Reinami
Reinami
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- Reinami
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Comments
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@yobuddd said:
......maybe the game is pretty balanced after all!
- Both roles can have a great game in the same match.
- Both roles can be fun.
- Both roles can be boring.
- Both roles can dominate a match.
- Both roles can get crushed.
- Both roles can be mega toxic.
- Both roles have maps that benefit or hinder them.
- Both roles have exceptionally powerful items/add-ons/offerings.
- Both roles have perks that the other side despises.
- Both roles get buffed, nerfed, and adjusted.
Yeah. Pretty balanced!
Not really. The problem is that at the highest levels Organized survivors are too strong. Depip squads prove this. At lower levels, killer is too strong. They need to do something to bridge this gap between the sweaty SWF and the casual solo players.
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@bm33 said:
Sony and Microsoft are obnoxious about changing achievements. Unless they could definitely change "where did the go" achievement I don't see them changing keys to only let one survivor escape. Maybe it will make green key able to do something other than make new players die trying to open the hatch with a broken key? 😂
Every single time this is always brought up. ACHIEVEMENTS CAN BE CHANGED.
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@DudelPumaAce said:
Perk for Surviver: when all gens worked, surviver have 4% more movmentspeed, and the first hit is like MOM you dint die by the first hit, and pls bring 5 Surviver Totems, and when all killer are cring, we can say do the Surviver 5 totems, dont go kill surviver and do cover the gens only...
Only the 4% movementspeed is just too much... the onehit dont give...
Survivors have that, its called Hope or Adrenaline, only it just always activates, so its slightly weaker, because Hexes are supposed to be strong because they are high risk high reward.
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@Stanley12363 said:
I have always been against the use of 2+ slowdowns such as Corrupt/Ruin Pop. I find this combo to be overkill especially in public matches. At the top % of games I would understand killers having the need to use it but most games and killers does not. Using these perk combos also encourages bad play because killers can rely on their perks to win games.
Just saying I am a killer main who does not use slowdowns. I use tracking/chase perks and rely on slugging for pressure.
You mean same way survivors can stack DS and UB?
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@Deadman316 said:
Those damn crows are everywhere!!
I'm joking, just felt like making a silly "blank is OP" post like everyone else
My crows know what you did in the dark.
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@Justalittlepeeck said:
So we could at least know what to expect and have some vision on what we should've got.
I suppose this isn't part of "4.2.0" feedback so I'm posting that in General Discussions.
What exactly are you referencing? Are they changing blight?
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1553259#Comment_1553259
Where did they say that?
I'm not sure on the exact post but it was just a few days ago
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@slunder said:
Lol devs, you disabled mmr, but you still kep killer lock? LOL why did you keep it? Simple question, just asking.
Devs already commented on this a few days ago. It's because it would require a client update and they need it to still be there when they turn MMR back on.
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This change would make moris pointless. If you Mori instead of hook you get less bloodpoints and don't trigger hook perks like BBQ and Pop. It also encourages tunneling to counter DS and such. Here is how you fix moris:
- Make yellow Mori base kit. It's fun and changes nothing. If you are the last survivor and downed you are gonna die anyway.
- Make green and ebony Mori work off a token system. Every time a survivor is hooked you gain 1 token. Everytime a generator is completed you lose 1 token. Once you have 3 tokens you can spend them to Mori 1 survivor.
- Green Mori still allows 1 kill
- Ebony Mori allows 2 kills, but at the start of the trial, the generator furthest from the killer is automatically completed.
- Moris are no longer secret.
You fix keys in a similar way:
- Keys can no longer be found in chests.
- Keys only allow 1 survivor through then the hatch closes.
- The key now has an animation and timer for opening. 5-10 seconds.
- Once the hatch has been opened by a key it can't be opened again for 60 seconds.
