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SasukeKun

SasukeKun

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  • @Kincccx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805225#Comment_1805225

    Like you and your SWF team can’t bring 16 meta perks, a item and a some add ons

    @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805340#Comment_1805340

    Killer is suppose to be OP. U cannot compare like that.

    I do not support the linear way of playing this game is going, Killers shouldn't have to play one way and hooks shouldn't be the only way to die. yes it's still there but does it grant more points than hooking? is it adjusted to actually say you won instead of entity displeased?

  • @MichaelAMyers said:

    I agree with this post! #FreeTheMori

    @Eynox said:

    WoW.. nerf keys then. actually nerf all the pink items. What the hell is happening with this game.

    @siren_sorceress said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805238#Comment_1805238

    K you say that with your pink add ons and spirits and freddy's that you can 4k easily with most of the time. Good grief lol.

    people who support my thoughts thank you. I agree thaty freddy is whack but i dont play him, i main other killers but im loving the twins rn

  • @Killing_Time said:

    At this point, Mori should just be basekit. What's even the point of Yellow Mori?

    lmao right, i never use that one

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806234#Comment_1806234

    Right, since it's not a hook.

    My big assumption about the mori is that the original main design intention was its thematic effect. It now does that in a better way, without being a big goalpost-destroying gamebreaker. Balance-wise, this thing was the Mind Twist of Dead by Daylight, if there are any real old Magic: The Gathering players out there who understand that reference. :D

    It does proc, you have to hook them first which procs bbq, unless you're talking about another round of seeing their aura's possibly.

  • @Orion said:

    I don't like these CMV threads, but I felt the format was appropriate since I am actually looking for an outside perspective.

    Maybe I'm biased, but I feel like the BTs get thrown to the wayside, as it were, when it comes to LGBT discussions. 95% of the time it's about LGs, if not just Gs. Among BTs, Bs in particular are ignored or portrayed as lunatics who want to have sex with everyone. Bi erasure is quite common, even among the LGBT community, and we all know what Ts go through.

    For these reasons, IMO, the first confirmed LGBT character should be either bisexual or trans.

    EDIT: If you "don't care", then this thread is not for you.

    how about and openly gay character that's not lesbians? meaning 2 guys

  • @Rydog said:

    I'm going to lay this out one last time, since it's moot and they implemented the exact mori change I have long been advocating for.

    Old moris erase 1/3 of the killer's objectives. The red mori requires the killer to achieve 8 objectives instead of 12. From the moment the game loads, it just simply removes 4 of 12 objectives from the game. This is the most goalpost-moving mechanic in the entirety of Dead by Daylight. It is the equivalent of survivors starting a match with 2 of 5 generators already finished (assuming we count opening the door as 1 of 6 survivor objectives). The fact that it ever existed this way, especially when you really sit down and consider it in these terms, is mind-blowing.

    Now, moris only work on survivors who have been hooked twice. This means:

    • It is still tactically strong because it can be used to shut down a lot of Decisive Strike and Unbreakable play.
    • It may conceivably save time spent walking to a hook for the final time.
    • It retains the cool thematic bit of the mori, which is the slasher kill animation.
    • It no longer drastically moves the goalposts of the match.

    Now they just need to fix keys!

    No i don't agree with this because you have to hook them first, it already denied DS because of this...now with it being on 2nd they get a whole other 60 seconds if invincibility if they want to save it. You know what saves time? moring after the first hook, "the goalposts of the match" its part of the game! You die and go to the next one! Only dying by hooks is the lamest ######### feature ever. I want more ways of danger and death in this game, its so boring

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805496#Comment_1805496

    If your a good killer a mori is a guaranteed win the second you decide so unless it is way too late.

