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Reinami

Reinami

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  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657341#Comment_1657341

    Yes, and a slow killer's speed is 4.4 meters per second, or 115% of a survivors' base running speed. The 5% bonus is applied to 4.4 meters per second. Why would the bonus be based on the survivors' running speed?

    I understand that, but i'm saying it's additive. It's likely programmed like this:


    • Base movement speed is 4 meters per second for everyone
    • Killers with different movement speed have a "buff" that gives them extra percentage movement speed
    • PWYF and other movement speeds stack additively

    Thus a 110 kill with 1 stack of PYWF works as:


    4 meters per second * ( 1 + (0.10 + 0.05) ) = 4.6 meters per second.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653725#Comment_1653725

    I forgot to tell you before, but your PWYF example s actually wrong. See, 115% and 110% are relative to the survivors' base sprinting speed, which is 4 m/s. A 5% boost to a 110% killer is actually a 5% boost applied to 4.4 m/s, which is equal to 4.62 m/s, or 115.5% (again, relative to the survivors' base sprinting speed).

    That i know is inaccurate. Buffs like that are relative to what the 100% case is.

  • @Xbob42 said:

    When I say maps I'm referring to realms, not the items, by the way. I feel like this has gotten worse for me since I started maining Blight, but was becoming an issue even before then.

    I think the fact that it feels like maps are on some kind of daily rotation where you seem much more likely to get the same small set of maps (I don't know if this is true or not, but it feels like it) makes this issue much worse. Toss in the occasional troll survivor giving me a Haddonfield offering just for fun and it becomes really exhausting to want to keep playing on any given day.

    But I believe the worst fact is... I don't think there's any map I see where I'm like "YES! My favorite map!" It's always just like "Oh, this one's okay." or "this won't be annoying, finally."

    Anyone else experience anything like this? I've gotten Rotten Fields like 6 times already today, the Game 3 times, and for some strange reason two different games had the Survivors use a Haddonfield offering.

    A big part of the problem isn't just not being able to effectively use my power, but Blight being so short that you get lost even in tall grass or on waist-high wall loops. None of it really makes me lose, per se, it just makes me enjoy the match less. Like everything about the design of these maps is counter to the parts of the game I find fun, regardless of killer. Rotten Fields being the most egregious because who sets up corn like that?? At least if they were in rows from one side to the other like a real cornfield I could just check each row without there being a weird cutoff where the stalks intercept.

    What do you think makes a good map, and what in particular makes a map not just good, but fun?

    Generally i just sigh like this at

    • Ormond
    • Haddonfield
    • Corn maps
    • Midwich

    Ormond is terrible in every way. Every pallet is safe, the map is huge, i can't see scratch marks half the time etc.

    Haddonfield is terrible because of those damn fences, so many safe pallets etc.

    Corn maps are annoying because i can't see a damn thing through the corn.

    Midwich is the worst designed map i have ever seen and i just literally dodge that map when i see it.

  • @Orion said:

    Apparently this is needed again and I'm not sifting through 1k of my own threads to find the other PSA I already opened on the subject, so here we go.

    Here are the facts you need to know beforehand:

    • Interactions in DbD are measured in charges (c)
    • Interaction speeds are measured in charges per second (c/s)
    • The default interaction speed is 1 charge per second (1 c/s)
    • Debuffs of the same type stack multiplicatively
    • Buffs of the same type that come from different sources stack additively, but they're usually capped, depending on the type of buff

    To get the total interaction speed, you divide the number of charges required by the speed at which you're interacting. Below are two examples with debuffs, both centered on generators, which require 80 c.

    Example 1 - Dying Light with 3 tokens

    Dying Light gives survivors a 3% speed debuff in several interactions. With 3 tokens, that's 9%.

    The interaction speed is, therefore, 1 - 0.09 = 0.91 c/s.

    The time required to repair a generator becomes 80/0.91 = 88 s (approximately). As I said above, you divide the number of charges required by the speed.

    Example 2 - Dying light with 6 tokens and Thanatophobia with 3 injured survivors

    Dying Light is providing an 18% slowdown, while (current) Thanatophobia provides a 12% slowdown.

    The interaction speed is (1 - 0.18) x (1 - 0.12) = 0.82 x 0.88 = 0.7216 c/s.

    The time required to repair a generator becomes 80/0.7216 = 111 s (approximately). Again, you divide the number of charges required by the speed.

    Pretty sure most % effects are additive based on 100%.


    For example, PWYF increases movement speed by 5%, but it is assumed a killer moves at 115%, so the benefit is additive and makes you go at 120% speed. Or 115% speed if you are a 110 killer.


    Not sure on slowdown effects though, but that would be weirdly inconsistent if it wasn't additive.

  • @supersonic853 said:

    Personally i dislike the killer having to spend more times especially when its mandatory like the ones in midwich. And it seems like the general consesus around them is they aren't very liked. Otz,Tru3,Monto,Tofu,Scott and a few others have weighed in on them in the past and the first 3 seem to hate them on the new macmillian map. So i just wanted to see everyones general opinion on them. If the killer has to break them they should be in spots where the killer gets a good advantage for breaking them (while not being pretty much mandatory) the survivors dont break them. Anyways thats my consesus whats yours?

    The problem with breakable walls is they got the concept in the opposite way. There are some maps/places where having the wall actually benefits the killer. There are other places where having the wall benefits the survivor.


    I'd argue that having the wall there should always benefit the survivor. However, instead of having it be that breakable walls just exist and killer has to break them to remove infinites, there should be no breakable walls at the start. Survivors should have to spend a little time building the breakable walls up, that the killer then has to break. This would make it so survivors would be able to put up walls as an alternative defense to say pallets and windows, but the killer can break them. After a wall is broken though, it can't be put back up.


    Another thing i'd like to see is "degradable windows" make certain windows and "god loops" have windows that degrade everytime you fast vault them, and after like 3 fast vaults they break and turn into a doorway.

  • @Sonzaishinai said:

    Right now we seem to be in a real awkward spot with slowdown perks. As seen with the new thana changes they don't seem to keen on making it very strong on it's own

    And i can see why tbh on it's own it isn't a problem but when you start stacking them together they quickly spiral out of control

    That leaves us in the awkward spot where slowdown perks aren't worth it unless you use them all and you create a forever freddy scenario

    A possible fix could be to add a cap to how much slowdown a survivor can get.

    For example if the cap was 25%

    Then thana could be changed to 10% for the first injured survivor and then 5% for every injured survivor after that

    Dying light could be buffed to 4% per stack and you would reach the cap after ~6 hooks

    It would allow to buff perks without the fear of it being overwhelming. And allow more perks like this in the future as now we will never see another action speed debuff perk because of the stacking danger

    I think Scott Jund mentioned something similar in his video about the patch in regards to Thanataphobia. They already have a similar mechanic in place for the perk "We'll make it" so that it can't stack with other stuff. I agree that they should do something similar. Just make slowdown have a cap so that stacking it is much less effective, then you can buff the individual perks.


    For example, i'd like to see thana be put to 7-8% per injury and keep the change they made so it doesn't slow healing. Then you could buff say Dying light to remove the benefits the obsession gets and buff the perk to 4-5%. It becomes different than Thana where it's benefit is permanent but thana is stronger. So early game thana is better, but late game Dying light becomes better. But now they can't stack as effectively (or at all).

