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ReikoMori

ReikoMori

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  • @Pulsar said:

    Yeah, DS doesn't need any buffs. It needs changes, but not buffs.

    Make the timer last an infinite amount of time BUT, it is immediately cancelled once you fully heal, work on a gen, or someone else gets hooked.

    Please note, it will not run out if you are slugged or being chased.

    That's not healthy in the slightest. DBD is a game of seconds and how best to maximize those seconds. Two critical out or misplays can lead to being severely disadvantaged. There is no world where DS could possibly be balanced with an infinite timer. The perk even in its current state can s till change the outcome of key situations. During endgame there would be literally no way to counter this. Gens are completed, you're obviously in a safer position injured because you have DS so no reason to heal, and depending on the situation, there may not be anyone left to hook.

    DS needs to keep a tight time window. We've seen what it is like when it doesn't have one. At that point you'd might as well just give a survivor a gun so they can kneecap the killer. It isn't as if DS exists in a vacuum as killers are forced to take the full stun now. Nothing lessens it anymore.

  • @thesuicidefox said:

    I don't see what the fuss is all about. Legion is a lot of fun and can actually be very effective at slowing the game. I just think people are uh... playing him wrong.

    Had a Legion daily, kill 1 by your hand. I put on BBQ, Shadowborn, M&A, and Rancor with duration and KI range add-ons. My entire goal was just to get 4 stacks of BBQ and my daily, getting as much BP in the process. Rank 1 BTW.

    First game granted I don't get the best survivors. All I did was hit one with Frenzy and run off for the next. Between the duration and KI range (plus M&A) I was able to chain like 5-6 Frenzy hits pretty consistently (the first would usually finish mending by the time I got all 4). If I ran up on someone and lost my power I just chase them regularly. If I caught them before my power came back I took a hook. If not I'd try a little bit more for the down but eventually just Frenzy hit them and find someone else. I kept these guys mending for like 10 minutes at 3/4 gens. Got a 3k, one guy DC'd before his deathhook, Rancor the obsession and hooked another guy I downed with him right after. Last guy gets out the gate on death hook. Game was like almost 15 minutes, I walk out with a pip and raw 30k BP.

    That was fun. Decide to play some more. Take off Rancor put on Agi for challenge. Took about 4 games to get 5 hooks in basement but I still 3k/4k those games with between raw 25k and 32k each time. Pips and double pips. One was a safety pip that was a 3e but these guys were actually really good, though I kept heavy pressure on them the entire game. They definitely had to work for it.

    Swap Agi to Thana just to get some extra pressure (I wanted to try Stridor but don't have it on Legion). Played about 5 more games. All were raw +30k, had 2 double pips and 2 perfect games (32k). Mostly 4k a few 3k. One 2k.

    So explain why Legion sucks so much when they are by far the EASIEST killer to get both BP and pips. Like just going around in Frenzy and hitting as many as I could each time guaranteed me iri Malicious and Chaser every game. I felt like a bot at some points, and one game on Lery's I literally chained like 20 hits in a single Frenzy (did not record it because I was full bot mode and forgot LOL).

    Yea sure it's tough to 4k against the good survivors but I still walked out of that safety pip game with 4 stacks of BBQ and 28k.

    Sorry I just don't get the fuss. Legion isn't bad if you just focus on spreading the damage. Best killer to farm with IMO because of how easy it is to get BP. Almost impossible to depip unless you chase one survivor all game.

    The reason why Legion is considered the worst killer in the game is because their power is a really bad fit for the game. The power itself tends to be more prone to breaking and is incredibly difficult to balance against the rest of the game. Killer Instinct and Deep Wounds being non unique to Legion means that changes to them due to issues cause by Ghostface, Borrowed Time, any future thing that relies on either effect also impacts Legion by default.

    Until Oni released Legion had been suffering severe due to having their vaulting and frenzy speed significantly reduced. In a very general sense the Legion would fair better with a more comprehensive rework of their power. You also have to take into account that Legion's power doesn't have true kill potential as it can't down survivors in normal circumstances. Legion also as of Oni update actually lost a fair amount of perk synergy due to the reclassification of their Frenzy stabs as pure power usage rather than a basic attack that applied the Deep Wound status effect.

    It's important to note that Legion was never a "strong" or "viable" killer. Early Legion was plagued with bugs and exploitable design oversights that produced a high amount of player aggravation. A reckless pocket of Legion players went to town exploiting any bug that appeared till there was a pretty negative opinion of the killer. Legion played properly without using exploitable behaviors or bugs wasn't that great of a threat. You'd get high scoring games, but not necessarily get many kills if you were against a half way decent team. For the most part that hasn't changed a great deal. People know how to play Legion more consistently and Legion got fixed then gutted then sort of back to where they started minus the bugs. So they are OK, but they are the least OK killer in the game.

  • None of these are really good ideas. Survivors aren't going to like being broken for what could an entire game, but also being broken doesn't really affect the game enough for it to be an ultra rare effect. Mangled doesn't really matter a great deal and there are easier ways to get it the effect with perks and cheaper addons. Redwood Haft is sort of just bad design from the stance that you don't want Huntress to be walking around constantly wound up. That isn't good for players as it creates a bad habit that should be discouraged. Also giving her tracking tied to being wound up is marginally useful at best and poor use of design space at worse. There are better tracking options in perks and her own addons already. Changing the function of Iri Head needs to give things that are just as impactful without being extremely annoying to both killer and survivor.

