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Reinami

Reinami

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Reinami
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  • @th3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052329#Comment_2052329

    It actually is. The hit authority is on the killers side unless they have some crazy lag like 250+ ms. Even then it’s not clear their hit validation works especially since survivors can’t see the killers ping.

    edit: When I say hit authority I mean whatever the killer sees on their screen is accepted as a valid hit.

    I can safely say that is not true, i have had games against laggy survivors where my hits go right through them.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052329#Comment_2052329

    It is when my ping is 42 and I got hit from 7 steps away. The killers' ping is ######### so I get punished. That is priority. I'm closer to the server obviously compared to the killer but I got latency? That's not how latency works. The farther away you are, the worse latency is. If the killer has ######### ping and the hit still registers on HIS side and goes on, he got priority. It's the same in COD.

    You can't actually know the killer's ping because you can't see it. Stop projecting.

  • @yoko123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052321#Comment_2052321

    The first example I gave demonstrates how the perk can be successfully used without being tunneled, and the second example demonstrates how the perk fails when being strictly tunneled.

    I understand that, conceptually, it's meant to be anti-tunnel, but just because you got picked up 60 seconds after getting off the hook doesn't necessarily mean you're getting tunneled. And just because 61 seconds passed before you got picked up doesn't necessarily mean you're NOT getting tunneled.

    I do like the new changes! I think they're healthy overall. I am concerned however if someone gets unhooked, decides to get healed, then begins healing a teammate (likely their savior) before the killer shows up and goes tunneling now without consequence because the perk expired. This would not be difficult with Nurse's Calling on Ghostface, for example.

    If you are able to heal a survivor, do a totem, do a generator, or progress the game in any way, you are not being tunneled.


    In the example you give, it sounds like maybe the survivors should run and go hide and heal instead of standing near the hook. The reason survivors get away with so much ######### these days is because of BT combined with DS. If i have DS and BT, i can just hook dive, and unhook you, you now have BT, if i go down i have DS. The point is that these types of plays are unhealthy, survivors should not be throwing themselves at the killer and have it be effective. They are the ones being chased, not the aggressors.

  • @Predated said:

    I think it would be a very healthy move to remove scratchmarks while Spirit is phasing and instead show blood as blood is harder to track than scratchmarks. Swapping Father's Glasses blood tracking with scratchmarks instead and Mother-Daughter ring instead of removing scratchmarks, removing the blood.

    Because a good spirit never really relies on scratchmarks or blood anyway as they listen to the environment.

    This only raises her skillfloor, and doesnt lower her skill cap, let alone that there actually would be some decent counterplay that survivors can pull against lower skilled Spirits.

    @GannTM said:

    No, tracking by blood is actually easier than scratch marks because blood is literally a direct trail. It would make Sloppy Butcher OP af on her if this was implemented. The real QoL change she needs is to actually take skill to play and not completely miserable to go against.

    The best way to fix spirit by giving her counterplay without actually nerfing her directly is to give counterplay but for both sides.


    Spirit has a passive phase, just add that to her power as well:

    • Her base power lasts 5 seconds. Make it so you phase back in 3 times for .5 seconds
    • Once at 1 second in
    • Once at 2.5 seconds in
    • Once 4 seconds in

    When phasing back. Spirit keeps the movement speed bonus of her power but becomes visible to the survivors. However, she also is able to see the survivors. This gives counterplay to spirit. You know when she is using her power, and you can see her periodically for a short burst. This lets you know what direction she is going and gives you a chance to make a decision based on that, creating counterplay. But, maybe the spirit knows that because you saw her going one way, that you are going to go the other, so now when she phases back invisible, she doubles back, and lands a hit. But next time, you now know that she knows. So instead of doubling back, you keep going. This creates a mindgame and counterplay around her power while not actually nerfing her, because she gets the benefit of it as well.

  • How is that any different than now when most spirits run the addon that eliminates scratch marks anyway?

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2052318#Comment_2052318

    Blood is harder to track in most maps, let alone that you can still run back into your own blood to hide it and that you need to stand close to see it. Scratchmarks are visible on any map, from a very long distance.

    Adding to that that No Mither would actually be a very strong perk against Spirit in this case, as you dont drop blood at all AND have quiter sounds.

    Blood is easier to track on pretty much every map except for old ormond. Scratch marks can appear in a spread that makes you think the survivor went somewhere else, but blood leads directly to the survivor.

  • @AVoiceOfReason said:

    The killer still gets priority on hits, though.

    That's not actually true, it is just perceived that way. When you get hit but feel you shouldn't that is latency not "priority"

  • @yoko123 said:

    A lot of people, including myself and many other respectable members of the DBD community have described the current Decisive Strike as an "Anti-tunnel perk."

