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Reinami

Reinami

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Reinami
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  • @Kweh said:

    Hyperfocus is fine tbh, any console player running it trying to hit greats at max 60FPS is gonna be hella funny.

    That's precisely the problem. It's too strong in the hands of good players, and useless in the hands of bad players.

  • @Kweh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136428#Comment_3136428

    On that note, the ######### is the point of the murky reagent and the hazy reagent (and the killer equivalents to remove dark mist)? I haven't seen those offerings in years, they should just be disabled.

    Any on the offerings that aren't map or bloodpoint related are always like this. They are actually opposite. The killer one that makes survivors spawn away from each other is bad for killer, just as the survivor one that makes them spawn together is bad for survivors.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136338#Comment_3136338

    Alright but that still prolongs the game and i dont really get why. The game doesnt become hard when you soft cap mmr. The only thing waiting if you lower your mmr is people that are more prone to giving up each game and less experienced survivors.

    No wait this is probably because i only play nurse. I can legit 100% understand doing this if you want to play all killers in the roster. Ok i get it.

    Na, games are far more fun when survivors aren't 4 man sweating with toolboxes, brand new parts, and prove thyself trying to slam 3 gens before i can walk across the map. I actually get to play the fun part of the game.

  • @ICrowzI said:

    I find it still a usable perk as it is but certain killers you just can't escape from.

    Decisive strike always used to be 3 seconds. It was only changed to 5 seconds back when enduring worked on it. Instead of making it so enduring didn't work on it, they made it 5 seconds. Then later, they made it so enduring didn't work on it, but never changed decisive strike back to 3 seconds.

  • @Dead_Harder said:

    I dont want 30 minute games and i dont care about BP?

    You don't get 30 minute games at this point. So far i have the formula down. Play like normal, when someone gets off their second hook, ignore them, or down them but don't hook them. If they are the obsession i kill them. This gives me a 1k so i at least get silver in hooks, then i go for the rest of the hooks on everyone. Then i just cap my bloodpoints and run to the basement or work on challenges like glyphs to let them finish.

  • @MikaelaWantsYourBoon said:

    Myers needs base-kit buffs, huge buffs. But for cost, they can nerf his add-ons to make him balanced.

    And yes, Myers should be more scary.

    Honestly they just need to get rid of the tomestones and then the rest of the addons are mostly fine.

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/341505/can-you-nerf-prove-thyself

    I love how NO ONE batted an eye to PT when the perk was used pre-6.1.0 patch, but the moment that Survivors start to adapt and counter the enmass slowdown perks being used and the additional 10 seconds added to the gen, killers are getting annoyed and losing their MINDS to the fact that survivors are ACTUALLY doing the ONE thing that killers wanted them to do after getting their buff.... "Get Good. " AKA "ADAPT."

    Here, I'll give you a tip so that you don't have to scream about this anymore and (GOD FORBID, BHVR ACTUALLY LISTENS TO THIS OR ANY KILLER COMPLAINING ABOUT THIS.) manages to get the perk nerfed, since it's LITERALLY the only thing saving Solo Q right now.

    RUN. DISCORDANCE.

    Seriously. it counters PT and forces survivors to work Solo, which makes the gens about 90 seconds....

    Which lines up with this math.

    https://forum.deadbydaylight.com/en/discussion/comment/3136219#Comment_3136219

    Discordance doesn't help when it fires on a gen on the other side of the map. Most maps can take literally 30+ seconds to walk over there. The problem is that only a handful of killers can actually do something about it in that situation.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/341505/can-you-nerf-prove-thyself

    I thought all PTS did was compensate for the multi-survs on the same gen penalty?

    Besides the bloodpoint bonus.

    Correct.


    without prove thyself:


    1 Survivor: 90 seconds

    2 Survivors: 53 seconds

    3 Survivors: 43 seconds

    4 Survivors: 41 seconds


    withprove thyself:


    1 Survivor: 90 seconds

    2 Survivors: 45 secoonds

    3 Survivors: 30 seconds

    4 Survivors: 22.5 seconds



    It makes gens pretty damn fast, remember it takes about 30 seconds to walk from one side of the map to the other. After downing a survivor, picking them up and hooking them usually takes around 10-15 seconds.

  • @Laluzi said:

    As someone who does/did this a lot? Because tanking your MMR eventually makes the game not fun. Matches where you can fool around and still win are fun, but there's a sweet spot and you will eventually go past it. Going up against newbies and getting those 8 hooks at 5 gens after a whole host of 15-second chases is boring and depressing. Probably isn't any fun for the people you're going up against either, even if you do let them live.

    I would have agreed with you back in rank-based matchmaking, when it'd hold your rank in stasis, but in kill-based matchmaking, you have to periodically play serious in order to keep yourself in a fun MMR. It's also impossible to get past iri 4 this way.

    Also, while most survivors are happy to fool around and escape, and it's more honey than the usual vinegar, you will still get salt for "wasting my time", "just play the game", "I don't want your pity", etc. Can't please everyone, so you may as well play the way that pleases you (as long as that's not gratuitously being a dick.)

