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Reinami

Reinami

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Reinami
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  • @xEzekanarioX said:

    Why does people say bubba is mid tier?

    I mean, you have to literally throw every pallet to stand a chance vs him. I usually face survivors that drops like 5-6 pallets in less than a minute, no jokes lol.

    Please consider having arguments, instead of "he's mid tier because.... scott lund said it". Have some personality.

    I read you.

    Hes like clown. The way you deal with them is to drop pallets early, but neither has any map control. Bubba can still get looped at windows though, whereas clown really can't be since his bottles make you medium vault.

  • @Zixology said:

    In before the people who complain about this are the same one's who complain about survivors being able to run away. "W gamers"

    I mean, yeah. Holding w is a problem. It takes no skill and if you hold w, use no pallets and just take 2 hits, you can waste like 50 seconds of a killers time. You should only be able to do that if you are looping, using windows and pallets. Holding w, is the survivor equivalent of a spirit or deathslinger who can just do nothing and make survivors waste distance.



    But no, then what we would have is a corner of the map where it becomes impossible to hook a survivor. If that were the case, all the survivors would just immediately run there as soon as they encounter the killer, making it impossible to hook them after the first one.


    This would make SWF bully squads worse, but not actually do anything to help average solo survivors who wouldn't be able to coordinate this effort.

  • @TTV_WAWAbyWibWib said:

    It's a latency thing, the killer's screen will show where he and you are. Your screen will show where you and he are. Both of your clients have their own idea, and so does the server. Guess which one counts?

    Hits aren't as janky as they appear.

    I can definitely say they are. As a killer i can still sometimes hit someone after they drop the pallet and the pallet doesn't actually stun me, when it clearly should have. Other times i can be super far from the pallet and get stunned for some reason. They still seem pretty buggy.

  • Not entirely wrong. With lower skilled and newer players, the game is killer sided. With high skilled players with thousands of hours, the game is survivor sided.

  • @Ascended4Head said:

    The pallet stun animations are completely broken right now. It's not even that you try to be greedy and throw a pallet last second, it's that you throw a pallet way before the hit animation that is initiated by killer AND YOU STILL GET HIT through the pallet. It's as if pallets don't exist 90 percent of the time. This has just left the game in an absolute broken state where one of the only defenses as survivor is completely countered by just swinging at every pallet and then getting cheap hits.

    But there are no complaints on here about this. The devs don't really give a dang because it's survivor gameplay and it doesn't matter if the game is now completely busted. We will have to wait weeks before anything is initiated or changed.

    This forum and the devs need to take a long hard look at themselves.

    Bugs are different, and should obviously be fixed. But that doesn't change that in the games normal non-bugged state, that at the highest level, it is survivor sided.

  • @Luciferr_2nd said:

    As Survivor - I personally hate going against this perk, I do think it is very strong and boring. (Sloppy with Thana makes me want to cry and just get into the next match)

    As Killer - I personally do not like to use it, I feel like the perk is a lazy slow down perk that happens passively, i like perks that i activate myself like pop.

    Thats my basic views on the perk, a very strong perk that is painful to go against, but not necessarily op, i dont think its ever carried a poor killer for example.

    It's not passive though. It literally requires you to hit a survivor. That's like the least passive thing i can think of outside of hooking them. Hell even ruin doesn't require you to do anything, just exist near the generator and survivors generally stop working on it.

  • @Mat_Sella said:

    EVERY single time I'd take a perk that was Tier I, it would come back in the next bloodweb at Tier II.

    This only applied to Tier I perks, but regardless, this is a massive QOL improvement if you wanted a very specific perk to be at least Tier II.

    I did notice that it seemed to be prioritizing ones that i already had at least 1 level of.

  • @xtr4me said:

    how the demogorgon is receiving changes in the next patch i would like to know how you would buff the pig, i would think about how to make her ambush more useful, well how would you change?

    • Normalize RNG for traps for example, pig has 4 traps, each 1 should take 1, 2, 3, and 4 box searches to remove. I.E
    • 1 trap always comes off with 1 search
    • 1 trap comes off with 2 searches
    • 1 with 3 searches
    • 1 with 4 searches
    • Randomize the order of the traps that are placed.

    This makes it so, on average, the RNG is much more fair within a game. You won't have games where all 4 traps are removed in the first search, and you won't have games where all 4 traps aren't removed until the 4th search.


    After that.

    Make the dash charge speed and the crouching speed addons basekit.

  • Like i said, it is only bannable if what you are doing prevents the game from ending. At this stage of the game, the only way that can really be done is by body blocking 2 survivors in a corner. Even if you body block someone in a corner, the other survivors can still repair generators and the game can eventually end. Same with camping a hook. Eventually the survivor dies.

  • @Zixology said:

    We have perks like MoM and WGLF that are built around body blocking for other people.