    However, I would like to provide some examples, ones that I personally encounter very frequently as both Killer and Survivor as to why it's not exactly that.

    Killer Example 1: "I don't even remember hooking you."

    You find a survivor. You hit them. You down them. You hook them. You immediately leave the hook and chase another survivor. You hit them, down them, hook them. Then you find another survivor and hit them, but you have Pop Goes The Weasel so you go to kick a gen. Then a healthy survivor runs at you and hops on the generator. You pull them off, thinking to yourself, "Well, that was a costly mistake." Turns out, they have DS. And guess what? It's that very first guy you hooked.

    Despite chasing, downing, and hooking another survivor, and hitting another, and kicking a generator, and despite the first guy you hooked having time to self-care for 32 seconds, you still stunned by DS. I don't think that this matches any reasonable person's definition of "tunneling."

    The way this usually happens is the first guy you hooked stays on hook for 40-50 seconds or so while you go about your business, then when unhooked they still have 60 seconds of DS. In those last 10 seconds or so of DS, the survivor plays extremely risky, baiting the killer into wasting time trying to punish them.

    Survivor Example 2: "Guess I'm not getting tunneled, then?"

    You're on the hook. You get unhooked in front of the killer. Thankfully, you have borrowed time. However, the killer decides to chase you anyway. The hit from BT allows you to make 20 seconds of distance. Wait, that's already a third of your DS gone? Whatever, so we throw some pallets and the killer is forced to break one and we get some more distance. It's been about 40 seconds now, which isn't super unusual for a chase. You finally make a mistake, and get downed. You have 10 seconds of DS left... The killer waits just a moment, then picks you up. No DS. Because you didn't get tunneled, right?

    Despite getting immediately chased off the unhook, and getting downed by the killer without any other actions taken, the perk deactivates. This is quite literally the definition of "tunneling." This is why many survivors choose to purposefully jump into a locker instead of chasing the killer around, especially on their death-hook.

    Conclusion and Suggestions

    Decisive Strike is a very strong perk, but it's not quite "Anti-tunnel." It can be used that way, but it can also be used very offensively, often punishing the killer for merely hooking a survivor at some point in the match, or failing to give any value to a skilled survivor who is good at looping.

    The new DS changes, the ones that will make DS deactivate when repairing generators and such, will help alleviate the issue a little bit on the killer side of things, but I still think survivors have it unfair too.

    My suggested change to DS is to have the perk deactivate if another survivor gets hooked, but to have the timer slow down drastically if the DS user is getting chased. The implications of this change are that, if you aren't strictly tunneling one survivor, the perk will never go off, however if you are tunneling a single survivor, they will likely have DS for any amount of time as you continue chasing them.

    This would be a nerf to the perk overall, but given how strong and perhaps overused this perk is, making it more situational might be the right decision.

    In any event though, my primary point here is that DS is not an anti-tunnel perk for either side. As a survivor you often need to plan to use it offensively against a killer that otherwise would not tunnel you, and as killer you have to play around every survivor you've hooked possibly being ready to stab you.

    Conceptually it is meant to be anti-tunnel perk. The examples you gave are examples of it not being used as such. The new changes to it will solidify it as being an anti-tunnel perk which is what it should be. It should not be granting you immunity to do hook trades without any consequences or sit on a gen for 60 seconds and hop into a locker the moment the killer shows up.

  • @Predated said:

    I think it would be a very healthy move to remove scratchmarks while Spirit is phasing and instead show blood as blood is harder to track than scratchmarks. Swapping Father's Glasses blood tracking with scratchmarks instead and Mother-Daughter ring instead of removing scratchmarks, removing the blood.

    Because a good spirit never really relies on scratchmarks or blood anyway as they listen to the environment.

    This only raises her skillfloor, and doesnt lower her skill cap, let alone that there actually would be some decent counterplay that survivors can pull against lower skilled Spirits.

    This is not how to fix her, if anything this is a buff. Blood is far easier to track than scratch marks.

  • @aylawell said:

    I've been under the impression that survivors in a match are in the killers lobby, making the killer the host.. but what does it mean when the killer disconnects from host?

    It used to be like this, yes. But for over a year now we have dedicated servers. So no, the killer is not the host.

  • @aylawell said:

    is it possible to modify whatever process is applying these matchmaking penalties to recognize if the player is clicking the confirm disconnect prompt? I'm sorry to be another downer as I love this game but quite frankly its infuriating suffering these consequences for just trying to play legit.

    If they made it so it only penalized you for actually clicking the button, then how do you stop people from quitting the game by just pulling the plug on their router instead? Every single multiplayer game punishes people who DC. Honestly i think DBD needs to be harsher. DotA and LoL will legit ban you for days if do it more than a handful of times and it can lead to permabans if you are a habitual leaver.


