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Reinami

Reinami

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Reinami
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  • @Dweet_Unfairfield said:

    Before leaving a negative comment and dismissing my opinion, please understand that this is an opinion A lot of people share, and that your opinion itself maybe flawed Without You realizing it. Too many people on the internet are close-minded and won't listen to the other side.

    Dead by daylight is a very unique game, some people still have no idea what winning actually is according to the game, some people have entirely different values on things in game not even the developers give a proper definition of what is counted as a win. This game can't just be treated like other games and apply the same systems to fix its own issues. MMR will just make the game a more frustrating sweatfest when survivors go against Freddy and spirit every game being punished for being good, or suffer in solo queue because the friends they usually play with are offline. Or killers will have to play ridiculous standards every game and have losses that are out of their control because they want to play their main at a higher level than the killers power will let them Reach combine that with the disconnection penalty which is what I'm here to talk about. And you will soon have more frustration, leading to more players quitting the game and longer queue times. There is already a lack of high rank Killers leading to low rank Killers getting matched against ridiculous Survivor teams far beyond their skill level. Why am I getting Killers who have a single yellow perk? Why am I getting survivors who all have the same builds and bring offerings that don't even appear in the bloodweb anymore?

    The frustrations of this game are really unique, since the game itself is so unique. Not to mention and it's currently buggiest State I have ever seen since the beta, frustrating killer power and Survivor perk designs. A ridiculous grind, increase focus on monetization and the return of hackers the developers won't/can't anything about.

    Now as I have said, dead by daylight is very unique, people who will quit from a match will find a way to do it no matter what. Whether it is giving up on hook, intentionally getting hooked, or just quitting the game. They're not going to sit and look at the quit timer and think about what they did, they are probably going to go play another game, and when the quit penalty gets too long, they'll never return. I'm tired of people labeling people who quit four matches as nothing but selfish crybabies. Plenty of the game's best players and live streamers think the quit penalty is unhealthy. Lots of people notice an abundance of survivors and Killers playing as toxic as they possibly can to try and encourage quitting or force you to quit. Knowing that they can get away with it. Hackers can put the quit penalty onto whoever they want, including one who currently gives you a 72-hour ban if you don't ready up fast enough that poppers has mentioned multiple times. There is an abundance of bugs, why should a killer get a quit penalty if they spawn in and can't move? Some people don't have time to just waste 15 minutes while the survivors mess around in front of them, especially with how grindy the rift is. Some people don't have time to just wait it out and encountering bugs like that constantly will kill motivation to return to the game, let alone spend money on it. Poor map design is one of the biggest problems with the game, it can be exhausting getting badham preschool 10 times in a row as killer or getting Hawkins every game as Survivor. If people really don't want to play those Maps, they will find a way to not participate in the game play and all the quit penalty does is punish the remaining players.

    I'm sorry but when it's a Huntress with iridescent hatchets and somebody instantly quits, to go play another game. The other three survivors are still forced to stay in that 3 V1 under a threat of being penalized for a ridiculous amount of time. It's a video game, quit taking it so seriously, and quit labeling people who quit as selfish losers because you are valuing your fun more than theirs. I can't tell you how many times I've still had a teammate rage quit and instead of being able to leave and find another match as well, I am forced into a lopsided match on a map I probably hate with no chance at possibly escaping while my teammates hide and do nothing. Or I could be playing killer and get Haddonfield for the third time in a row, somebody instantly rage quits and somebody kills themself on hook. Now I have to spend 25 minutes trying to find one of the two claudette's waiting for the other one to die so they can take the hatch. Or I can drop what I'm doing and Farm because I feel bad for those two forced to stay in this match.

    Fix the bugs, fix the frustrations, fix the reasons people have legitimate Reasons to Quit, and then penalize those who quit for childish reasons. There will always be people who give up on hook or quit the match because they go down first. Or they hate the map. There is no getting around it. There is no level of penalty that will stop them from leaving the match. All the current penalty does is punish the other three survivors and the Killer.

    The quit penalty amplifies frustrations with the game. Today alone, I had a match against a ghostface we should have all survived. But there was a bill running a selfish prick like left behind and conveniently he didn't have borrowed time. He had the selfish I must escape mindset, wasted every palate and open the gate to rob me of my daily, only to sit in the exit gate area and Crouch repeatedly while the entire team was slugged and I was on hook because I went down for him. He even distracted the killer so I wouldn't be able to use any of my perks to heal or decisive. To me that is far more frustrating than somebody quitting at the beginning of the match because it's Freddy on Meat plant.

    Getting three Deathslingers in a row who leave me slugged at 5 generators because they refuse to hook survivors out of fear the survivors will kill themselves on hook shows that fundamentally terrible character design and gameplay design. Forced to play midwich twice when I am playing Huntress kills my mood and any desire to continue playing killer that night, leading to survivors having to wait longer for matches.

    You cannot force people to stay in a game. Feeling like you are a prisoner once you have been locked into a match only makes the game more frustrating. Not to mention the ridiculous cool down on the penalty. I have disconnected three times this week, once I was frozen in place as the twins my very first game playing them, I couldn't move and the survivors refused to open the gates. They trash talked me after the match. The second time I quit was a rage quit, I will admit I got genuinely tilted and just closed the game. The third disconnection was earlier today. And is what inspired this post. A farming killer who refused to hook me, instead leaving me slugged and then repeatedly Downing me so the other survivors could pallet save for the achievement. I didn't want somebody to get an undeserved achievement and be held hostage in a match with a farming killer and teammates who refused to do generators while he only focused on me. So I quit while on his shoulder and got a 60 minute ban. I haven't even quit in the last 48 hours. The cool down on this quit penalty is atrocious. Arguably the worst I have ever seen. And the raising in time is insane as well. Maybe it was a mistake to bring mine up so drastically? It wouldn't surprise me with how bugged the game currently is but if there is a quit penalty, at least reduce the times and reset them daily.