    We even have archive challenges built around taking X amount of protection hits, which can't be done without body blocking.

    So why can we get banned for it?

    You can only get banned if you body block in such a way as to prevent the game from progressing.

  • @Killerdonut80 said:

    I love DBD, I discovered it like a year ago and have hundreds of hours of gameplay in it. I play Survivor and Killer equally. I remember when I started off playing as Killer, Noed was the best thing ever, down those annoying survivors with one smack, it was beautiful. But the truth is, it’s such a crap perk which obviously skews balance data making kills per game look much more balanced when it simply wasn’t deserved.

    I can’t count how many games have ended with atleast two kills because of Noed when the killer was doing so badly doing regular time.

    It’s honestly a joke of a perk for killers that don’t have skill, honestly when I see someone is using it I roll my eyes thinking I knew this is the kind of player that would be running it. It does surprise me when better killers use it from time to time.

    I will admit though the only thing which makes it a little exciting is running around the map at the end looking for the totem to break it and knowing you could get spotted, never ever fun finding out you’re the first one downed by it though.

    If only there was a way to prevent NOED from happening.


    I had the same happen though, someone raged at me for NOED. My build?


    • Blood Warden
    • NOED
    • Remember Me
    • Bitter Murmer

    Notice how i played an entire game basically without perks other than bitter murmer, and then endgame happens and they get mad that NOED is in play.

  • @Chilli_man2400 said:

    It wasn’t just because of data Freddy was literally to easy to play and his forever addons were so boring and cheap.

    Being easy to play is not a reason to nerf a killer. If that were true, than the opposite should be true, and we should be buffing nurse. After all, she has a 40% kill rate and by the data is objectively the worst killer in the game, even in red ranks.

  • @KingFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2113212#Comment_2113212

    This sounds like a good idea on paper, but I think ultimately it just encourages people to leave people on the hook longer.

    I don't really think so, if you leave someone on the hook to instead do gens, someone else is going to get chased and lose their stacks, the guy on the hook isn't gaining stacks. If anything you'd be encouraged to get them off the hook faster so they gain stacks sooner.

  • @BSVben said:

    https://forum.deadbydaylight.com/en/discussion/comment/2111795#Comment_2111795

    I get that the unhooked would be less efficient. The problem is that it would still be more effective to tunnel them out of the game for a 3v1, than to rotate survivors.

    Not to mention that it would most likely bring the other survivors off of their gens to try to prevent the unhooked from being tunnelled out.

    I don't think you are getting it. Let's say you double the time it takes to do gens. Now every second, survivors get a buff that stacks that increases repair speeds by 1%. This makes it so that first gen takes a bit longer. Now, let's say you get your down and hook on someone. Then they get unhooked and you tunnel. During this time the other survivors are now doing 2.5x speed on gens and pop a few. So you down and hook the same guy again you are tunneling, then get DSed. You chase again. Now survivors have 3x speed on gens. You down and hook the guy, then tunnel him off hook. Now survivors are 4x on gens.


    You get the idea, but if you ignore the other survivors, you are going to lose the game much more quickly than you do now.

  • @MauriLagion67 said:

    I was a rank 3 and decided to depip intentionally. (Solo Q red ranks is ungodly) The whole “you ruin it for 4 other people” argument is kinda over dramatic imo. I don’t know the 4 people I’m playing with nor will I ever meet these people. Are these 4 people going to lose sleep because they had a game where I suicide on hook out of the 1,000’s of games they’ve played? Doubt it. Also comparing this game to the likes of LoL and CSGo is absurd. DbD is a casual game that for some reason attracted sweats from Fortnite and turned it into a half ass comp game. Stop complaining this isn’t a tourney game and Faze won’t sign you if you get 4k’s or 20 escapes in a row. Any interaction within the game is playing the game, enjoy the free barb stack and move on.

    Nice necro. But either way your logic is flawed.


    You don't know the other people walking down the street, so why not just murder them?

  • @PatchNoir said:

    Last time people said to me that the hook goes permanently broken and i wanna use it but dont wanna get banned. Someone knows if its fixed or have some fórum post that says to not use it?.

    Asking because once there was a nurse addon bugged and i gotbanned for a week for no reason cause i didnt knew that i should always look to the forum to see what i can use, now i am asking.

    Its a survivor bug so they won't ban for it, but yes the nurse one for some reason they ban for instead of disabling the addon, character, or just fixing the damn thing.

  • @MeltingPenguins said:

    looking at the changes he'll undergo, we all know what we'll end up with:

    Iron Maiden + M&A builds en-masse.

    With a faster movement speed and the daggers being far more centred you just know this will happen and people will be calling to nerf him again, because he'll be mostly played by skillless twats.

    He is still pretty week and the movement speed addons are basically required. However, now he can compete against what i call "normal" survivors.