- If a survivor dies on hook while carrying a key it is removed from the trial.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1549770#Comment_1549770
it depends how many traps are in play if everyone has a trap and it just activated you would want to patrol boxes the closer to this ideal the better play it is
If everyone has a trap you already won.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1547788#Comment_1547788
it changes nothing execpt makes the traps more dangerous and he seems to think that would make them gen rush harder? it would actually make it feasible to patrol trap boxes. but he writes all of this off as downsides or slight it doesnt make sense on paper much less in practice
Again, you are using the power wrong if you are patrolling boxes. What is better, to trap someone then patrol boxes to stop them from untrapping. Or to have someone trying to untrap, someone in a chase, someone on a hook and the last guy going for the save. Means nobody else is on gens.
The point is that if they can't see the auras of the boxes, then there is no point in them looking for it, so you'll just go do gens. Yeah, you are more likely to get a head pop, but its very rare to get head pops anyway. You use the traps as a slowdown, not as a way to kill people.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1547413#Comment_1547413
"if the boxes werent shown they would just do gens instead" is a terrible argument he touches on it "slightly" increasing the chances of getting kills but i think he is heavily undervaluing this addon it would make the trap way more dangerous
This is a guy who mains pig and has thousands of hours. You can even ask @Almo who i believe mains pig? Or at least plays her a lot. The point of the traps is not to kill people, its to get them off gens. if you are trying to kill people with your traps, you are doing it wrong. You trap someone, and then they are taken out of the game for a decent amount of time trying to remove it.
Also, if it is a "terrible argument" why don't you try to refute it? Nothing you said can logically challenge the statement and evidence presented, all you do is say "it's terrible" and "hes undervaluing it"
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@SandyRobes said:
Shouldn't this work? I was the last survivor alive when I got my first hook, but the game automatically sacrificed me since no one was alive to save me. But I had active deliverance and DS just in case I got downed immediately. Even had unbreakable just in case. It's totally feasible that I could've unhooked myself and made a quick escape for the hatch, but I wasn't allowed. This seems like a valid last-ditch strategy to me, why can't we do this?
There's no point, a killer would just wait out your DS timer and now both of you have to sit there for 60 seconds. Not fun. There is a rare circumstance where you are hooked right at the gate, but even if it weren't the case, killers would just hook you away from the gate and it wouldn't matter.
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@zoozoom6 said:
trapper needs the brown bag base
wraith needs the ghost-soot base
pig need rule set no 2 base
have you ever considered implementing any of these or others?
Rule set 2 would be bad on pig.
Scropionz has a pig guide where he talks about this and it makes a lot of sense i linked it to the timestamp he talks about it:
https://www.youtube.com/watch?v=5UOlX6azR3A&t=53m4s -
@6yXJI0 said:
Spirits rely too much on Stridor nowdays. It became a Crutch perk at this point.
I've yet to see Spirit that do not use Stridor.
Because it's the only way to make sure you don't get countered by a single perk. No killer should get completely countered by 1 perk.
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@bluesockcrate said:
A friend and I have been working over this rework idea for wraith in our heads. We are open to feedback especially on what to do with his perks.
Increase Wraith's terror radius, this is to balance the below changes.
Give the wraith true invisibilty from a distance while cloaked (if Freddy can have it, so can Wraith)
Allow Wraith to attack, but not down survivors, while invisible. Attacking while cloaked will de-cloak you and apply a cooldown to cloaking.
Allow wraith to teleport to totems while invisible. 60-75 second cooldown without add-ons. This is to give him a bit more map pressure and unpredictability while also allowing it to be disabled easily.
Full blown rework not necessary really.
- Make purple windstorm speed basekit, rework windstorm addons to something else.
- Allow him to pickup survivors while cloaked (removes his cloak)
- Remove the pallet stuns while cloaked making his stun longer (just normal stun)
- Remove the flashlight counter to his power
- Give him true invisibility like freddy when outside of 32 meters (what his terror radius would be)
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@Zwergz112 said:
What i mean is, is it more satisfying to get wins where only one or two gens are done and the survivors are at your mercy or wins where it's a fight to the finish with nerve racking chases and clutch saves?