    To anyone reading this, please don't act like you never get frustrated playing this game, we are only human. You calling somebody a sociopath for leaving the game is nothing compared to forcing them to play you are match because you value your fun more than theirs. I can't tell you how many times I have been forced to stay in a 3v 1 or lost all desire to play killer because of constant bad Maps I am forced to play. I'm fine with losing to skill, but getting defeated by bad Map design repeatedly and trash talked for it is exhausting.

    I also want to Define boring. A lot of people in the forums, typically Killers who refused to play Survivor under any circumstance and tend to play more annoying Killers like deathslinger or doctor will often tell you that "boring means anything to survivors don't like, or that the Survivor is probably bad and doesn't know how to play the game." Which simply isn't true. I play both sides, but lean killer, although I've been having a lot less fun with killer lately because of all of the glitches and repetitive Survivor builds and poor map design. It is just as Fair to complain about getting badham preschool five times in a row as killer, as it is to call deathslinger boring.

    Certain killers are by no means overpowered, deathslinger is mid-tier because he is bad at 4v4 but incredibly boring due to his ability to shut down chases. Chases are the only real chance a Survivor has at having fun and demonstrating their skill, nobody likes hiding and sitting on generators if they've played the game for a certain amount of time. He robs the survivors of their chance to show Chase skills by ending chases immediately through uninteractive game play. People will often tell you to just Juke him or duck behind walls and stuff, but if that's the case, it means his shots are unreactable Scott jund has proven. Not to mention if you are constantly juking and ducking behind cover, he will just close the distance, zoning you for free and hit you anyway. Leading to a lose-lose 50/50 scenario.

    Doctor on the other hand just has overturned add-ons and annoying Chase music, He tends to be a killer for newer players and not the greatest at high ranks. He is annoying but not at all "OP" and personally my least favorite killer to go against, due to his music and flashy visuals actually giving me headaches.

    Another example are legion and clown. The two worst killers in the game, hopefully clown gets a proper rework very soon and Legion gets the same treatment since neither of them are particularly fun to play as or against. Despite them being so bad. Clown just has a repetitive gameplay Loop and no map pressure. While Legion lacks the ability to down anybody and constantly forcing survivors to mend will not be fun for either side no matter how many Buffs or Nerfs.

    Ghostface is a killer I often see complaints about as well, mostly because of how buggy he is and overplayed he is. Popularity isn't a fair way to criticize a killer, although he tends to attract a certain demographic of killer player which leads to encountering him constantly and a repetitive gameplay Loop. Just fix the glitches and he will be fine honestly. People will always complain about a killer if they see them too much and that's just unfortunate, although it shows that the other Killers might not be viable.

    Hopefully I have shown that by picking some of the most hated killers and saying why they will be boring or are often called boring, ends The Stereotype of idiots on the forums trying to merge boring with overpowered.

    Not to mention there are many content creators and people who play the game far more than even I do that agree with this opinion, and I would argue no a lot more then most of the people on the forums who demand changes without understanding all of the things that change will bring. Scott Jund, Ussylis, Zubat, Puppers, Monto, Farmer John, and the list goes on. They all seem to agree. And the chances are you respect at least one of those names person reading this. Dead by daylight is a unique game. Quit penalty and MMR will be the death of it. It's a casual game, quit taking it so seriously and treating it so competitively.

    Thank you for reading this jumbled mess of words, funnily enough the first time I was typing it out the website bugged out and completely wiped everything. I lost so much I was going to say and ended up typing so much more. Hopefully whoever reads this gets something from it, or at least hears me out. Please people be civil, and please just listen to the other side of things instead of always assuming you are correct and any other opinion is wrong. Fix the game, then punish the rage quits. But right now the quit penalty/bugs/frustration/balance just kills the population, even with cross-play it's taking 20 minutes for a match. I don't want to go through that wait just to go against a deathslinger on midwich or get the underground lab when I am hillbilly or Huntress.

    Thank you again for reading this, I'm sorry this turned out way longer than I thought it would but I just had to get so many opinions out here and losing my first attempt at this led to even more frustration. I hope you have a good day or night and I'm eager for any thoughts and discussions that come from this. Along with hopeful change

    TLDR.


    But seriously, its a multiplayer game. When you queue up, you signed up to play a game of Dead by Daylight. It doesn't matter if your team is bad, it doesn't matter if you don't like the killer. It doesn't matter if they camp or tunnel you. If you don't like those things, don't queue up. If you don't like the team you get, play with your friends. Every other online multiplayer game actually has FAR harsher punishments for leavers. In fact, many of them will suspend you for several DAYS to WEEKS if you are a habitual leaver. Personally i think we should do that here too. if someone leaves the game, it literally ruins the game for the other 4 people in the match.

  • @WishIcouldmain said:

    This just a question to everyone out there only three that pop in my head are.

    1. Enduring/Spirit Fury

    2. Nemesis/PWYF

    3. Brutal or Bamboozle/Fire Up

    Are there any ones I'm missing out on? And what one is the best to you?

    Bamboozle isn't that great except on some maps. In general if you are looping correctly they should only ever get 1 use out of the window. When they recognize you have bamboozle, they'll just run to another loop when they see you hop the window.


    Enduring/Fury is good if you are playing a killer that won't respect pallets, like wraith, or myers. If you are going to respect pallets and going for munching, go for Brutal. This would be good on say, clown or pig, who typically aren't going to be getting stunned by the pallet and more likely that survivors just drop them early.


    Nemesis/PWYF is good on some killers, but requires you to constantly abandon chase, so it's really only good on high mobility killers.

  • @seki23 said:

    still adding more and more new bugs to the list.

    @Greatamygdala said:

    Lmao thought that was actually intended after coming back to DBD.

    Can't even place traps in front of exit gate as well

    @seki23 said:

    i think is only happening on new reworked azarov maps but im not sure i havent played her that much... recently. because traper cant either as far as i know but can in other maps.

    @seki23 is correct, it only happens on the recently reworked maps. Same with trapper and demo and such.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805799#Comment_1805799

    Its not😂 but the point is your point is wrong. Killing survivors isn't that hard meaning keys are useless if you are good and a mori is way stronger than a key

    Try playing against a team using a key and a hatch offering so they know exactly where the hatch is. And tell me again that moris are stronger.

