times:tm: when killing people was rare and killers turning on the game was even rarer.

    It would be nice to have more time in general to just play the game. You spend so much time in lobbies waiting only to get into a game that is basically who dumpsters who. It sucks. You can't even really feel super comfortable about learning a new killer unless they are strong by default cause you're not gonna be in game long enough to even feel anything out. A lot of us have played a lot of hours over the years, but the amount of people who can just pick up any killer and just go at it is pretty small.

    Most of the time it feels like the moment you start going up in rank consistently on a killer a lot of fun get sucked out of the game. You get to a point where trying new things in your build are interesting at the cost of bp, rank if you care about that, and some of your sanity when you're just getting games where it's either you getting wrecked or people just lining up to be on hooks.

    Game needs spicing up. Or at very least give a mode that's purely for fun. Like All random survivor killer. You get a random killer or survivor, random perks and no starting items or add-ons for both sides. You just play with what you get as killer and survivors can still open chests and find items.

  • @shanny_boi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357206#Comment_2357206

    Well I'm trying to get people to click on the discussion lol so a controversial title is the best way to do it.

    It's not honestly cause this isn't a controversial opinion no matter which side of the street you fall on.

    Wraith's standing is either borderline decent or just on the cusp of being a bit too fast. Not strong per se, just fast.

    If wanted a controversial title you should have went with bring back Old Legion or Nurse is trash tier.

  • @EntitySpawn said:

    Seriously cant be bothered trying to carry players that cant do objectives, cant do a chase for 5 seconds, trade hooks and just lack the basic understanding of the game and perks.

    MMR ain't fixing that. MMR can't fix what basic emblem ranks can't even fix. People are going to do what they've always done on survivor and get carried up the ladder by the one or two competent people on the team. The best you can hope for is that MMR pushes killers who tank their own rank to have less stressful games back to their proper rank where some will stay and play while others quit or go play one of the twelve dying assym games.

  • @Pilot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356257#Comment_2356257

    Ah yes.... Why come with interesting builds & challenges when u can literally play Blight on easy mode and dominate 99% of your matches...

    I don't like you.... You are always the first to comment and give snarky / smartass comments like these that gather the most upvotes..

    Because when killers come with interesting builds and challenges regardless of chosen character survivors show up with the same pool of perks and try a speedrun the game because their scoring is so wildly out of whack that short, crappy games lets them pip while killer needs to force the game to slow down by any means necessary and unless the devs are going to add 40secs to each gen at base then sometimes all you can do is play sweaty meta and then both sides have no fun.

    I play primarily for bloodpoints and would love to have fun messing with perks. When I do though I end up not getting enough bp to make the time in lobbies waiting worth the wait.

  • @CrimsonPotato said:

    Recently, I've seen a lot of killers knock the second to last player to the dying state and leave them to hunt for the last player before hatch opens. While there are a couple of perks that allow you to heal yourself from the dying state, generally, the players are stuck. It might be a good idea to incentivise killers to hook the player instead of leaving them there to keep the hatch closed. Perhaps giving the killer a point bonus when one player remains, or allowing the killer to see/hear the hatch when nearby. Giving the killer a reason to hook the player and open the hatch. I feel like this would better balance the late game.

    We can already see hatch without hooking someone and tend to find it before the survivor does at that stage in the game. When it's open we can all hear it for like a mile away. We can do these without being forced into a potentially bad play. It's on survivors to either help each other or be prepared for worse case scenarios like this. You can't have it both ways though, not entirely. You have the tools at your disposal, but you're going to suffer somewhere else. You're not owed chances to escape just like killers are owed kills.

  • @Bard said:

    Smash Hit

    No changes are necessary to Smash Hit.

    The best execution of high risk high reward; if you make a successful outplay at a pallet, you get a large reward.

    Adrenaline

    This perk is also in a good spot, since it's a massive reward in exchange for a stringent requirement (basically requiring you to win outright with just three perks).

    That said, it could use a little QOL buff to help make team plays with it in solo queue.

    When the last generator reaches 70% progress, Adrenaline gives its user a notification.

    When only one generator remains, all players running Adrenaline gain an icon on their portrait visible to all other survivors.

    Head On

    This perk is, for the most part, completely fine.

    I have no issue with its current effects. In fact, I want to expand on them a little bit to make team Head On plays more viable in solo queue.

    Once Head On is primed and ready, the locker is indicated in yellow to all survivors.

    Balanced Landing

    A little bit problematic, but not the worst.