    This behaves similar to how ruin and pop don't really "stack" as you can't pop gens that are regressing due to ruin.

  • @Thegoldenhotdog said:

    Well played kilLee movements can be invalidated by dead hard. It should not have the invinicbility and dash, just one.

    necro

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644080#Comment_1644080

    First of all, the timer should not tick down when downed either, bc that would allow to just slug the survivor and wait it out, thats still tunneling, albeit a time consuming one.

    Healing, repairing, Cleansing can be summarized as channeling actions, so you could jsut simplify it that it deactivates on channeling actions. With this it would also deactivate on unhooking, saboing and using killer-specific objects like Plague fountains, Freddy clocks, Pigs boxes etc.

    But imo, basing the deactivation of DS on the survivor actions is not the best idea. The killer could just wait for you to do something that deactivates the timer, and then tunnel you again. The purpose of the perk is anti-tunneling, so it should deactivate depending on the killers actiona. A better deactivation condition would be that another survivor got hooked, or even better, unhooked (who then might get the DS timer instead). With this, at most one timer can be active at a time. Only killers who attempt to double hook someone, aka tunnelers, will be in danger of being hit by ds then. A non-tunneling killer can totally play around this. I prefer an unhook condition, bc with a hook condition, the killer could slug both rescued and rescuer and hook both in the right order, which is still tunneling for me. Thats not possible with an unhook condition. It would even give the survivors some strategic play if they decide to delay the unhooking of a survivor to not deactivate the ds timer of another one. Sure, with this condition DS protected survivors can still do objectives in the killers face, thats why a timer is still required. But it's also up to the might of the killer, if he plays well enough and hooks others, the survivors have to unhook eventually to not throw the match, ending the DS protection.


    If you get downed the killer will walk away, and then you can be healed, if the killer stands and waits out the DS, he wasted 45 seconds, which is 1 1/2 gens for a single hook.

    The reason i say you need to be fully healed 1 health state or heal for 1 health state is to prevent a survivor unhooking you and immediately trying to heal you and deactivate your perk. You shouldn't be punished because your teammate made a bad decision.

    Basing it on the survivors actions is the ONLY way to balance it, or you will have survivors who just do a gen in the killer's face where you can do nothing. Remember i'm not talking about average survivors, i have 1.2k hours and am rank 1. When MMR was out i probably was top tier (although matchmaking was stupid.)

    I'm talking about good survivors, who will do a gen with DS and if you get too close they hop into a locker. This forces you to either wait out the 60 seconds for the DS, or leave. If you wait out the 60 seconds, you lose the game, because now the other 3 survivors are going to finish a gen each. If you leave, then that survivor is going to finish the gen with no pressure on them because they are effectively immune. Now, the best decision there is obviously to just leave the DS survivor because the time efficiency is better to ignore them and go after someone else. But, now add i'm talking about 1k+ hour survivors. Now add that all 4 survivors probably have DS. If survivors play this way with DS (don't even get me started about SWF) then you can't do anything. And 60 seconds is too short to base on killers actions a lot of the time. So you go hook someone else and then come back, sure it'll be gone, but they still had 60 seconds of free time to do w/e they want.


    The problem is not DS as an anti-tunnel perk. The problem is high level survivors playing hyper efficiently on a team with 4 DSs, having 60 seconds of literal immunity to the killer with 0 counterplay possible from the killer.

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644145#Comment_1644145

    But a survivor could tap-heal you after you got unhooked and ds would deactive, that wouldn't be fair

    That's why i said it should deactivate after you are healed or heal someone 1 full health state. or if you touch a gen/totem/gates.

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644124#Comment_1644124

    yes only after taping a gen, but gates, totems and healing only after 3 seconds

    You can tap gates. The point is, if you start doing something else for even a second, then you obviously aren't being tunneled, or you are choosing to deactivate it at a bad time.


    The point of DS should be for you to get unhooked, get safe, heal up, and get back into the game.

  • @Ghoste said:

    This nerf was a slap on the wrist. Pop is still an S tier meta perk. Idk what you're complaining about.

    It is true, killer mains know that this really doesn't change much. The problem is that they are nerfing something that really isn't that big a problem for survivors, while leaving DS as it is and stating the reasons Pop needs changes are the exact same reasons that DS needs changes. But they won't even acknowledge it's a problem.

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644080#Comment_1644080

    Yes, but it should deactivate after like 2/3 seconds of repairing a gen, opening a gate, and cleansing a totem

    It should deactivate as soon as you touch an objective, or you could just gen tap like old ruin.

  • @FFabeq said:

    Decisive strike needs a big rework to be a truly anti-tunnel perk, not I have - 60 seconds of protection.

    Like change the number from 40/50/60 to 40/45/50 or 35/40/45, and make it that you can use it twice, and it deactivates after 3(?) seconds of repairing/being healed/opening a gate etc.

    • Make it last 45 seconds
    • Make it so if you are in a chase the timer doesn't tick down
    • Make it so it can be used multiple times
    • Make it so that the perk deactivates if you get healed, or heal for 1 health state, or start repairing a generator, or cleansing a totem, opening a gate. etc.
  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643955#Comment_1643955

    Multiple downsides actually,

    1- Makes you the obsession, which can be detrimental to yourself if the killer is running Rancor or Remember me.

    2- Requires you to be unhooked to even get use out of it.

    3- You need to hit a difficult skill check

    4- You can be slugged

    1) Killers don't run those perks at high levels because they are bad.

    2) Ok

    3) Doesn't matter at high level play which is what we are talking about

    4) Doesn't matter at high level play, typically a survivor jumps into a locker when the killer gets close. Or they run UB.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Are you planning on looking at or doing anything about combining DS and UB? Or about how you can use DS offensively to just do gens in the killers face then run into a locker?

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641696#Comment_1641696

    Actually I'm pretty sure it does guarantee it unless another offering counters it. At least for realm offerings. They have a modifier of 9999 which I believe is a 100% chance to send you to whatever realm is on the offering. This used to be listed on the wiki, but it looks like they changed it from % to modifier amount, or maybe I was looking at a different wiki.

    I'm not sure if hatch/basement offerings operate on a different system (since they have a modifier of 1) but every single time I've used one on a map that could support that type of offering, it has worked, so I assume it's also 100% given no conflicts in map or other offerings.

    This is part of the problem of using vague descriptors like "tremendously" when in some cases it is actually a guarantee.

    That's actually not true. With map offerings for example you can actually NOT get the map you burned an offering for even if no other offering is used. Devs have already stated that this is intended.


    In OPs case, it is likely that it can't spawn in shack on that map/variant for some reason, so it puts it as close to the shack as possible. But in theory, if they work like map offerings, it means you probably have like a 99% chance that it spawns there, but not 100%.

  • @Snared0 said:

    Ok so I just recently hit rank 4 on killer (super happy xD) but I get a lot of messages from survivors saying I’m just lucky I got to this far by play doc, legion and deathslinger (the main people I play) I keep seeing and getting told spirit and nurse are so good and I honestly can’t see why. I’ve tried a few matches as them, at least got them some decent perks and I just don’t get it. I don’t have the same success as I usually do. Can someone fill in the gaps for me as to why nurse and spirit are so strong?

    Nurse main here, 1k hours.