  • @Tillablerhino44 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291088#Comment_1291088

    Sometimes life happens. I had to dc before because of non game related reasons. For the money at part no there's not a reason to dc.But this game also kicks people for no reason and gives you a penalty.

    Sure, if you only do that once in a while, you are fine. Other games ban you permanently if you leave habitually. Or in the case of DotA you get put in "######### island" where you only play with other toxic people and leavers until you win some number of games.

  • Well, based on what i said above. The stacking buff gets removed if a survivor is hooked. So you'd want to focus a different survivor who is able to repair gens at say, 2-3x faster than the one that just got unhooked.


    Camping would also be really bad, because while you are camping not only are gens getting done, but survivors are building up more stacks so they repair gens even faster. If tuned appropriately, they could finish all the gens before the guy on hook dies.

  • @A_Creative_Name said:

    So we all know that gen speeds are pretty absurd right? And killers like trickster and slinger or any low pressure killer can get massively punished early game especially on certain maps like mothers dwelling. Whats my solution? Give all killers corrupt 1 as basekit. Thats all. This will prevent slower killers from getting genrushed on massive maps and helps a whole lot with early game. I said corrupt 1 because current corrupt intervention could be reworked to expand the time to corrupt 3 or even block 1 more generator or even both. Thoughts?

    I'd prefer doing something where gen speeds are way longer, but survivors get a stacking buff that increases their repair speed. If they get hit they lose some stacks, if they get hooked they lose all their stacks.


    This would fix early game but also fix tunneling and camping for survivors.

  • @Elk said:

    What perks, add-ons and maps would guys suggest that could help me get many chainsaw hits and blink smacks faster and/or easier. Any methods? Also my two killers mentioned are under lv.20....so..um yeah. That's a restriction.

    Few builds that are good for nurse:


    My personal favorite/standard:

    • BBQ/Thrilling
    • Ruin
    • Surge
    • Surveillance

    Slugging:

    • Sloppy
    • Infectious
    • I'm all Ears (can be anything really)
    • Corrupt

    Gen defense:

    • BBQ/Thrilling
    • Undying
    • Ruin
    • Pop


    For addons, use the fatigue reduction one, the green one if you have enough, and the one that lets you see blink location. Once you get good at blinks, switch the blink location one out for the cooldown on blink.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2106234#Comment_2106234

    desync appears in every single game its hard to fix but working on servers etc. can reduce desynd A LOT. desync happens because a game requires data if it gets the data sooner than expected it will still go through but a desync will appear since it a delay on the packet. now hits in dbd is client sided which means that the client decides now this is a hit. then the computer send over the file to the server "this is a hit". when the server recieves that hit it sends it to my computer. my game gets the update knowing ooh wow that was a hit. reduces one health state. now im not sure what is server and client sided but i KNOW that hits are CLIENT SIDED to reduce it simply make hits server sided. now its not really simply. server sided hits would still cause desync but less desync it would favour good internet over bad would make a VPN killer wanna cancel that subscription. i'd rather have a game favour someone with 10ms rather than someone with 110ms.

    PROS AND CONS WITH SERVER / CLIENT SIDED

    Cons are that if you order your characther to walk

    now when i make a game on python when im bored i usually run this line  

    if event.type == pygame.KEYUP:

           if event.key == pygame.K_LEFT or event.key == ord('a'):

             print('left stop')

    that makes the makes it walk. now when you have walking client sided you dont have to wait for your pc to send a line to teh server that says you are pressing the charachter then have to wait for the delay (which appears since the server cant send files that fast) and you will have a desync. a desync will always appear. you cannot do anything about desync the only real solution to desync is letting players with the lowest ping possible play with eachother at the closest server. so in LAN for an example where everyone can have 0ping there is almost no desync at all since the transfer of data is quite quick. now as i said by moving and making hits server sided the desync problem wouldnt be as bad as it it in this current state. now when both player and killer has a decent ping the ping time from your client to the server can be like 50ms and then 50ms to you which means that the desync would be around 100ms (not sure if its true but seems resonable :D) when you have 200ms it takes 200ms for you to send the packets to the server which later takes 200ms to send it to you...

    now once again do you think i know what desync is?

    I'm just going to say this. I am a Software Engineer. Like, i program for my job, and have been doing so for almost 10 years now.


    You have no idea what you are talking about.

  • @FlameGNG said:

    Remove huntress and deathslinger until you guys finally fix the desync its impossible to juke a huntress when he hatches miss you on your screen by meters but they hit you somehow. its every time against every single huntress im playing with 40ms and i dont know what makes the desync so large but its annoying as hell! IM just gonna take a break until they fix the desync now is everyone experiencing this? the desync was better when we had peer to peer servers. the game isnt made for servers and therefore shouldnt be moved to dedicated servers! Im not sure why everyone is ignoring i see it happening everytime on youtube, twitch, myself and friends. everyone has desync against M1 killers it doesnt really matter that much since if you spin him it would probably have been a hit anyways so i dont really mind tkaing a M1 but when the hatchet breaks in the air and you take a hit its just making me so pissed... someitmes you get hit through corners, walls and etc... I do understand that this ruins it for huntress a little too since her axes break when they shouldnt on obstacles but why do they release a new chapter instead of doing something to try and fix desync now i dont mind a little desync since you cant get rid of it all but when you get hit by a huntress on the location you were 2 seconds ago it pisses me off since you cant do anything about it!