Balanced games where i don't feel rushed or forced to camp/tunnel. If i had games play out with the standard 2E/2K every game, and i was able to kill 1 before the gens got done, then kill another during endgame, i'd see it as a balanced game.
Obviously i prefer to win, but i don't like having games where i 4k with 1 gen done, or get gen rushed so hard that i can only get kills at endgame. Even getting a 4k at the end feels bad.
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@Kikki said:
And another Problem in DBD sigh
Since a few Day's people spawn often nearby the Killer.
I expierenced this ######### where I played with my Friend's and they spawned really often nearby the Killer (after 2-3 Second's Terror raduis was starting)
Someone expirence this too?
Today I had a Game against PH and run almost in his arm' bc of this 😡
Sometimes the killer spawns on the opposite end of the map from you and survivors spawn together(ish). Other times the killer spawns in the middle of the map and the survivors spawn separated in various spots. As mentioned previously, experienced killers know where survivors will spawn in relation to where they spawn. Generally if survivors aren't being stealthy i'll find them within 5-10 seconds. If they are stealthy it might take 20-30.
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@Lavos99z said:
They kind of run scummy builds and tunnel more often than PC players from what I am noticing with cross play. Why is it so bad with console players? Can someone tell me why a killer on console feels the need to run a build like NOED, Blood Warden, BBQ, and Dying Light all at once? Never saw it this bad with PC players. Worst of all, can't even call these people out for their overcompensation. I may be seething a little bit from all of the tunneling, camping, and relying fully on perks rather than skill with the killer's abilities. Who would not be really?
Same reason survivors run dead hard, unbreakable, DS etc.
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@Primalux135 said:
devs forgot to change addons or its non existant.
It uses to. But a while ago they made it so he doesn't anymore.
What add-ons are you talking about?
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@Babyyy_Boyy said:
to all you PC players, doesn’t it get boring going against Nurses, Spirits, and huntresses constantly? Ever since cross-play that’s all I’ve been going against. Oh and yeah they’re sweaty... like coming out of a steam room sweaty.
Imagine thinking trying to win is a bad thing. Guess we should tell all those pro sports teams to stop "tryharding".
http://sirlin.net/ptw -
@Katie_met said:
Crossplay came out yesterday and I play on Xbox as a survivor main, though I can empathise a lot with killers and understand that killer is the harder and more stressful role to play.
Originally I turned off crossplay, but queue times were ridiculously long and I was playing with rank 15 teammates but I'm rank 1, so I decided to turn crossplay on, I didn't play much last night because every game I was just being tunelled to death. This morning I played again and kept going against killers who would slug, most games I just spent on the floor. There didn't seem to be any balance, the only game where I had some chance of escaping, the killer had an ebony mori. I can understand the slugging if it was for map pressure, but I was being slugged when we had 4 or 5 generators left.
I thought to play killer instead but I kept finding matches with the try-hard pc survivors. I know people will just say 'turn off crossplay', but that just means that queue times will take a really long time.
I don't know what queue times were like on all platforms before crossplay, but on Xbox in the morning survivor games would be quick and easy to find, killer games would take about 3-4 minutes to find. In the evening killer games would be quick to find and survivor games would take 4 minutes, so I'd just listen to a song or watch a bit of YouTube while waiting for a game.
So I feel like crossplay may be the end of my dbd experience because now I'm stuck between playing games where I'm on the floor or just tunelled, or wait nearly 10 minutes to play a game with people who seem to have no idea what they're doing.
Edit: I hadn't taken into account that the tunelling and slugging may be as a result of rank reset. When rank reset happens I do encounter the occasional tuneller, but now tunelling just seems normal for every game.
Edit 2: I played dbd again and disabled crossplay and queue times seem to be great for both killer and survivor, I assume that queue times were long last night because most people were trying crossplay or hadn't opted out yet
So turn it off.