    You know what is even less fun? Having to bring 4 gen perks and get 4 man SWF sweat squads every game. Much more nice this way, i'm getting mostly more relaxing games where i can mess around a bit or try goofy builds, but even after "losing" 25 games in a row at this point i'm still randomly getting high tier survivors for some reason, just shows how much of a joke MMR/matchmaking actually is right now.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134990#Comment_3134990

    It was a good attempt, but it's still not good enough.

    Average SWF premades with VOIP are still gonna escape with three survivors in most cases, even if the killer proceeds to hardcore tunneling and even camping.

    You have literally no clue, how much of an impact the provided informations that those SWF premades do receive from each other can have on the match.. Or you're just pretending and using sarcasm in cases when people do disagree with you.

    One silly information, like knowing how much one survivor is revived, where there's still one pallet, how much is one outta seven generators progressed, the way RNG has spawned windows and pallets.. All of those can change the direction and result of the entire match. One silly pallet can be a decisive factor between sacrificing two or just one, and that's a big difference.

    That is very true. You don't need to be a sweat squad to be extremely powerful. People underestimate how powerful a few simple statements can be:


    • I'm being chased by the killer it's a ghost face.
    • Spotted a Hex in shack, killer is chasing me.
    • The killer just stopped chasing me, i'm working the gen in shack, i think he is headed toward main.
    • I'm about to go down, how close is your gen? Almost done. Wait till i go down, i have adrenaline.
  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/341258/the-biggest-problem-with-swf

    You do realize that even the most efficient swf cant update their current position every 2 sec? Like imagine if you are playing a map that hasnt got very distintive places, like Mcmillan or Red forest, what do you say?

    " I am next to a tree" "There are two rocks close to me" "I am left up of the the five rocks with the torch"

    Do you honestly believe that swf are four guys acting like the radar guy of a submarine?

    Show me a SWF group that coordinates on discord that uses a single perk that gives information.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133931#Comment_3133931

    This isn't the reality, it's flawed on multiple levels.

    I don't know who that Nurse player was, and Hens did not share that information on the video. I assure you that an actual comp-level Nurse will not be getting 2 hooks on Dead Dawg (or any map). It's pretty silly to use that. Ask Hens how they'd fare again FallenArt, Volga, Zaka, Knightlight. Let alone with range add-ons, a Mori, and any perks of their choosing. 4ks galore. Maybe this player had a particularly bad match, or they were just not an actually good comp player, maybe merely someone that participated sometime(s). If you watch actual competitions, Nurses 4k all the time even against teams way better than Hens' pub team.

    In fact, a whole bunch of killer characters are able to 4k in tournaments regularly, again against teams way better than this team. Survivors at that level are in fact not "far too powerful", average kills are above 2, with 4ks being completely common. Yeah there are loadout restrictions in place, but not only are there restrictions for killer loadouts too, but it's instantly a completely different argument to go from "top survivors OP" to "top survivors with all these perks and items stacked a bit overtuned". And not even that is entirely true: We know from "everything allowed" tournaments that happened even before the recent survivor nerfs that Nurse and Blight are perfectly able to compete and even outperform survivors at the top level, again averaging above 2 kills, with 4ks being completely feasible.

    There is also a very important distinction to make that changes the entire takeaway from tournament-level DbD: The killer side is 1 player, just like they are when they play public matches, whereas the survivor side is a team of 4 players, practicing together, communicating via voice chat using efficient call out systems, preparing and coordinating builds and strategies, having team cohesion and natural team cooperation (things like having assigned roles, knowing who does what when, intuitively knowing how to play certain scenarios, all due to shared experience as a team). The survivor side benefits much, much more from the tournament setting than the killer side does, because in essence nothing changes for killers. In public matchmaking, the amount of comp-level players presenting a tournament-level killer side is bound to be far beyond the amount of comp-level players presenting a tournament-level survivor side, because for the latter, you need 4 comp-level players that have experience as a team coming together and deciding to play pubs with all the coordination and communication and such that they use in tournaments... and for the former you just need such a player deciding to play killer. Comp teams playing pubs as 4-SWF and actually trying hard to win is vanishingly rare, it basically never happens; comp players playing killer in pubs and trying hard to win happens every single day.

    Granted, I was surprised that Hens' team managed to get like 190+ 3-4-escapes in a row, but it's not like the opposite is unheard of either, far from: there are multiple 4k streaks (note: not 3/4k, strictly 4k) spanning 200+ games. In public matchmaking, even now with MMR in place, you almost never meet players of that caliber, so if you are a top-level killer player or 4-SWF, you will be winning the vast majority of your matches pretty handedly. And while Hens' team is not a tournament team, they are all top-level players with thousands upon thousands of hours of playtime and tournament experience (Dan is in one of if not the best team in the world, Laser has been in the comp scene for a long time with varying success, Hens himself has been involved in the scene a lot). I do want to note that matchmaking particularly for 4-SWFs seems to be messed up. You can ask those players themselves, or take it from Dan's recent stream: they know they are getting pretty bad killers most of the time that are simply nowhere near their level, and even say they are getting notably better killers when they queue alone. I have made the same experience.

