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Reinami

Reinami

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Reinami
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  • @aroell said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286348#Comment_2286348

    Yes, I think I will. But I would feel bad for them because they would stand no chance against me.

    Make sure to stream it.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286325#Comment_2286325

    Well with seeing a doctor you should always go to another doctor for what they call a second opinion since what the first doctor says might not be the case. Blind faith is never a good thing to have despite them being a doctor they can be wrong. Streamers can be wrong but since they have a big following people can bandwagon onto what they say and people will think its fact, that's why i also said take things with a grain of salt.

    Do you do that every single time? If you are sick and you go to a doctor and that doctor says "It's just a cold, go get some rest" Do you 100% of the time consult another doctor for a second opnion?


    Granted you might do so if that doctor says you have cancer, and are dying, and they need to chop both your legs off or something. But the point is, you have some baseline level of faith you put in them because it is their job. So why not give the streamer the same benefit?

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/258925/scott-jund-is-wrong-about-spirit-counterplay

    Trust me, you do not want the game built around red rank streamers who play 8 hours a day and never leave their house. It would be the worst gaming experience for regular players wanting to have fun on a Saturday night, which is what games should be.

    No, i definitely want the game balance around high level players like every other major multiplayer game. Would be more fun and fair for both sides.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286015#Comment_2286015

    The thing is, you need to take what people say with a grain of salt. Sure he has lots of experience but what he says isn't always correct, its just his opinion, which he's allowed to have. As much love as i have for otz and tru3, if they're wrong about something I can disagree despite their experience. The best thing is to not put so much weight on the opinions others have on the game and stop making essentially the same posts about the same topic(OP not you particularly).

    So, when you are sick and see a doctor, should you immediately doubt what they are saying because they aren't always correct? Generally you have enough faith in them to assume they are doing the right thing. You can ask questions, but ultimately you trust them until they prove otherwise. Why not the same for streamers?

  • @DrCrow said:

    Is it intentional that Legions Feral Frenzy does not work on oblivious survivors (oblivious survivors do not trigger killer instinct)

    I agree, it is dumb. The oblivious status affect states that "for the purpose of abilities that activate while inside the killer's terror radius survivors are considered to NOT be inside the terror radius."

  • @GuyFawx said:

    Like does the bloodweb have a increase in ultra rares in place of a perk?

    I have every perk on every killer and every perk on 2 survivors.


    Nothing actually happens, but in place of perks, you get a few extra slots for rarer items.

  • @Midori_21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284940#Comment_2284940

    Because DBD isn't designed like "most" PvP games. In many PvP games, each side has the same goal. Both strive to win, and each side usually has equal access to resources to help them win, with the same set of options. Which makes it easier to balance around fairness. But DBD is asymmetrical. Asymmetrical games have different roles with different goals, and only a few similarities between them. Each side shares basic abilities, but their abilities and tools to work with are very different. You have to think about what you have, what your opponent has, and your opponent's mindset. There's more coming into play than just "I'm better at this one thing than you are", simply because of how many different variables there are in play.

    In Asymmetric games, one side will always inherently be stronger than the other, simply by design. And at the top level of DBD, survivors dominate every game against every killer except for Nurse and Spirit. You can't balance around the top% in DBD because if you did, you'd have to make drastic changes to both sides that would completely change the game, which is not going to happen. If you for example made generators take longer, sure weaker killers would have a better shot, but the game would just be even easier for the killers who were already really strong. No matter what you do with a change like that, you'll always be screwing over one side. So the only way to balance around the top% would be to bring the weaker killers up to the level of the strong killers, where every killer has a chance to win regardless of how strong the survivors are, as long as the killer plays well. But that's not what the devs are doing, and not how they plan on balancing the game.

    So overall, the reason this game shouldn't be balanced around the top%, is because this game isn't designed around the top%. There are lots of different killers in this game that can do well in a casual setting, but none of them stand a chance in the top%. If the only 2 killers in this game were nurse and spirit, and the survivors were the ones being given new powers every chapter, then maybe it would work. But that's not how it works.