  • @Mandy said:

    If I find keys in a lobby, I put on Franklins. There's outplay there for the killer, plus keys have a lot of conditions to complete before they become super useful in the game, unlike the way mori's were. They are really not comparable in the slightest.

    Good survivors play around franklins. You pick up the key, and hide it somewhere in the map, then come pick it up when it is time to escape from the hatch. You can't camp the key to make sure it disappears either, because 2 minutes of doing nothing means 5 gens get done.

  • You didn't read my post obviously. I have no problems with moris getting nerfed, but at the current time they are the only reliable way to deal with keys. So i guess i'm saying:


    "try actually doing gens and escaping from the killer its really not that hard"

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/212096/moris-are-the-only-reliable-counter-to-keys

    Mori does NOTHING against keys! If you mori the key user, the key will likely be left behind and picked up by another survivor. And by removing one player from the game, the hatch spawns sooner, making it even easier for the survs to escape. If you really want to counter keys, take Franklins and camp the key!

    Franklins is a terrible counter because of what i said above, just pick up the key and hide it somewhere on the map until you are ready to use it.

    If you camp the key it takes 2 minutes. Gens take 80 seconds. What happens when you let 4 survivors do gens undisturbed for 2 minutes?

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805544#Comment_1805544

    Not everyone does this. Besides, if you play well enough they might not have the opportunity to get back to it and use it. Point is I don't think moris countered keys because somebody else would just pick it up anyway. Mori nerf was expected and idk why this is the biggest hot take from the patch notes.

    "Not everyone does this" is not a good way to balance a game. I'm tired of this excuse of like "Not everyone is a SWF death squad" It doesn't matter if it is rare, the fact that it happens at all is a problem.


    Let me pose a hypothetical. Imagine if there was a killer offering that existed that had a 0.5% chance of appearing in the bloodweb. This offering doubles your movement speed as killer, doubles the time it takes to gens, and makes all survivors exposed for the entire game. Is that balanced? It only appears in 1 out of every 200 games, which means you will only see it once every 30 hours or so of gameplay (not counting queues). Is that balanced? Rarity or difficulty is not the way to balance things.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/212096/moris-are-the-only-reliable-counter-to-keys

    Lies. ppl could still use a key with moris but I highly doubt the vast majority of ppl bring an ebony mori once they see a key. More likely to see franklins since that's way more effective imo. Anyways it probably takes animation time to fix keys so thats why they didn't do it yet. I don't mind the mori nerf since I rarely use them anyway. Just another junk in the bloodweb now

    Franklins is not effective, survivors have figured out how to play around franklins very well.


    As soon as you see that franklins is in play, you pick your key back up, and hide it in a corner of the map and then you use the key once the hatch spawns. Basically, if you want to make sure the key disappears, you have to camp it for 2 minutes. Which means, you just lost because 4 survivors doing nothing but gens for 2 minutes = 5 gens done.

  • @RocketPenguin said:

    they are its just reworks take longer than a number change on moris. Both have been confirmed already.

    Nobody disagrees that they both need changes. Everyone is saying that they should do both at the same time. Moris are the counter to keys and if you nerf moris without nerfing keys, now keys are indirectly buffed until they nerf them. It isn't healthy for the game to leave them in a state like this, especially since now that moris are nerfed survivors know the key one is probably coming in the midchapter update, so every survivor is going to start spamming their keys to use them all up before they get nerfed.

  • @Flawless_ said:

    They said keys are next. Calm the fuxx down. Also if you feel like Moris are necessary to win you should really rethink the way you're playing killer.

    I've been very critical of the devs' recent, very questionable, decisions but I thank them for getting rid of this cancer, it's definitely a step in the right direction. Hopefully it doesn't take them 6 months to rework keys considering all the bugs that still need fixing. Guess we'll have to see...

    It's not whataboutism. Moris are the only reliable counter to keys, if they nerf moris, but not keys, they have buffed keys in the meantime.

  • @Frontdoor6 said:

    I was trying to think of a way to stop survivors from kidnapping Victor, because even though you can call Victor back, the kidnapping continues. So i was thinking, what if Victor inflicted Deep Wound when leaping onto a survivor?

    They just keep running then, like they do now. Really they should just make it so you can recall victor whenever you want, even while he is placed somewhere on the ground.

  • @InsatiableMop said:

    Why do killers seem to act like every game they are in is against the sweatiest, tournament level swf on earth? What if there was an indication when people were indeed playing together, then you can unclench your butt cheeks in the other games and everybody can be less salty all the time.

    Doesn't matter. Not every game is:

    • Camping
    • Tunneling
    • NOED
    • Mori

    Either.


    The point is not how rare it is, the fact that it is even possible shows that there is a problem. You don't balance things by making them more rare. Would it be balanced if they made a killer addon that had a 1% chance to show up in the bloodweb that gave them double movement speed, made all survivors exposed, and made gens take twice as long? It would only show up in 1 out of every 100 games. Should be balanced in your eyes then right?

  • @horrortale_sans said:

    https://forum.deadbydaylight.com/en/discussion/212062/revert-the-mori-change-devs

    if you need a mori to win your games you don't need to be playing

    Mori's are the only reliable counter to keys, which are untouched. That is the problem with this. Nobody disagreed that they both needed changes, but they need to happen at the same time.


    Also personally i don't think making them based on 2nd hook is a good idea. This effectively makes them useless. The mori animation often takes longer than just hooking, and when using a mori you lose out on hook perks like BBQ/Pop/Thrilling. The only thing they are good for now is tunneling a survivor on their last hook, which isn't fun for anyone.


    A better mori rework:


    • Ebony and Ivory Moris now work on a token system, every time you hook a survivor you gain 1 token, every time survivors complete a generator, you lose 1 token. Spend 4 tokens to mori a downed survivor.
    • Ivory mori allows you to do this 1 time.
    • Ebony mori allows you to do this 2 times. When the trial begins, the generator furthest from the killer is automatically completed.
    • Yellow mori is now basekit.
  • @Steel_Eyed said:

    I think they have been creating many balance changes over the last two years and although one thing seems to have been complained about for a while, it wasn’t as important years ago because of the long list of issues.