    We should neither balance the game for top-level 4-SWFs nor top-level Nurses, instead we should nerf both SWF and Nurse. We should also buff solo queue as well as various lower-tier killers. Some maps need rebalancing. Restricting pre-made groups to only be able to use any perk/item/add-on at most 1 time would go a long way to make SWF much less of a balance issue.

    instead we should nerf both SWF and Nurse. We should also buff solo queue as well as various lower-tier killers. Some maps need rebalancing. Restricting pre-made groups to only be able to use any perk/item/add-on at most 1 time would go a long way to make SWF much less of a balance issue.


    So, you believe that we should balance the game around top level players. I agree that we should buff solo queue though which would be healthier for the game. But SWF need to be dealt with.


    Also, the game i posted was not about how well the nurse played or even the outcome of the match. It was simply showing what a coordinated team can do. The game was not balanced around people doing stuff like that, especially since half the survivor perks just give them information about what their team is doing.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134408#Comment_3134408

    dbd is not a competitive game though despite having MMR. MMR is more for matchmaking purposes. Dota 2 is competitive game, it literally has tournaments that feature incredible price pools like $1.600,000. you also have to understand that the mmr number is not exact value for how good you are at the game. Like someone that has 1000 MMR vs 2000 MMR is not 2x better even though math suggests that. the MMR number is an order list. its suppose suggest worst player to the best player but dbd is not looking to make truly competitive system. The MMR number for DBD is more vague approximation for survivor and killer.

    For example, you can have a killer that has 5000 MMR and he is number 1. If you set his MMR to 1900. He is still number 1. Its same for survivor. you can have a survivor that is 1500 MMR and let's say that is highest. He is still number 1. this is what i mean in regards to MMR being an ordered list of approximate skill-level. not the exact skill-level.

    in order to make a system that captures the true nuances to see like an accurate rating with leaderboards, you need to host a tournament and participate with set pool of players. based off how well you do on tournament, you will be placed in standings just like hotkey. its just that dbd is not competitive game, so it has no need for that. some games do this for their competitive system. Like league of legends, you have 9 tiers of ranking and each one compromises pool of players, so its like having 1000's of mini-tournaments in the game that try rank you based off how often you win, but again, that's because league of legend is competitive game. it has competitive esport, competitive tournament etc.

    What I will say is that tournament ranking type matchmaking system are not that good because casual gamers do not really care about how well you place. the primary objective in games for casual audience is fun. the competitive aspect? that is just more of side-quest for matchmaking to get games.

    So if MMR is not fine, then it needs to be dealt with. The person i was responding to said "its fine because MMR means they only go against top killers" but they literally do not because MMR is not fine.


    And don't give me "it's not a competitive game" that is the purpose of ranks and MMR. If it wasn't competitive then they should just match people with anyone because after all, "it's just a party game"


    And my point is that there is a reason those games HAVE those tournaments with prize pools worth millions. Because they are actually fair for everyone. They are mostly balanced and have a competitive scene. Imagine if this game actually was balanced and BHVR held tournaments, it would easily take off, but they won't do it because the tournament scene shows how much of a joke the game balance is.

  • @Grum said:

    Whenever I watch certain streamers play Nurse, they do this thing where they carefully aim their blink, and then upon releasing the blink, they immediately start whipping their mouse around all over the place, before stopping in order to actually aim at the survivor to hit them. I can't for the life of me figure out why people keep doing this. It's not something the survivors even see, and they're only doing it after already aiming and releasing the blink in the first place. It seems to serve no purpose other than making viewers sick.

    You can look around a bit, but generally it is better to look up before you release it so that you make sure you don't accidentally like blink in the basement or some lower level. of the map.

  • @[Deleted User] said:

    If a SWF is communicating and coordinating at the level OP is describing, then their MMR should be high enough that they're facing killer players that don't have any issue against that. Comms are a relative non-factor against a high level killer. If an optimal SWF is being matched against a killer that doesn't know how to play as if survivors are communicating, then it's a matchmaking issue.

    I don't care if my totems are being called out because I'm never running naked Ruin/risk free totems. Feel free to proc Haunted. I don't care if someone calls out that I'm camping because I'm camping for a reason and it's up to them to make a play or lose. If they want to call out my patrols, it's whatever. I'm patrolling to where they should be anyway.

    If you're used to playing against it and know how to play around it, it doesn't make a huge difference

    That's not true, MMR caps at 1900. Which is extremely low. If we equate that to the chess world (MMR for any online game is just a variation on Elo, the ranking system for chess) the top 100 chess players have a rating above 2650, and in most games where elo can't inflate (for example DotA 2 has inflation problems) the top of the top players generally hover around 2400-2500 (chess in the modern era is a bit inflationary now due to engines making most top level games draws).


    Those survivors are not always facing the best killers, they are facing 7-8/10 killers.


    Additionally, matchmaking tries to not make you wait long. So you end up in matches where they are heavily skewed.

  • @ByeByeQ said:

    No.

    I want to see:

    • Make any attack where she uses 2 or more blinks count as a special attack.
    • Make it so if she blinks through a falling pallet she gets intercepted and pallet stunned.
    • Make it so that if she gets hit with a pallet during her fatigue the fatigue is interrupted and she gets pallet stunned.