    Maybe even add a leaver/toxic island, where you only queue up with other people who are leavers/DCers until you win X number of games.

  • @CakeDuty said:

    People say it's cool and good for more versatily perk loadouts.

    In reality it's just gonna get used so people can equip a fifth meta perk. I have friends that run IW, BT, Exhaustion perk and has to choose between either DS or UB. If they got a 5th perk slot, they'd just equip both. Only way I can see it working out, is if the fifth perk has to be a personal perk, but even then it will just create meta survivors.

    For killers it'd also just be a fifth slowdown perk. Ruin Undying, Corrupt, Pop and BBQ would probably the new meta killer loadout.

    It sounds like a cool idea, but will just be used for running an extra meta perk

    I'll say that corrupt + ruin is a terrible combo. You generally want one or the other. If they you run corrupt they can't repair the first few gens without potentially exposing themselves to the killer. So if you can't do gens, what do you do instead? Totems. Probably thought the meta build would be:


    Thrilling + ruin + undying + surge (or pop) + some sort of tracking perk.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051235#Comment_2051235

    The thing is, there's one major difference between SWF on comms and Blight's flick:

    One's been expressly approved and supported by the devs (SWF on comms), whilst one has been expressly confirmed as unintended and unsupported.

    https://www.twitch.tv/mclean_bhvr/clip/AmorphousFaithfulKleeTheTarFu-jPzbiLNS-Dku-899

    It's similar to the Pyramid Head exploit; unsupported, unintended, and expressly condemned:

    https://www.twitch.tv/mclean_bhvr/clip/SpookyPeppyTarsierThunBeast-7rDoj_6XXge-6uJe

    (basically saying don't use exploits)

    Way to literally cut off the clip talking about the j flick where he says that, its not intended, they aren't doing anything about it ATM, but they are keeping an eye on it to see if it becomes a problem.

  • @ImHexyAndINoed said:

    I've always Struggled vs Spirit, can anyone give me afew decent tips for countering high level spirit players? I don't see her as much as I should so I don't get the best practice in to learning how to work around her.

    https://www.youtube.com/watch?v=19fyTS63bQ4&t=0s


    This video is a bit old and back when spirit still had collision during her power. Since then she has been nerfed a few times. But this video is still very relevant.

  • @GoodBoyKaru said:

    Pig traps should kill at the exit gates, I disagree with you there, but hey at least people are finally realising that a tunneling Pig is a larger issue than they first thought

    Not much different than a bubba facecamping, or a 99'd t2 myers face camping, or a basement huntress. When you do so as those killers against good survivors you will:

    • Get 1 kill
    • Depip
    • Lose the game

    Now, personally i think tunneling and camping are bad, but they shouldn't be fixed on an individual killer level, they need to be fixed in a game mechanics sort of way. I personally think that:

    • Hook state should not decrease if you are camping (use the same rules as the emblem)
    • Hook states should be shared across all survivors (no tunneling someone out of the game immediately)
    • Gen repair times should be doubled to 160 seconds or even increased to 200 seconds (just wait)
    • Survivors get a stacking buff increasing repair speeds based on how long they have not been in a chase with the killer, this debuff loses stacks while being chased by the killer.
    • Probably now need to buff killers in some way more to compensate, but this would require more numbers tweaking.

    This would encourage killers to not tunnel the same survivor, and would discourage camping.

  • @Bravescorpio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2040358#Comment_2040358

    It was never announced by the team officially as releasing tomorrow. And they've said time and time again that things are bound to change, just because it followed a pattern before doesn't mean it will again. People assumed, and maybe partially rightfully so, that it would come out tomorrow, but they never said that.

    If the devs would actually communicate with us then we wouldn't have this problem to begin with.

  • @Im_Tired said:

    Would this be fair or make the perk useless?

    So the survivor could still use it to gain distance and avoid a hit, but you'd take a hit if it should've landed instead of it phasing through

    I'd be for it because some uses of DH feel completely BS (when used to phase through a sure hit instead of just to make distance), but I wanna know the opinions of people who've been playing the game longer than I have

    It doesn't solve the problem. The actual problem with dead hard isn't using it to dodge a hit. In fact, it is pretty balanced in that way. The problem with dead hard is "dead harding for distance"

    When you compare it to other exhaustion perks. Dead harding for distance has no down side and massively extends a chase, effectively giving good survivors a 3rd health state.


    Compared to other exhaustion perks:

    Sprint Burst requires you to walk everywhere in order to have it ready when you want it. Alternatively, you can "99" it, but then it requires you to be constantly running, meaning you can't stop to reapir a gen. It also doesn't extend a chase because it basically can only be used at the beginning of a chase, giving the killer the option to abandon when they see sprint burst go off.