    The fact that it's as situational as it is makes it inherently less of a problem than other Exhaustion perks, but the ability for survivors who are near a drop to use it as essentially a version of Sprint Burst that forces the killer to waste a lot of time before the speed boost (ie into a building or around a hill) makes it a pain in the ass.

    Increased stagger reduction from 75% to 100%

    Only triggers if you hold the Sprint button when you hit the ground

    Balanced Landing duration decreased from 3 seconds to 1.5

    If the killer attempts an attack or special attack within the initial effect duration, the speed boost duration is extended to 4 seconds

    With this version of the perk, you get greatly reduced value from the perk if you don't use it to bait out an attack.

    This means that once the killer knows you have Balanced Landing (so long as he remembers it) he can largely mitigate its effects by holding back his urge to swing at you as you land.

    In exchange, the perk can now be held (potentially tricking the killer into thinking you don't have it), and it lasts much longer if you can actually pull it off.

    Lithe

    Essentially the same deal as Balanced Landing, but much less situational and used to simply hold W more often than Balanced Landing, making it a bit of a problem.

    As such, it requires a bit of a more fundamental change.

    Press the active ability button to initiate a Lithe Vault while approaching a window.

    Lithe vaults are 50% faster than regular vaults and are followed by a shoulder roll that lowers your profile for 1 second.

    If you use a Lithe vault to dodge an attack, break into a sprint at 150% your normal speed for 3 seconds.

    Causes exhaustion for 60/50/40 seconds.

    This basically means that you win close calls at window tiles, and that goes double for projectile killers.

    If the killer sees Lithe coming and doesn't attack into it, the reward for this is mild; simply a vault speed boost.

    If they swing into it, you get the current Lithe boost on top of the better vault and automatic projectile ducking.

    Sprint Burst

    The most basic exhaustion perk in the game.

    Very strong, but it has some problems.

    • Immobile killers and stealth killers are left with no real recourse against the perk
    • Running Sprint Burst makes your initial positioning in a chase virtually irrelevant.
    • The bane of solo survivors everywhere is a teammate trying to "save sprint burst" by walking (or worse, crouch walking) across the entire map.

    The solution here is pretty simple; low risk, low reward.

    Decreased Sprint Burst's effect duration from 3 seconds to 1.5

    Decreased Sprint Burst's exhaustion duration from 60/50/40 seconds to 30/25/20 seconds.

    With this change, Sprint Burst is now much easier to manage outside of chases, but the effect itself is now weaker (matching the effect of a post-hit speed boost).

    It can still make up for minor lapses in positioning, but not nearly as much as the old SB.

    In exchange, you can more or less rely on the perk always being available for use.

    There's a bit of opportunity cost for using SB instead of a perk that gives more distance, but the low exhaustion timer and ease of use are great.

    Dead hard

    The most problematic exhaustion perk.

    Have you found yourself in a situation where:

    • You misjudged distance to a pallet/window?
    • You tried to transition to a tile out of reach?
    • You flat-out got outplayed at a tile?
    • You got dead-ended by somebody like Trapper?

    Press E and you're good. Get to that pallet, buy yourself an extra 30 seconds or so of chase.

    3+ times per game. Per person. On potentially four people.

    Yes, certain bad players (and bugs) can make it seem like this perk has counterplay, but when used (and functioning) properly is just doesn't.

    This perk needs a full rework. The current version is not only bad by design, but is something the devs have clearly proved incapable of making work on the back end.

    Vault over a pallet into a stunned killer to kick them into the face, extending their stun for an additional 2 seconds.

    For 8 seconds afterward, your blood, scratches, and moans of pain are hidden from the killer.

    Causes exhaustion for 60/50/40 seconds.

    Similar to Smash Hit, but with some key differences.

    Using Smash Hit will grant you an insane amount of distance, but doesn't necessarily cause the chase to stop.

    Reworked Dead Hard doesn't give you that much in the way of distance, but is excellent for dropping chase, as using it places you behind the killer, gives you a head start, and removes all of their means of tracking you.

    Hit Reg is gonna make so many of the changes either completely moot or unmanageable for killers depending on how the server's feeling that day.

  • @NimaKh1 said:

    I'm not gonna ######### on the devs and tell them that their game is terrible, but the game itself just doesn't feel like a horror game anymore. The maps are too bright, and they care more about competitiveness instead of actual scare factor. Make the maps darker, add some fog, add creepy sfx, add more blood/gore, anything to make the game scarier and not just sweaty and competitive.