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Werewolf/Jekyll and Hyde. It sounds like maybe glass breaking at first. Maybe his thing he drinks to turn into Hyde? Could also be a werewolf for similar reasons. It looks hairy though, so i'm going for werewolf.
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@Funguu said:
https://forum.deadbydaylight.com/en/discussion/comment/1536806#Comment_1536806
No, console players need to turn it off
Right, so... turn it off then....
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@Funguu said:
I've never in all my life have had such disappointing games against both sides killer/surv. Im saying its way too easy to win now, rank 1 survivors/killers on anything other than pc are actual babies and weren't/aren't for the big leagues and probably never will be.
Sure, go ahead and turn it off then if you don't like it.
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@AceInTheKate said:
Our thoughts?
Its almost like people don't read the FAQ.
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@Widden said:
People don't believe me but i always say this. Pig has NO counterplay and has disgusting combo. She can't UNLOOPABLE because of this addon. You can't hide too because she always see you with WHISPERS. If you don't believe me watch this DISGUSTING video.
And look at the downsides of it, you give up 3 traps, which means you give up all of your built-in slowdown to be better in chases. Sounds like a pretty fair trade TBH.
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@Babyyy_Boyy said:
I really wanna know why the devs thought it was okay to implement cross-play knowing damn well that they can’t even optimize better frames for the console version. How long have console players have been asking for better frames? Let me start by saying I own dbd on Xbox and on my PC and pc players have it made. Better frames, little to no lag spikes, and better movement because of M&KB. Some maps and some killers can’t be played properly on console. Every played Lery’s on console? It’s a 10Fps slideshow, ever been hit by sloppy butcher on console? Game freezes while being hit. Even skill checks drop frames. I think this cross-play would be fun if they optimized console but I honestly don’t see the point of enabling it.
So disable it....
Or, stop playing games on consoles. For the price of a console you can have a system that can do more than just game.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1533585#Comment_1533585
Send a picture of your current one and I'll help
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1532793#Comment_1532793
SEO is helping me it seems lol
https://forum.deadbydaylight.com/en/discussion/comment/1533174#Comment_1533174
https://forum.deadbydaylight.com/en/discussion/comment/1533305#Comment_1533305
https://forum.deadbydaylight.com/en/discussion/comment/1533393#Comment_1533393
I assumed it would allow you to back track from the top after reaching the end but I was wrong. Fixed it now so you still save the same amount of Bloodpoints.
Any tips on how to salvage it for those of us who completed the red lines already while minimizing how much we are not able to save?
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@Walker_of_the_fog_96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1533138#Comment_1533138
steve-white girl
i mean, we know his voice still sounds like a woman, but i'm pretty sure he's a boy.😆
Yeah i know, i was copy pasting and missed this one. But i do find it amusing which one i messed up on.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1533138#Comment_1533138
You made a slight mistake
You said steve is a white girl
Lol. Oops. Bad copy paste. Makes it even more balanced though.
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@Hoodied said:
Me who has no idea on what Future Diary is
Its an anime that is like a survival/hunger games type thing, last one standing wins. All of the people are supposed to kill the others and/or survive to be the last one. Basically, the winner becomes God. The kicker, is that each person participating is given a diary (in the form of phones etc.) which do different things.
The main character is named Yukiteru, he has a diary that gives him the ability to read the details of his surroundings, be it present or future. While this allows it to be very useful in most scenarios, it will not tell him anything about himself, which leaves him open to certain attacks. Additionally, the diary's predictions are based on Yukiteru's own perception of truth, preventing him from identifying deceit.
The character that the OP is basing their killer off of is Yuno, she has a diary that is a cellphone with entries detailing Yukiteru's (The main characters) actions in ten-minute intervals. While it is one of the weaker Future Diaries in terms of scope, it makes a fearsome combination with the Yukiteru's diary; Yuno can predict what happens to Yukiteru, and Yukiteru can predict everything else. This diary reflects Yuno's obsessive love for Yukiteru.