    Maybe if she is still grossly overpowered after that we can consider it.

    I'm guessing you posted this elsewhere or saw it in the feedback forum, but as a nurse main:

    • This isn't the way to nerf her, and it makes her inconsistent with every other killer that has a power like this. Should clown, spirit, wraith, onroyo, etc all count as a special attack when using their power too?
    • This actually is already a thing, it is just extremely hard to time, most likely with the upcoming nerf to range addons to not also increase the speed, you'll see this happen more often.
    • This does not do what you think it does. The fatigue stun is actually longer than a pallet stun. I would much rather get pallet stunned, not lose half my vision, and then be stunned for less time, this would actually be a buff.
  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134008#Comment_3134008

    well that post is good description of why those information perk are unhealthy for dbd. just divides solo and swf.

    Its unlikely they'll ever nerf swf. survivor will say your punishing them for playing with their friends and you certainly do not want remove it either. so its just better to make solo more closer to swf. its not to say that solo will ever be as good as swf, like perfectly 1:1 but if its close. its acceptable.

    The only way to make solo like SWF is to provide voice chat, and they never will do that. The best solution is to create a separate queue of solo and SWF. SWF will be balanced differently, either through base mechanics or perks. Perhaps in the SWF group generators take 100 seconds, or they have to repair 6 generators, or w/e other balancing tweaks need to happen to make it fair in that mode.

  • @Roaroftime said:

    hun u just got ur entire base kit buffed its never been this difficult for solo queue survivor. stop.

    Operative phrase being "solo queue survivor". For SWF, the game is still a bully simulator for them.

  • @ByeByeQ said:

    Give survivors a bribe to hang around. I think this could especially help SoloQs.

    I am envisioning something along these lines:

    In first stage survivors should get 25 bloodpoints per second in the survival category just to hang there. Hanging in there and not trying to kobe is the best thing a survivor can do for their team most of the time. If they hang the full minute, that'd be an easy 1,500 points.

    Struggling on the hook should be 400 points per skill check. (2,400 for 6 skill checks) Or start at 250 and increase by 50 for each successive skill check. (2,250 for 6 skill checks)

    In total this could lead to survivors earning up to 3,900 points for hanging on the hook for the full 2 minutes vs the paltry <900 (15BP/s in struggle phase only) points we currently get.

    I know this certainly would not eliminate suiciding on hook, but it would reduce it.

    I know I would hang around for that 3,900 bloodpoints. It would be a worthwhile incentive for me.

    I made a poll about this as well.

    What do you guys, gals and non-binary pals think?

    I do agree that they should fix bloodpoint and emblem gains to count for when you are getting camped/tunneled, but the better solution is to remove it entirely.

  • Big leap assuming i said "every survivor is cheating"

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133999#Comment_3133999

    I am not sure if you read through my post, I am definitely in the boat for the game to be balanced around SoloQ and not SWFs. I would much rather they compensate killers for playing against SWFs, than to kill half the player base by balancing around SWFs.

    There are also perks that work very well against SWFs and giving the killer that information in the lobby could be enough to give them wins on it's own. I think the lobby should show if it's a SWF and in doing that you should also see that you get double blood points and easier PIPs for that game.

    Then you think SWF should be nerfed. Thanks for agreeing.

  • @Arkck said:

    In my games recently I've been going against survivor's who dead hard but just don't have the dead hard animation and usually its every time there injured they always get a dead hard endurance no no matter what,are you guys experiencing this too?

    What people are saying is that it is so fast 0.5 seconds so it is hard to tell. But there is a new script going around that basically auto-deadhards for people at the right time. More survivors are starting to use that i think.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133800#Comment_3133800

    There is a reason a large part of the community doesn't think SWF's are a problem and it really just boils down to numbers. 4 man SWFs are actually pretty uncommon, you may play for 8 hours and only come across one. In your head you only lost one game so you think "wow this game is easy SWFs don't have a chance either". But, if you were to visualize a chart of just SWF games you've played, it would show that most games against them are losses. If you were to play against only SWFs for a day, you would be on the forums after the second game.

    TLDR: The reason people don't think SWFs are a problem, are because of how few of them there are, but they still consistently lose to them. It just isn't enough loses to create significance.

    Ok, so, if you feel that SWF are fine because they are rare. You must therefor believe we should balance the game around the "average" player. If so, that means we have to do the following:


    • Nerf plague
    • Nerf Pig
    • Nerf Pinhead
    • Buff nurse
    • Buff twins

    When looking at kill rates average out amongst all players, those 3 are way above the rest, and nurse and twins are all the way at the bottom.

    Do you believe that this is true?

  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133639#Comment_3133639

    Respectfully disagree. If two survivors are doing the same gen and it is interrupted then the killer has the advantage, only two gens could possibly be worked on. If you are asking for gens to be longer and the last few effective survivor perks to counter the massive killer buff you just got then why not have survivors just pop themselves on the hook for you while they are at it.

    I get toxic SWF are a thing but for us solo q folk (the majority of survivors) please dont complain - we have it hard enough at the moment.