    It’s like dominoes. My favorite example is: Maps were adjusted. No more god loops. They are smaller in scale with weaker loops. Suddenly Nurse and Hillbilly are overpowered (and they needed to be stronger before to compensate for other issues) after the changes.

    Moris are the next domino it seems and the right decision at this time.

    Imagine thinking one of the most loopable killers in the game was OP and didn't just need a nerf to instasaw add-ons.


    Hillbilly was the pinnacle of balance. He should have been this games Ryu.

  • @Flawless_ said:

    They said keys are next. Calm the fuxx down. Also if you feel like Moris are necessary to win you should really rethink the way you're playing killer.

    I've been very critical of the devs' recent, very questionable, decisions but I thank them for getting rid of this cancer, it's definitely a step in the right direction. Hopefully it doesn't take them 6 months to rework keys considering all the bugs that still need fixing. Guess we'll have to see...

    The mori nerf wasn't the right way to do it. They effectively made them pointless. If they are on second hook. What's the point? Most mori animations are longer than hooking and you lose out on a lot of perks that activate on hook or picking up like BBQ/pop/thrilling.


    It should have worked on a token system that was tied to number of hooks that is able to be reduced by survivors that do gens.

  • @MadMatt said:

    When I say "improvement", I mean something that will make Survivors inherently different, and not just skins with different grunts and moans. This could bring Survivors more to life and give a little ode to their characters, and actually give some kind of enjoyment to playing different Survivors other than just for teachable perks.

    I saw this idea on another thread and thought I'd tweak it a little bit: Survivors with Innate Perks (adapted the idea from @chieften333 (sorry for the @)).

    An Innate Perk could parallel a Killer's "Innate Perk" i.e. Huntress hatchets, Ghostface stalk, Wraith invisibility etc etc, except they would be much less prominent. This would mean that all Survivors have their usual 3 Teachable Perks, but in addition to their Innate Perk. This would mean that they would be able to have a total of 5 perks for any one game, the only difference is that they cannot change the Innate Perk of the Survivor they are using.

    Here are some of the stipulations for the Innate Perk:

    • They are interactive. They don't have to be just an additional stat change to a character's speed or whatever, but can tailor to the character's actual personality and bring them to life. An example would be:

    Claudette Morel's Innate Perk: The ability to pluck leaves from a specific bush (one of two) and create a medicine to heal yourself or other survivors. Has the same effect of a Styptic Agent or an Anti-Haemorrhagic Syringe (depending on the bush). Can only be used once per match. (Again, this is just an example).

    This is in-character for Claudette (given the description of Botany Knowledge) and may spice up the gameplay and actually be of use to people who tend to play stealthy and are the family medic of the four Survivors in any given game. Interactive perks should especially be easy for licensed Survivors, as they have more content to go off of from the series they originate from.

    • They introduce the difference needed between Survivors. Some of you may argue that "only a select few Survivors are gonna be used because they're good", but how is that any different to Killers? This is the whole point. Survivors will finally have a tier list now because they'll be fundamentally different, and not just a blank canvas that can be dyed any colour. The same reason Clown and Pig are hardly used, but everyone and their mother uses Spirit or Hag.
    • They are not as prominent as a Killer's "Innate Perk". They shouldn't make the game infinitely harder on the Killer, but they should have some influence as long as they're not game-breaking. The whole point is to make Survivors an actual variation in experience, rather than just skins. Interactive Innate Perks would be the best thing rather than a simple stat bolster, but not so much that the Killer starts ripping their hair out.

    I think you guys get the gist, but I feel like this would be a really great addition to the game, and could prevent the inevitable staleness that would come if DBD persists in adding Survivors with basically nothing different about them. People may say "people only play DBD for the Killers", but that's no reason. Why not give people a reason to play it for the Survivors too? Nothing is stopping that from being a reality. Anyways, thoughts?

    @Altarf said:

    See, this would create the issue of one survivor's innate perk being inevitably strongest, and everybody would then switch to that survivor and there would be no variety. Like, imagine if Meg's allowed her to run 5% faster or something; everybody would just play Meg.

    This is the problem. If this existed, eventually there would be a meta around it, and people would only play 1 or 2 survivors. As it stands now, they can pick whatever one they like based on looks/personality/lore etc.

  • @Blindninja said:

    Imo take the disconnect penalty out. Never punish your player base for not wanting to play the game. If people are upset they shouldn't be forced to finish. Pay those that stay for their time and move on. We pay for a game we should never be locked out of our product. Unless you threaten peoples lives or things ike that.

    The disconnect penalty isn't punishing you for playing. It is punishing you for NOT playing.


    This is a team based game, if anything i think it should be harsher. Every other online multiplayer game that is team based actually suspends you from the game if you leave too much.

  • @unsafepallet said:

    Out of everything to complain about in this game, Nurse should not be one of those things. I honestly think she's the most balanced killer in the game right now, and one of the most fun to play against imo.

    People keep using the excuse "just because she's hard to play it doesn't mean she should be excluded from nerfs" but if she's hard to play shouldn't her counterplay also be hard to pull off? That's literally what balancing is about, making it fair for both sides.

    Nurse isn't impossible to play against, there's tons of counterplay to prove that. If there's anything about Nurse you want to complain about, it should be her fatigue because it just makes her insanely annoying to play as.

    Nurse main here, 1.3k hours.


    She is broken, but a nerf won't fix it. She needs a complete rework.

  • @Chilli_man2400 said:

    This one change to the legion would make him so much better. Make it so each Frenzy hit lowers the fatigue by 0.25 seconds for each hit.

    0 people hit=4 second fatigue

    1 person hit=3.75 second fatigue

    2 people hit=3.50 second fatigue

    3 people hit =3.25 second fatigue

    4 people hit=3 second fatigue

    I agree, but make it 2 seconds if you hit 4 people. You should be heavily rewarded.

  • @AggressiveFTW said:

    Title.