The reason for all of the lover/obsession stuff is that Yuno is a Yandere in love with Yuki.
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@CashelP14 said:
This is my way of completing every single challenge in the tome, while also saving as many Bloodpoints as possible.
Red Line = Collect
Yellow Circle = Save
https://us.v-cdn.net/6030815/uploads/G5G7ZWV6RP15/sketch-1597244925443.jpg
There are a few other ways you can do this but they all result in saving the same amount of Bloodpoints. If anyone wants to see a slightly different path just ask and I'll send it.
Bit confused, how do i get access to the part highlighted in green? I thought maybe i had to just get to the end, but then i did and i still can't seem to access it.
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@Alec1055 said:
So we have a ton of white characters because, obviously. But for POC characters we have Jane, Zarina, and Ace maybe. Three... we only have three POC characters. The same is with black characters... the three black characters are, claud, Tapp and Adam. Which is even worse because we only have ONE black woman which is the most hated group of people for some reason even though they’re the prettiest on the planet. And the Tapp is a licensed character so they didn’t even take the time to design the character and choose the race so practically there’s only two. And then theirs two Asians. Come on bhvr gives us more POC! And if you have a new chapter idea and survivor who is white just change them to black. It costs no effort whatsoever
Here is the breakdown:
There are 22 survivors:
Dwight - white guy
Meg - white girl
Claudette - black girl
Jake - asian guy
Nea - white girl (Swedish)
Laurie - white girl
Ace - latino guy (Argentinian/Italian)
Bill - white guy
Feng - asian girl (Chinese)
David - white guy
Qeuntin - white guy
Tap - black guy
Kate - white girl
Adam - black guy (Jamaican)
Jeff - white guy (Norwegian)
Jane - latina girl
Ash - white guy
Nancy - white girl
Steve - white girl
Yui - asian girl (Japanese)
Zarina - middle easern girl (Lebanese)
Cheryl - white girl
That makes
13 white survivors
3 black survivors
3 asian survivors
2 latino survivors
1 middle eastern survivor
That means
~59% white
~14% black
~14% asian
~9% latino
~5% middle eastern
In terms of gender, you have
10 men
12 women
That means:
~45% men
~55% women
Seems pretty representative of the population of the United States. I know BHVR is based in Canada though, so maybe these better match Canada's demographics? I'm not Canadian so i won't comment on that, but looking at the U.S I'd argue maybe asians are a little more over-represented and latinos are under-represented. But given that each asian is also of a different nationality/country of origin, it seems pretty good.
In terms of other breakdowns we don't know sexual orientation of most (any?) of the survivors so it is hard to say there. We also don't know whether any are transgender.
But i'll agree, we need another latino soon, also probably a native american. But this isn't some serious problem where it's all just white guys like you are making it out to be i think.
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@Alec1055 said:
So we have a ton of white characters because, obviously. But for POC characters we have Jane, Zarina, and Ace maybe. Three... we only have three POC characters. The same is with black characters... the three black characters are, claud, Tapp and Adam. Which is even worse because we only have ONE black woman which is the most hated group of people for some reason even though they’re the prettiest on the planet. And the Tapp is a licensed character so they didn’t even take the time to design the character and choose the race so practically there’s only two. And then theirs two Asians. Come on bhvr gives us more POC! And if you have a new chapter idea and survivor who is white just change them to black. It costs no effort whatsoever
Now ask the question. Are they representative in terms of percentages of the population?
Also i guess asians don't count?
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1532753#Comment_1532753
It's hard to be constructive when the game is a literal dumpster fire right now and all hope of it being fixed died long ago when more and more bugs just kept getting thrown into the game alongside new DLC. So sorry, not sorry.
I'd rather you didn't hijack my thread to complain bout the game. Go make your own thread or stop playing.