    If only 2 killers are viable at top level play, and the other 22 are not. Then you make base mechanics changes that buff all killers, then go nerf the 2 killers. You don't make changes in a vacuum and then just ignore everything else.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284129#Comment_2284129

    I really don't think Tru is a top killer, to be honest. He makes a lot of mistakes. On top of playing Wraith. And he's playing against a group that represents less that .00001% of the player base. And I guarantee the best Nurse, Spirit, Blight, Billy and Hag can beat that team, which in all honesty, that team shouldn't be beat by any Killer.

    Honestly, Dowsey playing the Twins could probably decimate that team. That guy is an amazing Killer player.

    Dowsey also played against them and had similar results.

  • @bobateo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285118#Comment_2285118

    I'm not say they're exact. But the sentiment remains the same. How many survs in this game are going to reach Oracle level skills? Not very many. How many are going to not only reach that level of skill, but also have a highly coordinated group to play with? Even less. By that same token, should all Killers be balanced around the potential of Spirit & Nurse? Around the absolute best of the best Killer players? I hear a lot about how the game should be balanced around the absolute best SWF survs, and nearly nothing about Killer side. Facing an extremely good Killer is a bloodbath for average survs.

    Should either roll be balanced around maps like Lery's? Should they be balanced around the worst RNG maps for surv or Killer? The best?

    Let's see the flip side of a highly skilled Wraith against a decent but not the best SWF. How different is that outcome. Trying to base balance off a select few instances is not the way to go.

    But every other multiplayer game balances around those top level players even if most people aren't going to reach that level of skill. There is a reason you do that for EVERY multiplayer game.

  • @Seanzu said:

    Why is this video even on here?

    I think killers just enjoy pretending they play against teams like this so we buff literally every killer into the heavens so they absolutely stomp every average player and team they go against which let's be honest is 99% of the matches.

    I thought killers want this game to be solo only but want to buff killers as if everyone is a sweat squad, it's so boring, stop trying to ruin the solo / average team experience to buff the game towards the 1% which 99% of this forum isn't even at the level of or playin against, ridiculous.

    Nope, i want it so that rank 20 killers playing against rank 20 survivors average a 2k/2e every game, and top tier teams against top tier killers have that same average.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286086#Comment_2286086

    You're making a false dichotomy. It would be more accurate to have an offering like that and then punish the other 999 games that don't have the offering in order to make that one match fair. That's the issue. We know its broken.

    The other aspect i just realized as well is that, with MMR coming, if they don't fix this, there will be cascading problems that could kill this game (literally not hyperbolic)


    • MMR gets implemented
    • Top tier survivors only play against nurse and spirit every game
    • Top tier survivors get bored of the game and do one of 2 things, they either quit, or start downranking on purpose to get more varied matches.
      • If they quit, now those top tier killers have to get matched with someone, so they start getting matched against lower survivors, who start complaining about their matches, so they start quitting, and thus the cycle repeats forever until nobody is left playing survivor anymore.
      • If they downrank on purpose, they still get those high level killers, because those killers have to get matched against SOMEONE. So eventually they give up and quit, thus repeating the above cycle forever.
  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284567#Comment_2284567

    Not really. Killers tunnel and camp all the time if they get the opportunity. Some do it with 5 Gens and their Totem(s) still up.

    Blaming the Undying-Nerf for that is a weak argument (if I even want to call it that way, "a lie" would be more suitable).

    Sure, fix that too. Camping and tunneling isn't healthy for the game because it's not fun for 4 other players. Make camping and tunneling either impossible or bad. My idea is to make it so you can't eliminate survivors at all until they all have been hooked 2 times.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286145#Comment_2286145

    But learning to looP is part of the survivor learning curve. To take that out is a slap to new players and catering to killers who already have the advantage. The issue is there is no skill curve to playing killer which is why so many struggle at red ranks. While survivors grind, killers coast on easy 4K games and crutch perks from rank 18-4. It’s only then they get their cheeks clapped and start crying about it.