  • Claudette is a meme due to the character model's history of being hard to see. Part of this is due to dbd having less than stellar graphical fidelity even on ultra settings. Part of this is due to her having darker skin tone and darker clothing colors that in some cases work extremely well as camouflage. This is then compounded by the previous abundance of stealth play style users who pick Claudette and then proceed to slowly crouch everywhere to avoid detection. The devs has over timed lightened the color of her clothing and people generally don't stealth near as much as they used to. She's still somewhat hard to see in certain areas though and tend to get their teammates killed by getting in the way of loopable object in an attempt to hide.

  • No. In the words of Ivan Drogo, "If he dies, he dies."

  • @Galklife said:

    https://forum.deadbydaylight.com/en/discussion/comment/927227#Comment_927227

    this game wasnt designed to be alive after 3,5 years (noone expected that) and this game is alive because of SWF

    The game is alive because of the steady content stream and the ability to get licensed characters. The game was literally going to die right up until the Myers dlc came out. It not only brought old players at the time back, but brought in fresh players and increased overall retention. SWF was never a driving factor of how this game has survived. It was in the game and due to game's reputation of being buggy, difficult to matchmake in, and not having particularly interesting content it was in the same position as Deathgarden.

    The entire landscape of the game changed with the introduction of licensed content. They got more revenue, retention, and player gain that has steadily increased till now where it has sort of plateaued.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/882462#Comment_882462

    If you are crawling then you are in the Dying state.

    Dying state != Injured state.

    Yes, I know doesn't doesn't equal injured, but I didn't always see someone crawling out. I would just notice that either I or someone else was injured and the time was slowed.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/882445#Comment_882445

    No. It never worked like that and I have no idea why you think it does.

    The EGC only slows down when someone is hooked or in the dying state. This was true since the trailer that announced it.

    I thought it worked like that by design because apparently it stayed slowed down if someone crawled out due to a bug it seems.

  • Is that recent change? Because the timer for egc is supposed to slowed down when a survivor is injured.

  • @Adelstein said:

    It kinda depends on what you're going for, but since his major strengths play around injuring survivors, perks that make healing slower, discourage it, or let's you take advantage of it are probably the best ones for him.

    Sloppy Butcher is probably the ideal pick, Thanatophobia is kinda weak and his TR is too big to really make good use of Nurse's Calling like a Michael or Ghostface would. Infectious Fright would also be really good, since survivors will spend most of their times injured and you have an insta-down ability with him that let's you snowball extremely fast and put immense pressure on survivors.

    Otherwise, information perks that let you see auras or find survivors quickly around the map are also good picks. BBQ and Chili sounds good but you lose your power when you pick-up survivors while it's activated, so it's not necessarily the best choice. You also make a lot of crows run away on your own during Demon Rush so Spies in the Shadows might not be too great. I'm All Ears would be optimal considering how quick he can end a chase, but be weary of the hefty cooldown.

    And something to prevent progress like Pop Goes The Weasel, since he's able to quickly travel around the map like Billy but with no cooldown.

    Ruin or Corrupt Intervention are good too since Oni kinda struggles during the early game.

    Ultimately it's up to you to pick what would suit you best, since your own playstyle determines a lot of what you should be aiming towards, just be sure to use whatever compliments Oni's abilities and strengths the most.

    I would disagree about Nurse's. He doesn't have TR that covers literally the entire map so it quite useful. Keep in mind his charged attack in blood fury can down multiple survivors so Nurse's give you the information of people healing and you dash over there take them down.

    I would say skip Sloppy for Blood Echo, but that is more a personal choice. Other than that like Adelstein said just use whatever fits your playstyle.

  • @kierstynmp said:

    Well not exactly. If im the last survivor i shouldn't automatically be succumbed to death. That logic doesnt really make sense. If you dont have any chance of escaping like you used to id say thats rigged. Especially if i played well through the game, so well that i ended up being the last one, i should have a chance to escape. Thats literally the point of the game as a survivor.

    You have a strong chance of escaping if you approach the endgame properly. If you're the last one left alive and you don't know where the hatch is don't bother looking for it. Get to a door and hide. When the killer closes the hatch you start working on a door. Use your stealth and take your time. You have plenty. You've got 2mins. Getting the door almost always your best bet unless you have seen the hatch prior to being last.

    If you're having trouble moving up as survivor then I would also suggest taking perks that help you move faster and give you advanced warning of when the killer is coming. Spine Chill helped a ton in lower ranks. Also playing in a swf would give you an edge as it can be hard to trust randos. Also you could bring maps or keys. People will give you a hard time for keying out of a game, but as long as it is in the game use it.

    edited for time correction

  • @TruffleTurtle said:

    It seems like everyone is quick to call something toxic. Some of the dumb ones to me are.

    1) looping- what are the survivors suppose to do. I get that its annoying but I don't see it as toxic.

    2) body blocking- this isn't toxic either. You are saving your teammate by sacrificing your health. Just hit em. I don't understand this one.

    I think people like to label things as toxic and nobody understands the meaning of it anymore just like how everyone does not understand the meaning of tunneling anymore because what people will do now is if the killer goes after the same person before he downs and hooks somebody else its apparently tunneling. For those who may not know, tunneling is when the killer refuses to go after anybody else except for you. No, just because you were unlucky and the killer happens to find you again after they left you doesn't mean they are tunneling

    There are a lot of loops that aren't even remotely balanced. Due to their design they provide too much leeway for skilled survivors to prolong a chase indefinitely. The time and potential resource expense to catch them at these types of loops is what gets looping labeled as toxic.

    Bodyblocking can go from a reasonable strat to being toxic if it is being done to the point where you can get anything done. Like I had a game on Haddonfield as Huntress and it was pure hell because of two things; Balanced Landing loops and extreme bodyblocking. Survivors would run to loops where I couldn't get them even in BL3 and basically I'd just have to break the chase. When I did get someone down it was a huge swarm of bodyblocking with flashlights. It would literally be impossible to move in the directions I needed too. Game shouldn't be like because the game in essence took like 45mins because they would rather harass me than do gens.