    The players make it sweaty and competitive more so than the devs do. It's a consequence of stale hyper optimized gameplay with a pretty low skill floor and ceiling.

    Also the game is been out for 5 years. Anything that was scary has been seen a million times over by now. Myers used to be terrifying for me till about year 3 and then I'd played so much of him and against him that it just turned into a flowchart of breaking line of sight, sneaking to gens, ????, profit.

    You also have to consider that alot of the sinister atmosphere you miss was more a product of the previous game engine and graphics being in general worse. The new engine and graphical overhauls to maps have made them even better at conveying dark intense spooky areas, but it's also made things have better lighting. Except RPD which needs to pay it's electric bill. Some of that map is so dark you can't see yourself, the survivors, scratch marks, the hook, a blendette having a smoke next to the hook. So the more progress made combined with the gameplay loop not changing means scary's off the table most of the time.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356460#Comment_2356460

    Yes, I certainly would be surprised given that it happens to me once in a blue moon. Killers I see doing that tend to just be pretending that the hook is too far away when in reality the amount of distance you can cover is enormous.

    And even then, that requires survivors to be staying completely still and having no chance to escape at all, in which case any anti-BM mechanics like what was suggested wouldn't work.

    Considering the trend in map design of being big, hard to navigate and spawning hooks in clusters rather than a more even disbursement it might start happening more often.

  • @Caleegi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355891#Comment_2355891

    Yeah i agree also how about we change DS so it doesn’t even come up anymore you just get confetti insteas

    That would be funny. Don't threaten killers with a funny ask.

    Seriously though, if you're able to think about searching a chest you're probably not really in need of DS. I don't mind the exit gate not deactivating though. Since I can honestly say I've tunneled people to the gate.

  • @GoobyNugget said:

    Oh boy its one of these posts again, fun.

    Simple perk, yet very annoying if you get into a match with a veryyy specific killer running this perk.

    https://us.v-cdn.net/6030815/uploads/XM4IOV0UNVSD/bubba.gif

    So, opinions on Insidious? And Bubba mains i dont wanna even s e e you talk about this perk.

    Insidious is kind of funny I guess, GoobyNugget.

    It's not a problem.

    It hardly gets used even by campers due to there not really being enough incentive to spend on a perk based on standing around. It's an old general use perk that never got much love, but did make for some fun times with old Bubba.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641922#Comment_1641922

    get over gen-rushing, killers. Its necessary against good killers to reduce the # of kills the killer can get. Teabagging is okay to complain abouy, but gen-rushing is 100% valid, especually with combos like Prove Thyself and a BNP. There are plenty of playstyle ways to ckmbat this too, not just perks.

    Doesn't feel nice when it's flipped, eh?

    I see you're trying to do some equivalent exchange based alchemy over here.

    Killers can't universally dumpster an entire team of survivors in 3-5 minutes, don't have a numbers advantage, and most playstyles to combat y'all rushing the game takes more time to enact than it takes for you to do gens and start trying to open the gate. Not to mention y'all choose to gen rush the most during times when people absolutely would like to just play a longer game I.E. events, bloodhunts, and weirdly Christmas Day.

    You want killers to do something different when you're still gonna do the same nut stuff. You want killers to do something different even though the reality is that the Devs have tied killers' hands on the matter since the recent batch of killers are only good at 1v1's, camping, or tunneling because their chase potential is obnoxiously stilted towards neither side doing loops.

    We can choose not to camp, tunnel, slug etc, but if your only tangible effect on the game is caused by those three things cause that is how the killer is designed then your basically saying, "I want to respect DA RULES and should just put myself on the hook". Also survivors rank up regardless if they get dumpstered or not as long as they do a few things beforehand, but Killers literally have to not only get lots of hooks, but also kills on top of making the game last at least 9mins to not get depipped. It's not as if 4k's are helpful to us because we get actively penalized for playing too efficiently.

    Survivors on the other hand get to be super efficient, speed up the game to a pace that's hard to deal with for most of cast and your biggest complaint is generally the BP payout is lower.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2353230#Comment_2353230

    @ReikoMori

    I don’t know which survivors you’ve been going up against and what rank, but there is a lot of interaction at shack.

    Hillbilly alone can provide ALOT of interaction. You have to guess which way he is going to curve and/or if you have time to vault the window. Trapper can set traps and thus you have to chose which path you want to loop at. Wraith, same thing he uncloaks, will you vault or not? I could go on. That is the kind of interaction players want to see… not “oh well I am f***ed”.