    Fixing god loops that survivors can waste 45 seconds of a killers time without getting hit or a pallet does not make looping not good. Against good survivors a single hit of a chase can take up to 45 seconds for a total of a 90 second chase. Bad survivors go down in 20 seconds. See the disparity? Bring those 2 numbers closer together so chases last on average say, 45 seconds. Then adjust other aspects of the game to address this.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286157#Comment_2286157

    You are proposing such drastic changes to the fundamental mechanics of DBD that its almost pointless to entertain them, unfortunately.

    Maybe, but its because i want this game to be balanced.


    Like there are tons of fundamental things they can do to make the game better. Add a stamina bar that drains like HSH so survivors can't just hold W. Add more pallets, but less god pallets/loops. Make gens take longer (not just holding m1, add some mechanic). Make tunneling and camping impossible, or just bad (they aren't healthy for the fun aspect of the game). Fix nurse and spirit.


    There are tons of things that can be done.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286145#Comment_2286145

    Right but you aren't addressing the fact that at the highest level people don't even loop. There is no "god loop" at high level because people just throw down pallets as soon as they get to them because there is no downside to doing so when your team can end the game in 3 minutes.

    Right, but what if you couldn't end the game in 3 minutes. Then you do things for survivors that fix things at low level play, fix camping, fix tunneling. Like, what if survivors couldn't actually die until everyone has been hooked 2 times. Suddenly the game gets a lot better for those low level survivors. There is more to it than that, but there are tons of things you can do to improve the low level experience that don't affect the high level experience, and vice versa.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/2286086#Comment_2286086

    You're making a false dichotomy. It would be more accurate to have an offering like that and then punish the other 999 games that don't have the offering in order to make that one match fair. That's the issue. We know its broken.

    I talked about this in the comments of your video. But you can make changes that don't negatively affect the low level of players. Nerfing god loops makes it so good survivors can't abuse them. The survivors who go down in 20 seconds still go down in 20 seconds regardless of whether or not the god loop is a god loop.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2284021#Comment_2284021

    Another reason is that the vast, vast majority of player (on both sides) aren't very good. If they balanced around this top 5% or so (if that) they'd probably lose a lot of casual players. Balancing around tournament teams would be ridicolous considering what a mess this game is and was never intended to be played that way.

    Plus if they started balancing around SWF Tru3 would need to find a new boogeyman to complain about when he loses lol

    That isn't true. If they balance around the top 1%, it doesn't affect the bottom 99% all the time. Look at some of these god loops in the game, like jungle gyms, where against a good survivor a killer has to bloodlust to get the pallet and then reset again. Meanwhile you just wasted 30-45 seconds of the killers time.


    Now if you nerf that loop, it makes it so that good survivor can't waste that much of a killer's time just because of the tile. Now what about that average survivor that goes down in 20 seconds? That survivor is still going to go down in 20 seconds. It didn't affect them.

  • @NoOneKnowsNova said:

    Cant we also reverse it then and say competitive swf are the only teams that can win against a good spirit or Nurse?

    2 things can be true at once. But i'd say the bigger problem is that the other 22 killers can't compete. Fix the whole game, then nerf nurse and spirit.

  • @FrostySeal said:

    Thing is these guys weren't just any SWF, they're a competitive 4 man SWF playing to win the game. They are extremely rare and shouldn't at all be getting judged on DBD balance. Plus, it doesn't help that Tru is using Wraith, a Killer that heavily relies on a hit and run playstyle which is extremely bad to use against people of this caliber. His build wasn't doing him any favors either, if he used a more competitive build like Rundying + Noed + haunted/retribution on a Killer that doesn't rely on that playstyle then he would've done better.

    Just because it is rare doesn't mean it shouldn't be fixed.


    Imagine if a killer offering existed, that only had a 0.1% chance to appear in the bloodweb. This means it would appear in about 1 out of every 1000 games. Now, let's say this offering:


    • Makes the killer get max 32k bloodpoints
    • Killer moves at 200% movement speed
    • Survivors are permanently exposed
    • Survivors auras are permanently revealed to the killer.