    Nurse is the only killer in the game that can not only completely ignore looping, but she also is able to end chases quickly. A good nurse will be able to hit a survivor, chase them, and down them within 10-15 seconds. Every blink/chain blink in a chase should result in a hit. Most killers it will take at least 30 and often times a minute or more. But with nurse you can end chases such a short time. On top of that, unlike clown for example who can also end chases quickly, you can't just throw pallets down early to stop her like you can clown. She also has pretty good map mobility with her power.


    Her main weakness is when survivors play immersed. Her movement speed is slower than a running a survivor, so using LoS blockers can really be a pain. The "problem" with that though, is that a good nurse can usually deal with that through sheer map knowledge and conditioning the survivors. The other thing is that the current meta of powering through gens as fast as possible is really bad against her. Because you need to play stealthy and immersed, and survivors want to pound the gens as fast as they can so they can't exploit her weakness. Because she can end chases so quickly she doesn't even need to spend her perk slots on gen slowdown, she can use 4 information perks to deal with her weakness and then just destroy survivors in a chase.


    Spirit can do some of this to an extent, but spirit's power has a longer cooldown and it is much weaker until you land a hit, due to not being able to see the survivors. Nurse is good pretty much right away.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1635522#Comment_1635522

    3 seconds was also not enough to gain Distance, since the animation is 1,7 seconds alone (or 1,3, but I think it is 1,7). And "because of Enduring"... I would doubt that. Otherwise they would have changed it again.

    Facts:

    • Survivors move at 4.0 m/s
    • Most killers move at 4.6 m/s
    • The stun animation is 1.25 seconds for survivor.
    • It often takes a half second or so to figure out which direction the survivor went.
    • Lunge range is 6 meters
    • You generally lunge at around 3-5 meters due to dead hard, spinning, etc. (lets average at 4)

    Based on those stats, if the stun was 3 seconds long, this would mean the following:

    • Killer gets stunned, spends half a second locating the survivor.
    • This gives the survivor 3 - 1.25 + .5 seconds = 2.25 seconds of distance
    • During this time a survivor can cover 9 meters of distance.
    • Once the killer starts running at the survivor, it will take them 5 seconds to be within maximum lunge range
    • It will take them 8 seconds to reach a safe lunge range (spins, lag, etc)

    At the worst end, the survivor would be able to move 29 meters. at the best end survivors will be able to move 41 meters.

    Even if you take the worst case scenario, 29 meters should be enough to get to a window or a pallet etc.




    However:


    Despite all of that, i don't think the solution to fixing DS is to nerf the stun duration. I think it should stay long at 5 seconds and they should buff its anti-tunnel capabilities.


    To fix DS truly, they need to do the following:

    Make it so the timer doesn't tick down while in a chase, buffing it's anti-tunnel capabilities

    Make DS deactivate if any one of the following events occurs:

    • Another survivor is hooked
    • You start repairing a generator
    • You start cleansing a totem
    • You are healed for one health state
    • You heal someone else for one health state


    This will buff DS as an anti-tunnel perk, but nerf the aspects that are so frustrating, like hooking a different survivor only to get DSed by the last one you hooked, or by a survivor just doing a gen in your face then jumping in a locker if you get close, giving them basically 60 seconds of immunity and wasting the killer's time, either by making them stay there and wait it out, or by just doing 60 seconds worth of a generator. Doing this means that if you get hooked, your goal will be to go get healed within that 60 seconds, then go hop on a gen, which allows killers to maintain the pressure they got for hooking you.

  • @GoshJosh said:

    Most of us miss old Freddy, for balance and fun and unique gameplay purposes. Name any other killer with anywhere near this number of powers in one kit/add-ons:

    1. Teleporting to any incomplete gen, being able to fake the power for only a small cost of it
    2. Traps that cannot be avoided by crouching over them, disarming, etc., and immediately trigger if standing upon them while falling asleep; as well as no casting penalty/cooldown
    3. A power that passively works against survivors, along with actively applying it with a successful attack
    4. Constant oblivious status affect on survivors, except for the few minutes they're able to be awake during the match (negating the ability to safe hook rescue with Borrowed Time)
    5. Fake pallets that penalize the survivor for removing them, except for the common variant (aura revealed; any other killer with add-ons that reveal auras are rare or higher quality as well, whereas Freddy has an uncommon variant)
    6. Permanent slowdown add-ons of relatively low rarity (compare to Hillbilly's old slowdown add-ons/Huntress's Begrimed Head)

    Here are some proposed fixes for each point:

    1. Force Freddy to commit to teleporting to gens, not attach it to a very rare add-on
    2. Allow survivors to avoid puddles by crouch walking over them, and not trigger by simply falling asleep passively; and, slow Freddy down while casting puddles
    3. Remove the passive falling asleep, and allow survivors to go to more than one alarm clock on the map to wake up
    4. Remove Oblivious from Freddy's basekit, or fix Borrowed Time to trigger based on a killer's proximity to the hook
    5. Don't let fake pallet tokens regenerate if the fake pallet is dropped by a survivor, or remove the aura reading affect from the add-ons
    6. Increase the rarity of the slowdown add-ons

    1. That addon is useless for a reason. Almost every killer can fake their power. It's part of the mindgame.

    2. Not really gonna change much. The power of them is in chase.

    3. The alarm clock is already extremely strong in that it wakes you up for much longer. It's his only way to stall the game. Without that he's getting gen rushed hard and if survivors didn't passively fall asleep he'd just be an m1 killer because you'd just throw down pallets early and never get hit.

    4. Stop going for unsafe unhooks and you don't have to worry about this. You still hear the lullaby so you know when he is nearby.

    5. Fake pallets are objectively garbage compared to snares. They are just a meme that is good against what I call "normal" survivors. Which every killer is basically OP against, event clown.

    6. The slowdown add-ons have been super nerfed. They only make gens take an extra 9 seconds if you use the best combination and every single survivor is asleep. Which is rarely the case so you are usually looking at an extra 5-7 seconds. Hardly even useful let alone OP. he has better add-ons.

  • @Khar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633040#Comment_1633040

    So, basically "nerf killers, buff survivors". Brilliant. 🙄 While we're forcing killers to play a certain way, how about once a generator is complete, another one can't be worked on until after a set amount of time? Or maybe implement a pallet and window exhaustion feature to prevent lengthy looping?

    I'm a killer main in favor of buffing solo survivors and nerfing SWF. Yes. Solo survivors I ######### on hard. I seriously can't remember the last time I even lost a game against solos. Against SWF though. This game tips too far into their favor.


    And you can't just nerf SWF. You need to buff solos to their level in ways that don't effect SWF. I'm not saying these do that but they do address the problems of camping and tunneling. I'd also say they need to make it so there are 0 I mean literally 0 "safe" pallets on every map. Nerf looping in general, and then increase the number of pallets. Make every pallet mindgameable. Bring back some skill to this game. Give solos more information. Give them a totem counter. Show them where their teammates are. Make kindred base kit. Then buff killers to compensate for all of this.


    As a killer main in not sure what changes should be made to killers yet if they did do this. I'd have to play to try and find out.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633040#Comment_1633040

    These might be two of the worst ideas I've ever heard to fix either problem lmao

    And yet you offer no actual criticism. Can you explain why these suggestions don't solve these problems or are you just toxic?

  • @TheClownIsKing said:

    Should this game simply move to a respawn mechanic?

    I get why the hooks exist as a horror trope, and as a nod to the influences that led to the implementation of them into this game.