    Give me one good reason to add an already boring action (destroying a door) and I’ll agree with you. So far the only thing you’ve mentioned is how powerful shack is. To which I say, some of us that understand how mind-gaming works don’t see the issue with shack being a little more advantageous for survivors who (again) understand how to loop. I’m not talking about the ones who drop the pallet the minute they see a killer.

    Your argument about how a killer having to break a door so that survivors are left with a weaker version of a loop, isn’t convincing enough to warrant there being a door. As a killer I don’t want to feel like I am doing a chore.

    I don't need you to agree with me. It's perfectly fine to disagree.

    The interactions you proposed as an example are interesting, for those killers. Not every killer has mobility, stealth, or traps. I even spoke about a killer who absolutely would benefit from being able to do a "boring action" like break a wall.

    I play against good and bad survivors and I know how to mind game, but when your killer legit doesn't have anything that is helpful to them at a tile like shack sometimes the solutions are found in those "boring" universal actions. You may not like breaking things, but I personally love breaking walls and palettes for tactical advantages so my killers who don't have the luxury of relying on their power at loops can actually create areas where I can make mind games.

    You may not get a lot of people who just hold W till their finger bleeds, but I've been getting red rank teams who pre-drop and sprint around corners or run to the edge of the universe the entire event. Have I managed to beat them? Most of the time yes, but guess who I've played all event, Nemesis. So when people go to shack here is the scenario: They've run to shack, are they infected yes/no? If yes, are they injured yes/no? If yes, run the shack. If no, walk away./ Are they infected yes/no? If no, are they injured yes/no? If yes, will they hold W for pre-drop palette or vault the window for loop, either way try for the hit. Are they injured yes/no? If no, walk away and force them to leave as you have no leverage.

    Now can I potentially mitigate some of this with perks? Potentially, but Nemesis has no pressure if he isn't constantly putting people on the floor or on hooks. I need to manage my time very carefully or else I can easily lose gens at higher ranks. Now I could blow that time running around a building or if given the option I could spend 2 seconds to break a wall that allows me the option of running sideways through something to potentially shorten a loop that is only detrimental to my killer.

    Killers who have more interesting engagements at shack tend to generally have better ways of dealing with loops and long runs by default. When you're playing killers that just has to take it as sits you're kinda just stuck. You can try and mind game all you want, but you can't hide the fact that everyone knows you've got a pool noodle that isn't a threat unless you've already been hit twice and that their getting a speed boost. So punching a hole in a wall at least means if I can make people run the shack in a certain direction I could actually stand a better chance of maximizing my time at that tile.

    Now I doubt behavior will make all shacks have one breakable wall so I'm gonna just walk away from that tile most of the time and go do something productive like slug two people so the once who wants to make love to the shack set up camp or let their teammates die.

  • @Wavy said:

    Currently, there is only 1 window in the Killer Shack. And i dont think Killer Shack is good enough for survivors. Killers can easily play around Killer Shack and easily catch the survivor. Or they can just use bamboozle on the window and force survivors to drop shack pallet or catch them. Killer Shack doesnt give an interactive gameplay for both sides. But with 2 windows, both sides can use their mind gaming skills and it will be fair for everyone. They need to make killer shack interactive. Its not a good building. Or they can just remove the vault blocks. Survivors get punished for playing well, and its not fair. As i said If they make the Killer Shack interactive it will be better for everyone.

    Wavy, stop. Why are you trying to troll this hard? Who hurt you?

  • @Johnny_XMan said:

    With the right build/killer shack can become weaker.

    I personally don’t think it needs a breakable door. Breakable doors are very boring anyway, it provides no interaction between the survivor and killer.

    There isn't much interaction between survivor and killer when it comes to playing shack to begin with. You either loop it or don't. You either drop palette or don't. Survivors get to make both those choices independently of what killer does. It requires no input from us at all.

    It's a structure that despite the name only really caters to survivors and depending on the killer and build you run the reactions you have could range from "might as well just walk away" to "Congratulations you played yourself, survivor-chan." Especially in the current pre-drop every palette and run forward meta things tend to be the former more than the latter. Breakable walls on all the shacks would at least give both sides a reason to loop the shack no matter the killer.

    Like Nemesis for instance can't really do much at shack cause if he uses his power he only makes the loop worse for himself since hitting people three times and giving out two sprint bursts doesn't exactly make a lot of sense. If someone goes to shack and shows they can play it the only real option is to walk away cause you don't have time for that.