    Would that offering be balanced? It only appears in 1 out of every 1000 games. So the offering is fine, right?

  • @IamFran said:

    I've watched the match and my conclussions are: he was playing like it was a normal match and chosed Wraith which is a bad killer against competitive teams and a hit&run build against that kind of teams are a bad choice too (two bad decisions), they aren't a bunch of randoms, they were 4 tryharders with perfectly planified builds with perks equiped for concrete tasks (for example the guy with balance landing repairing the gen in the second floor of the house) and voice coms.

    This is the point, it is to showcase that a team playing at optimal level will destroy any killer who is not nurse or spirit. And even then nurse and spirit have to try pretty damn hard.

  • @En3ermost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280820#Comment_2280820

    Paladins. DbD's nothing compared to that game. Nothing.

    See, now you are listing games with like 8 players.

  • @Zokenay said:

    I would say people underestimate the value of this perk, it can tell you the info of where the killer and your teammates are.

    If a gen currently started regressing it could mean the killer is in that area, and viceversa, that a survivor is in that gen.

    I'm not saying its necessarily a bad perk. I'm saying the activation requirement is pointless and only serves to complicate a perk that isn't really strong enough to warrant it.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/258925/scott-jund-is-wrong-about-spirit-counterplay

    Scott Jund is human, just like everyone else. I'm sure he is wrong about lots of things. People put way to much emphasis on Streamers. He is a guy that plays a lot of Dead by Daylight and has many thousands of hours. At this point there are lots of people that do that. :) Literally, by calling him out on one of his MANY (and I do many) complaints, you are just giving him more of a platform. My suggestion if you have some good advice for going against Spirit, just create a thread about it and leave Scott (and all his ilk) out of it.

    I agree that people put too much emphasis on streamers. However you can't just discount them by saying "they are a streamer" so ignore them. Not saying you said that, but many do.


    Streamers play this game literally as a job, they have thousands of hours in the game. I find them more credible at face value than some random forum poster. Just as you would trust a doctor knows what they are talking about when it comes to medical stuff. Generally you put some baseline level of trust in their expertise. Now if they prove otherwise that they aren't good at their job, then that can inform your opinion. But the fact that this is their job, does give them far more credibility at the start.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2285874#Comment_2285874

    Oh ok. I forgot this is killer main central on here. Fact is it’s a crap way to play and only serves to take the game hostage. However, I’m sure that idea is lost on you. Bubba main? It’s toxic and something you usually only see on bubbas and rank 15-20 killers with zero skill.

    Now you are moving goalposts.


    "Taking the game hostage" is defined as performing an action that would make it impossible for the game to end. The only way a killer can even do this, is by body blocking a survivor in a corner when endgame collapse isn't happening.


    Survivors are the ones who do this far more often when there is only 2 of them left and they hide for 20 minutes hoping to grab the hatch.

  • @van9684 said:

    I’ve been playing a lot over last few days since I’m on leave from work. I’ve noticed most nemesis players seem to eerily play like bubbas, with camping and then tunneling right off hook. I thought maybe it was because they’re getting used to a new killer, but it’s been almost every nemesis match I’ve seen (which is most games).

    Is nemesis the new campy bubba of 2021?

    Because of the sprint burst survivors get when you infect them, and the fact that they get 3 health states. It makes more sense to tunnel the survivors who are already infected rather than try to go after others.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282293#Comment_2282293

    150% is ridiculous. Technically chasing someone and he gets Blood lust 7 and instant down them because some other guy steps on a trap.

    @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2282293#Comment_2282293

    ######### um how about a simple haste of noed/devour levels? you know 2-5 percent. LOL 150% you smoking that goood ######### today bruh.

    150% is probably too much, but my point is for him to get a giant movement speed buff so that when someone steps on a trap, trapper actually has time to run over and grab them.


    Maybe maybe make it so he only gets the movement speed buff if he is running toward the trapped survivor?