    'psst - i know how desync works dont explain it to me in the comments thinking i dont know what it means!, i always look if my ping is good before i click on ready and etc. so dont tell me anything about that

    i know how desync works dont explain it to me in the comments thinking i dont know what it means!


    But, it's pretty damn clear that you DON'T know what it means.

  • @PixelBush said:

    ...this new change is truly bizarre to me.

    By increasing the cooldown on a successful Victor hit from 3 seconds to 5, what's effectively happening right now is the Twins are being made easier to play against.

    That's fundamentally what this change is: if you're a smart Survivor who stays bunched up when you're injured and insta-kicks Victor in the 3 second window on live anyway, this change does not affect you. There are plenty of players who do this already, this isn't too much to ask Survivors to do to counter Victor because good ones are already doing it anyway.

    If you're a bad Twins who can't get downs in chase and misses Pounce, or you camp with Victor, this change does not affect you.

    This change only affects you if you're a good Twins player who uses Victor for chasing and snowballing in a fair way, or if you're a bad Survivor who doesn't bunch up well against Victor when you're injured. Why are nerfs being targeted at the expense of skilled Twins players who use the power fairly, to hand-hold Survivors who don't effectively use the counterplay that already exists?

    If anything, the increased cooldown should have been applied to MISSING a Pounce, not landing one, to punish Twins who misplay. Or even better, they could have done the following to mitigate camping: have Victor automatically return to you if you hook a Survivor within 16m of him. That would be a nerf to camping Twins (since you can't place Victor under a hook and leave him there any more) and a buff to chasing Twins (since you could manually reset him after you get a down so he'd always be on hand to chase with). It would be the best change the Twins could possibly have... but no, we just get a random nerf to chase Twins as a punishment for playing too well.

    If this nerf goes live, you'll just get more Twins players using Victor to camp hooks because if you can't snowball with him without a Survivor in the same ZIP code as the person you downed kicking you, why wouldn't you use him to camp instead?

    I do not understand the purpose of this nerf. It's either there to:

    -incentivise Twins players to camp with Victor because snowballing off injured survivors now just isn't happening even if the survivors make consistent positioning and gameplay errors while the Twins plays perfectly.

    -hand-hold bad Survivors who go down to Victor while out of position or who don't bail their teammates out properly.

    -punish Twins players who are good at their Killer and play them fairly.

    Which one is it? What is the function of this nerf?

    The problem with twins is they are hard countered by staying in pairs. The nerf really makes no sense because it discourages slugging, but now it just encourages camping.


    Really they should be changing twins to be more powerful when switching back and forth, because that is what makes them unique. It takes way too long to switch, and can't be used in chase. Imagine if you could switch much more quickly, you could chase, drop charlotte to body block, then switch to victor to land a hit. You can't really do that because you switch way too slow.

  • @Crowman said:

    Freddy is just very easy to pick up and win with, because his kit gives him a lot of things for free and doesn't ask too much in terms of skill expression.

    It's why Freddy tends to be very high in pick and kill rate even though he's not the strongest killer in the game.

    His action speed addons were gutted once and honestly it's probably for the better if they got removed and replaced with someone else that wouldn't need to have weak numbers to be balanced. We'll have to see if the replacements are worthwhile.

    Sure, but you don't nerf a killer because they are easy to play.


    Nurse is really HARD to play and has a 40% kill rate. Should we buff her too?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103281#Comment_2103281

    Because you dont injure Spirit, you only have 6 times to condition a killer into doing something before you're out of the game. In a fighting game, you can condition someone to do something a lot more than just 6 times. So lets assume that you do 1 thing 3 times in a row, that's 1 hook and 1 injure, 2 hooks if you havent been healed up. Now, the next time she chases you, you'll be able to mindgame her. That's sacrificing 2 hook states for 1 mindgame.

    "It's even harder on killers because they have to do this against 4 different survivors instead of just 1 opponent."

    If all survivors have the exact same skin, sure. But they dont. 4 different survivors mean you play slightly different against each of them. For a mindgame to be a group effort, you need to do the same strategy twice, which, is sacrificing another 1-2 hookstates for a future mindgame. At this point, only 2, maybe 3 generators have been finished, 1 survivor being dead on hook and the generator spread being smaller and smaller.