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@Mikeasaurus said:
I mean, no offence to the devs or anything, but they couldn't fix their normal MM system after nearly a year so what made anyone think their MMR system would work? I honestly hope it doesn't come back until they confirm it works 100% because I can guarantee a lot of players left the game over this recent bork of MM
You can't start a sentence with "no offence" and then proceed to be completely awful and non-constructive.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1531877#Comment_1531877
Most of the changes since then have been nerfs to survivor. Toolboxes were nerfed, coop gen speed penalties were increased, and survivor add-ons are now lost at the ends of trials. A number of maps were shrunk and had their strongest loops removed. They reworked and substantially buffed Doctor and Bubba. They buffed Clown in a non-transformative way. Oni (very strong), Deathslinger (average), and Pyramid Head (strong) were all released. Dead Dawg and the new Yamaoka map are both very killer-sided. I'm not sure about Midwich.
On the other hand, they reworked and nerfed Hillbilly, reworked and nerfed Ruin, and reworked and buffed sabo. I think those are all of the major changes.
I'm not saying these changes were bad. On the contrary, I actually like all of them. On the whole, though, they're generally killer-sided. Ruin is no longer meta, but survivors were nerfed to compensate. I doubt these move the needle much on survival rate.
- The toolbox changes did very little if you do the math. The brown toolbox went from 80 charges at 15% speed to 16 charges at 50% increased speed. Effectively: Old toolbox = 68 second gen for one survivor, new toolbox = 72 second gen for one survivor. They nerfed it by 4 seconds, and personally i'd argue its a buff because you can get your 8 second bonus faster now than you could before.
- Sabotage changes were a clear buff
- The balance problems have never been about multiple survivors on 1 gen. Generally as a killer you prefer that because then you can chase/harass multiple survivors at once. The problem has ALWAYS been when survivors split up, resulting in you losing 2-3 gens in the first chase.
- Doctor is still mid tier.
- I'll give you bubba, but he was the 2nd worst killer in the game.
- Clown is still the worst killer in the game.
- Oni is extremely weak in the early game, if survivors just throw pallets early you'll lose 3 gens before you land a hit. I'll give you that once he lands that first hit he is strong, but it is a tradeoff.
- Deathslinger is average as stated by you
- Pyramid head was also nerfed multiple times since then
- Dead dawg middle building is killer sided? TBH i'd say the map is fairly balanced, but a lot of it requires the killer to spend time breaking walls to remove the infinites.
- Midwich is extremely survivor sided, they can literally just hold w down the hallways and it takes a killer a good minute to catch up to them. Don't get me started on SWF with OOO on that map either.
The point i'm making, is that keys and moris both are a problem and need to be reworked.
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@MeltingPenguins said:
And that, my friend, actually constitutes as 'refusing to engage in regular gameplay'.
No it doesn't. It only counts if the game cannot end based on your actions. If you slug all 4 survivors, eventually they bleed out.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1531597#Comment_1531597
Kill rate as of November 2019 was ~70% at red ranks. Those are the newest numbers I've seen. This game is currently killer-sided.
And since then they have nerfed 2 killers and nerfed a perk that was used in 80% of games to slow the game down just a little bit.
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@Hoodied said:
I am fine with cosmetics from the rift coming to the store, same with charms but not rift charms
I feel like the rift charms should be exclusive to the rifts
They said 6 months after it closes. It looks like the first rifted ended on: 7 January 2020. I'd guess it will happen around the release of the next killer or once this tome closes and that they have delayed it slightly for one reason or another. I.E maybe they want to make each tome be available 3 tomes later?
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@tippy2k2 said:
Because killers are going to dodge them
I'm of the mind that while SWAT TEAM SWF exists, they are not nearly as prevalent as people believe they are (to put a number down, let's call it 15%).