    Another issue with bodyblocking is crouching in front of the hook is just damn stupid. Killers can only put someone a hook from the front, but the hook swivels for saves. Honestly, that is something that should have been given to both sides by now. That single action combined with team coordination just shuts down certain hooks. Doesn't help that hook spawning on some maps is just god awful. You still find these weird deadzones with one or two hooks while the rest are on the other side of the map.

    tl;dr Things are toxic on a case by case situation. Don't put too much thought into it.

  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/858441#Comment_858441

    you got unlucky. I actually AVOID Ebony Moris when leveling my killers. Ultra Rares aren't ultra rare... None of them. I'll keep 1-2 for Rift challenges but that's it. But you cannot compare the two. Because one heals you over time(now).. but you can just get beat down again. Plenty of killers have one shot down mechanics.. the other takes you completely out of the game and in a LOT of cases, REALLY early. Yet another reason people DC.

    The problem is, the killers running Ebony hard tunnel their asses off. I remember when an Ebony didn't require you to hook them. Down and murder.

    What they need to do is introduce a perk that would allow you to interrupt a killer's mori at least once per match. Which ive already suggested sometime ago.

    That's never going to to happen. The moment you introduce something that interrupts mori kills it would be easier to just delete the animations, the moris. and rework devour hope. Cause due to a highly irrational fear of mori usage a protection perk would instantly be in every loadout. That's bad for business if you actually need to use a mori for a tome challenge. I suggested a change to the core gameplay where killers could choose between killing a survivor outright on death hook or hooking for the final time. Hardly anyone read it and no one even bothered to comment on it.

    With my proposed set up a killer could only get a maximum of two mori kills in a game for a large bp scoring event at the cost of potential emblem score. So you would have to decide whether you wanted a lower emblem score for more overall bp or were you willing to just do nothing but hooks to increase your emblem score. Lore wise you could say is gaining the blood is the killer being overpowered by their own bloodlust vs, following the Entity's command for sacrifices which gets rewarded with more favor or status.

  • @ColgateAdvancedWhite said:

    Previously, in light of the Spirit changes, I suggested players try out the 4k0c challenge (kill all 4 survivors without ever being in a chase).

    For me, I have been doing it for a while before the changes were announced. It's still rather interesting on days when you get dull matches.

    It's a feat requiring some of the highest skills in the game.

    Has anyone tried it? What are your thoughts?

    I think anyone who has ever done Scratched Mirror Myers has attempted by default. You can't really chase people with that build.

  • @Sleephartha said:

    A 50% kill rate would be balanced. Meaning half your games are 4ks, half are 0k. Or, 2ks per game. Instead not a single killer is at 50%. All are above 60. And the highest, most complained about killers are in the 75% range. Is this not crystal clear now why survivors complain about OP killers? And now imagine if we had detail that showed 4 solos vs 4 man swfs. I’d reckon it looks even worse for solos. Probably 80-85% or worse. This game is heavily skewed toward killers.

    75%!! This is a full 25% higher than it should be. And people wonder why survivors like to derank... it’s because the game is more balanced when higher level survivors play lower level killers. Thanks for releasing these stats Behaviour. I’m vindicated.

    This a data set for what? A single chapter? I wouldn't exactly say any of other this smoking gun material.

  • @johnmwarner said:

    You guys who claim DCs are okay are always so innovative with reasons to justify DCing against a mean, bad manner killer.

    Less than one minute into a game, working on a gen with another survivor who gets stalked and downed by Ghostface... insta-DC. What terrible thing was the killer doing that made them screw the team over? He wasn't camping, literally never even got to hook them. He wasn't tunneling, literally the first person he downed. He wasn't using broken Prayer Beads, Iri hatchet, insta saw. He wasn't that terribly broken, over performing Spirit. Wasn't playing "boring forever freddy."

    The killer played the game at all. For a lot of people that is more than enough reason to dc. Asking for justification from someone other than the person who dc'd is like asking a horse why the crapped on your car. How the hell would it know.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/864378#Comment_864378

    At this point I feel the only option for Legion is a complete rework. They are either broken and unfun for survivors to go against, or weak as hell and unfun for the killer to play as. Old Legion was broken, and now Legion has no slowdown potential, which was the entire point of their power now that Deep Wounds are getting nerfed. Devs flat out can't win with Legion outside of a total rework.

    Old legion had a lot of bugs that people exploited. When played without exploiting the ######### out bugs, they were just average. Had Legion gotten timely bug fixes rather than waiting till absolutely everyone was up in arms and screaming nerf them we Legion players probably wouldn't have the world's most gutted killer. It's like there is a disconnect between dealing with the actual issues versus just messing with everything all at once.

  • @monstermaster42 said:

    Unless you play like a complete scum bag then ignore the hate, its just whiney players, if you do play like a scum bag, then just stop being a scum bag, easy

    Even if they do play like a "scum bag" they should ignore them.

    No one can dictate to you how you play the game as long as you're not in violation of TOS you can do what you gotta do to have fun/win/get the e-peen boost/whatever it is you play this game for. Not like survivors aren't going to do what ever it takes to win.

  • @Decarcassor said:

    https://forum.deadbydaylight.com/en/discussion/comment/867769#Comment_867769

    Hag has the lowest pick rate in red ranks and yet is the 4th deadliest killer and 3rd all ranks included.

    The stats also reveal that Huntress is very popular and yet does not perform as great as some players might think she did.

    So no, I don't think that Demogorgon's low kill rate has anything to do with his popularity. He is just weak, for all the reasons explained above.