    Unless you were to be removing scratchmarks from Spirit's phasing completely, then sure, maybe. As it levels out the playing field. But right now, it's survivors who cannot see the killer, cannot hear the killer(phasing is slightly directional, but whether she's 10 meters or 1 meter away from you, you dont know), you dont have any evidence on where the killer could be, yet the killer hears you, sees your scratchmarks, sees the environment around you. It's simply not a comparable situation, especially not if the Spirit player is experienced.

    Again, you don't play fighting games.


    I come from Street fighter 2 era, where you got 1 or 2 "guesses" before you just lose the round. In a tournament, best 2 out of 3 games, with 2 rounds, that means in a given tournament match, you get, at worst 4 times to condition, and at best you'd get 8 times to condition (before the last round)

  • @[Deleted User] said:

    I mean, we don't know that for sure, we don't know until the PTB goes live.

    I imagine that will be fixed though, because it was approved and forwarded as an acknowledged bug, most the ones that actually manage to get through get fixed.

    That's why i'm here asking the devs, because we don't know.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103242#Comment_2103242

    <laughs> I'm usually more worried about Killers and you Survivors. :) *Well... not really... we aren't diametrically opposed that often. I guess we will see in the PTB shortly, but I'm not sure it will make that big a difference since:

    1. You have to get injured first, which means the Killer already has eyes on you.
    2. Then you have to give the Killer the slip with terrain and/or a successful mind game.
    3. Then you have to hope he doesn't find you by accident and/or have another way to track.

    I agree that certain Players, evaders rather than loopers, will LOVE the change and go all in. I'm just not convinced it will be all that and a bag of chips. In the end, you still have to be good enough to make it work for you.

    It's going to be a hell of a lot easier to give the killer the slip when you make no scratch marks, have no blood, and make no noise. It also would work right off the hook.


    This is going to effectively give survivors 90 seconds of invulnerability, assuming they are halfway decent at juking. This is worse than DS.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102667#Comment_2102667

    No, a mindgame is predicting your opponent, reading their movements, acting upon your predictions, use your environmental clues(redlight, footsteps, breathing, scratchmarks, bloodpools) to adjust your predictions. That all goes away when facing Spirit. Spirit is not a mindgaming killer.

    You don't play fighting games do you?


    In a fighting game, you can't react to movements because typically moves come out faster than you can react to them. This means you often need to condition your opponent that you will do something in a specific situation. Then, once they are conditioned to do that thing, you do something different, thus the mindgame. How is that any different than spirit? You throw the pallet down, and you either cross it, or don't, or vault the window, or don't. It's a mindgame, you condition your opponent to do one thing, and once they start doing that thing, you do the other thing. It's even harder on killers because they have to do this against 4 different survivors instead of just 1 opponent.

  • @ShamelessPigMain said:

    I doubt they based changes on said statistics, but you usually use those statistics to further bolster a position you already have. The amount of complaining about Freddy was inescapable, some of which was deserved, some of which was not.

    They literally did though. They said freddy had the highest kill rate at nearly 3 kill average. So they nerfed him. Every other killer has at least a 50% kill rate. Except for nurse, her kill rate is at 40%.

  • @Botiz said:

    As someone who is usually more biased for killer in this game, I still think more could've been done with Iri Head.

    Sure, it's nice that there is now a limit of one, but if i'm gonna use Iri Head i'm probably just going to chuck on Iron Maiden or reload add-ons so I don't spend anywhere near as much time at lockers.

    I feel like making it insta-down past a certain distance and only limiting it to one would make it so much more rewarding.

    It doesn't math out well. You get 1 hatchet that can insta-down. If you miss, you have to go reload. If you don't, great you got an insta-down but now you still have to reload.


    Instead, i could get increased hatchet addons, and down all 4 survivors in a single reload if my aim is good. Much better and more efficient.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/242020/please-reverse-the-lucky-break-buff

    oh no, 90 full seconds of no scratchmarks and bloodpools that will permanently deactivate, boo hoo. Not like there are killers that have addons that increase their movement speed up to 175% while not giving any visual or audio cues to detect the killer and literally changes the chase into a coinflip.

    I mean, if the chase wasn't a 50/50, then what should it be? Run around in circles over and over again until you are brute forced down to the ground? That's what a mindgame is.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102179#Comment_2102179

    And this has anything to do with solos needing to be brought up to SWF standards and then killers buffed, with a good first step being the implementation of a totem counter how exactly?

    nevermind, wrong thread.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102043#Comment_2102043

    Disabling SWF would kill the game, so reworking information perks and then giving said information basekit is the only way to do it.

    also what i opted for in my post.

    I'm not saying that. I'm saying that tournaments and top level players prove this game is survivor sided when playing at the highest level. At high level play, 2 killers are viable, nurse and spirit. Every other killer is a joke and can only get kills by camping. Literally watch any tournament or a marth video.

  • @Tsulan said:

    They went light on it? You have 1 hatchet. Who is going to use a red addon that reduces the amount of hatchets by 4 and ignores other addons that give bonus hatchets?