So while 15% of SWFs are God mode jerks, 85% of SWFs are friends who just want to play together. BUT if you're a killer and you see 4 SWF group, why would you even gamble on getting stuck with the jerk SWAT SWF team? Now any SWF team, regardless of actual skill, is getting lobby dodged constantly and they quit, killing a large chunk of your playerbase and possibly killing your entire game as enough people quit.
Doesn't matter, shows that the game is inherently unbalanced. It doesn't matter if only a few groups exploit it, the fact that it CAN be done shows that the game is tipped too far their favor, and needs to be fixed. There are plenty things the devs can do to fix SWF swat teams while not nerfing, and maybe even buffing the solos or the friends who just goof around together.
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@gatsby said:
I've noticed since the MMR change that the variety of Killers I get has drastically changed. Before it was a super mixed bag, now its much more consistent.
My theory is that the MMR system essentially creates a tier list in the matchmaking. Killers are inherently stronger than others so the playerbases of stronger Killers and weaker Killers are boxed into specific MMRs. So your MMR level means you get Killers on a similar power level to your Survivor skill.
In my games, most of my Killers are HUNTRESS (like I kid you not I have back to back games of Huntress regularly and they're different players too), Ghost Face, Hag, Wraith, Deathslinger and Bubba. I haven't seen a Plague, Doctor, Legion, Demo, Nurse or Billy in weeks.
I think truetalent was saying this from the beginning...
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@Deadman316 said:
The same reason Pop and BBQ are.
That's not the same thing, Pop and BBQ are countered by lockers, and many other perks that stop you from being seen on BBQ. Pop also has a counter now in the form of that perk from Silent Hill stuff.
The counter to DS, is to slug
The counter to UB, is to not slug.
When you pair them together, you get 60 seconds of invulnerability. Especially if you are near a locker. You get unhooked and you can immediately just rush a nearby gen near a locker and you can almost 100% complete it. If you see the killer, you just hop into a locker and they can't do anything to you.
And don't say "don't tunnel" nobody has any problem with the anti-tunnel properties of DS, the problem is that you can use it to slam a gen, or hook bomb someone with little to no consequences. It should not be able to be used offensively.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/1529455#Comment_1529455
You're completely missing the point and making it about something else man. Like I said, I main killer, I find survivor to be miserable in general and I don't play it often. This is a killer player's standpoint.
The entire purpose of this post is to discuss changing the killer in a way that he's more fun to play (and play against) and for him to require more mechanical skill to be good at, rather knowing when to bait your power (as frequently baiting is optimal play). Again, think Huntress. A viable, good, fun killer. I literally am asking for this killer's ACTUAL power to be buffed.
Either contribute a comment relevant to what the post is about, or don't comment at all. It's clear you didn't actually try to understand my post and just came here to make a point of "Survivor whiny."
Pyramid plays very similar to huntress at loops though, the difference is he is faster. Huntress has the exact same gameplay in fact. The difference between the 2 is PH can't reliably use his power outside of animation locks, whereas huntress can, and at a longer range, so she suffers movement speed.
if you don't like the way PH plays, why do you like how huntress plays, when they effectively do the same thing at loops?
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@Tru3Lemon said:
whu not buff a bit for survivor to earn BP and buff some category for killers
please, no "whataboutisms" i understand survivor BP is lower, but make another thread for that. This one is about these specific killers.
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@Haddix said:
I'd like to preface this with saying I'm a killer main, and this is my stance as someone who wants to play a more fun killer. The Executioner, as you know if you're aware of how he's best played, is a killer who does a LOT of baiting and zoning. If you don't know what that means, it's basically when he holds down the aim for his shockwave, the survivor starts juking expecting the shockwave, and then Phead cancels the aiming and goes for a basic M1, as the survivor is out positioned because they were juking and losing distance.
This is why he's really good in chase. Either you juke a window in front of him and he M1's you, or you go for the window and he uses his shockwave to hit you. Same with a pallet. It works, it makes him good, but it's just plain bad design.