    Wraith:

    • True invisibility when outside of what would be his terror radius so that he can sneak up on people on open maps
    • Purple Windstorm movement speed basekit, rework windstorm to do something else

    Demogorgon:

    • Rat Liver base kit, buff speed a little bit so that holding shred makes him move at say, 105%
    • Make it so you can create an exit portal from an entrance, like stand on a portal, hold m2 to increase distance and drop an exit somewhere. This immediately uses the portals. Increase the cooldown of teleporting via portals to like 30-45 seconds
    • Make addons in general more useful.
  • @konchok said:

    I agree with most of what you say, however, ruin/undying is way too powerful and needs to be nerfed because it's just too good. I hope they don't nerf it to oblivion but a slight nerf would be justified.

    My suggestion is for a nerf/buff. Basically the only perk that works well with undying is ruin. So the buff would be to remove the bit where if a totem is broken you lose your stacks. The nerf would be that when hex totem that isn't undying is broken there is a 1 minute cool down period before the perk gets spawned onto another totem. This makes the perk work with more combinations of totems while reducing the power level of the ruin/undying combo.

    Ruin/Undying is only OP against solo survivors. Against your average SWF Rank 1 squad, it doesn't matter, and you'll still likely lose a gen or 2 right away while someone is also cleansing your totems.


    The prevalence of the perk combo and how strong there are is more about the gap between solos and SWF. When they start buffing solos, it will balance itself out nicely.

  • @DarkSonAaron said:

    I want to ask why does Thrilling Tremors affect active gens? There's been a few times where I've popped it and it goes on a gen that already been fixed. I get that it states that it goes on gens not being repaired but you can't repair ######### fixed gens.

    Also, it goes on gens that are already fixed, but it won't show you the aura. Lots of perks do that.

  • @DarkSonAaron said:

    I want to ask why does Thrilling Tremors affect active gens? There's been a few times where I've popped it and it goes on a gen that already been fixed. I get that it states that it goes on gens not being repaired but you can't repair ######### fixed gens.

    @DarkSonAaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/1799876#Comment_1799876

    It does, the reason I brought it up is because I had a game where I was on three gens one was quite far away and instead of it affecting the far away one it affected one that was close to me that already had been repaired. I would understand is it said the gens within a close promixity to you but that's not the case.

    Like what?


    Thrilling tremors blocks all generators that are not being actively repaired for 16 seconds. That is how it works.

  • @TheClownIsKing said:

    With Victor having built in Bloodhound, the Rusted Needle add on actually makes sense.

    For once a Haemorrhage add on that isn’t entirely useless.

    Still gonna go with no. Hemorrhage is a terrible status effect.

  • @azame said:

    Yes I said it. If I'm gonna be honest here playing a killer like trapper is fun because you have more opportunity to mindgame instead of letting your power end a chase for you. I digress though. Every killer has a power that helps them in some way. Trapper for example a killer typically seen as "m1" has traps he can use to zone, or end a loop temporarily.

    For an "m1" killer that sounds pretty good if you ask me. How about wraith. His cloak and speed while invisible let's him get free first this and can be used for a hit and run playstyle. While it isnt necessarily the strongest it still can get the job done.

    My point is no killer is actually just m1 and anyone who says so is objectively wrong. Before the people who say charlotte is. Victor is her power.

    When people talk about a killer being an "M1" killer, they talk about the killer power not actively helping them in a chase/anti-loop. Examples of killers that are NOT m1 killers:


    • Nurse
    • Spirit
    • Freddy (on asleep survivors)
    • Death Slinger
    • Huntress
    • Hag
    • Pyramid Head
    • Cannibal

    Examples of killers who has a power that does not actively help them in a chase are:

    • Trapper (Arguable, but requires quite a bit of setup to be useful in a chase and is very unreliable)
    • Legion (Sure, they get a single hit, but that's it, they have to m1 after that
    • Wraith (Similar to Legion)
    • Hillbilly (Arguable, but Chainsaw is hard to use in chase)
    • Blight (Power isn't so good in chase, it is good in between loops though and getting around the map)
    • Clown (Arguably, if you just drop pallets his power does nothing.)

    There are others as well, but this is the general idea.

  • @lazerlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793306#Comment_1793306

    all three of them need nerfs. at least with nurse you need a brain and Spirit has a decent power cooldown.

    I hate the three of them, but Freddy is the most annoying. Hand over the controller/mouse+keyboard to an 8 y/o and they'll be able to apply pressure.

    That's a terrible comparison. An 8 year old is probably number 1 on the Fortnite leaderboards.

  • @TheButcher said:

    The only reason why Freddy does so well is because he is balanaced. Good survivors have no issue against him. Bad survivors complain the game is boring because they refuse to do gens, and get distracted by his power.

    This should be a base reference for all Killers. All Killers should have the ability to traverse the map quickly, to create an additional objective for survivors to distract them from their objective, an ability to scout survivors, and have the ability to make looping more difficult.

    The only reason Freddy does so well, is because he has all of this, and the Killer playerbase finally has a balanced killer that can reflect all of their skill.

    People say he's an easy mode killer, but on the contrary new freddy's suck till they learn the basics of the game. People say he is boring to face, because they can't bully a Killer that can actually act as the power role in a match. People say he is easy to go against, because he actually is - as everything he can do comes with sound/visual notifications, can be avoided, and countered. Playing against him is easy, when you learn how to actually play survivor.

    Addon-less old billy is how they should have balanced the game around. But they gutted him.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793347#Comment_1793347

    Lmao you aren't a nurse main if you're asking for nerfs to her. If you actually mained her you'd know that she is a balanced killer.

    I'm a nurse main...


    https://dbd.onteh.net.au/playerstats/76561197966117171/


    • Uncloak attacks: 1,620
    • Chainsaw hits: 412
    • Blink attacks: 2,873
    • Phantasms triggered: 839
    • Evil Within tier ups: 151
    • Shocks: 2,768
    • Hatchets thrown: 2,766
    • Dream state: 1,272
    • Reverse bear traps placed: 514
    • Cages of atonement: 117
    • Lethal Rush hits: 489

    Used to play huntress a lot before i unlocked a bunch of DLC. And doctor was my BP farming character before i had all the perks unlocked on every killer. You can see i also dabble in wraith (usually troll builds).