    But when we look at the vast list of complaints coming from both sides, most of those can be linked all the way back to the hook system.

    What if after a down the survivor instead “dies”, and a timer starts whereby the other remaining survivors need to reach one of 4 randomised respawn “stations” that are unseen by the killer? A downed survivor can be respawned into the game twice, with the third down summoning the entity (as done from the ground in the EGC). If however a “dead” survivors respawn timer expires before another survivor reaches a respawn “station”, this also leads to permanent death.

    Let’s look at the problems that the hook system contributes to.

    SURVIVORS -

    • Hook Camping. Although survivors are NOT entitled to 2 additional chances, most behave like a killer should always allow them to be unhooked twice. This understandably leads to lots of frustration for survivors on the hook when a killer chooses to camp. A respawn mechanic would get rid of this frustration.
    • Mori off of first hook, and Tunnelling. Mori’s are only as infuriating as they are for many survivors because of the strategy most killers use when a mori is at play: hook camping & tunneling. It’s not uncommon for a killer to intentionally remain close to a hooked survivor on their first hook, with intent to immediately down them the moment they’re unhooked so that they can be mori’d. Even without mori, plain outright tunnelling is always a miserable experience for the survivor that has been targeted, and DS does little to address this other than giving that survivor a few more seconds in the game. A respawn mechanic replacing the hook system would alleviate these gripes, and a Mori after first respawn would not seem as unfair.
    • Slugging. Indirectly, hooks contribute to this issue due to killer time constraints (more on this in the killer section). But the bigger issue is when killers do this for seemingly no reason than to be spiteful, and watch survivors bleed out. The game only makes it possible for killers to choose to grief this way because of the necessity to leave survivors in the dying state sometimes because it simply takes too long to carry and hook in some circumstances.
    • BBQ. Yeah in most instances this is usually easy to counter, and survivors usually caught out by it have been lazy. But there can also be many frustrating instances where you’re simply no where near a locker, and simply too far away to reach the 40m “safe” zone either. Plus some killers use the particularly nasty combo of BBQ, Infectious, and Iron Maiden making it borderline impossible to avoid detection if you unfortunately do not have Calm Spirit equipped. BBQ wouldn’t need to exist if a killer has no choice but to go look for another survivor because there is no one to camp if a respawn mechanic existed.

    KILLERS -

    • Gen rushing & Slugging. With how absurdly fast coordinated teams can get gens repaired in higher ranks, slugging on a regular basis is usually necessary. Why? Because once a killer reaches higher ranks it takes far too long carrying every downed survivor to a hook whilst 3 other survivors are still free to work on gens. It’s ridiculous that a killer engaging in a core part of their gameplay can actually be what LOSES them the match.
    • Flashlight saves. Firstly, get off your high horse. It doesn’t matter how good of a killer you are, sometimes you’ve downed someone nowhere close to a wall or obstruction you can look at before a pick up, and you can be diligent checking the area for other survivors with flashlights, yet still end up blinded during the pick up. It’s frustrating, and obnoxious, and is a HUGE set back for the killer. It’s a wasted chase, and survivors have few comparable set backs.
    • The myriad of second chance perks. DS would have no reason to exist if it isn’t possible for a killer to know where a survivor was that they had recently successfully ended a chase against. It also wouldn’t unfairly punish killers that aren’t actually purposely tunnelling the same survivor. It would simply be unfortunate bad luck if the killer happened to spot the same survivor again, which would likely be incredibly rare if a respawn “station” mechanic existed.


    This is too much work for BHVR to ever do. I think a couple of simpler mechanics (that are already in the game so should be easy to implement) are:


    Fix face camping:

    • Make it so when a killer is camping (can use the same criteria as the chaser emblem) that all other survivors receive a 50% bonus to their repair speeds. Can tweak the number, but basically, make it so if the killer facecamps, that all gens can get done before the survivor dies, giving the team a chance to even save that survivor. Right now if survivors stay on gens they can finish 4.5 gens before the survivor dies (does not include time between each gen). But if they had 50% more speed then they could finish 9 gens in that time, almost assuring that they get all the gens done.
    • Make kindred base kit

    Fix Tunneling and proxy camping:

    • Make is so when a survivor is rescued from a hook they go into a new state called "ethereal" which behaves exactly like spirits power for the survivor. They become invisible, they have no collision, they move at like double speed, they leave no scratch marks, and they make no sound, they can see the killer's aura, they can see other survivors and other survivors can see them. This effect lasts for 20 seconds (same as BT) or until they get healed, or start repairing a gen, or basically do any action other than run.
    • After that you need to rework BT and a few other perks like We'll make it to make them more viable for that scenario.


    After that, you need to buff killers a bit, especially in the early game. I'd suggest to do something like, make it so generator speeds are halved until the first chase starts (similar to Scott Jund's trial warmup) or some other mechanism to change the early game.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629536#Comment_1629536

    while i agree trapper needs bags and wraith needs ghost, windstorm or a clapper the rest dont need any addons to play well sure addons make nearly every killer better but they are fine without

    This is incorrect, there are some there that might be arguable, but most are not.


    Arguable ones:

    • Doctor
    • Pig
    • Spirit
    • Oni

    Even among those though, the difference between using their best addons and not is night and day.

    For all of the other ones their power is significantly weaker and easily countered.

    • Billy can be looped like every other killer in the game without turning addons or like 1k hours on billy.
    • Hag can just run the opposite end of the map and then purposefully break her traps without distance addons
    • Huntress can't effectively use hatchets at a pallet that hasn't been dropped yet because her power just becomes a much worse PH with more punishment for not guessing correctly.
    • Bubba gets countered too heavily by windows without speed. With speed he can catch up before you make a second loop around the window (bamboozle also helps with this but we are talking about addons)
    • Clown without reload speed or extra bottles means survivors can stop running, go make a sandwich and come back and he still won't be done reloading.
    • Legion without duration, just hold w when you see them coming. Seriously they move at 130% speed in their power which lasts 10 seconds. Their terror radius is 32 meters. Let's say there is some reaction time and figuring out where to run. At 130% speed at 10 seconds legion can cover 52 meters a survivor can cover 40 meters. Which means you can start running and holding w when they are just 17 meters away and they won't catch you.
    • Plague without apple means she gets to use her power once the whole game.
    • Ghostface without recharge is just an m1 killer for a full 30 seconds once revealed. That is long as hell.
    • Demo without shred movement speed is terrible. Without that addon while charging demo runs at 92% movement speed, slower than a survivor. With the addon it becomes 101%. Which means they can hold it and still maintain the same distance.
    • Deathslinger without reload speed means a miss is so much more punishing, especially on a 110% killer.
    • PH without range means his power will never get used outside of animation lock
    • Blight without Compound 21 is so low to the ground, good luck seeing a damn thing.
  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1626860#Comment_1626860

    Ever since Otz talked about hag being strong, everyone has been jumping on the hag bandwagon. She's very overated. The fact that you NEED decent addons immediately tells you that she's addon reliant, and the fact that the best and most effective way to play her is by playing scummy really shows something. It's not an achievement when you 1 hook ppl in basement as hag because theres no way of getting them out. Plus a good team knows how to keep popping traps and rendering her power useless, as well as how to counter her power in chase, which just involves running to another loop everytime she puts a trap down.