    It often takes upwards of 30 seconds to even walk across a map, so you can nearly lose 2 gens before a chase even starts.

  • @Ikalx said:

    Well it's about balancing but also limiting. You can balance for the average player while also limiting the top level. This is sometimes easier, sometimes harder, because top level players will exploit things average players will never think of, so you can just nerf or limit those, while other things are intrinsic to the play style and can't easily be changed.

    Ok then, let's nerf SWF and nurse. You cannot think that this is fine.

  • @BigboiLevi said:

    Yes there is a new killer coming. But who do you absolutely want to be the next licensed killer.

    Technically these are public domain now, so they wouldn't need a license, but we are sorely lacking on werewolves, undead monsters, and vampires and lovecraftian horrors (although dredge is pretty lovecraftian in some ways, but i mean something actually from lovecraft)

    • Wolfman
    • Dracula
    • Frankenstein
    • Anything Lovecraft

    For actual licenses:

    • Alien
    • Pennywise (It)
    • The Predator
    • The Terminator (doesn't have to be arnold, could be the skinless/robot version)
    • Eugene Victor Coombs (X-files)
    • I-Robot
    • I am Legend
    • Big Daddy (Bioshock)

    If they wanted to go the anime route:

    • Berserk
    • Hellsing (could make for a good chapter involving vampires)
    • Higurashi: When they cry (could make for a good "little girl" killer that looks innocent but is pure evil)
    • Blood+/Blood C
    • Elfen Lied

    Non-Licensed things that would be cool:

    • Some kind of robot killer
    • Some kind of Artificial Intelligence.
    • Anything Vampire
    • Creepy child killer (something that looks innocent but is actually the most bloodthirsty monster ever)


  • @HugTheHag said:

    While I appreciate the effort you made to be thorough on your arguments, I cannot agree with you.

    I do not think there is a problem with 90% of SWFs. I do not think they are, as a whole, overpowered, or that the game is deeply balanced around not having information.

    You would be surprised how many SWFs : Don't communicate (playing together not on comms) / Are beginners / Have a bad sense of orientation and can't communicate where stuff is / Don't keep an eye on which gens are regressing / Don't check in every single second to know where everyone is at all time / Still struggle to find gens on dark or convoluted maps / Don't have a lot of game knowledge

    I only play in SWF (generally duo, occasionally trio). We're still not that good at the game. We don't communicate our position at all time, because we still need to hear the game and be alert, and we generally don't talk that much when one of us is in chase to not break their concentration. We still get surprised leading the killer to someone accidentally, because we moved and the others didn't know. We still struggle to find chests, totems, even gens on some maps. We still struggle escaping.

    That 16.5 free perks is a statistical illusion. No casual SWF has the brainpower to quickly update everyone on all of these infos at all time, and still play the game well.

    Do SWF do better because of some info exchange ? Yes. Is Solo queue underpowered ? Also yes. Are some of the strategies encouraged by the game (protection hits, sabo plays, tricky hook saves) almost only do-able as SWF ? A third yes.

    All of these things you listed apply to 4-man SWF comp teams. Not casual players trying to enjoy the game with their friends. Most SWFs are not 4-men SWF (that's 6% of survivors), and most SWFs are not gods at the game with superior awareness or game knowledge.

    There is no problem with 90% of SWFs, and top tier killers won't have too much trouble even facing 4-man SWFs.

    @Firellius said:

    What you are talking about here is SEAL squad levels of Swiffer play.

    90% of swiffers won't communicate everything perfectly. They won't have kindred or windows of opportunity or bond or deja vu at all times because 90% of swiffers don't communicate that. They might use major landmarks, but minor ones are procedurally generated and thereby usually difficult, if not impossible, to call out.

    @Raptorrotas said:

    Can we apply the 90% of survivors cant use the swf optimally excuse for nurse too?

    This,


    This is another argument i see, and the reality is this. There are 2 possible statements you can make:


    1. We SHOULD balance the game around the top level players
    2. We SHOULD NOT balance the game around top level players, and should instead balance around the AVERAGE player.


    If you believe 1 is true, then you must agree that at top level Survivors are far too powerful, especially when playing SWF.

    If you believe 2 is true, then you must agree that nurse is fine, because she often has the lowest kill rate in the game.


    You cannot believe 1 is true, and that nurse should not be nerfed.

    You cannot believe 2 is true, and that nurse should be nerfed.

    If you do, then you are biased.


    Either this is ok or it's not:

    https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1s

    If it IS ok, then we probably should buff nurse. If it is not ok, then we talk about nerfing nurse after we nerf this.

  • @jamally093 said:

    I don't mean the tunneling where there's multiple survivors and you down the one that went on hook and another I mean seeing another survivor but going out of your way to still just go after who was just on hook. That kind of tunneling is just a scummy thing to do and I don't know why people do it.

    If you play against a SWF kill squad, you have to proxy camp and tunnel to even stand a chance. If you wait to see if they are a SWF kill squad, it's already too late and you lost. You have to start the game playing like an a-hole, until you see that the survivors are "normal" "average" survivors, then you can cool it. But by then, it's too late for the survivors.