    Lithe requires you to vault something, but it isn't optional, once you vault something, it goes off. This means you can't extend a chase with it, but it can be used to get to a safer place if you find that a pallet is gone.

    Head On requires you to be in a locker and can't really be used in a chase outside of some luck, deception, and potentially stacking over perks. Additionally, it doesn't really extend a chase either as it only buys you a few seconds.

    Balanced Landing is the only other one that can actually extend a chase, however, it is very hard to use, and they are very few spots on many maps that you can use it, additionally it can go off when you don't want it to if you drop at the wrong time.

    The pallet stun one (i forgot the name but the new one coming) has some counterplay. You generally don't want to get stunned by a pallet as a killer anyway. And, often, unless it is not a safe pallet, you are going to break it most of the time. This basically allows the survivor to force you to abandon chase, or take a long time catching up. I see it as a sprint burst with extra steps, but requires some more skill to activate, by stunning the killer. It also has a downside as pallet stunning can sometimes be risky.

    Then we come to dead hard. It can't accidentally be used, because you have to activate it, meaning that you are able to save it for the exact moment you want to use it. It's only downside, is that you must be injured, although, not really, because at some point in every chase, you ARE going to be injured. It also can be used to "dead hard for distance" which is its biggest problem and the thing that makes it so strong. You can effectively edge yourself around a loop an additional time, dead hard for distance to a pallet, drop the pallet and now you have reset the chase. It is the only exhaustion perk that you can reliably extend a chase with, and not just for a few seconds, but you can effectively reset the entire chase by dead harding to a pallet that you wouldn't normally be able to hit.

    Ideally, to fix dead hard you would rework it.

    Rework it so you get an extra sprint burst when you are hit (think sprint burst + getting hit), that way you can't just stay injured and be safe with a "extra" health state effectively. You can only use it when you are full health and then get hit, you also telegraph to the killer that you used it, meaning they now have the choice of abandoning chase and going after a different survivor or they can continue on and now know that you are in a weaker spot once they catch up.


  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2038816#Comment_2038816

    You literally just pointed out their special properties. They're essentially the same as Pig's lunge.

    No, that is not accurate. What i'm saying is, the powers the don't apply on-hit effects are ones where the attack itself is NOT a basic attack. Pigs dash is not a basic attack because the power is not increasing your movement speed. The attack itself has special properties such as distance, cooldown, etc.. Blights lethal rush is not a basic attack, it actually has different properties than a basic attack, lunge distance is different, cooldown, etc.. I do think you could make the argument that nurse's is not a basic attack but i don't think that is the right way to nerf her because it doesn't really do much as she is OP because of her ability to basically ignore every defense a survivor has.


    Wraith and spirit attacks ARE basic attacks, no special properties are added. What their power DOES do, is increase their movement speed. It isn't doing anything to their basic attack, all it is doing is increasing their movement speed. It isn't even tied to the attack itself, they both get a few seconds of extra movement speed after their power ends, it's literally part of the description of the power.


    A function of that is, when you do a basic attack the lunge range is increased, because lunge distance of a basic attack is tied to your movement speed. You can replicate this behavior with anything that increases your movement speed, like:

    • Play with your food
    • NOED
    • Bloodlust


    This is why it seems like nurses lunge range is so short. Because it is, it's tied to her movement speed.

  • @Star99er said:

    I've been stuck on this Tome Challenge for the past 5 days I can't get it because everytime I bodyblock and sabo hooks the killers intentionally drops the survivor which doesn't count towards the challenge.

    It was really easy TBH. Don't try to use toolboxes and sabo. Bring a medkit with purple agent on and take a hit, then use it, then take another hit, then get downed. If the killer goes for the 3rd hit, they are gonna get off.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2034504#Comment_2034504

    https://forum.deadbydaylight.com/en/discussion/comment/2034509#Comment_2034509

    All 3 have drastically altered speed and distance thanks to their powers. Two of them increased, one decreased. Based on how they designed Blight, Pig and Legion, that more than qualifies as a secondary attack.

    They don't have any special properties. You could argue nurse, because hers is actually tied to her power. The others are just regular lunges, but spirit and wraith's go further because they get a movement speed boost. Lunge distance/speed is tied to your movement speed.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2034130#Comment_2034130

    Because if Nurse was released today, her post-blink attack wouldn't be a basic attack. Same as Spirit, same as Wraith, same as Hag.

    MAYYYYBE nurse, but the other 3 are 100% just a basic attack.

  • @gendoss said:

    Is there really any reason that people use iri head other than the fact that they want to win in a video game so badly that they have to make the game as unfair as possible in their favor?