    The only killers that aren't addon reliant are nurse and freddy. Every other killer needs some kind of addon to be good. Depending on the killer it might not be so bad. For example, all pig needs is combat straps. All Demo needs is the rat liver. Without it though, Demo is trash. Pig can get by, but her stealth game is much weaker.

    The rest require addons:


    Trapper - Needs bags

    Wraith - Needs windstorm

    Billy - Needs turning addons

    Nurse - Is best with Kav's breath/Fragile wheeze but can go without any addons

    Myers - Needs more stalking speed.

    Hag - Needs trap teleport distance

    Doctor - Needs Shock speed

    Huntress - Needs windup speed

    Bubba - Needs chainsaw movement speed

    Freddy - Is best with Chains/Rope but can go without anything

    Pig - Really likes Combat straps/Dash charge speed

    Clown - Needs reload speed increase

    Spirit - Needs either power movement speed or power recharge rate

    Legion - Needs Frenzy duration

    Plague - Needs an apple

    Ghostface - Needs power recharge

    Demo - Needs shred movement speed

    Oni - Needs Charge windup speed

    Deathslinger - Needs reload speed

    PH - Needs m2 range increase

    Blight - Needs compound 21.


    Arguably a few killers can go without but they are significantly less effective. Pig can probably go without her addons. Ghost face probably an too. But 75% of them are terrible without their best addon.

  • @A_Skinny_Legend said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628442#Comment_1628442

    You equate less effective to being bad, that's not the case. Especially against solo survivors.

    I never called for a nerf, I only said that I wouldn't mind if this bug were there. I personally didn't notice anything so there's no real difference for me.

    I still think that it's lazy and easy to use. I still prefer to go against snares over pallets.

    Not wanting devs to fix bugs is stupid. I could say "I'm glad DS is bugged and doesn't work for some reason" it's stupid, and both of them need to be fixed.

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/discussion/192603/please-for-the-all-the-high-rank-killers-please-nerf-the-small-pp-combo

    I agree that DS and unbreakable is just plain silly when paired together.

    However, just because a player is at red ranks doesn't necessarily mean that they're good. Two of the survivors are using self care, so they can't be that efficient if they are wasting time self caring.

    Also going by your player level, I highly doubt you have no more than 500 hours in the game. So you're still in the process where there are still areas in your game that you could improve.

    Whilst the game is imbalanced, rather than blaming those imbalances when you lose instead look back at the game and reflect how you could have done better in that game. For example, you could ask yourself whether you spent too long in a chase, or you allowed an important generator to be completed early on in the match.

    P.S: Sorry if there's any grammar issues, I'm writing this whilst loading into my matches.

    Nice strawman. You agree that the combo is dumb. This thread is about asking for it to be fixed, not for you to tell OP to git gud.

  • @Moxormog said:

    I'm done.

    You keep nerfing and destroying killers each patch.

    I'm so over doing a barely 1 minute chase in the beginning of the match to have two gens pop off because I don't have corruption or using ruin (When it doesnt get cleansed in the first 30 seconds).

    You've literally ruined huntress. Every other game I am having hatchets that are not connecting when it clearly hits the survivor (with a blood splash)?????

    The amount of idiotic sound bugs that makes it nearly impossible to track survivors or when gens are being worked on.

    almost 2k hours as a killer but I can't handle the amount of abuse and disregard Behavior has towards its killer playerbase.

    But, hey, at least you have your 2-3 killer main streams in a sea of ######### survivor streamers on Twitch.

    Survivors, you keep wondering why your que times are so long?...

    Do you really have to wonder??????

    @Seanzu said:

    Survivor queue times are faster than ever.

    The game is also the easiest for killer mains it's ever been.

    As a killer main. This is true, this is currently the time that it is the easiest for killer mains it has ever been. Remember this?

    https://www.youtube.com/watch?v=Q1fkX3H84SE&t=374s


    On that note though. The game is still survivor sided at high level optimal play. The problem is the game's current state is that, solo survivors are going to lose most of the time, and SWF kill squads are going to win most of the time. They need to do something to bring down the SWF kill squads and bring up the solo players. Easiest thing they can do is just make it so survivors can see the aura of all other survivors at all times, and give a totem counter. Then buff killers a bit to compensate.

  • @A_Skinny_Legend said:

    https://forum.deadbydaylight.com/discussion/comment/1627327#Comment_1627327

    Still an easy and lazy build to use. The snares are better for the people that know how to use them. Fake pallets are already set in place, you don't even need to think about where to place them. Just spam them everywhere.

    Sure, call it lazy, but its less effective, so why nerf something that's already bad?

  • @A_Skinny_Legend said:

    I didn't notice a difference but if there is one then I don't mind. It's such an easy and lazy build to use.

    Literally makes chases that much easier.

    Classic survivor main. Pallet freddy is actually worse, his snares are better. But keep crying i guess.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/discussion/comment/1626248#Comment_1626248

    Of course for you nurse is better in any way because you have 1k hours on her.

    I don't even have 1k hours in this game in total, so playing nurse for me is just instant lose almost every time.

    Point i'm making though is that once survivors get used to him, hes going to be a solid mid tier. He still gets looped like wraith, billy, freddy etc. The difference is instead of being a little better at loops like freddy, or having a 1 hit down like billy, or having the element of surprise like wraith, he gets to be much better in between loops and with map pressure.


    TBH i think he is a solid counter to the gen rushing meta, which is probably why people are complaining about him. You can't just rush gens against him, especially someone running his optimal build of Undying/Ruin/Tinkerer/anything else.


    Nurse, spirit, hag and huntress/oni (to an extent) are still the best killers in the game because they can't be looped traditionally. Nurse is just the worst offender because she basically breaks the game with her power. The other 4 at least have some kind of counterplay around them (yes spirit has counterplay)

  • @nursewannabe said:

    https://forum.deadbydaylight.com/discussion/comment/1626274#Comment_1626274

    Yeah because 16 meter radius and 6 seconds time wasn't ######### broken lmfao

    He's a solid killer, that addon just was op

    cutting to 8 meters and 3 seconds is a bit much. They should do something like 12 meters and 4 seconds. Or keep it at 16 meters but when he stops rushing he loses the aura reading.

  • @zoozoom6 said:

    blight with compound 21 and blighted crow is equal to title?

    what is your experience with blight? is he this powerful? are people just not good with him yet? on paper he sounds like this. is he due for a nerf?

    Terrible comparison.

    • He is super low to the ground to the point that on some maps the aura reading is required to even see anything
    • He can't go through walls
    • He can't turn/flick while using his power
    • He sucks at loops (his strength is in between them)

    Nurse is better in every single way with the exception of aura reading. But nurse is so good that you just run 4 information perks on her and dominate every game anyway (I'm a nurse main with 1k hours AMA)

  • @mintchapstick said:

    https://forum.deadbydaylight.com/discussion/comment/1625136#Comment_1625136

    Except no one plays in a perfect world and the other survivors probably spent that 20 seconds with their thumbs in their asses wondering what's going on. I don't use DS, but as a killer it's never impacted me that badly.

    Optimal survivor play proves this game is survivor sided. Just because everyone doesn't play optimal doesn't mean there isn't a problem. Just as nurse is the most OP killer in the game and needs nerfs (nurse main here) because in the right hands she can end chases far too quickly. Even if it is rare that nurses play that well.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1624151#Comment_1624151

    I'm sorry but I need to see your proof about this guaranteed 30 second headstart on a 5 second stun because I'm not buying it.