  • @Ivansanchez224 said:

    This game is way too easy for killers it’s insane. I’m a killer main and if I play 10 games 9/10 of those I win fairly easy. I don’t think killers should be able to see the survivors aura at all because that just defeats the sole purpose of what the survivors are supposed to do which is to hide and be stealthy. I also think the hooks are way to close to each other and need to have a cool down after someone gets unhooked from one. It’s ridiculous how I can just throw another person on the same hook without any penalties right after someone gets unhooked. The game has started to get boring with just how easy it is for killers. Also the killers range needs to be nerfed. Too many times I find my self downing someone with hits that shouldn’t have connected. Tell me how I can down someone when they just vaulted through a window or pallet despite me not being close to them at all.

    Your MMR is showing.


    At the highest level, this game still heavily favors survivors even now or you are just a troll. Either one.

  • @dugman said:

    Fortunately matchmaking incentives will be back on live with the Wesker update so that should help even out the times a bit. (It’s on the PTB already but for obvious reasons has no real impact in that setting.)

    One other thing that could help matchmaking and queue times is if they made it so if you leave a lobby it times you out for, say, 60 or 90 seconds from entering again. That would discourage people lobby dodging on a whim because “four Claudettes / obviously a swf / default skin so must be a n00b” or whatever. You could still leave a lobby obviously but a slight timer before trying again would make people think twice about it before they click Cancel.

    No, as long as SWF get 87 perks for free, they should not do this.

  • @ByeByeQ said:

    I hope to see:

    • Make any attack where she uses 2 or more blinks count as a special attack.
    • Make it so if she blinks through a falling pallet she gets intercepted and pallet stunned.
    • Make it so that if she gets hit with a pallet during her fatigue the fatigue is interrupted and she gets pallet stunned.

    I'd like to see where she stands with these tweaks before she gets a full rework.

    • This would be inconsistent with other killers that have powers that are movement (with the exception of blight) should Wraith, onroyo, clown, and various others also count as special attacks when they use their power?
    • This already happens actually, it's just extremely hard to time.
    • This doesn't do what you think it does, fatigue duration is longer than pallet stun, as a nurse main i prefer if i get pallet stunned when it bugs out sometimes because i don't get my camera sent downward and can stay looking at the survivor and be stunned for less time.
  • @Taxman232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3132534#Comment_3132534

    Let's hope not, with all the slow down perks it is the only thing that makes a 90sec+ gen bearable

    It's always been too fast though. 2 survivors make a gen take 45 seconds. That is way too short. If anything they should inverse things, gens should take way longer when solo, but faster as more survivors get on it, and rework prove thyself.

  • @Huge_Bush said:

    No, it’s not. It’s a pain in the butt, but you can strive to at least get a 2k.

    Just throw out all the rules and expectations survivors have grown comfortable with and delete them one by one by immediately identifying the weakest link and removing them from the match.

    Problem is you can’t do much with a casual set up.

    This is a core problem with the balance of this game. The problem is that if don't play like an a-hole you are guaranteed to lose. The other problem is that by the time you identify that is a team you are going against, it's too late if you didn't play like an a-hole. Thus your only option is to play like an a-hole until the survivors prove they are what we like to call "normal survivors" and by then. It's too late for them, and then they go on the forums and complain that killers are playing like a-holes.


    For the health of this game, SWF needs to be dealt with, one way or another. My personal suggestion is to create a separate queue for them, where there are 2 entirely different modes.


    The SWF queue requires you to queue with 4 people and the rules there are entirely different and the game is balanced around the 4 people being on discord together. Whatever that means in terms of balance is what it means, but the game is balanced such that 2 equally skilled groups of survivors and killers will average a 2k/2e even when they are on discord with 87 different perks for free.


    In the "solo queue" queue, you can queue up by yourself or with 1 other friend. If you queue up with a friend your other 2 teammates always end up being solo teammates, so that only one duo group can ever be part of the 4 survivors. This mode is balanced around the idea of whatever that means to NOT be in constant communication with each other such that 2 teams of equally skilled players will get an average of a 2k/2e.

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130791#Comment_3130791

    I just want to make sure I understand something,

    If you Prestige a character to level 1, does that mean that their teachables are now unlocked on all characters?

    I understand that Tier 1 is unlocked on all character, but if you spend points on that character's bloodweb are you able to level that perk up to Tier 3? Even if the character whose teachable it is is only Prestige 1?

    Yeah, you can level them up in other bloodwebs, you have to prestige 1 to unlock them in the bloodweb, and you get the level 1 version for free.

  • @SirCracken said:

    There really is no better example of perk anti-synergy than Dredge's own perks on itself. Both Dissolution and Septic Touch only work if a survivor is within your terror radius. But while Nightfall is active you have no terror radius. So both perks will be rendered useless when the most powerful part of your power activates.

    The funny thing is that a different killer that can remove his terror radius, Ghostface, has a perk that actually works with his stealth. I'm All Ears activates if a survivor vaults within 48 meters of his location. NOT within his terror radius.

    Why don't Dredge's perks have the same requirement?

    Most killer's perks don't work well on them with the exception of the really good meta ones.