    I probably play nurse in ~20-25% of my games, although with the new killer out i'm binging that (even though they are bad)

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793306#Comment_1793306

    Nurse was already nerfed, and statistically has the lowest killrate. Which means her high risk deserves her high reward. (Which is a philosophy adapted by every game, ever. Hard to use characters = good)

    Freddy however has stayed #1 in terms of kill rate for over a year, mentioned on today's dev stream. Which is what happened to Nurse before she got nerfed.

    But you don't want to admit any of these as facts, do you?

    I'm a nurse main, she only has a low kill rate because she is hard to play. If you play her a lot, like i do, you have to TRY to not 4k. I literally can't remember the last time i didn't 4k as nurse.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793306#Comment_1793306

    1 out of 100 Nurse matches ends in a 4k. Yeah, she destroys but that's that. You'll see her no more.

    I see Freddy's every other match, and he mostly always gets a 3-4k. Anyone who says Nurse needs a nerf is just really bad at the game and needs to git gud.

    Spirit on the other hands, Jesus Christ. She needs some serious tweaks to her power. And Nurse already got her nerfs, no one wants to play with the buggiest killer in the game.

    And no, Freddy isn't mid Tier. He's A+ Tier. Just because you don't see him at Rank 17 doesn't mean the Rank 1 survivors like myself don't see him every other match.

    I'm a nurse main, so 100 out of 100 Nurse matches ends in a 4k. Something being hard to play or rare is not a good balancing factor, she needs a nerf/rework.

  • I'm a software engineer, so i probably could...

  • @lazerlight said:

    How we feelin' Freddy stans. Your precious killer is finally gonna get the nerf he needs 🤭🤭🤭

    Yay, the Upper mid tier killer at best is getting nerfed, but let's ignore Nurse and Spirit who actually are overpowered because they have low kill rates, yay.

  • @RamblinRango said:

    You're saying gens at 0% sometimes get hit by Opression? Can someone clear this up, do untouched gens have a chance to get hit and therefore waste Opression?

    Cause if so that's dumb with an 80 second cooldown and it definitely should only hit active gens

    This is correct, the "random gens" it can fire on can be ones that have never been touched by survivors. With it's long cooldown, it really should only hit generators that have some kind of progress on them.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1793050#Comment_1793050

    “Ruin as it is should be the way generators work in general, at 200% regression rate with the ability to kick gens to make them regress at 400% (so they regress at the same rate they are solo repaired)”

    What?!

    Absolutely not!!!

    That at base would be an extremely horrible experience for survivors, and would lead to some awfully oppressive builds.

    He is saying that gen regression speed when kicking them should default to half the rate of survivor repair. Right now it is 1/4th. So when you kick a gen, it takes 4 seconds to regress 1 second. This is terrible in terms of time efficiency, and given that there are 4 survivors and 1 killer, it honestly should be reversed, if the killer kicks a gen it should probably regress 1 second for 1 second, and then ruin can make it happen by default as a perk. This would make kicking gens worth the time. Then we can continue on the path of making gen regression perks not stack (none of them really do except surge but even that is really situational).


    Another common suggestion is for kicking a gen to work like a mini pop. Have it regress like 5% instantly and continue the same thing. This means that tapping a gen when a killer is around is actually more dangerous.

  • @Todgeweiht said:

    No. Used shards. Why would I pay for something I can get for free?

    Because on average you earn 259.2 shards per hour and both characters cost 9k each, meaning you need to play for ~70 hours to get both characters. Even if you work minimum wage, you can make $500 in that time span.

    Your time is never free.


    To answer OPs question though, i did not buy with money, i used shards, first time i have done that too because i don't want to support the devs with money after this patch until they fix it and issue an apology assuring us it won't happen again.

  • @ill_Boston_lli said:

    This is not a report but a question so please dont censor me. I have been getting 11-12 hooks and only a silver/gold emblem for devout. I am getting aggitated because i know i should be getting an iridescent emblem for it

    You know things are going well when someone is asking a genuine question and starts it with "please don't censor me"

  • @Angelicus23 said:

    4 years of looong loooong unstopped game development.

    It has evolved too much thanks for the millionare anual earnings that developers were motivated enough to create a total of 44,7 GB and 2.464 files, most of these files have hundred more compressed.

    The work that has been made is truly amazing, but devs were ignoring all this time an issue chasing them since the begin, which has been evolving in the shadows, and this with update build reached its major issues ever in this game. This is what is known as "blueprints"

    Definition: Blueprints programmings consists on being one of the most lazy coding ever made for videogames, this one designed by Unreal Engine is not so bad, but still they are offered by the egine to work with a different one (I'll talk about this later). The method blueprints uses is basic programming which is easy to understand even for people who don't have much knowledge about coding, it can be described as squares with presets which can be modded, linked between all each other (this confusing web they make is what originates the AKA spaghetti code).

    https://us.v-cdn.net/6030815/uploads/53F0R7WKM7AB/image.png

    The problem with blueprints is that is not really a reliable programming, is a system already programmed made to program games of apps, so the coding isn't entirely free and causes limitation towards for example optimization and making the spaghetti run around million of squares causes the famous bugs and the heavy update of content caused the current present build to work with a total of 92 reported bugs, each can be found in this discussion not made by me https://forum.deadbydaylight.com/en/discussion/209981/known-issues-with-this-chapter-a-lovingly-crafted-list-for-your-viewing-pleasure#latest

    The single solution that would reduce at least 80% of the unintended game bugs, optimize the game for all platforms and enforce the game security, is merging the code into the alternate coding Unreal Engine offers: C++. This one consists in prefectly organised code lines with no limitation and less use of reading memory when being launched. I heard devs wanted to do this merge long long long ago... but there are no single progresses found in their files, it's all growing blueprints non-stopping.