    I had a Twitch streamer use the excuse of them warming up for practice as a Huntress main. Really? You want to practice by making the game as easy as possible? Iri head is the most ridiculous thing in this game.

    Because I play to win.

    http://www.sirlin.net/ptw


  • @Regulus47 said:

    Need I say any more? This build is used in almost every game at the higher ranks due to how simple it makes defending the generators. There's no skill or (real) counterplay to this combo. There is counterplay to BBQ, hiding in lockers, but doing that when repairing a generator just wastes precious time. That means there's more chance the killer will get to the generator before it's repaired and ruin all your hard work and effort for no effort or investment at all.

    The killer just hooks a survivor (easy enough) and sees everyone's aura, and then they can go to generators being worked on and instantly get rid of 30-40 or more seconds of a generator repair progression, counting the fact it applies normal regression ON TOP OF the massive gen progress decrease. There's nothing the survivor can do about it. It doesn't even have a cool down, so if someone tries to repair the generator to make up for the unavoidable regression loss, the killer can just do it again with no penalty. It literally punishes you for playing well, and I don't know if that's healthy.

    I realise this will probably be seen as a joke or bait by the people of this forum, but I'm being serious. This build is used in almost every high rank game - even the Decisive Strike + Unbreakable combo isn't used that often, yet the BBQ+Pop combo is the one ignored. It reeks of hypocrisy to me. Both combos are uncounterable without literally stopping doing your objective. Killers should face the same stigma for running these brainless combos that survivors are given, and I'm sick of this community giving them a free pass.

    Tl;dr: Killers are hypocrites for complaining about good survivor perk combos when they use an overpowered and uncounterable perk combo every game. It's the small PP build for killer.

    No counter. Except for:

    • Using a locker
    • Perks that hide your aura.
    • Hiding your aura behind the generator
    • Getting within 40 meters of the killer

    Pop regresses a gen by 20 seconds, which is SOOO MASSIVE, except that:

    • It requires a hook
    • Picking someone up walking them to a hook, hooking them, then walking to a generator probably takes about 20-25 seconds. More if you aren't near the gen you want to pop.
  • @Koukdw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022681#Comment_2022681

    Won't work for the key. There are achievement that require all survivor to escape from the hatch. I heard it's a bit of a pain in the *** or near impossible to change achievement on console.

    Couple of things:

    • Who the hell cares about achievements
    • This is actually false, you can change achievements, many games have done it.
  • @RyRapsYT said:

    I understand that Prove Thyself is very good already. But, if it does not stack I think it should stack with other players who have it. It may already stack I'm not sure

    If it stacked and 4 survivors got on a gen with 4 of the perk, it would take them 12 seconds to complete a generator. And you think gen rushing is bad now?

  • @Zixology said:

    We all know it. Despite most people not wanting to admit it.

    If literally anything pro-survivor comes up in these forums, it gets absolutely ransacked by the forums majority.

    If something related to both sides comes up, the survivor part gets ignored and the killer side gets praised.

    This whole site is just one big circle jerking echo chamber now. The mentality is "Killer = Good, Survivor = Bad".

    No ideas can be shared and nothing can be said unless it's pro-killer and anti-survivor.

    Hell, I bet 99% of you didn't even read this far. The second you read "pro-survivor", you tuned out, tightened your big boy pants, pushed up your glasses, cracked your fingers and were ready to tell off the "toxic survivor main" who posted this.

    Ffs... It's like I'm not even allowed to play both sides anymore.

    It would be an echo chamber if only one side did it. Literally every thread complaining about one side has the other side complaining in it too.

  • @FrostySeal said:

    I haven't seen anybody suggest this, but what if Spirit got more counterplay in the form of chase music? Maybe certain instruments can play when she starts phasing or something like that. I think it'd be a pretty cool addition and it wouldn't be a boring nerf like making her move slower or muffling sounds when she phases.

    What do you guys think of this idea? (This is just an idea, not saying that she needs to get nerfed hard.)

    This doesn't really address the problem too much, but arguably it's just a slight nerf. IMO she does not need a nerf, she needs counterplay added while not actually nerfing her. Best way to do that IMO is:


    Her passive already exists where she phases in and out. Add that to her power. During her power, every 1.5 seconds, she phases back in for .5 seconds, during this time she keeps the movement speed, but becomes visible to the survivor, she is also now able to see the survivor.


    This means that it nerfs the "stand and do nothing" ability of her power, but also allows for counterplay in that survivors can see where she is going. However, now spirit can also see the survivor, and now they can have some counterplay. Maybe she decides to keep running at you from that direction around the loop, or maybe she doubles back, maybe she thinks you know shes going to double back, so she doesn't. It basically adds mindgame to her power.