    Basic math is all.

    Survivors move at 100% movement speed which is defined as 4.0 m/s

    Most killers move at 115% movement speed which is defined as 4.6 m/s

    After you DS, I believe the survivor is animation locked for 1 second. After which they get 4 seconds of movement. During that 4 seconds, they can cover 16 meters before the killer gets to move. Now, if the killer starts chasing them and they both run in a straight line. The killer gains 0.6 m/s. Now factor in lunge range which is 6 meters on every killer. But generally you won't hit them at the very tip, so you'll go for 5 meters. But generally you also are worried about a dead hard, or getting spun and with latency and such it's probably around 4 meters.

    16 meters away - 4 meters (lunge range accounting for latency and dealing with dead hard/spins) = 12 meters to cover.

    Now do basic math

    12 meters / 0.6 meters per second = 20 seconds to catch up and down a survivor

    I guess i exaggerated a bit, so it is 20 seconds, but 20 seconds is a damn long time when that means the other 3 survivors can each complete 1/4 of a gen which amounts to 15% of their objective for finishing the generators. Now factor in a whole team having it, that's now 60% of the teams objective done if you get hit with DS 4 times. Now factor in the fact that i am talking about the survivor just running in a straight line and not using windows or pallets.


    DS is much stronger than you think.

  • @mintchapstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1624026#Comment_1624026

    Lol what are you talking about? If you got DSed it means you tunneled off hook--so three seconds or not, you're probably going to continue to tunnel. Even regular DS only sort of buys a little bit of time in that situation unless it's end-game and you're next to a gate.

    a 5 second stun on DS gives the survivor 30 second head start. It literally takes the killer 30 seconds to catch up to the survivor if all they do is run in a straight line. Now factor in that they get pallets and windows and can potentially juke the killer and escape, that 5 seconds is a lot of time. If you don't get that much time you are bad.

  • @Hidon said:

    A player got 545 points after being chased, camped and hooked 3 times within the first 3/4 minutes of the game after a Wraith tunneled the ######### out of her, didnt respect DS potential, just tunneled her out and left it to a 3v1 and got a 31k... How is that fair or rewarding gameplay? Yes there are perks to help that, but not everyone is a swf, these guys were purple/green rank. That type of killer forces a boring perk meta that's already boring and unchanged for months. How can anyone branch out and make fun builds when killers act like complete #########? It's his job to kill, but to bully someone out 3 minutes into a match is just toxic. Or am I the only player of both sides that gives survivors a chance of at least a black pip?

    And during that 3-4 minutes what were the rest of you doing?

    You said 3-4 minutes, so let's take the middle of that and say 3:30. That is 210 seconds. Assuming that 1 person goes for the save and the other 2 work on gens. A gen takes 80 seconds to complete. During that 210 seconds, survivors can finish 2.6 gens solo. Now let's assume it takes some time to run to the gen so we can make it go down to 2 gens solo. But let's also factor in that first chase where you had 3 survivors on gens before the tunneling started. During that time you could have easily completed 5 gens and escaped, but you didn't. Instead, you came to whine on the forums.


    I never understood the anger around tunneling. Personally i like getting tunneled because holding m1 on a generator is boring and i'd rather be getting chased. Camping i give you, because that is completely uninteractive and also boring.


    Also, to close it out, if the survivor only got 545 points from being chase and tunneled, he wasn't running away correctly. I can easily clock 8k boldness every game even if the killer doesn't tunnel. Often times it is the reason i end up getting camped...

  • @BigTimeGamer said:

    Killer can just open a door, wym they dont have control?

    99%ing is a strat sometimes

    We aren't saying it isn't strat. we are saying that the strat makes the game boring at the end. Every single game if survivors finish the gens, they just 99 both gates and then hook save and body block their way to escaping. If the gates regressed, killers would be less likely to camp the last hook, leading to more interesting gameplay and chases at the end rather than just a "well i got a hook, time to camp and hope they can't save and body block"


    I'd argue what is better though would be to extend EGC by a minute or 2 and make it start as soon as the gens are finished.

  • @TheWarNung said:

    survivors calling you a camper/tunneller when you got 10+ hooks and 30k+ BP is cause for amusement, not consternation.

    You should play fair because it's more fun for everyone, and because getting a 12 hook 4k is much more rewarding for you.

    Winning is more rewarding. I play to win, to dominate my opponents.

    http://sirlin.net/ptw


  • @Zarr0ch said:

    Can’t stop moaning can you people. One thing gets fixed then straight to the next. What about the killer sided maps? What’s that? You don’t care about those ones do you.

    As soon as you get your way and survivors are all dead in 5mins or less you’ll be back here crying about queue times as they all stop playing

    I don't think anyone was moaning. Someone simply asked a question of "is it still the most survivor sided map" Sounds like a simple question, no complaining. Sounds like YOU on the other hand are projecting. Also, nice "whataboutism" there. Maybe stay on topic yeah?

  • @unluckycombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615489#Comment_1615489

    Honestly, I would find Deathslinger more fun to play against, but I think I just have bad luck against them- a lot of them time, when I get them, they do the good ole' 'Proxy camp at 5 gens and tunnel off hook'. Honestly, if it wasn't for that, I don't think it would have left such a foul taste in my mouth- because I do have an alright time playing against them when they don't do that. It's just that the Slingers I face that don't do that are either new Slingers, or very few and far between. So it probably is just me being unlucky.

    https://forum.deadbydaylight.com/en/discussion/comment/1615487#Comment_1615487

    I mean, I've seen that argument a lot- I'm not entirely new to the community. I just never joined the forums before now lol. Personally I just want RS.2 to be basekit to help increase effectiveness of RBT. Survivors being able to pop them off before they have even activated kinda takes away the effectiveness of a lot of (what are at least my personal favourite) add-ons to run on her. If the Survivor doesn't get their helmet off in time and dies, it's one less survivor you have to worry about. More pressure for you, and with another gen going by, that's more pressure as well.

    I'd at the very least like to see what it would be like- even if it was just a PTB exploring the idea, and not fully implemented. I do agree that the add-ons need reworked though.

    Making RS.2 base kit would be a nerf. It's a bad addon. If you are using the traps to try and kill people you are using them wrong, they remove someone from the game for 30 seconds to up to 2 minutes based on RNG. That is huge and you should be using them to keep survivors off of gens.

  • @PigMainClaudette said:

    Lately there has been a lot of talk around balance....... again......... now that the Blight is out. So, excluding him as I have been positively slammed with work, and hearing about the miscellaneous bugs that this patch has brought, I haven't played as or against him YET, therefore he will be excluded from this.

    My rules are simple: one small, simple change that will help the balance of the game at large. No major re-works or anything like that. Just something to even the playing field a bit more. Some will be nerfs, but majority will be buffs.

    Trapper - All traps now start in the active/open position at the start of the trial.

    Wraith - Increase the action speed while cloaked. This is kicking generators, vaulting and breaking pallets. Reducing the shimmer on his cloaked mode would also help.

    Hillbilly - Make Infectious Fright not work with the chainsaw.

    Hag - MINIMUM distance from hooks for Phantasms. If you're a good enough Hag, you don't need traps at their feet.

    Nurse - Bug fixes, but other than that she's fine.