    Hag has a learning curve to her in addition to being decently powerful. Huntress is popular, but she's also hampered by the fact that being slow and having a skill shot only power takes a lot of work to use. Demo's pick rate can and probably does correlate with his low kill rate while also being pretty average on top of that.

    If you learn Hag well you tend to do pretty damn good. If you learn Huntress well you tend to do alright. If not many players are using demo, he ain't going to have many kills and those who are playing it probably don't equal enough in total to push the stats any further up. Also understand being average in this clusterF of a game is a detriment.

  • Demogorgon was a killer that just worked well enough to draw in fresh blood from the Stranger Things fanbase. It isn't as if Demo has anything is a especially grand. It has average map pressure at best due to the relatively slow speed of portals. After that shred is just ok. It is useful for getting cheeky hits and popping palettes, but you can outplay it. I don't think it's particularly weak or particularly strong. I think that people have just moved on from Demo. His perks weren't anything to write home about. Nancy and Steve were the winners in that chapter. Demo's perks could have been something really cool, but they muzzled the potential synergy of the gen breaking perk. Mind Breaker is hit or miss. Exhaustion is nice, but in such a small time frame it isn't super useful. Not to mention its conditional to the progress on a gen so extra meh.

    In short, he's probably an average killer who has below average kills because he has below average pick rates.

  • @I_Eat_Worms said:

    https://forum.deadbydaylight.com/en/discussion/comment/857739#Comment_857739

    if entity wanted the killers to fight to the death i don't think it would make some of them actually invincible like in those movies (and require some cheesy b movie material ritual), since he basically controls their power (like legion and freddy). if it didn't then myers and all the ghosts would all fight for eternity. so if you just compare the size of them to the bigger killers they look like they would get ######### (except maybe spirit could stand a chance with that katana). and nurse probably couldn't even get her small fingers around the necks of the big killers to choke them lol

    and yes oni is definitely the strongest since its a trained giant oni or samurai who killed a bunch of people, killed a squad of samurais, killed his dad, killed their lord (and ripped out his tongue) and fought off dozens of farmers with scythes and weapons. and looking at his size he could probably compete with Demogorgon since in the show we see steve start beating the ######### out of it with a bat, im sure a trained giant oni with a giant katana and club could do more. out of all the killers, im pretty sure the only killer actually trained for combat, and not mindless slashing, surviving in the wilderness, or planning out a killing, is oni

    The Entity doesn't control everyone's power. Freddy had the same level of power before entering the Entity's realms. I wouldn't say that the Legion have any power at all. It is more accurate to say that they just have help from the Entity in small ways. Would say the same for Ghostface as well. He isn't anymore threatening or stronger than he was outside of the Entity's realm. Spirit and Nurse may not be powerful, but it is exceedingly difficult to destroy sentient restless dead. Even if we take your thought that the Entity would control their powers unless the Entity would strip them of power they could just avoid fighting.

    The only person that could attack Nurse mid phase is Wraith since they enter the same realm when they use their powers. No one can enter the space in which Spirit phases. Maybe oni could harm he there because they share weapons and blood, but there is no way to prove that as a concept. Myers would fight everything forever. You'd need to completely obliterate his body to stop him. Clown's free. Afterpiece isn't gonna do much against other empowered killers. Hag is free as well. Hexes aren't going to work on the rest of the killers long term.

  • @Slay___ said:

    https://forum.deadbydaylight.com/en/discussion/comment/862612#Comment_862612

    Remember those bots that just kept swinging air (auto clicker) and just farmed bloopoints because survivors would run there, get hit, heal and repeat. Those people got permanent bans for it.

    Now that it's very rare, if not obsolete. But who knows, it might do a comeback.

    As for cheats, dedicated server does not block cheating at all. You still send and receive data from the game server which can manipulated.

    Anyway, I didn't find AFKing to be against the rules here: https://forum.deadbydaylight.com/en/categories/game-rules

    But the in-game report screen still lists AFKing under unsportsmanlike option. I guess a moderator/dev is needed to clarify on that.

    AFKing still kills the fun of the game while sometimes the wait times to find a game are long and can happen more than once in a row if someone is trying to derank in hopes of easier of games for example.

    Unless they've completely botched the servers on a basic level. They should be able to identify altered data packets. Failing an automatic check for alteration or foreign data there is still stored match data which unless they made the strange decision to not do cursory logging of match data would not stand up to human review if a report were filed.

    Also with server implementation they should be able to run some sort of encryption in addition to EAC. We'll most likely never know unless something large scale upsets the game.

  • It's punitive petty survivor behavior, but it isn't a hostage situation per se. Nothing stopped the game it just made the experience aggravating for no other reason than you dared to play the game. People who do that stuff are typically just have no understanding how to behave.

  • @Slay___ said:

    Could be a cheat software, for example in shooter games the cheats allow you to set certain angle where it automatically shoots an enemy at certain distance allowing you to set it to 360 degrees.

    Or someone deranking trying to shoo survivors away for faster games, you can hear survivors breathing and footsteps so you know if someone is directly behind you.

    Either way you should report such players since automated bloodpoint farming (AFK killers) are against the rules.

    I would actually advise against jumping to reporting just for a killer being afk. They aren't really going to gain anything from being afk as spending time in the game alone doesn't do anything for the killer if they just stand still. Just run through the game and get what points you can. It's gonna score low due to little to no interaction so it is sort of a wash. Not really worth the report. Now if they had a movement based script that you could prove without any doubt, report that. Though most cheat engine tech shouldn't work anymore now that dedicated servers are running.

  • Never said I didn't have skeletons in the closet. If it helps that was literal years ago. Now I don't even bother trying to kobe. Rarely have ever just suicided because of what was happening in game. I remember doing it a couple of times because I was on a team where someone was following me around throwing down palettes and pulling on lockers I was hiding in or purposely blowing up a gen repeatedly as long as I was touching it. You know, typical antisocial meathead antics that I just refused to put up with.