  • @ManWithALemon said:

    I think it's pretty accurate. What do you think?

    https://us.v-cdn.net/6030815/uploads/RAJYSQBALIC7/image.png

    I'd move doctor and plague up and pyramid head down, but otherwise i agree.

  • @spiritsLeftball said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023411#Comment_2023411

    A pinging system is such a good idea, and there is so many ways of implementing this for example all survivors whom bring in a map can ping items and locations and its highlight throughout the arena permanently for every survivor running a map.

    I like Scott Jund's idea:


    https://www.youtube.com/watch?v=ZPukUi7Oz3g


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023463#Comment_2023463

    Why can't they just listen now? There is plenty of very clear feedback they are choosing entirely to ignore it.

    Why do we have to wait until the patch goes live for a week or two before they will even hear our questions out?

    Even then, you guys decide what questions are even given to them to look at; which if that is the case it makes me doubt the feedback forum even does anything at all. I mean, most of the feedback is the opposite of what they actually went and did, so what's that all about?

    This is DBD in a nutshell, they never listen to feedback before hand.

  • @dspaceman20 said:

    Wasn't that nerf to the addon a bit justified? I heard that it took away skill because all the killer had to do was aim it at the ground and get extra damage in.

    Ideally yes, but his basekit needs a buff, he doesn't justify the 110 movement speed imo.


    Something that might be more fun imo is:

    • Buff his MS to 115
    • Make his m1 take apply laceration instead of doing damage (this means it would take like, 4 hits to down base)

    This makes him an actual unique killer compared to others.

  • @MysticalMagic92 said:

    How often do you face a high-level Nurse though? Of course, you're going to get destroyed every once in a while. Sometimes there's nothing you can do. However, good Nurses are quite rare, so it shouldn't happen often. If you encounter good nurses often, then yes, that's just unfortunate matchmaking.

    Terrible argument. as a nurse main with 1.5k hours. She needs a nerf. This argument is also terrible on the other side. Tournament squad SWF need to fixed too. Ideally they should give solo queues more information and ways to communicate (perhaps a way to "ping" things to each other) and do some other things then nerf survivors/SWF or buff killers as a whole to close the gap between solo and SWF.

  • @oh_salutations said:

    In my honest option the rift is way to challenging to charge money like you have to pay money to play a game do outrageous challenges and still be behind without challenges it takes about 20 games for a tier one (800xp a 1/10 tier about 400-500 an average game)

    As a casual player I feel obligated to buy tiers but I shouldn't take games like Apex legends or Fortnite to the casual player the battle pass is a challenge but it isn't hard

    it hard to think that I play more of dead by daylight then those games And I can complete the battle passes in them but I could never finish the battle pass for Dead By Daylight (trust me I try but it takes so much effort and I'm someone with the privileged to play for extended hours and I still feel like I need more time)

    but I'm not just going to hate or judge without a Suggested fix

    honestly they should replace the rift system it just doesn't fit in the DBD style. It's too corporate like maybe have the tome challenges be liner and focus one one character for example (I'm going to use Kate and The doctor) In a rift there are 4 levels of challenges each level getting harder but what if it they increased the number of challenges each level and each one focused down one one person like Level one will be Kate you start off with "Easy" challenges and go though a linier path doing challenges each level giving a small reward in BP, Charms, Cosmetics Recolors. 1/3 down the line you get her Shirt and after that her challenges get harder and the rewards get better offering more BP And cooler charms and Recolors. 2/3 done and you get the pants and the same thing happens the challenges difficulty Increase as well as the rewards after completing the Kates story you are giving the animated clip the last piece of the cosmetic and her doll charm to use on BOTH killer and survivor (Charms should never be limited they should be a way to show off and limiting that is annoying) you could also add new things like Custom survivor lobby tracks so you get a selection of what you want and its not just the guitar all the time When you are done with Kates and move one you move on to the doctor level and learn about him but you aren't forced to like if I'm a survivor main that doesn't care about killer cosmetics then I would do Kates and be done (And vice versa) but the logical thing to do is play the challenges get the BP and the cosmetics to get the most out of your $10

    They really aren't though. Average game gives you about .9 shards. Each game lasts about 8 minutes. This means that without challenges, you need to play about 780 games (not including any rift challenges) to complete.


    780 games x 8 minutes each = 6240 minutes

    6240 minutes / 60 minutes = 104 hours


    This means over the course of 70 days, you need to play 104 hours. This comes out to about 1.5 hours a day. After factoring in queue times, lets round that up to 2 hours a day. But now if you factor in all the challenges and such, you really only work out to probably about an hour to an hour and a half a day.


    This is really REALLY ######### fair compared to most battle passes. Most games have "dailies" or a "weekly" challenges that you have to actually complete every single day for the battlepass. If you miss a day, forget it, challenge gone. DBD let's you binge half the rift during a weekend if you want to. Granted each tome comes out over time, you still get a lot of time to complete everything.