  • @Gary_Coleman said:

    Does anyone record every match they play?

    I record every game, but once i get to the loading screen i delete the previous game. This is so that if i encounter something that seems sketchy or it looks like someone is cheating i can review the footage and upload it to youtube.

  • @BlackRabies said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130753#Comment_3130753

    I don't see how it's would be increased for that situation. Don't need to take every character to prestige 3. Just get them to prestige 1 to unlock the tier 1 perks on everyone then just buy the tier 2/3 perks on your main survivors.

    Correct, but before you only had to get the character to level 40, which generally took around 1 million bloodpoints. Now you have to take them to 50 and prestige them once. Once you hit 40, the average bloodweb costs 50k, prestige costs 20k. So now you are adding an additional 520k to the original. AND you don't have bonuses from WGLF or BBQ to reduce the grind. So it costs more bloodpoints, and you get less per game.

  • @Pulsar said:

    Seriously.

    With the removal of WGLF and BBQ, the Grind has gotten way worse. Every Survivor game nets you maybe 20K points which is a couple blood web nodes. It takes more BP to even get to Level 50 AND there's a tax to Prestige (which is forced on you).

    Plus, those "incentives" that they hyped up? Oh yeah, those aren't gonna be here for another month. Sorry, here's 50K BP. The rewards for these events are pathetic and almost insulting.

    It's way worse for new players AND it feels like actual garbage to know it'll take you several games to even level up once.

    Should've made BBQ and WGLF bloodpoint bonuses base-kit.

    I think the biggest problem is that the grind is only reduced if you play multiple characters. If you only play a single character/killer, then the grind actually INCREASED for you, and since most survivors only play 1 or 2 characters because they are all just a skin, it is really shown in the survivor side of things.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129986#Comment_3129986

    I mean, if someone really thinks "Oh, its totally fine to keep those people here forever and rob them of a game, they can DC if they like", this person deserves to be banned.

    But looking at this thread and the people who argue with a Dev that it is not holding the game hostage if this and that, no wonder, the DBD-Community is just terrible.

    I'm simply stating they need to define it. They can't just say "don't hold the game hostage" but then not tell us what that means. As far as i am aware, i would define it as. "Your actions prevent the game from ending" which if that is the case, then this wouldn't be. Obviously the devs disagree. Which is fine, but they need to then define their terms, what is defined as "Holding the game hostage"

    • Can i body block a survivor during end game collapse so they die to EGC?
    • How many seconds/minutes is it before it is considered "holding the game hostage" if i body block"
    • What if i'm doing it to wait out a perk of theirs, like OTR, or DS? Is waiting those out ok?
    • What if i'm doing it to wait out someone dying on hook? Is that ok?
    • What if i'm doing it to wait out someone dying on the ground? Is that ok?


    They don't consider slugging everyone and leaving them on the ground to die for 4 minutes holding the game hostage, because they eventually die and the game ends. So why is this case of body blocking considered holding the game hostage? The game can still end because the other survivors can do the gens.


    I'm not saying it isn't scummy, unfair, or petty. Obviously it is. But the point is, we need to know the actual HARD lines where this is and is not ok otherwise it could lead people to do these things without realizing it is against the rules, and get banned for it.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128893#Comment_3128893

    I would call it common sense.

    But I would agree that there should be some ingame solution for this. When I get hold hostage for a long amount if time, I dont care that much that I report the person who did this afterwards.

    If a Survivor has Crows, they lose Collision. And this should be enough to fix it.

    It's not just "common sense" even the game rules page listed on the forum simply says "Holding the game hostage" is against the rules, but doesn't actually define what that means. I come from an era of: "If the game let's you do it, its allowed" because there is no way to know what is and is not an undocumented feature. Additionally, they even say you can't "exploit bugs" so was any killer running overcharge and call of brine a week ago banned?


    Or how about the fact that survivors now scream when using pain resonance even though it's not listed in the description of the ability? Additionally they intentionally removed that effect last patch. So since they now scream it's an "undocumented feature" and using it "gains you an unfair advantage" so we should probably be reporting every killer that uses that perk now right?

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128847#Comment_3128847

    No whilst I understand your reasoning - that killer shown in the video is holding those two survivors hostage, those survivors cannot do anything to progress the game, the killer is holding their game hostage. It is clearly a hostage situation, and a bannable offence in game.

    Why not create something in the game itself that prevents this from happening? There is nothing for the killer to indicate or know that this is "against the rules" in some way, because the game allows them to do it. And it obviously isn't exploiting some bug. Why not allow the survivor to disable collision with the killer if they touch their model for some x amount of seconds?


    Having these arbitrary rules that you expect to be enforced because the game doesn't prevent these types of things from happening is bad. How is someone supposed to know this is bannable?

  • @Razy01 said:

    I really hope this gets a developer response. I've had a serious idea to combat the swf balancing issue. The recent patch was to make the game less survivor sided. As a survivor main, I like the new added challenge. I recently dabbled as killer again and swf matches are still Infuriating and very unbalanced. I have figured out a build to combat toxic swfs but that isn't the suggestion I have.