    Myers - Change the effect of Judith's Tombstone and Tombstone Piece to have a stalking requirement on the targeted survivor.

    Doctor - Frame rate issues that people mention.

    Huntress - Hitboxes. I don't know if it's latency or actual problems with the power, but I have had so many questionable hits on both sides.

    Cannibal - No matter how I look at it, there is no redeeming Bubba for me. The only bit about him that I remotely like is that his power is an AoE attack, but it's tied to an instant-down chainsaw and it is literally all he has.

    Nightmare - Change it so that Freddy's Dream World Lullaby counts as a Terror Radius for perks like Borrowed Time.

    Pig - Add-on pass to re-work half of them. A huge amount are either useless at best to detrimental in some cases. That and some stealth boosts in terms of speed would be also very welcome. Just a slightly faster movement speed in crouch. Nothing major.

    Clown - Make his gas even scarier. More distortion in the survivor vision and maybe a slightly larger area of effect and duration.

    Spirit - Remove her ability to hear survivors. She removes too much information for survivors currently while retaining way too much information comparatively for herself. By removing her ability to hear survivors, it will tone back her power greatly while not changing anything mechanically about her. If anyone mentions Stridor, all I can say is "Swap it for Bloodhound if you're THAT concerned or dedicated....."

    Legion - Shorter stun out of Feral Frenzy for stabbing a survivor with the Deep Wound status effect.

    Plague - Slightly increased duration in how long the vomit effect sticks to objects with slightly less particle effects.

    Ghostface - Slightly increase the rate of power recovery. Not to the level of one of his add-ons, but just enough to be noticeable.

    Demogorgon - Cut half the screams, or cap the volume/distance. It's just too loud as of current to actually keep anyone to actually be concerned. When I go up against a Demo and hear someone else getting chased, I know that I have all the time and space I need to do that generator.

    Oni - Make Infectious Fright no longer work with the Kanabo.

    Deathslinger - Either make his shot a hit-scan or slow it down to be a projectile that people can actually lead with. The awkward middle ground it occupies is very hard to get used to.

    Executioner - Slightly increase the speed to activate Punishment of the Damned.

    No, I am not a balance expert. Yes, Hillbilly and Oni have a change based around a perk. No, this won't fix other issues like map size or generator speeds. Yes, I do play killer. I'm a console player, specifically Xbox, so some of these changes might seem weird because of that to any PC players. No, I couldn't give less of a damn if Hag is a "defensive" killer, stop using your traps to camp and play the game normally like everyone else. I am currently in red ranks on survivor on my main account, and while time has sent me back to brown for killer due to neglect and WORK, I have still held my own against red ranked survivors including on stream.

    No, I haven't played some of these killers, but I have versed them more than enough while others I wish I versed more. I have not played Hag, Cannibal, Clown, Plague or Demogorgon.

    I haven't given specific numbers for boosts because, like I said, I am not a balance expert. They are also just ideas that I have come up with that could possibly switch up the slightly stale meta we find ourselves in.

    If you have any improvements on these changes, then let me know.

    Think that I'm an idiot who doesn't know what they're talking about? Make your own thread and let's see you come up with something better. I think that the fact that majority of these are buffs is certainly more than some people on these forums would give you.

    Trapper - No, that wouldn't help much, what would be better would be that he starts with 3 traps automatically and rework bag addons.

    Wraith - He just needs to have purple windstorm be base kit and to be completely invisible when more than 32 meters away (like freddy) with no shimmer

    Hillbilly - Billy is already trash now, he doesn't need more nerfs, plus this would be extremely inconsistent and make this perk very confusing. I'd say revert the heat mechanics and keep his addons as being nerfed, his biggest problem was always instasaw.

    Hag - Is fine really, shes weak in chase, as she should be and strong once she gets her first downs, shes like oni.

    Nurse - I agree, fix her bugs.

    Myers - Needs a couple of things, an addon pass. Buff tier 1 movement speed to 110%. Make his addons allow him to create a build that centers around each tier. For example scratched mirror for tier 1, create good addons for tier 2, and hes already got good ones for tier 3.

    Doctor - Is fine since his rework.

    Huntress - Is fine, hitboxes are a latency issue. Do an addon pass and fix/nerf iridecent heads.

    Cannibal - Is fine with his rework

    Freddy - Is fine, making perks be different for specific killers makes them confusing an inconsistent. Freddy does not have a terror radius for lullaby, that's how it works. Also hes like bottom of top tier at best

    Pig - Make combat straps base kit rework them. Fix the RNG for pig. Instead of having 4 traps that can randomly be removed from any box, make it so RNG is equalized. 1 trap is removed in first search, 1 trap is removed in second search, 1 trap from third and 1 trap from 4th. Addons that give a 5th box can be slightly reworked, addons that give more traps can have that trap be pure RNG. Then, mix up her traps so nobody knows what order it is in. This makes her less RNG and have a consistent number of box searches in a given game. Making it more fair for both sides. It sucks to be pig and have all your traps removed on the first try, just as it sucks as survivor to have all of them get removed on the last try.

    Clown - Needs some sort of secondary ability on gens. Maybe he traps gens when he kicks them (on some cooldown/charge system) so survivors start working on them it makes the gas come out giving them some kind of new debuff that prevents them from working on generators for a short time.

    Spirit - Removing her ability to hear survivors makes her power too weak. The best way to fix her is to make a nerf and a buff at the same time. Make it so, just like her passive phasing, she also phases when she uses her power, making it so like, every second, for .25 seconds, survivors can see her, but she can also see survivors. This makes it so you can have more mindgames rather than just a pure guess.

    Legion - Make it so every time a survivor is hits with his power while they have killer instinct reduces the stun duration from deactivating the power by some amount of time. Meaning if he hits all 4 survivors he basically gets a 1 second stun (probably a guaranteed down). He needs to be stronger in the 1v4 since his 1v1 is so weak.

    Plague - Is mostly fine, fix her bloodpoint gains and give her sickness a tier 2 effect that comes into play if they don't cleanse it after 1-2 minutes that makes them want to cleanse it.

    Ghostface - addon pass. Most if his addons are useless.

    Demogorgon - Fix his footsteps being so damn loud, buff his perks to be useful. Make him coming out of portals much quieter, make his undetectable last a bit longer, maybe like 6 seconds or so.

    Oni - Is fine, nerf his charge time addon again, stop trying to make a perk work differently for a specific killer, it makes the perk very confusing and is bad game design.

    Deathslinger - Is fine, hes strong in chase but has 0 map control, his chase is stronger than clown but clown needs buffs anyway.

    Executioner - Is fine, if they wanna nerf the canceling of the m2 then make the projectile must faster and unable to be reacted to as easily.

  • @Avarice10 said:

    I just had a game with a Blight and noticed he didn't have any kind of terror radius at all, is that a bug?

    He has an addon that makes him undetectable while running. They were likely running that.

  • @HellDescent said:

    Maybe relocate pallets? Make sure fast vaults are not possible? - NO. Add breakable walls.

    Strong tiles are fine to have, the problem is when the strong tiles all chain into each other.

  • @Freddo_Bagginz said:

    With the recent updates, I feel that Devs are finally listening to Killers about how to make it more even. However, just like Rise of Skywalker... Instead of listening to people who know what they are talking about, the Devs decided to listen to all the whiney brats that are for some reason still complaining that dead by is survivor sided. The new argument being, "oh you have to pay to get any good perks as killer".... Likes seriously? Just save up shards, buy the character or don't... I don't care... But don't complain if your not willing to support the Devs... How do you think they earn their money?