    Now, add on the fact that the premium track for the rift contains the premium currency that you can also use to buy the premium track for the rift. Enough such that the premium track becomes "free" if you complete it.

  • @IWasLeft2Die said:

    I came back to dbd recently and last I played Moris were much more powerful (ebony was especially too powerful). Coming back though, they all seem very weak. I was wondering what yall thought about what should happened with Moris (regardless of what happens with keys). Should they stay the same, be even weaker, return to how they were, or buffed but not as strong as before?

    Fix moris and keys:


    Moris:

    • Yellow mori becomes basekit and is left unchanged, this means the killer can mori the last survivor, this is just a "for fun" thing and would make us see the mori animations a bit more often.
    • Make ebony mori only allow 2 kills total, and have the generator furthest from the killer be repaired immediately at the start of the trial.
    • Every time you hook a survivor gain 1 token
    • Every time a generator is repaired, lose 1 token
    • You can spend 3 tokens to mori a survivor (any survivor)

    Keys:

    • Keys now have an opening animation of 10+ seconds that gets reset if interrupted (think like the character fidgeting for their car key in like every horror movie)
    • If the killer closes the hatch, they "break" the hatch, preventing it from ever reopening.
    • Keys now only allow 1 survivor to escape and the hatch immediately closes. The hatch is now unable to be reopened (either through a key or the last survivor remaining) for 60 seconds, during this time, the killer is able to break the hatch.
    • Breaking the hatch does not start the EGC and finish generators unless there is only 1 survivor remaining.
  • @Shoottokill_Shinsou said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017199#Comment_2017199

    You make no sense. Tournament squads win because they outskill the killer. If that offering existed, it would be just grinding to win. Huge difference.

    Tournament squads do not win because they outskill the killer. They win because the game mechanics literally hand them the game.

  • @Zaytex said:

    The beginning should just make generators progress 50% slower until the chase begin wins, would stop the whole generators flying before the killer even finds a survivor because they get a giant ass map.

    This might fix the problem but it's boring. If anything they need to make it so survivors spend LESS time on a gen. I always thought that maybe decreasing gen repair times but make survivors find a part to start repairing the gen, or making there be more gens, so survivors spend more time running from gen to gen.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/234410/entity-displeased-you-killed-the-survivors-to-fast

    The Entity feeds off pain, suffering, despair, and other negative emotions. It wanted it a meal and you handed it three M&Ms. Of course it is displeased. You ended the game as fast as you could so all your emblems are garbage. MMR has nothing to do with it.

    Next time play with your food a little bit better.

    The problem with this though, is that often it is not in the killers control. Survivors killing themselves on hook, or letting their teammates die on the hook. Once you hook a survivor, you can't unhook them, you rely on the other survivors to actually do something.

  • @Shoottokill_Shinsou said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015779#Comment_2015779

    No, but guess what? Tournament squads almost never happen. You can't level up a bloodweb, which takes no skill to do, to get one. Tournament squads usually win because they are better. They know how to be as efficient as possible. That means that they earn their wins. I don't see a problem with that.

    You make no sense. You say "that's rare" so i present you something else that is rare, and then you say "yeah but it's rare"

  • @LeatherFeather said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015765#Comment_2015765

    The problem is that on tournaments you have squad of 4 people that know what you are doing. On daily basis, you have survivors that gave up on the first hook xD

    I'm saying the game should be 2k/2e at all MMRs, including high level. There are things devs can do to make the game easier for casual solo survivors while nerfing high level SWF.

  • @Ruma said:

    I am at tier 49 now in the current rift and my favourite rifts were the first two.

    All the ones that came next were pretty stale with the rewards imo.

    25.5, but i have a bunch of completed challenges saved up for when the killer drops, so when you add all those up i'm 35

  • @CountVampyr said:

    Right now I’m on “A True Friend”. Even if I get a full stack for WGLF we’re still talking about 5 games minimum for 3 rift points. So far I’ve played two games and got zero in the first and two in the next. Good times!

    I actually am fine with the grindier ones that allow me to the play the game like normal. What i don't like are challenges like "Escape while 6 other survivors escape, you must remain in the trial while they escape" and "Have someone breakout using breakout"


    The first is complete RNG, and forget about it if other survivors are doing the same challenge so you both stand at the exit waiting for the other to leave. The second requires you to use a specific perk that isn't really that good and requires team coordination.

  • @BeardedScrub said:

    For this game to be "balanced" most killer mains are asking to be able to kill 4 survivors most matches...

    Even if you get 4 kills HALF of your matches and 2 kills your other matches, that averages out to 3 kills per match. That means 3 out of every 4 survivors won't make it!!!