    The other red addon also looks more like something a grey addon would do.

    At this point i´m confused if the devs know that red addons are supposed to be good or strong.

    Ideally they shouldn't be "strong." In fact, i don't think addons in general should be strong, they should change the gameplay of the killer in some way, in this case, it does. It makes huntress faster if shes out of hatchets, meaning she can actually chase when out of hatchets if she wants. Or it makes her 1 hit down but now you only get 1 hatchet ever. When they have addons that "increase speed" this and "decrease cooldown" that. All you do is create addons that a required to run such as:


    • Old windstorm wraith
    • Rat liver demo
    • Cooldown on power ghostface
    • Stalk speed myers
    • Charge speed pig


    All of these addons are effectively required to play these killers and should be made basekit and then adjusted to make their gameplay unique in some way.

  • @MarcoPoloYolo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099306#Comment_2099306

    Gameplay is incomparably more important than achievements.

    I agree, but literally every time someone mentions fixing keys they always bring up achievements and claim its why they can't change them, when the reality is, they still can.

  • @GoodBoyKaru said:

    Okay, so, for anyone who is currently unaware, during the next PTB the perk "Small Game" will be recieving a buff. Here's what it will do:

    https://us.v-cdn.net/6030815/uploads/W5E7OUFPK1BP/image.png

    For anyone who wants a full list of changes, you can view them here:

    https://forum.deadbydaylight.com/en/discussion/241887/developer-update-april-2021

    Now, as I'm sure you read in the title of this thread, I absolute despise this change. I hate it so incredibly much it might actually topple my hatred of Spirit for half a day, and there's one simple reason:

    It should have been base kit.

    It now has a totem counter, something that people have been asking for basekit for ages. If it were basekit, they could then superbuff totem spawns (which, hey Autohaven, they really have to do anyway) and make them take longer to cleanse, yada yada, because it would be a buff to solo survivors whilst not impacting SWF-on-comms in any meaningful way.

    Solo survivors should not have to use perks or items for information that SWF teams get for free.

    New Small Game's totem counter should be part of the survivor HUD to act as a solo buff to bring them closer in line with SWF teams, then allowing further balance for the game. Thank you for coming to my TED Talk.

    (new OOO looks clean tho, so gj there bhvr)

    Here is a better idea. Add voice chat and rework all the information perks to do something else, and then give information as base kit, or disable SWF.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100972#Comment_2100972

    Personally i have to disagree with the camping when 3 gens pop with your first hook?

    The game isn't lost at that point and it can go either way.

    For example, not long ago I played wraith on the thompson House map and found and downed the first survivor really fast, about on 40ish seconds into the game.

    As I walked to the hook 2 gens popped, and the 3rd when I hooked her.

    Sure I could do what you said and don't leave the hook, but where's the fun in that.

    I have to admit that it looked dire for me and tbh i didn't expect to get a win or even a kill in that game, and a was doing a challenge as well.

    But despite all odd I got a 4k out of that game.

    Reason?

    Even though they split the map with a gen in the middle and 2 in each corner of the map, they focused all their attention on the middle gen for some reason.

    My point of it all is to never give up and and just try.

    Most of the times when gens are flying, they usually suck at being chased.

    Imo the only time to camp is when all gens are done and you have either 0 or 1 kill, at that point I say fair enough and can accept that at that point

    I think you are misunderstanding what i'm saying. I'm not saying to camp because the game is lost when 3 gens pop in the first chase. I'm saying to camp because it is the most effective strategy and will actually probably WIN you the game.


    More often than not, when someone finishes a gen, they are going to immediately run for the hook, because, what else are they going to do. When you down and hook a survivor during that first chase, if 3 other gens pop, most likely you hooked them near a gen or 2 with no progress. Now, you are defending 2 gens, and the hook. You know that the other 2 gens have 0 progress. You know that there is a high probability of the 3 survivors all running to you to get the unhook. They are going to come to you, there isn't much of a point to running for them.


    Now, let's say the other survivors are smart, or the one on hook has kindred, or they are a SWF. They won't waste much time and will go hop on a gen. But remember, you are defending 2 of them, so they only have 2 gens to choose from. Even if the survivors make the most effective play (which is to do the gens) by the time they realize you are camping, and decide to stop pointing at you and being mad at you for camping to go do the gens, you have wasted a significant amount of time. Enough where you can camp the guy on hook until he goes 1 hook state. Then you can abandon and go for the other gens away from you. Then, you just tunnel that previous guy out of the game when you deal with the other survivors.