  • @onemind said:

    So with the new chapter trapper got some changes not to any numbers but looks

    With his visual relook the also changed how his bear traps look

    They took the yellowish caution sign out of the trap and made it more of a natural dark color like how bear traps look

    What do you think of this change

    Its a good change but he needs a couple of things IMO.


    • Make him start with 2 traps, and able to carry 3 basekit with no addons. Rework bag addons to do something else
    • All other traps should spawn next to generators, that way they are always along your patrol path.
    • When a survivor steps in a trap, trapper gets a big movement speed boost (like 150%) while they are trapped.
  • @BronzeHandModel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280820#Comment_2280820

    Maybe thats true, but dbd is more complex than other multiplayer games.

    That is untrue. Maybe from a game design perspective of there being multiple sides, but from a technical, engineering perspective. No, it's not.


    Natural Selection and it's sequel Natural Selection 2 are far more complicated both technically and even design-wise. Basically, it's an RTS/FPS combo where one person is playing an RTS and commanding people while the other people on the team are playing an FPS.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280820#Comment_2280820

    That enormous pile of shyte known as Outriders. And trust me, DbD is heaven compared to that alpha.

    alpha

    Yeah, that's to be expected during a time when a game is you know, testing things, and not fully released.

  • @BronzeHandModel said:

    First of all,

    I understand that bugs and crashes are frustating and lows the fun of playing the game. But every game this big has the problems.

    But to criticize every chapter or update saying its unplayable and demand a ridiculous amount BP for free is just disproportionate.

    For example Skyrim had so many bugs over years and no one got any "compensation". We all get free Bp for the many bugs in dbd. Be greatful. I mean its still playable and enjoyable. Take it like a grown up.

    Name another online multiplayer game that has this many problems every patch.

  • @Bluebird said:

    I'm curious as to what everyone thinks about Wraith's buffs. Personally, I strongly believe he was, as every single match I've played against a Wraith has not been a fun time, in any sort. If you go against a semi-competent Wraith he just will not lose you, and no matter what distance you gain, he makes it back within seconds due to how fast he is when cloaked.

    Not to mention his insane speed boost when uncloaking, he has enough speed to safely hit around most loops because of his insane lunge. Pair that with Coup de Grace and you'll get any hit you want.

    Don't get me wrong, I know he was a mediocre/bad Killer before his buffs, but I just find every single match against him completely unfun, and when playing as him it took little effort to achieve 4k's at Purple Ranks with nothing but tracking add-ons.

    All they did was make his invisibility actually invisible, and make a couple of addons that were previously required, no longer required.

  • @Killmaster said:

    Distortion 👏 needs 👏 unlimited 👏 tokens. 👏

    Many killers claim they do not use BBQ for its tracking so it shouldn't matter, the perk is useless as it stands right now. If BHVR wants to push the meta then having a perk that counteracts a perk that is in arguably 99% of killers builds makes sense to me.

    We don't need to be nerfing mediocre perks. Thrilling Tremors is better than BBQ by miles away. The only reason BBQ is used is because it gives bloodpoints.

  • @HawkAyeTheNoo said:

    If "everyones" running Dead Hard then surely as killer you shouldnt swing to early and bait it. Its pretty simple.

    If you think that is how people are using dead hard, then you are showing how inexperienced you are at this game.


    People don't dead hard to dodge an attack, they dead hard for distance.

  • @SirCracken said:

    Using them both on high mobility killers is insane.

    Pop gets good gen regression while Eruption gives information, a small amount of regression, but will not cause a gen to start regressing if a survivor was repairing it. Meaning you can kick it again with Pop to delete 31% progress overall whilst stopping survivors from popping it thanks to Eruption.

    If you haven't already used this combo on someone like Blight or Billy, I highly recommend you do!

    Maybe, but more likely you will see:


    BBQ + Pop + Corrupt + Lethal Pursuer.