  • She just needed an addon pass to even out her power curve. Messing with how her base kit functions just seemed punitive to me.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/861888#Comment_861888

    Were you repeatedly dying on the same hook after attempting to kobe?

    https://forum.deadbydaylight.com/en/discussion/comment/861893#Comment_861893

    You certainly implied the impact was minimal.

    If you can punish someone who repeatedly wastes pallets to grief teammates, you can punish someone who excessively hook suicides.

    I did. It was the fastest way to get into another game to try and kobe again. At the time I thought I would just plow through the achievements. I'm not gonna say it was the greatest thing to do, but I also didn't have a particularly strong attachment to the game at the either.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/861875#Comment_861875

    I'd keep an eye on post history before responding.

    I could hazard a guess to the type of post they make. I know the words are wasted, but I had nothing else going on at the moment.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/861860#Comment_861860

    I imagine people trying to do such things would use builds dedicated to such, which can easily be noticed and dismissed as such. So unless you're going to start running Slippery Meat and Luck offerings repeatedly to mask Hook Suicides, that isn't something I'd worry about.

    https://forum.deadbydaylight.com/en/discussion/comment/861862#Comment_861862

    A Survivor deliberately dying early denies Killer points and emblem progress, and it actively lowers the Survivors' chances of winning by a lot. It is not without consequences. Not by a long shot.

    I used to try and kobe with running any of the kobe perks all the time. No one is really going to monitor such a mundane occurrence with punishment in mind. If they did that they could just disable the attempt prompt unless you had the proper perks.

  • @Sign_Spinner said:

    4 gens in 2 mins? that means you failed.

    You should try to maybe approach things in a less arrogant view.

    4 gens in 2 mins means that gens were being repaired at a faster rate than normal. You can easily lose two minutes between finding and chasing the first survivor you encounter unless the survivor is a potato. A game being able to be ended in a sub 6min time is fundamentally flawed imo. 2 mins isn't enough time for any killer to succeed nor should it ever be that way. I don't understand why people think it is ok for survivors to be able to muscle down their win condition so quickly. At that speed neither said is really playing the game much at all.

  • @TAG said:

    I imagine devs have the means to tell who is just intentionally suiciding on first-hook and who is not, so with them taking a seemingly tougher stance on DCing, they should look into this as well IMO.

    You would assume incorrectly. You are given the option to try and unhook yourself or let someone else do it. What if you're just a person who wants to try and kobe? What if your grinding for the achievement for hopping of the hook on your own? You're gonna go through a lot of games until you get the right roll of the dice.

    Honestly, I think it is much better for someone to suicide on hook than just dc. At the very least they hopefully have done something before going down or ran the killer long enough for us to at least get gens going a decent bit. As to killers having to suffer through games? You don't. Just go afk or dc. They can't get anything out of you if you just don't play into their garbage.

    Life is too short to waste any energy on garbage survivors or garbage killers in a trial. If devs wanted to they could solve a lot of these problems, but they aren't priority unless the game starts to suffer on a large scale. If enough start dcing or afking in the basement then eventually something will happen.

  • Legion and maybe Spirit now. Her changes were pretty severe as she lost powerful addons and some mindgame potential. I disagree with the thought that Clown is the weakest. His power being useful in a chase is plus not a minus. He has normal speed. I don't think there is much that can be done for him in terms of map pressure though. He's average with average pressure.

  • @I_Eat_Worms said:

    https://forum.deadbydaylight.com/en/discussion/106318/lore-wise-who-would-be-the-strongest-killer

    spirit and nurse look weak af (they are smaller/skinnier than the default male survivor) they would probably die first in a battle between all the killers

    Well don't sell them short. Spirit and Nurse can't really die because they are both ghosts. They can affect the material world, but also exist into alternate planes of reality. Onryo such as spirit can't be killed by convention or even unconventional means. Nurse is can't really be killed by convention or unconventional methods either. She probably needs to be exorcised or have her physical remains destroyed.

    Hag is the weakest. She's stronger than an average human, but has to rely on her hexes and curses. As a physical being she could be killed quite easily. So could Legion, but they at least have speed and numbers on their side.

    Oni is probably the absolute strongest.

  • You've got medkits and several conditional self healing perks so no need to make it baseline. In almost every scenario self healing is slower than team healing and with the right builds Team healing can become extremely fast.

  • @FireHazard said:

    @Prince0001

    1.) No, Freddy still gives off a Lullaby despite the perks power giving Survivors the oblivious status effect... Freddy by default gives the oblivious status effect to Survivors... so stacking oblivious with oblivious doesn't do anything in his dream state.

    2.) Your 2nd question doesn't make sense i'm afraid... So I can't really answer that one.

    They are referring to the Nemesis perk interaction with deep wounds. Some have said that when Nemesis procs the Deep Wound timer will start counting down due to the Oblivious status effect being applied to the survivor. I've seen conflicting reports though so I can't confirm. Even if it does work I don't think it is anything to get excited about.

  • I'm gonna miss the Onryo window phase animation. It was a very nice touch.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/844390#Comment_844390

    Microsoft bans people for cussing even if it isn't meant in an insulting or derogatory way nowadays. You'll get a result from reports.

    See I come from the land of pc where reports fly into the abyss.

  • @iwantlub said:

    I think we can all agree that "Bloodlust" is an outdated mechanic that was only implemented as a band-aid fix for infinite loops. Now that most, if not all, true infinite loops are gone.. It's high time that the bloodlust mechanic is completely removed or at the very least toned down drastically as it is a detriment to the game as a whole.