  • @wxnickxw said:

    I keep seeing posts here and elsewhere complaining about the ds change and how it doesn't stop tunneling followed immediately by killer mains complaining that it didn't stop tunneling it was just used unfairly or toxicly. Here's what I can't figure out if they really want to address tunneling or camping why not target the part of the game that everyone hates, killers sitting by the hook waiting to get the guy again. Simply target that action directly. Either by something simple like the survivor hook time not going down when the killer is close or going down slowly to punish camping, or a perk that let's you mess with the killer when your on the hook again the punish the bad play directly

    There is 2 different kinds of camping. One is fine in the context of the current game. The other is not.


    The kind that is not, is facecamping when the gens aren't done. And i mean like, pure, insidious bubba facecamping. It's boring for everyone in the game and causes issues.


    The other kind, is the kind that is tactically the best move to make. There are a few scenarios that SURVIVORS put themselves in that make this type of camping the best play to make based on the game state:

    • The killer just hooked a survivor, then the other 3 survivors pop 3 gens. Why should the killer leave the hook, typically, all 3 of the people who just finished the gens are going to go to the hook. 3 gens just got done so there isn't a point partrolling the other 4 gens, you KNOW survivors aren't working on them.
    • You hook a survivor near your 3 gen. Why leave the hook? You are defending your 3 gen and the hook at the same time.
    • The survivors keep saving off the hook within seconds of you leaving. Why bother leaving if i know they are right there to save as soon as i leave?
    • You hook a survivor and all the other survivors are injured. The pressure is on them now. They need to heal up in order to get the save, if they just do gens, wait for 1 hook state then go after them, sure they might pop 3 gens, but they are all injured and ripe for slugging and getting a quick 4k.

    The problem is that survivors "tunnel" the generators and don't think about the game state and the times where it is advantageous for the killer to camp. They instead, mindlessly rush the gens, and pop 3 gens right away, or stay injured to go for gens and then put themselves in situations where camping is a good strategy.

  • @NomiNomad said:

    So, I've seen a few people playing HSH:S and it seems like a neat game. I haven't played it myself, but out of all the Asymmetrical Horror Games that have come out the past few years, this one is the most DbD like (from what I've seen, anyways. I could easily be wrong.)

    But even if the game is successful, I don't think it'll change much. I don't know if HSH has anything to offer more than DbD. Again, this is purely from the standpoint of someone who has just watched others play it.

    DbD has a larger player-base, licenses, more variety in the killers. I just don't know if HSH has anything that would make the average person more interested in it rather than DbD. Especially the mainstream western audience.

    I've also heard all the servers are in Asia, which from what I understand would cause some pretty bad latency issues, but I don't know if that's true.

    I hope it's successful enough to rival DbD, but I really doubt it.

    It won't kill DBD, too steeped in Thai culture/lore. However, after it gets past its early access jank, if it has staying power, it will be a good competitor that might make BHVR step up their game.

  • @LethalPugy said:

    It’s so make you take longer to heal, you need to mend before you can heal. It also blocks adrenaline from going to full health.

    And they can’t balance they game just for what happens at high ranks.

    They can and they should most major multiplayer games balance around the high level, because those people know what they are doing and know how to exploit everything the game gives them.

  • @MadLordJack said:

    Buffing solo's is more important than buffing killers. Killers can choose to play Nurse or Spirit. Solo players can choose to... Magically become the kind of person that isn't fazed be terrible teammates, no co-ordination, constant death and generally impossible trials.

    Or, better yet. Do them at the same time? Either way it's going to be miserable for one side or the other. Better to do it at the same time that way its hopefully less miserable.

  • @StibbityStabbity said:

    So, new players will only face Trapper and Trickster?

    Generally that is probably the case now. Matchmaking is usually smart enough to match new players with new players, so they are likely to face one of the free killers. Trapper is the most likely since he's the most iconic looking and he is the first choice, and in the trailer.

  • @Killing_Time said:

    The devs are planning to implement a system that will match players based on skill, not rank. There's been debates as to why it's good or bad, but I'll explain, in detail, why I think it will not only be GOOD for the health of the game, but also why it will prove many things. I'll try to be brief.

    1. Power Role

    It's been a heated debate every time viability is discussed at the highest ranks among killers. There's a severe power gap between Trapper, and Nurse obviously right? I'm here to argue... Survivors are the true power role. They control the game. They dictate the pace of the game. They have full control over how the game will go. Does that sound like a power role to you? It does to me. This is imbalanced because the Killer should have these powers. I won't get into SWF, because comms shouldn't be in the game, but again... Drop Squad proved they're without a shadow of a doubt the power role. The balance of power should always be in the Killers favor, not to the point of 4K every single match without effort, but to where THEY SHOULDN'T DEPEND ON SURVIVORS MISTAKES. Is it any coincidence the 2 most hated Killers are the 2 killers that dictate the chase? (Nurse & Spirit). This will prove killers just aren't absurd killing machines.