    Also breakable doors and walls do provide more meaningful gameplay than you think. There are some breakable areas that if opened actually makes loops longer for survivors.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/2350824#Comment_2350824

    Did i say something related to balance? I never said that this game is killer or survivor side, I just said a fact: this game could be more enjoyable if people aren't toxic

    The game itself makes people behave in toxic manners and fosters a toxic feelings like deep resentment towards your opposition for things that are more so out of your control.

  • @Tostapane said:

    ... But it's the lack of respect that each side has for the other. A game can still be enjoyable even if it's unbalanced, but with all this toxicity around even a perfectly balanced game can be annoying...

    This logic requires two things to be true. 1) That the opposing sides feel the same level of stress and 2) That while the game is unbalanced, which it always will be, that the imbalance is something that doesn't actively make one side's experience worse than the other.

    Neither of these things are true.

    Killers are needed for the game as much as survivors, but killers tend to have a worse time enjoying the game. A lot of the game's current balance is counter intuitive letting them play the game in ways that don't require becoming extremely stressed and emotionally invested. A lot of your time is spent after potentially 5 years of play is still feeling forced to use the same builds and killers. This is the only game I've ever played where the higher I get in rank the less fun I actually have and the more stressed I become.

    Survivors conversely get a lot of leeway to try new things, have a team that can take some of the pressure off and if it you want more than a number advantage you can actively just play their side with actual friends and have way more fun, get rewarded without having to put as much in and still get to high rank. The game caters more to their enjoyment as survivors are getting more and more perks to actively fight the killer while the killers aren't get the support their side needs to make the game less stressful overall.

    Survivors also flat out dictate the base terms of the game because they interact with the game more. Gen times aren't set based around killer needs because we don't do gens, but gen speed has a drastic effect on killer gameplay. There are few perks that are particularly good at slowing gen speed down consistently and can be outright overridden by survivor perks. There have been several points in DBD's history where the game was legitimately unplayable for killers. Thankfully the devs solved those problems eventually, but the fact they happened at all has made killers enjoy the game less and be less trusting in their decision making.

    Killers aren't poor put upon angels by any means. Every player has the potential to be jerks, but to say the game doesn't have a tangible balance issue that leans towards survivors is a bit disingenuous.

  • @RakNieborakYT said:

    The effects of this perk don't change.

    • While healing a Survivor without the medkit, you gain 10/15/20% additional chance to trigger a skillcheck.
    • Each token gained decreases skillcheck trigger odds by 5%

    That's not an improvement. That's actively worse than the current state of perk. Autodidact lets you heal at an insanely fast rate one you have all the tokens. Why would you want to take away the higher speed and reduce skillchecks which also get buffed by autodidact?

  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2350007#Comment_2350007

    Bloodwebs are around 50-75k and when killers are sweating as hard as they have been its not worth it running the very few cakes I can get from my bloodwebs, if any that spawn.

    https://forum.deadbydaylight.com/en/discussion/265208/is-everyone-hoarding-their-cakes

    Why should I play a cake and when the killer sweats not get any return on it. If anything it rewards the killer for sweating while I get screwed. No thanks.

    I have only played killer this event and used my cakes in every game only to be met with sweaty survivors. I'm actively trying to play a longer game so we can all get lots of BP, but they are acting as if they're in a hurry or actively trying to make me depip. Everyone is playing sweaty not just killers. Like have some fun ffs!

  • @EQWashu said:

    The offering is currently disabled for now, but the map is currently available while being monitored for stability.

    The RPD map is still extremely laggy in some areas and extremely dark. So dark I couldn't see the survivors, my killer's hands, the floor, some of the scratch marks, and a zombie. Every other map's lighting is fine, but chasing in some parts of RPD basically requires me to be DareDevil. Pay the RPD electric bill please.

  • @ill_Boston_lli said:

    I'm on console you're on pc I ran you for 3 gens beating me on hook and nodding only makes me laugh. I mean If it makes you feel better to Bm me on hook after a chase like that I guess go right ahead.

    Theydies and Gentlethems

    We've got ourselves a bad ace over here.

  • Do this so I can have trickster stuff all the time. I like neon signs.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347092#Comment_2347092

    Kinda wonder how fortnite has so many licenses if you have to pay annually to have the character. Once they have to renew all those licenses thats gonna suck lol.

    Fork Knife makes 100's of millions of dollars a month. Plus it has the multi billion dollar conglomerate Tencent backing it which definitely offsets the cost. It's already a billion dollar franchise so in their case they probably don't have to pay much for licenses. They probably get lots of offers for collaborations. Hell they did a Star Wars collab that actually tied into the movie

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