    With this post I hope devs stop for a minute on updates, hire people with knowledge about C++, and fix their game once for all after 4 years, so they can stop releasing unfinished and broken content at full price with barely warning of all the real issues or changes.

    As a software engineer and someone who has worked on UE projects before in blueprints and other engines using pure programming, this post is entirely wrong.


    The term "Spaghetti code" has nothing to do with blueprints, and has more to do with code that is difficult to maintain and make changes to for a variety of reasons. Such as:

    • Extremely long functions that do multiple things
    • Lots of little functions spread out across multiple modules that aren't organized in a sensible way.
    • File structures that are confusing and unorganized
    • Variables having confusing names.

    And many other things. If i get some time i might post an example of something that is spaghetti code and something that is good code that does the same thing, but honestly i tried to do a quick example and it is pretty hard to do it on purpose.


    Either way, blueprints can be done in a way that is easy to maintain and not spaghetti code. I will admit though, it is easier to make your project hard to maintain with blueprints if done poorly, but with a little organization, it works fine.

  • @2LuvRias said:

    How do you keep playing through the endless BS some survivor players throw at you nearly EVERY MATCH. GGEZ if they win, Endless cycle of excuse on top of excuse if you win.

    Hell I'll go a step further, if you're one of the survivors(or killers) that feel the need be a [BAD WORD] after a game why do you feel the need to do it? I'm genuinely curious.

    I just play nurse.


    Although, someone mentioned Darkness from Konosuba...


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


  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1786250#Comment_1786250

    It won't work. They're enjoying the game as it is because what you mentioned is simply not relevant to them.

    That is the point of this post, to convince people.

  • @Orion said:

    People who were going to buy this DLC with money are still going to buy it with money, people who weren't still won't. Most people are aware of these issues, but you're not going to convince anyone to substitute their priorities for yours.

    I'm trying to tell people that this should be their priority as well. If the sales of this chapter are the same, it tells BHVR that they can get away with doing this again in the future. And they will then keep doing it.

  • @MythMage said:

    1.3K hours and every killer and survivor fully upgraded? Impossible. I am in the same position but I only have 1 survivor and 5 Killers

    You obviously weren't reading clearly, but i'll be clear here:

    • every killer fully unlocked with every perk.
    • multiple survivors with p3 and every perk unlocked

    I have every killer (no prestige) with every perk. 2 survivors with p3 and every perk unlocked.

  • @Unknowninsanity said:

    We ask for him because he fits well for both lores. He will be one of the best selling dlc more then stranger things.

    If you say it’s a kids game we ask for him because he fits. A kids thing is something 90% of the players are kids like a Mario character or hello neighbor. And yeah there is still some kids in the franchise but not enough to say it’s full of kids most of the fnaf community has aged now plus kids will be to scared of someone like twins or oni.

    Stop making this thread every single day.

  • @Omans said:

    This combination of perks has a nickname on the Korean server. It is called RuBulDdaem (the first few letters of each perk's name in Korean).

    It is, at red ranks, seen in virtually every game. As it seems a necessity to say your rank/play time here, I am a Rank 1 Killer, Rank 1 survivor with 4000 hours in the game. Of those 4000 hours, about 60-65 percent has been spent as killer.

    I'm curious if the devs are looking into this combination of perks and/or already have plans in place to reduce its effectiveness.

    Before you come in saying "but the killer is spending 2-3 perks. That's a lot!", please understand that this combination of perks is the strongest possible combination currently available to killers. Not only that, it is too strong. The "why" of 'why it is too strong' has already been discussed multiple times on this forum. It really needn't be discussed further.

    The issue, which the devs set the precedent for when they changed Ruin due to how often it was being used, is how often it is used at red ranks.

    At red ranks, at least on the Korean server, it is the default setting. In the past 50 matches I've played, the only times I haven't seen a killer using these perks is when matching screws up and matches me with a killer who probably doesn't even have enough shards to buy Blight/unlock Undying.

    Old nurse, First live version of Legion, Prayer Beads spirit, Old syringes (purple and red), Iridescent hatches (as a Huntress main, please change these to something not absurdly broken). All of these things were broken, creating an unfun game experience for those facing them. You can add RuBulDdaem to that list.

    The problem is that the combo itself is actually fine when playing against high tier players. Against random solos it is pretty OP though. In general though, if you want to apply that same logic, when are we going to do something about every top tier survivor running DS+DH and some combination of Adrenaline/UB/BT and soon to be Power Struggle + Flip Flop?

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1779607#Comment_1779607

    Nurse needs a nerf?

    First of all, she hasn't been fixed, she's riddled with bugs. Midwich bug is still there since PTB, you can lose your second blink, that bug hasn't been fixed for a year and a half now.

    You still can't port properly in Hawkins, you can't port to some balconies in Saloon, you can't port in some of the kitchens in Springwood.

    Nerf...lol, nerfing Nurse after they slapped on a cooldown bar AND made all her addons except for 3 memes.

    You've got to be joking. You're acting like it's an e-sports game.

    I'm a nurse main with 1.4k hours. I literally can't remember the last time i didn't 4k as nurse, i think i'm like 100+ games in now at least. Nurse is far any away the best killer in the game because she completely ignores all the mechanics of the game. Yes, she has a lot of bugs, but even with those she is miles ahead of every other killer.


    The problem isn't that she needs a nerf. She needs a total rework. Literally her power by definition can't be balanced properly, against a good nurse, it has 0 counterplay.

  • @JBWarrior said:

    Ok... I would consider myself a good survivor and I despise spirit. Why? She has little to no counter play, all you need is loud sound a few hours and your top tier. I’m pretty sure I speak for my fellow survivors when I say she is maybe the best 1v1 killer. Please bring back the directional sound and make it so the scratch marks are non-existent. Really bring her back to Earth, or the realm

    Spirit has counterplay and top tier teams show that.

    In tournament play, Spirit does decently against survivors and has a roughly 50% win rate.

    In tournament play, Nurse is slightly overpowered with a higher winrate.

    Every other kill is not viable in tournament play. Literally the only 2 viable killers are nurse and spirit. Spirit is fine, Nurse does need a nerf though.