    2. Killer nerfs

    When addressing the highest level of play, only 2 killers are viable despite the game having over 10+ different killers. Freddy is on the chopping block despite getting blasted in tournaments & by high hour survivors routinely. SBMM will prove he's not as strong as he's been lead to believe. We also know survivors inflate kill rates by hook suicide. That needs to be addressed somehow. Freddy wouldn't be on the chopping block if he were up against survivors of equal skill.

    3. Killer Buffs

    SBMM will prove just how strong survivors really are and maybe systems will be implemented to buff killers to a level of viability at the top. Nurse (as rare as she is now) & Spirit are the queens of red ranks because of their viability. I'm by no means a pro player, but I enjoy playing Doctor. It's definitely more frustrating to play as Doctor vs Nurse because I feel helpless against a god tier survivor. With SBMM, I'll never probably run into god survivors because my skill isn't that high with Doctor anyways.

    In closing, SBMM will, at MINIMUM address key issues like when should a killer be nerfed, buffed, and shifting of power balance as the ranks rise accordingly. This is good for the game in the long run.

    I agree yet at the same time disagree.


    It is pretty well known that at the highest MMR, only nurse and spirit are viable. The problem here is, you are assuming that the devs don't actually already know this fact. Like, with as "data focused" as they are, do you honestly think they don't already know? If they already know, why haven't they done anything about it for the literally years it has been a problem now?


    On the flip side, i think they won't do anything early on, but what is going to happen is a cascading problem.


    • High MMR survivors will only ever go against nurse and spirit.
    • Eventually those survivors get bored, and quit playing.
    • Those high level killers now have longer queues, but matchmaking starts expanding and matching them with lower skill survivors.
    • These survivors aren't ready for High MMR, let alone a high MMR nurse and they get stomped.
    • Those survivors get tired of playing against only nurse and spirit (noone else for the high MMR killers to play against) and they quit playing.
    • Repeat until matchmaking no longer matches those nurses and spirits in a reasonable amount of time, so they eventually quit.


    BHVR is smart enough to notice there is a problem around step 2 and address it imo.

  • @[Deleted User] said:

    I'd agree if it wasn't for the four man hatch escape achievement. They should just restrict it to only spawning when all the generators are done, or when it's the last survivor. The hatch closes when someone enters and the following people need keys to re-open it. The achievement is still possible, if not very hard to do if you don't cheese it.

    Achievements can be changed if they are no longer possible to do.

  • @LazyPayday said:

    I've been following this game since Beta, I say following because I didn't have a PC and purchased it a few months after console release. So I was still around for things like vacuum pallets and old ds. My problem is I've seen others complaining about how easy killer is nowadays and how it used to be much harder in the past.

    Other than old mettle of man and the occasional cheater ruining the experience, I don't even remembering complaining about vacuum pallets. Would it because I was still new that I didn't really see it as hard or are just the other veterans exaggerating?

    yes


    https://www.youtube.com/watch?v=Q1fkX3H84SE


  • @ALostPuppy said:

    You want the streamer that's streaming the game to compensate you for playing the game with them because they couldn't have streamed the match without you?

    What. The. #########.

    To be honest, they are technically correct. The streamer is monetizing someone elses gameplay without their consent. It's the equivalent of streamers being upset when people make youtube clip channels of them. They claim they are "stealing their content" which in this case, the streamer is technically doing the same thing.

  • @Phasmamain said:

    Both perks needed nerfs but one is better now while one is objectively worse

    Ruin was more of a rework tbh

    Old ruin was stronger than current ruin. They function the same, but the difference is old ruin slowed gens down without doing anything. Both still only last for about 30-60 seconds at high level play. And with the undying nerf it's better to just run ruin as an early game alternative to corrupt intervention and just run pop alongside it.

  • @PNgamer said:

    Hello,

    from this what ive seen atm.... i can say tunneling is absl. out of control atm. Give me a reason to support this game anymore if i cant have fun as a survivor. Maybe it is the best time to quit and play another game, cause it´s not fun to get tunneled every game

    So, you'd rather sit on a gen and hold m1 for 80 seconds than be chased by the killer and having some kind of engaging gameplay?


    I never understand people complaining about tunneling. If you are getting tunneled, at least you are playing the most fun part of the game.

  • @PsyQuil77 said:

    Just had a match where 4 console people in lobby when I pop in as their babysitter/killer.

    last second the Laurie switches to key. Red Flag 1

    Offerings screen I see the 4 of them have offered up for hatch to be in shack and for the trial to be Ormand. Red Flag 2 and 3

    I down the Laurie and EVERYONE comes out of the woodwork to body block my Doctor. Red Flag 4, 5, and 6.

    I decided at that point to DC. Does that make me the bad guy?

    BTW, I'm rank 15 and they are 5, 7, and two 4s, for added context.

    Edit to add that I play for FUN not kills, and behavior like that is no fun at all to play against and is why I quit the game back when MM was the new killer. I came back less than 2 months ago.

    If they all come to body block you, they are handing you the game. So, yes.

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