    I can count all the times i lost when using a ebony mori in all my time in dbd on one hand. sure i don't use them often but the hundred or so times i have i can only recall about 1 time i lost from just playing bad and i'll be generous and triple that for you, not enough? even if you lose 10% of the games you use a mori that still falls into almost every time you win so calling it guaranteed isn't unreasonable.

    all the same i don't wanna play by the survivors rules so, they changing this game to loop and live till daylight or i dc it looks like with some of these players

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805340#Comment_1805340

    key escapes "rare", but 1 hook mori's aren't?

    your experience with 1 hook mori's is less impactful than spending an entire game as killer getting hooks and babysitting gens, managing to get survivors into a 3 gen, and then having them all escape because reasons

    1 hook mori ok.. you're back to the lobby in 5 mins and in a new round; meanwhile the killer just spent 10+ minutes sweating his ass off and still gets cucked by a key, which could've been FOUND in a fking chest

    which is more impactful?

    again, people complaining how Mori's gave you a free win and now they don't lol okay. cuz 15k and entity displeased is a free win

  • @Hopesfall said:

    just another bullet point in the list of ways to limit how the killer plays

    zero f*cks given about killer experience

    More about this and less about "Free wins" which mori's do not guarantee

  • @lucid4444 said:

    If you needed moris to get kills then you've got a long road of improvement ahead of you

    oh no i don't NEED a mori. I liked using mori's, i could say the same thing about people who can't live without Dead hard or self care or adrenaline or unbreakable, DS, now there's power struggle ontop of SWF

  • @palletsarefun94 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805340#Comment_1805340

    Agreed nothing worse than loading into a match, knowing killer had a mori, and that you're more than likely to be tunneled off first hooked and killed, ruins the game. Especially when in an swf, then you have to sit there and wait for your friends, to either win the match, or inevitably meet the same end as you, I love the nerf, like seriously now the match can be properly played, and if you're someone whining about this, then you're part of that toxic issue that brought on the change, and now you can't win matches in just 10 to 15 minutes, now you actually have to play a proper game, so go watch orzdarva and learn how to play properly or watch dowsey.

    You being unhappy that you lost and have to sit there because i beat you is your own issue. I'm not supposed to let you win?? If you can't loop and are getting hooked that fast and still dying then you lost. "playing a proper match" okay mate lemme just go afk for 5 minutes at the start too

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805323#Comment_1805323

    You already got a 3k in this scenario though, and the exit gates won't have been opened. That's already a win.

    No i want a 4k meaning none of you won against me, 1 isn't magically entitled to live because 3 is enough for you

  • Whoever says i rely on Mori's to win is your own assumptions , you got less points for using them

    i liked the Mori's on surv it provided a challenge for me, and on killer is was fun.

  • @Crypticghoul said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805360#Comment_1805360

    ...You do realize moris still work the exact same way and it's just after their second hook now right? Having to hook them an additional time and not completely bypass DS off first hook -- their only means of dissuading tunneling aside from hoping their teammate has BT -- and killing them 2 minutes into the game doesn't ensure a free escape. It just doesn't ensure you a free win, there's a massive difference.

    Gonna be honest, you're throwing around the term "entitled survivor mains" but you sound like an entitled killer main who just wants easy games.

    No because i got punished for killing early and you;d know that if you played killer with mori's a lot. I'm having a fun, free win my ass i dont always succeed but i enjoyed it on killer side. I've been beaten plenty of times with how things are currently and i dont need a mori, i liked the mori;s

  • @Yords said:

    They are working on keys next and the mori change was good. It was good because it was completely unfair to immediately take a survivor out of the game. At least keys require them to do gens. For killer, a hook is almost always much easier and faster to get than a generator which makes the mori's stronger than keys.

    it ended the round early for them because they lost to me hunting them? I get punished by less points, kills gran 1k and keys grant 5k with an extra 2.5k to obj and more on Survival for a hatch escape or whatever

  • @Crypticghoul said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805238#Comment_1805238

    Dude come on, let's be real. I play both sides and a key escape is pretty rare if you play well and understand how the hatch spawn works. Most of the time it just gets one guy out at the end and you get 3 other kills. And survivor perks are nowhere near the strength of Ruin/Undying/Tinkerer on a strong killer unless they're amazing at looping to go with it. Unless you tunnel hard, just hold W at loops, and eat every DS I guess, in which case you deserve to lose and a key wasn't going to change that.

    Compare that to killers who want the survivors to have a miserable time and bring in iri head infantry belt Huntress or Spirits doing first hook moris.

    I still feel like they could have done something different instead of further killing a feature further, and granting entitled survivor mains a more ensured escape. Having to be hooked a 2nd time resets all their protections

  • @WishIcouldmain said:

    Moris did have to change. Though it is unfair that keys and nothing else survivor based came to the changes.