    Lethal pursuer is unironically the best gen slowdown perk in the game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/257743/keys-mori

    It's absolutely ridiculous how persistent of a complaint keys are from killers. Keys are not a free win, not a "crutch" for survivors either. They are essential against killers capable of stomping survivors with busted builds and broken add-ons. Keys merely level the playing field against these killers, killer mains infatuated with stacking slowdown perks such as Ruin/Undying/Pop and running overpowered add-ons such as Mother-Daughter Ring, Alchemist Ring, Wraith All-Seeing. Survivors struggle immensely against killers running stacked regression perks, and oftentimes keys are their only chance of escaping.


    Marth depip squad proves everything you said as wrong.

  • @kingbojenbo said:

    I've been reading the 50,000 threads on Nemesis and this is what I got from all of them:

    So some Nemesis players want to have zombies pursue survivors that are infected, have more zombies depending on map size, Nemesis to have longer reach, have a wider hitbox on tentacle, hit survivors and break pallet while survivors are sliding over pallets, also infect and damage on the same hit. Did I get all of that?

    You need survivors in the game to play and no survivor is going to play against all of that. This game needs killers that are balanced for the health of the game which is what we were given and some want an easy 4k machine.

    I appreciate those that know Nemesis is balanced. This forum is full of complaints about game balance, killers like Nemesis are part of creating that balance.

    I've seen people talk about the entitlement in this community and it's very obvious.

    Nemesis needs like one, maybe 2 changes.


    • When you infect a survivor (not damage them) they should not get a speed boost.
    • They should nerf the infection rate addons, and give him some of that base kit. Not like a lot, but just a small like 15-25% boost so those addons don't feel required.


    The problem with the first point, is that if survivors just hold w (ah yes the amazing holding of w) they can waste about 1 minute of the his time before they go down. Goodbye all the gens. Survivors already get 3 health states on the m2, outside of that, he is an m1 killer. Zombies are cool but unreliable. Given that he has 0 mobility and map pressure, he needs his counter to not just be "hold w" without any thought put into it.

  • @loopsahoy said:

    So I was playing a nemesis match and doing fairly well but then my game crashed. I launched it again and I got a ... hold on... 15 minute matchmaking ban? I haven't dced from a game for months.

    Its 5 minutes to start. You left a game recently and just don't realize it.

  • @ill_Boston_lli said:

    If it will bring back quick queues please activate MMR again. I would rather play sweats all the time than sit in a lobby for 15 minutes. KTHANKS

    Killer queues in the morning are always long because more people play killer during that time.

    At night, when people are playing with their friends, survivor queues are long.


    Additionally, the new killer was just released and during that time most people are wanting to play killer.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278024#Comment_2278024

    almost all gens in the game are 2-3 man generators. just look a map like gas heaven. your requesting survivors to spawn on 1 man generator when zero generators are 1 man generator on gas heaven and its like that for like 90% of the maps. survivor spawning on totems is terrible though. its almost like haunted ground is reliable hex perk than actual hex perks......

    Obviously this would require fixing some things, but yes. Survivors should all spawn on a generator, that only 1 of them can repair. If they can't make it through terrain, make it a game mechanic that prevents that generator from being repair by more than 1 for some reason.


    I'm planning a thread in general from some stuff that i realized about gens and such but that is a different issue.

  • @crowbarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278067#Comment_2278067

    Except it goes over pallets and other objects, albeit randomly.

    Sure, that means it goes over things. But OP literally put nemesis in the same class of "ranged" as huntress, trickster, and deathslinger....

  • @gatsby said:

    2017- Huntress

    2019- Plague

    2020- Pyramid Head and Deathslinger

    2021- Trickster and Nemesis

    Somehow it seems like the ideas for new killers have largely turned into: killer that throws/emits something that can hit from mid/long range with a few unique quirks.

    Nemesis is definitely not ranged. His m2 is the same range as a lunge.

  • @WiiFitTrainer said:

    https://forum.deadbydaylight.com/en/discussion/258056/lethal-pursuer-highlights-how-stupid-spawns-are

    It really highlights how strong it is for the team to spread out on different gens.

    When they spawn on all different gens you know it's going to be a VERY rough game, which should not be dicated by something as stupid as rng spawning.