This killer has an ability that can be used skillfully, but the game does not encourage more use of it outside of animation locks, as it has a very punishing cooldown if you miss, and it's quite easy to juke. Thus, this killer is often known for leaving not many options in chase to counterplay, as like I said, you either vault a window and get hit, or juke and get hit anyway. It's a very annoying thing to go against, as good as it is.
Thus, I propose some changes may be in order to encourage more usage of this power, but give more room for counterplay and make hits on the survivors based on skills, and not a no-win situation he puts them in. I do NOT want this killer nerfed. I just want his shockwave to be used more frequently and be more preferable in situations than baiting it. If it DOES weaken him, then further changes can be made, especially to his cages which are okay at best.
For example, I'd really like to see a much less punishing cooldown for using the shockwave. Currently, if you go for a shockwave, survivors can just hold W and make distance while you stand there and pick your sword back up for ~4 seconds. I don't think it should be huntress level, there should be some punishment, but it should at least be much easier on the killer. To tone down the baiting and zoning a bit, I'd put a window of time where Phead cannot swing his M1 after canceling Rites of Judgement (charging the ability). Kinda like Doctor after using the shock therapy, but maybe a little longer. At this point, you could buff the actual speed it detonates, range, how wide it is, but this might bring up an issue that the shockwave is now way too difficult to dodge, and he's once again putting you in more unavoidable situations where you're getting hit no matter what with no counterplay. I'd still buff the shockwave slightly just to see how it goes, as I think a less punishing cooldown after using the ability combined with some very slight buffs to the ability would definitely encourage more use, along with the window of time you cannot M1 after canceling the charge.
I think this would make the killer much more fun to play (as it's fun to use ranged abilities and hit them!) and hopefully more fun to go against. What are your thoughts?
Anytime a killer can't normally be looped survivors complain about them. Which killers do survivors hate?
- Spirit
- Nurse
- Freddy
- Deathslinger
- Pyramid Head
What do they all have in common? You can't loop them like you can every other killer in the game. You have to play differently.
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@KingOfBadRNG said:
The thing is that Sony and Microsoft look at achievements if there still possible even if there nearly impossible and rally on luck then its valid.
This argument is always dumb, achievements can be changed, i have seen it happen before.
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@slunder said:
Killer mains tend to complain about survivor meta when they are the ones that cause it to happen in the first place. This also applies to some survivors, but mostly it is just killers that do this. This does not apply to every killer player.
Here is what they do: they camp and tunnel a survivor to death and then, in such a way that it is impossible for that survivor to escape without decisive strike. Then, the fun build survivor that just wanted to have fun realizes that he does not stand a chance because the killers he goes against will camp and tunnel if they are losing. He used decisive strike and borrowed time, and then the killer mains ask why they get decisive strike to be used unfairly.
But think of it: most survivors run decisive strike and borrowed time to counter tunnelers and campers, not to be a dickhead. Maybe a side effect from decisive is that the survivor that was tunneled last game ends up using DS for countering this, but he ends up using it after 59 seconds. So, this is my message: killer mains, if you ever camp or tunnel, fine, it is in the game, but stop bitching when you realize survivors are using counter perks. Survivors do not want to lose instantly without being able to do anything, which is why they run the perk. I, myself, used to avoid meta perks, but really, after getting those free wins strats killers, I decided to switch to use borrowed or decisive.
If you do not tunnel or camp, then you complaints are legit and you deserve to argue. However, if you are a killer main that tunnels and then cry about survivors using counter-play, then you are just entitled to your victory.
****This post can also be applied to survivors that are t-bagging and stuff like that and then complain about camping, but they are more rare, so yea.****
The problem is that with gen speeds the way they are, in order to win at high ranks you MUST proxy camp and tunnel. If you don't remove 1 survivor by the time they finish 3 gens, you are going to lose. It is ESPECIALLY bad when the first chase typically costs you 2 gens.