    While the mechanic itself is just horrible as the very reason for its addition has since been removed/fixed, it becomes a real problem when a killer actively abuses it to end chases or even down survivors. It pretty much rewards killers for playing poorly and reduces the potential for mind games from the survivor side of a chase.

    Let's reward the players that play it smart and play it good. What are your thoughts on this?

    I remember what the game was like before bloodlust was a mechanic in the game. It was a terrible time. As killer even though you move faster than survivor you'd frequently end up in situations where you couldn't catch up to someone even with a lunge. It made looping situations far longer than they should have been and it made infinites worse back then.

    We have less true infinites, but we still have some insanely long loops. Bloodlust is the only way that killers can manage those situations. Also a good outplay should probably include the survive escaping LOS and breaking chase entirely. if your in a chase long enough for a killer to get bloodlust 2 or 3 then you've done something wrong. Also if you want to counter bloodlust just start dropping palettes. Even if you don't hit you can still for them to play the loop till they have no choice but to break it. Breaking a palette resets bloodlust.

  • @brokedownpalace said:

    Just report and move on. Not sure why you'd even give them the time of day.

    If only reports actually did anything. Might as well scream into some sort of void. You get the same nonresult.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/841935#Comment_841935

    Alright then. Don't ever be happy I guess. No matter what BHVR does, they will never be able to please you. ¯\_(ツ)_/¯

    https://forum.deadbydaylight.com/en/discussion/comment/841934#Comment_841934

    There's a lot of bullshit on both sides. Survivors aren't the exception here. Need I remind you that killer too has a plethora of add-ons and moris that are extremely overtuned and just as obnoxious to go against as insta heals were to go against for killers. Went up against a Trapper today with full meta perks, bloody coil and iridescent stone with an ebony mori. Guess how much fun we had?

    This expectation to be able to fix all the balance issues in a week or two and on a whim is unrealistic.

    By the way, killers can still see survivors through notification bubbles and the auras of generators. It's not like survivors are the only ones with unusual advantages that are not intended.

    There's plenty of things I dislike that BHVR does. There's plenty of things I completely disagree with that they've done, like how they nerfed the Nurse, or the existence of a battle pass in the first place, but I am also not going to sit here and believe a fallacy that they don't listen to killer feedback at all and only listen to survivors "whining" when plenty of things that was requested of them from killers in this very forum is in the game now because of said forum.

    That is the simple fact. It's not debatable. It's not up to interpretation.

    Taking the community's feedback from the forums and giving us a voice is literally what @Peanits job is and I think he's done that job fairly well, considering I frequently do see requests from this forum from both sides make it into the game which often does improve the game's health one way or another and it's the one thing I will praise BHVR for doing right, even if they often miss the mark on many of their changes.

    I don't believe I made it seem as if killers didn't have overtuned tools. Mori aren't a great mechanic because they don't really fit into the game. By design they gimp both sides so I don't see the use in running them except to meme. Your complaint with meta perks is pretty much a strawman argument, but I will entertain it. Would you expect someone who wants to win to not use meta perks? Did anything keep you from using your own meta perks? To be honest if you're stepping in Trapper's traps then that is on you. They aren't invisible by any stretch. B coil and Iri stone aren't exactly game changing addons.

    No one wants them to fix all balance issues and bugs in a week. Gen rush has been a known issue for literal years. This game still has bugs from 2 years ago that they've openly said that they are not sure of what is causing it. That said, we've seen the game gain quite a lot of content and features. Which also came with their fair share of breakages. Now before you or someone else trots out the "Different teams hand X! Its not just one group for everything!". I'm very aware of that. My point is that an issue that has been complained about for literal years could have had more attention given to it.

    As for the rest of what you said. I don't feel one way or the other. I simply stated my observation and opinion. They take community feedback from both sides, but the outcomes produced and the explanations of said outcomes tend to much more skewed towards survivors. Also realize that mechanically speaking, survivors have far less to change than killers. Gameplay wise you're all sharing everything. You're exactly the same. So when something changes for you it isn't a big deal. If killers logde complaints against survivors it would be better to say they are complaining about the game in general.

    When survivors logde complaints about killers those are much more specific in nature. Your complaints are more actionable and matter more. That is a fact. Killer tweaks rarely require a core part of the game to change. So it would not be unfair to say that there is an aire of mob rule when comes to whose issues are getting addressed first. The outcomes also tend to be extra heavy handed. Look at Legion, Nurse, and now Spirit.

  • This is the game in a nutshell. If you aren't playing exactly how someone wants you to play then you're getting insulted. Never could figure that out.

  • @[Deleted User] said:

    Can you please explain why insta heals were nerfed then? Why killer stains can't be seen through walls on low settings anymore? Why Coldwind Farm tiles can no longer be seen through? Why Pop Goes The Weasel got buffed?

    All of these things and more were from killer feedback.

    Instaheals should have never been as excessively tuned as they were for as long as the were. They never intended for people to have an advantage of seeing the red stain on low res settings. That should have never been possible from the start, but again you learn to keep your expectations low. See through walls weren't conducive to mindgames on either side. Pop got buffed because the devs would rather make an extra strength band-aid than just address the issue of gen rush.

    @DarkGGhost said:

    Let's be honest here Devs listen to money and when they see that survivors ( money ) don't like the game and DC will try to fix because one toxic survivor will bring more money to the game that 10 killers. As a killer, you can't DC every time you see a map you don't like or perks your hate because if you do this Devs will only see a baby killer just ragequit. No matter what we say about legion, nurse, spirit.... will make Devs listen and try to fix them because if 20 % of the survivors main say it ok then it's ok. Killers are made with a skill level that when you reach it you can get better no matter what ( i max out with hag) but survivors are so simple that they don't have one and that's why every survivor can win against any killer without perks. So can we stop it now because Devs will never hear killers main and they will do the minimum to keep killer in the game if you don't have fun or you can take any BS just stop playing the game it the only thing you can do in order to make Devs listen to you.