    Spawns should be dictated first, then everything else around that. All survivors should spawn next to each other, next to a gen that only 1 person can repair. HEX totems should spawn away from the survivor spawn. Killer should always spawn on other side of the map.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2277991#Comment_2277991

    Probably coming in the mid chapter with trickster changes like they said in the anniversary stream

    That is still too long.


    They need to stop with these patches every few months, and patch things every few weeks like every other game does.


    it should not take over a year to create a simple MMR/elo system

    It should not take 2 years to fix spirit and nurse

    It should not take a year to fix moris and keys

    It should not take 5 years to fix the early game.

  • They need to not take months to do it. They need to do a nerf like they did to moris in the meantime. Especially after nerfing the only consistent counter to keys that killers had.


    Game design is hard, but not THAT hard.


    it should not take over a year to create a simple MMR/elo system

    It should not take 2 years to fix spirit and nurse

    It should not take a year to fix moris and keys

    It should not take 5 years to fix the early game.

  • @Mandy said:

    From my understanding it's only keys that are really being seen as an issue with Franklins and in fairness a lot of survivors don't walk around carrying their keys anyway, they hide them when they start the match or find them in a chest...I do think this version of Franklins is stronger against things like Medkits & Toolboxes though due to the charges that they lose whilst on the ground.

    For example previously I could drop my medkit, then run around again (or get someone to pick it up for me) and still heal myself with it - that's no longer possible, as it loses the charges when you're hit with it.

    Fix keys.

  • @RayrafLPP said:

    So I know there are many diffeneces between those perks, but I want to compare them anyways because they are used in the same way.

    So similarities:

    Both perks let you know where survivors are at the beginning of a match. (Whispers 99% tells you exactly where they are because: either its a Gen when whispers starts or a totem) the 1% of people wandering around not finding anything are meaningless because you win that game anyways.

    Lethal persuer:

    Shows exactly where all 4 of them are for 9 seconds.

    Whispers: Is always active. If you lose someone completely you can go somwhere else and it will help you reset quickly.

    Also It will grant you a 4k if it comes to closing hatch 1v1

    So the only Reason for me running lethal persuer over whispers would be on billy. Because I think you may down someone before the 9 seconds run out.

    So what do I miss? why would you ever run this perk? Let me know :)

    Lethal Pursuer is the best gen slowdown perk in the game. The only killers who can't really use it are setup ones like hag or trapper. Every other killer gets amazing use out of it. Some more so than others (nurse, spirit, billy, etc) but still amazing on nearly every killer.


    Fight me.

  • @Bard said:

    If his power was just...

    • Hold M2 to charge a Tentacle Strike, M1 to release
    • Tentacle Strike does damage and breaks pallets in a 6 meter line

    ...and that was it, he would barely be a B-tier killer. Boring, but not awful.

    This is before all his gimmicks come in and just nerf him unnecessarily.

    • Mutation rates are not upgrades, they're your baseline power level artificially locked behind a level up system because BHVR couldn't figure out how to make Nemesis throw people.
    • Contamination/Vaccuines are not a real debuff/side objective, it's two free bonus health states per game per survivor disguised as a power, because apparently the devs liked the way Trickster was received.
    • Zombies are kinda cool. Useless for the most part, but they sometimes come in handy for tracking. The real problem with them is that despite being pretty useless, they soak up half your add-ons

    You're a completely immobile killer who has to hit survivors three times (with your short, thin, clunky projectile) to get a down for your first two chases on each survivor. Your chase isn't awful later on, but holy ######### I can't look at Nemesis and see anything better than a C tier killer.

    They tried to add too much to his kit, and it just came out as a detriment.

    He is reverse plague basically. The only real change i'd like to see is that they make it so survivors don't get a speed boost when you infect them. It doesn't make sense, especially since they get hindered as well. Why not just make it so they don't get the speed boost?

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275892#Comment_2275892

    Eye roll.

    I forgot about the psychic connection you have to all of my matches...

    You would lose against marth's depip squad.

  • Good for you? Not everyone plays the ptb.

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