    Long story short... Stop being childish and learn to get better instead of saying how the game's survivor sided especially with these new perks...

    I'm Alfredo Bagginz.... Thankyou for coming to my Dead Talk

    With the recent updates, I feel that Devs are finally listening to Survivors about how to make it more even. However, just like Rise of Skywalker... Instead of listening to people who know what they are talking about, the Devs decided to listen to all the whiney brats that are for some reason still complaining that dead by is survivor sided. The new argument being, "oh you have to pay to get any good perks as survivor".... Likes seriously? Just save up shards, buy the character or don't... I don't care... But don't complain if your not willing to support the Devs... How do you think they earn their money?

    Long story short... Stop being childish and learn to get better instead of saying how the game's survivor sided especially with these new perks...

    I'm Some guy on the internet.... Thankyou for coming to my Dead Talk

  • @dugman said:

    A lot of the posts I see complaining about Blight are simply trying to shoe horn in his Rush to get a hit in every chase. That's not what it's for. Blight's biggest strength is map mobility, his Rush is maybe the best map movement in the game. He can run at the same speed as Billy's chainsaw sprint (9.2 m/s versus survivor's 4 m/s) but can do course corrections in any direction he wants mid sprint assuming there's something to bump into. He can also start his Rush instantly with only a minimal cooldown of 2-10 seconds between Rushes so he can and probably should be Rushing pretty much everywhere when he's not in a chase because there's really minimal downside when he's just moving between tiles. And after he gets a hit or breaks a pallet he can pretty easily use the Rush to very quickly catch back up to the fleeing survivor and possibly get a hit from Lethal Rush or, worst case, be very close to them to do a normal 115% speed footchase.

    What he won't be good at is using Lethal Rush mid-chase at loops to get hits. And that's fine since the time he saves between chases and catching up to people after hits makes up for the extra time it takes him to get a hit with a basic 115% footchase.

    My guess is he's going to be an average killer, not "top tier" but good enough to win if you outplay the survivors (same bucket as most killers.)

    I agree with you mostly but he needs a couple of QOL things, they need to give him a flick, because survivors can just casually stroll to the side to avoid his power. Potentially also being able to bounce off of survivors.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606596#Comment_1606596

    at this point I would rather get FnaF, because Springtrap would at least have a decent power that is not flawed and horrible even in general concept.

    Although I would like to get FnaF, I would've definitely preffer a chapter about hallowed blight over FnaF, but now, now I would've changed my mind and chosen FnaF.

    Can you people please stop with your game for 10 year olds? Every single thread you guys come in and ask for your children's game to have representation.

  • Based on how much i make, a DLC is worth about 10 minutes of my time working. So, yeah i spend money on them.

  • @ZCerebrate said:

    After 5 threads talking how underwhelming and frustrating it is to play him... I've played about 7 matches with him just now, managed Adept with 0 addons at R1 and now been messing around with all of his NEW REWORKED addons since PTB just to see their viability one by one. Sure, people don't know how to deal with him yet but neither do people really know how to play him that well either... sort of the point of day 1 of a new chapter.

    Things I've noticed that many folks seem to not understand or just choose to overlook:

    1) Mobility around the map with him is extremely strong and honestly allows you to patrol certain generator paths that even Hillbilly wouldnt be able to do just because you can bounce - slide strafe like a full meter around it then continue on your path. This often results in free Lethal Rush hits that IS NOT the equivalent of hillbilly cross map chainsaws (but those were mostly luck based anyway) due to having much more control on avenue of approach and even bouncing to the window they want to vault and smacking them.

    2) It is fairly easy to land lethal rushes mid chase if you AREN'T trying to end loops with it immediately but making use of transition time that survivors have to make. If I had to state a weakness then a series of connecting pallet loops and windows like on Ormond or Hawkins would be... but there are plenty of killers who aren't have trouble with those maps too (Honestly a map balance issue that should be addressed rather than various killers).

    The semi short lunge and 60~ degree (It definitely doesn't feel like 90 degrees even if I swing my mouse hard) max turn radius is the only clunky feeling part about it but if they gave the ability for full 180s he would be unloopable in a majority of the map. Zone the survivor onto the far side of a pallet loop, kick the pallet and you WILL usually get a lethal rush hit before they make it to the next area, effectively creating dead zones.

    For this reason, asking for an instant down on Lethal Rush (except maybe some condition based pink addon) is bananas and just announcing outloud that you probably shouldn't be discussing game balance. Certain jungle gyms especially on new Yamaoka Estate (PS map is much brighter now and I love it) may be hard to navigate but still managabe.

    3) Low perspective for a killer who doesn't fully seem that hard to spot like Hag may be a minor downside - you're still patrolling at breakneck speeds to cut people off who leave generators early. I would say that his ability sort of forcing you to keep looking in certain directions makes it much harder to play against Spine Chill but I'll be up for trying him out with M&A more often.

    4) I have almost not noticed a moment where I was screaming in my head "I really wish I had my power back right now..." because unlike Ghostface's base cooldown of 30s - even without addons the cooldown and charge replacement time is completely reasonable. The stun is definitely a downside but it's nothing nearly as stifling as playing nurse and missing double blink strikes due to Dead hard. To me he feels like a Single Blink Nurse with higher base mobility and even an ability tied for exerting map pressure (that has less of a drawback stun in exchange for not keeping everyone constantly hurt Like Legion.

    ----------

    I will reiterate that my experience on him is limited so far on day 1 and he is by no means an "OVERPOWERED OMGEL" tier given he doesn't offer tracking, 1 hit down lethality or stealth (and that you should be thinking when it is appropriate to M2 during chases... go figure) but his skill floor is not nearly as unobtainable to play at a reasonable level to 3~4k level as he is now. If I had a single complaint about his Lethal rush is that it should completely count as a Basic Attack for applying effects Sloppy, Surge and other effects because the STBFL playstyle seen on Doctor and Demogorgon just doesn't appeal to me personally and limits build options if that is "optimal".

    Unpopular opinions are supposed to be unpopular. Nobody disagrees that this killer is fun to play. The problem is that he is #########.

  • @GoodLookinCookin said:

    In an average game of survivor you are most likely going to have a killer that will stay near or close by to a hook and will come for those two survivors, if the killer spots the injured survivor he will go for the injured survivor, without ds this can be frustrating especially if you are solo queue and you get unhooked right in front of the killer.

    But lets say in other circumstances the killer is nice and goes for the rescuer instead, then the survivor will go get healed or work on gens in the mean time. Most of the time ds will run out in this time, but if the killer finds you again in this time you can still ds them.

    I dont think ds needs any nerfs or buffs, the only understandable one would be to end ds when you work on a gen.

    As a killer you can play around this, ds is meta and should be predictable.

    ---In conclusion I do think ds is stupid and its just another breeding perk for toxicity and unfun playstyles but it is needed in the environment of dbd in its current state sadly.----

    DS as an anti-tunnel perk is totally fine. The problem is when people use it offensively to go for unsafe hooks or do a gen in my face then hop in a locker as soon as i come running, forcing me to choose between DS and the gen. Also it stacking with unbreakable. DS and UB should not stack.

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