    Note * I like to see the forum and see how far Devs go with every patch.

    Thank for your time

    Honestly, I don't think this is a listen to money situation. I think this is situation where the devs don't view the game the same way players do. Despite saying "it's our game now", there is a large divide in what each side wants out of the game. Killers in general want a more mechanically competitive and dynamic game. Survivors in general want a more fun with friends game with less overall less competitive focus. Now both sides have their "We only play for purely competitive or purely casual" focused players, but the majority of what I've seen and experienced is that killers tend to be the more competitive side.

    And it is sort of that way by design. If you're alone you're going to be more goal oriented and focused. All the "fun" aspects of the game are on the survivor as that is where any semblance of "Horror movie" moments exists and you also in general have others to play with. Survivor is a much more social experience. In terms of numbers I think dedicated survivor players outnumber killers which I would speculate is also by design. The game only functions if either everyone plays both sides equally or if survivors outnumber killers. matchmaking breaks down hard when killers start to outnumber survivors.

    If I had developed this game I would probably have found myself making a lot of the same decisions. I think the playerbase would be better served if the game chose one identity and went into it very hard. Even at the risk of alienating a portion of the fanbase. Either be a very fun, very social, very non competitive multiplayer game or be a highly focused very dynamic competitive game. Cause at this point most changes make no sense competitively and hearing and reading "X wasn't fun for survivors so X has now been changed/removed/reworked" is very irksome. Also being a killer main and watching your killer of choice get gutted when a lighter touch was all that was needed is insanely aggravating. People quit the game over that kind of stuff all the time.

  • "Quality of Life changes for Survivors"

    Excuse me while I laugh myself into an early grave. This is what I talk about with my friends from other games that are considered competitive. You can't take this seriously when one side is dictating what their opposition is allowed to do. It's barely even fun casually when you see your favorite killer yeeted with a nerf bat to such a degree. Addon passes shouldn't come at the cost of basekit stats to such a degree. Also 4.2ms ULTRA RARE XD!!! What the hell is that about?! Who is really sitting down and saying "Finally, I can move at game start Myers speed with Nurse! Now, with this movement speed and SINGLE BLINK I SHALL KILL THEM ALL!"

    That said if you're still enjoying the game, keep doing that. Just take my advice and sandbag enough games to hopefully protect your killer from whatever draconian balance team lurks in the shadows.

    One more thing, rubberbanding blinks! Literal motion sickness inducing rubberbanding blinks due to server ticks! XDDDDDDDDDDDDDDDD!!!111!1!!!11

  • Dying Light is still bad perk even after the rework. Pop, Ruin, Thana, are band-aid fixes for a long standing problem. Discordance and Surveillance don't slow anything down it just makes you more aware of gen status in specific conditions. Thrilling Tremors doesn't stop gen rush if survivors just do the smart thing stay on their gens. It only blocks gens that aren't being worked on. Surge sucks because it doesn't combo with any other gen slowing perks.

    I've been saying this for long time now. The game has not evolved in regards to its core gameplay. It should take more dynamic interactions both sides to win. We're three years in and that hasn't happened yet. They will find time to take collision of phasing and doing a light addon pass, but can at the very least increase the timer for gens to 95secs base?

  • @thesuicidefox said:

    I agree about the pallets. It's good that not every pallet is a safe pallet, but it's bad that every pallet is so incredibly unsafe it's literally not even worth dropping sometimes. Killers can just "mind game" you hear, and I use the term loosely because what it really is is a losing position where the killer is pretty much guaranteed to get you, especially when Bloodlust kicks in. Even if you took out Bloodlust, it's too easy to win at these pallets as killer. If they want there to be an actual mind game they need to add more stuff to block LOS so the killer has to predict and bait survivors into getting hit. Not this "I'll just shimmy back and forth a few times and then hit them as they fast vault because there was literally no other option and they can't trick me into going the wrong way".

    That said if you have Balanced you get access to some strong loops, but even then Bloodlust will eventually beat you no matter how hard you try.

    The new Badham maps I feel somewhat the same. Too many pallets with no actual mind game where killer can easily win.

    Badham has less safe palettes, but it has more palettes. I think the though process behind giving overall more palettes on a map, but having them be less safe is that you'd just drop the palette and run to the next which in theory should be safer than the last. Seems like Hawkins less palette loop centric and more maneuver centric.

  • @JuicEGG said:

    Hello, I hope this can be read by someone from the game developers, because the current situation of the game is going badly, there is no longer an effort to learn, because new players want to play 30 minutes and want to play just like people of many hours , and therefore both sides play dirty, either with the genrush, camp, tunneling, etc ...
    (Is it a repair simulator? Most of the time is what it seems.) Confirm it please, if people cry for looping, come on let's give them what they want, "the spirit",
    (the spirit, which makes me want to do dc, for being unfair) which has no window jump animation, apart with 1 second that disappears to mislead in loops and press m2 to disappear =) with addons that
    does not sound, to make it much easier, for those who cry for not having knowledge of the game and want everything easy, (I could go on, and keep saying more). you are neglecting the people who really want to continue playing and learning
    sometimes I regret the money I spend for this kind of thing
    Keep it up, that from a very good idea, you spoil it
    in this way
    Thank you...
    

    This is annoying to read. I don't know why you felt the need to somehow put this in what I guess is some sort of html text box. No one is going to read this until you fix it.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/788497#Comment_788497

    Body blocker Hag is not a straight upgrade from normal Hag. She has weaknesses that the normal Hag doesn't, most important of which is that her map pressure is much worse due to the fact that her Traps don't do anything if she isn't already there.