    Watch true's video on how to counter spirit. I promise you, it works


    https://www.youtube.com/watch?v=19fyTS63bQ4

    And before you say "BuT wHaT aBoUt WhEn Im InJuReD?" if you crouch, you greatly reduce the distance of your sounds.

  • @bluedusef said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778121#Comment_1778121

    I can see you didnt read what is said properly. i was comparing his traps, and how trapper whos much weaker, cant walk through his traps, yet freddy can walk through his and not get punished. the trapper has to walk around them like survivor but freddy can walk through them. different rules even though freddy is much stronger. freddy can force every loop with slowdowns on the fly with no slowdown putting them down. why u think so many people pick freddy in the stats.

    i never said freddy is better than NURE, RE-read what i said about freddy and waking up. he has so much slowdowns built in, u wake up via a clock which is across the map, while others killers like i mentioned aka doctor, u dont need to run across a map, u just stand still, snap outa tier 3 in 10 seconds. Lets mention another killer as another example, lets say your playing against plague, you can refuse to cleanse, and refuse her the use of her power the entire game then if you want too, u can go to the nearest pool to cleanse which there are plenty. freddy your only allowed to go to the 1 clock on the map to wake up. its so much harder to wake up via a teammate when your playing solo like i do, its near impossible to find them and get them to take the hint " wake me up"

    freddys teleport has no counter, awake or not, demos portals do.

    Right, so you obviously didn't read what i wrote.

    Trapper is much weaker as a killer for a lot of reasons, but his traps aren't one of them. His traps are far better than freddy's. His main problem is that bag addons are basically required to play him and he is hard countered by a single perk (although rare) and an item. Outside of that though, his traps are much much stronger. This is why you can't step in his traps.


    I understand you never said he was better, but the point i'm making is that, he is B tier at best, and even mentioning nurse in the same sentence is disgraceful.


    mentioning plague again... You DON'T WANT TO CLEANSE against a plague. This just shows me that you don't know what you are talking about. Yeah, you can walk to the nearest pool and cleanse, and then you would give her access to her real power. You don't cleanse until the very end of the game. With freddy, you do the opposite, you "cleanse" as often as possible.


    Freddy teleports DO have a counter, he can only teleport to generators, once the generators are done, he can't teleport anymore. He also has a much longer cooldown on his teleports. Especially if you can stay awake. He literally has NO POWER when you are awake. 0. He does nothing but m1 in a chase. He also doesn't know where to teleport without a perk to assist him. BBQ is pretty easy to counter, and so is thrilling. Additionally, Freddy can't teleport to a generator that is blocked.

  • @bluedusef said:

    Anybody who plays this a good amount understands how easy freddy has it.If you want a win that bad, you pick freddy. super easy to use, powers are strong and simple. All freddy players ever do is bring the slowdown perks and combine them with slowdown add ons and get free easy teleports around the map whenever they want.

    He also dosent get punished for how many snares he puts at a loop and can put them down on the fly.A super boring low skill killer. You could say " well just go wake up then and snares wont affect you". he is the thing, i play solo and trying to get that 1 person to help wake u up is a very rare thing, i dont know where that person is on the map.

    also the clock on the map to wake up from is always like on the other side of a map, so u spend like over 30 seconds to run across the map, wake up, only for the timer to wake u up not long after you returned back to the other side you came from.Or 1 hit from a freddy and your back in the dreamworld.

    its not even worth it, only if the clock was near by. If a doctor puts u in tier 3, it literally takes 10 seconds to snap yourself outa it, and u dont have to run to a clock across the map either. doctor also gets slowed down when he tries to use his shock power and he also has to TIME it correctly. thats just 1 example. DEMO can put his tunnels next to a gen but a survivor can actually counter it and take the time to break it. Again, freddy teleport has no counter at all, there is nothing you can do.

    At the very least for god sake, make the fake pallets his base kit rather than snares. even if your in the dreamworld, u can choose to ignore a pallet you suspect is fake or take a risk. Snares you just place everywhere and anywhere at a loop, if you try to run through them, he catches you, if u try to run around them, he catches you, his snares dont affect him and he walks right through them.

    OHH if your playing trapper though, one of the weakest killers in the game, hes not allowed to walk through his traps though, he gets punished, he also gets a slowdown for placing the trap down, unlike mr no skill freddy again. Its kinda like nurse in a way, the rules dont apply to them, pallets do almost nothing for survivors vers a nurse, and freddy gets away with everything while other killers have some sort of punishment and slowdown for their powers.

    You dont even need to look at those stats to know that freddy is busted.Very very unfun killer to verse.Im not sure whats the best way to go about his snares, but replacing them with pallets would be more logical and fun to go against. why is pallet freddy even an add on anyway? why pick an add on which is harder to use then a base snare? or you can atleast add in a slowdown for freddy placing snares around. A big long rant im sorry, im just passionate about this game, and i think freddy would be alot more fun to vers and get more respect if he was actually balanced abit more fairly.

    Freddy is hard countered by not being asleep, you have 50 ways to break out of it. Best being the clocks. Seriously, if you are awake, freddy is just an M1 killer that can teleport (which is actually a longer CD when survivors are awake).


    Also, comparing him against other killers you mentioned:


    Demo:

    • Demo portals are secondary to its power and offer more map control than freddy because you can place them anywhere, while freddy has to teleport to gens, which becomes useless if all the gens are repaired.
    • Shred can be better than snares in many cases because you can bait window and pallet drops similar to PH

    Trapper:

    • It has already been known for a long time that trapper is in a bad place and needs some buffs, but comparing the snares to trapper who has traps that can instantly down you is pretty dumb.

    Nurse:

    • Who is by far the best killer in the game, and far far better than freddy.


    Freddy is a B tier killer at best.

  • @NoObzBoiYT said:

    Wait until people find out how to abuse the perk. Literally no counter play.

    Only if you can use it more than once. If so, then the new combo will be: PS/Flip Flop/DH/BT.


    If you can only use it once, its a weaker DS that needs another perk.

  • I think he is saying as a suggestion for how it should work.

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