    Here is my suggestion:

    Party Penalty

    For each extra person in a party, there will be a small penalty to add balance to the game. This penalty only affects party members and doesn't affect any solo survivors.

    2 party members -10% generator and healing speed

    3 party members. -25% generator and healing speed

    4 party members -50% generator and healing speed

    This would slightly slow down and balance swfs as they are the thing that is making the game unbalanced. They're the thing that needs some form of nerf. And although perks can be used to combat this nerf, it will push them away from using meta builds if they want more action speed back. Hopefully this idea gets you all thinking about your own ways of combating overpowered swfs. Just an idea.

    The simplest solution would be to split it out to a different queue that has different rules that is balanced around the 4 survivors. Perhaps the killer just moves faster. Or the recent buffs they did are a bit stronger. Or gens take a bit longer. Or there are extra gens added. Or some other objective. Basically balance the game differently in that queue so that it is still fair for both sides. Then they have the solo queue mode where they can balance that differently so that solo queue isn't so terrible for survivors. Similar to like CS:GO where there is a casual mode where you get more money and free armor each round, but ranked has different rules.

  • @Jeromy137 said:

    I disagree if survivors can't have kindred or ds as basekit killers shouldn't be allowed to have shatter as base kit

    Killers also have an easier time finding boons than survivors finding hex. If we have to use 1 to 3 perks to find a hex or a map you can use a perk to perma remove boobs especially if you are using a permamento build

    The difference is that survivors have 16 perks, the killer only has 4. So the killer using 1 perk to prevent something that survivors MIGHT bring means they are sacrificing 25% of their potential perks. Good survivors often don't need any perks, or can take 1 perk to help them find the totem, so they can place the boon, meaning they are sacrificing only 1/16 or 1/8 their potential perks.

  • @Mandy said:

    With regards to the point about hook timer being paused if the killer is nearby. This was something that was tested some years ago and found to not work - it's very easily abusable. A survivor running in an area around the hook, killer chasing - that would pause the timer for example. Which is something out of control of the killer.

    Whilst I completely agree that players should be encouraged not to camp, I do not feel that punishing for camping should be the route we go down (please bear in mind this is purely my own opinion here)....it should still remain player choice whether they wish to camp or not.

    How come you are adding that same functionality as a perk then?

  • @RiskyKara said:

    I've been winning a lot of my games since playing nurse and I've noticed a huge uptick in survivors that just seem to inexplicably get a small boost of speed out of nowhere and just not be in range anymore. I've started noticing it on other killers too. They're in range, I swing, they nyooooooom for the length of the swing, then normal speed again.

    I've never really had a problem with cheaters, but I've also never been very good at this game as a killer either.

    Does this stuff become more common if I keep winning?

    Now that everyone has cooled it with the "i'm cheating (not hacking that would be giving them too much credit) to protest the changes" You are seeing those people do what we call "subtle cheating" where they do very subtle things that you might not notice. Like, they repair gens a bit faster than they should, but not too fast, or heal themselves without a medkit without self-care and others. Or giving themselves multiple perks that give information while still having other perks. The speed one is also the same thing where they try to be sneaky about it.

  • @akanadi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126550#Comment_3126550

    wdym???? what about solo queue? youre just punishing them and trust me 95% of swf's arent gods, and awful point saying nurse doesnt need to be nerfed thats a different discussion nothing to do with swf, if anything solo queue needs to be more like swf or killers should get to know who is swf so they can use some counterplay like being unpredictable yknow

    If you think the game should be balanced around the 95% of players, then great, you don't need to nerf nurse. Because she is always the lowest kill rate killer when looking across all skill levels.

  • @Mercês said:

    I just had a match where I killed two survivors with 4 gens left. Both were hooked 3 times each and one of the two remaining survivors was on death hook and the other had been hiding during all match.

    I've found the survivor that was doing objetives multiple times, but since I didn't judge fine letting him bleed out in the ground while the hiding survivor (that didn't touch a single gen for at least 5 minutes) live, I ignored the altruistic one and looked for him for at least 5 minutes.

    The hiding survivor reported both of us for working together to find him.

    What's your opinion about this? Mine is "yes, if karma applies".

    I think you are both wrong. Stop wasting peoples time, and just down one and hook, stop trying to slug for the 4k.

  • @MrDardon said:

    You are about to get "your opinion is wrong'ed" by all Nurse Mains here.

    I am a nurse main. I think she needs a completely rework. I also think this isn't it. They need to basically nerf her chase power, while allowing her to retain her map control.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126181#Comment_3126181

    I know but it's still not a good idea regardless until it's proven true. Besides, he isn't doing voice acting anymore as far as I know.

    Not commenting on this specific situation as i personally don't know anything about it. But no, it's not right. People are innocent until proven guilty. It's not right that allegations are enough to destroy someone's career.

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111432#Comment_3111432

    Allegations with picking up young girls or something. Didn't have time to look into it or remember because my memory's ass but it would NOT look good. Sorry RE superfans that you aren't getting your kiddie enjoyer of a VA.

    Allegations != Guilty.


    Same thing happened to Johnny Depp and Vic Mignogna and we all know how that turned out, unfortunately Vic is still fighting.

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