    This puts Body blocker Hag on a similar level strength wise to the normal Hag.

    Regardless though the point is that Rarity ISN'T a balancing method. Things like Mori's, Key's, iridescent hatchets ect are unbalanced regardless of how many games they appear in.

    And while it's not nearly as obvious, even things like Cold Dirt and basic Toolboxes are unbalanced as well, not because the effects are super broken like the ones I listed a second ago are, but because they exist in a game which is balanced around them NOT existing.

    a team of 4 Survivors running toolboxes or medkits requires stronger Killers to beat than a team of Survivors with nothing. And vice versa for Killers with their best addons vs Killers with brown or no addons.

    So long as this is the case balance is impossible, no matter how many changes we make to curb extreme examples. Because it's not just the extremes that cause these imbalances but even little numbers changes from medium tier addons can require a Killer to be bad at basekit and then let the addons boost them back up.

    None of this would be an issue if addons weren't consumable. Killers would just always bring their best addons to counter the tools that Survivors are also always bringing, but just doing that without any other changes would obviously break the game. Hence... the entirety of this thread defining those other changes.

    But regarding feasibility: Most (but not all) of the changes here are to numbers. For example with the Doctor addons the only new thing that needs to be implemented would be the mode changes taking variable amounts of time. The rest is just swapping around existing effects.

    And you mention this would take years? I agree, it probably would. So here's how you could implement this gradually:

    • Step 1 - Preform the addon changes for each individual Killer/Item over time. No need to go through with the making them permanents part, just do the reworks.

    Each item on this list is intended to be roughly equivalent to an exiting combo of a yellow item + 2 brown addons. For Killers it's 2 yellow addons with a few exceptions depending on the strength of the Killer's basekit. Since brown addon usage is sustainable this part wouldn't throw off the games balance

    • Step 2 - Once all addons and items have been changed in accordance with these design goals. Make them permanents.
    • Step 3 - At the same time as step 2 shrink the bloodweb and increase individual prices to maintain the grind
    • Step 4 - Profit

    Cold Dirt has next to no effect after having been gutted. Like pretty much every Legion addon.

    Could we not achieve the same level of balance by increasing the killer basekit and removing their addons altogether and have the killer's bloodweb be mainly perks and new offerings? Also why increase the prices of things? The game doesn't have an economy between players so changing the price still keeps the grind. Which is the whole point is to lessen the grind why add any extra inhibitors.

  • @xChrisx said:

    We are humans, problems are unpredictable

    Whats wrong with rng? Use a map offering if u keep getting the same type of map

    Genrush is fine. Hold m1 for more than 80s? No thanks, and btw they already nerfed gen speed in coop

    About the bugs ikr

    When they will release officially dedicated servers a new system of punishment will be added

    They are not releasing good killers in dlc's because they dont want a pay to win game, some killers needs to be buffed thats it.

    The gen speed is nerfed in proportion amount of people on a gen. It's not really any slower if two people are on a single gen. It doesn't really take effect until three or four are on the same gen. Also, genrush isn't fine and you seem to not get that genrush is achieved by having single survivors on gens with boxes as that is the most optimal way to rush gens.

    One of the best killers is a paid dlc. You literally have no clue what you talking about. Not releasing good killers to not be pay to win. That makes zero sense. Purposely, putting out garbage is usually a bad business move. A lot of killers tend to feel decently strong and get nerfed after PTB or during PTB. Occasionally, we get killers who are a bit weak or just bugged to hell during PTB and then strong on release and nerfed via hotfix a weak or month later.

  • I understand the logic you're working with, but I think it would have the opposite effect you're seeking. I think the game is would become much more unbalanced if you just always had add-ons. The best balancing factor is the fact that addons are these fleeting edges of power that you have to acquire on a regular basis and manage when you think it is worth using. The fact they are transient also gives more design room to try out new things. Like Add-ons that alter how a killer players for a single game is great boon. It makes certain builds objectively top seed, but still rare enough that it doesn't throw the entire game in the trash.

    Take, bodyblocker Hag for instance. Objectively, that's one of the best builds in the game. Having collision on phantasms is such a huge boon that it changes the way both killers and survivors respond in the game. Always being able to choose to have that in some for or fashion would start to very much outstrip doing other things. Also, in terms of scale you're asking for a monumental overhaul of the game that would take multiple years of work. It just doesn't seem feasible.

    You have posed a very interesting take on how the game could have potentially been though. Which may have made things better off in the long run.

  • @Phox said:

    https://forum.deadbydaylight.com/en/discussion/comment/788422#Comment_788422

    To be clear, I don’t think making the timer progressively longer for dodging should be implemented. Although it should for in game disconnects (leaving match not loss of connection). I’m talking something that would only hurt people who abuse lobby dodging, the kind of people who dodge over and over till it’s just a bunch of solos with no items or prestige/legacy/bright hair. I think it would discourage that since finding a lobby is already a wait by adding to it for people who act picky about survivors they play against. This is all just what I would like btw, I’d be surprised if it were ever implemented at all tbh.

    Punishing people for not wanting to START a game is always a bad idea. This isn't league where you have to actively be unwilling to interact with the game during the selection process to dodge. If someone wants or needs to dodge a lobby in this game the best part is that everyone can just requeue. It isn't as if only survivors have lengthy queue times. They are proportional to each other. If killers are taking a long time to get a lobby that means survivors are also taking longer than usual. That usually means there aren't enough people on or matchmaking is being garbage. Which in all fairness, matchmaking even with dedicated servers is still looking trashy. Imposing a dodge time would only serve to inflate queue times. Especially, for players who don't have a server specifically in their region. Think about AUS or Oceania players, they would be in perpetual hell.

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