    In what world is that "balanced"?

    In solo q, I don't know if our squad makes it out alive even 10% of the time. And in a full squad we maybe make it out 20% of the time.

    When you get a killer with certain perks and add-ons, like Freddy, Spirit, even the Hag with her traps, these killers can be virtually impossible to beat.

    Then we have killer mains on here whining all day because they are getting t-bagged...

    If you aren't getting 2 to 4 kills every match (meaning the game is balanced towards killer) then you absolutely suck.

    Of course we should nerf DS, and if we keep the game in the state it's in, n I'm okay, but please, if you are going to nerf anything survivor, nerf the traps of the Hag, nerf Freddy or the Spirit.

    Yes we have a problem with q times. That's the only reason why they cater so much to killers. They have to or the game won't survive so I'm okay with it. But killers: a successful match isn't 4k or bust, and again, if you aren't getting 2k or more in most matches, you suck, even my friend who's new to the game can play underpowered killers and get 2 kills each match

    I want this game to be balanced at all MMR/Ranks so that an average of 2k/2e every game. Right now, at my rating, if i play a team of survivors of equal skill to me, they will win every time unless i play nurse. Tournaments prove this game is survivors sided. Casual and solo play is terrible for survivors, both need to be fixed and brought together more so the game is more fair for everyone.

  • @Seraphor said:

    I just want some faint sounds (her usual grunts and whines) that follow her when phasing, probably at about 25% volume. This way you can tell roughly where she is, but only when she's quite close to you, and only if you're listening out for her. That OR, she disrupts grass when moving through it.

    I don't see why her vacuum sound being directional is an issue because you only hear that when outside of her terror radius anyway.

    She DOES disrupt grass when she is moving through it. She also DOES make noise when she is close to you. So....

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015833#Comment_2015833

    Why did you link me a wiki page on Margin of Error? Do you know what you're talking about?

    I was just saying you can't provide proof. Someone could provide it if they recorded the samples but alas nobody has. Your word is not good proof lol

    EDIT:

    https://us.v-cdn.net/6030815/uploads/5T82EA1B5RVY/capture1231313123-png.png

    I'm saying if we have a record of say, 1000 games, and we record how many times someone kills themselves on hook, we would know, within the general population an average number games where someone does it within a 3% margin of error. Which is statistically significant, we dont require BHVR to release the stats, we can gather it ourselves.



    The way you are asking for proof is pointless and reductive. I could create a google sheet and you'd just say i made up the data.

  • @onemind said:

    I know normal people say dbd is unbalanced, but I believe this update will make the game pretty balanced other than a few things like freddy or haddonfield. Or the games pallets

    And I just what to hear do you agree that dbd will be mostly balanced as of 4.6.0 not completely or including qol changes

    It's the most balanced it has ever been.


    Not that it actually means anything though, this game's balance is a trainwreck. Just look at marth or tournament level play. A bunch of 2Ks with killers who camp with NOED because playing normally isn't actually possible at a high level.

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015813#Comment_2015813

    That's testimony - not proof. It was rhetorical question don't worry about it.

    Hopefully BHVR release the stats on killing yourself on hooks to settle it once and for all.

    Then you are asking for something that nobody can provide. I dunno, if i play 1000 games, and half of them have a hook suicide, that is pretty good proof and statistically relevant.

    The margin of error is a statistic expressing the amount of random sampling error in the results of a survey. The larger the margin of error, the less confidence one should have that a poll result would reflect the result of a survey of the entire population.


  • @Kebek said:

    Nurse is completely fine, she could actually use a few buffs to her bad addons.

    Spirit could use a few changes to give her power more feedback but nothing that would nerf her overall strength.

    @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2010116#Comment_2010116

    Nurse is not fine. But her being hard to learn makes up for the fact that she’s busted.

    As a nurse main with 1.5k hours, i agree, the problem is, at high level play, she is the only viable killer, but she is too strong.

  • Half of my games i play with 1.5k hours? This is on both sides too.

  • @Seraphor said:

    There's only so much MM can do. People act like it's the result of incompetence on BHVR's part.

    If you have 10 killers queuing for games at any one moment, and all of them are red/purple ranks. Meanwhile there's 100 survivors queuing at the same moment, 20 of which are red/purple ranks... half of those killers are going to face non-red/purple survivors.

    Survivor queues are long enough as it is.

    You are missing the point of OP. It's not about matchmaking. If you take a killer that has 5k hours, and have them play against a team of 4 survivors with 5k hours. The 4 survivors win basically every time, unless the killer is playing nurse and MAYBE spirit.

  • Hey mods why is this hiding in feedback? There is no feedback here, it is discussion on marth and what they are able to do. There is no feedback here.

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