    THis ^ all i wanted was a happy medium

    @Piwatte said:

    Now killers tunneling with moris have a free tunnel only after the second hook. Sad life.

    only after they deal with SWF, Dead Hard, loops, DS, Body blocks, unbreakable, power struggle. There's plenty in survs arsenal

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805294#Comment_1805294

    ..yeah that's how keys work? And if they do it during the egc honestly they're doing the both of you a favour. Now you don't have to walk between doors for 3 minutes straight while the survivor is running around the edges of the map.

    No id like to win the round as killer thanks

  • @thefallenloser said:

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

    While I don't agree with the way Moris were changed, this was laughable. Sorry you can't get a free win anymore lol.

    i dont know where these "free WIN" people are coming from, when did mori give you merciless? or Ruthless by killing them right away

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805254#Comment_1805254

    Moris were free wins if you were bad at the game. You had to be atrocious to lose with a mori.

    you're saying someone's bad at the game just for bringing a Mori

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805238#Comment_1805238

    "Most of the time"? Bro in all my killer matches to date I've never had more than 2 people escape with a key, and that's probably happened maybe 2 or 3 times. It's usually just the 1 person, at the end of the match, after the hatch gets closed and even then that's a very rare thing that happens.

    you can literally use the key to escape the closed hatch

  • @Trwth said:

    Changing an offering makes the Killer experience unfun? Such a subtle change and immense outcry really says a lot about the community. Just chill out.

    it is because with Survivors perks and SWF that teeters more towards them surviving considering it would restart the chase, all their perks and other players they can take more hits

  • @horrortale_sans said:

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

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

    i dont need a mori to win, killers kill dude. First thing this isnt survivors are invincible by daylight

  • @ALostPuppy said:

    Sorry that moris aren't a free win anymore that you can bring alongside a killer power, 2 strong add-ons and a full perk loadout

    :(

    Also you're wrong, Mori's Are NOT a free win, you have to balance it with hooking and hits to get a better score. I liked to punish people tho, if you cleared right away thats like 15k maybe

  • @ALostPuppy said:

    Sorry that moris aren't a free win anymore that you can bring alongside a killer power, 2 strong add-ons and a full perk loadout

    :(

    you say that with ur OP perks and pink keys which guarantees a free escape most of the time

  • No it was not, Survivors dont wanna die in dead by daylight and they just heed the complaints from noob players with Dead hard, DS<, unbreakable, adrenaline

  • @TheKnowlesFam said:

    9/10 Elodies i've encountered have calm spirit on.

    What's going on? I'm just wondering, is it her voice or is it the build you have on. it's something i'm encountering EVERY GAME so i just really wanted someone else's opinion and input. I don't understand what's going on.

    I've seen her while playing her injured just silent like i had Iron Will???Is that what you mean? Prob a bug like all the ones with this release

  • @HR_Helios said:

    Now I could just be aiming wrong I haven't extensively practiced on the map in a custom or anything but a lot of the pallet loops on Auto haven that look like they can be thrown over can't because of an invisible wall that cucks you. I have about a thousand hours on her and I've never had issues throwing over these loops. This combined with the los blockers on that map make it very hard to win against competent survivors. Against bad survivors I'll win on really any map. But I have yet to win against good survivors on Azarovs because they simply hug these pallet loops and the time that it takes to get it out of the way wastes so much time 2-3 gens will pop if I commit. It's just so hard to generate pressure not to mention the fact a lot of the gens are protected from snipes. Is everyone else having a similar experience or am I missing something? If I am I'd like to know so I stop depiping everytime I get that map.

    I've witnessed imo her hatches throw different than last patch

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1795688#Comment_1795688

    It's also not a bug, hack or exploit.

    It's just part of the game, and has been since flashlights were added, it's just less and less things are worth complaining about on the killer side now so they go after nuanced and rare things because survivors are "op". lmao

    get out of here guy "part of the game" you're basically saying this unfair feature is here to deal with, sounds like a sweaty surv main to me

  • @The_Bootie_Gorgon said:

    WHICH MAP WOULD YOU LIKE TO GET REWORKED NEXT?

    Hmmmmmm...

    After going back and forth for a few hours on which map I would like to be reworked next...

    There really is only 1 logical answer.

    NERF PIG 🐷

    nerf pig????????????

  • @TheClownIsKing said:

    Thank you so much.

    And oh man, how exciting. Clowns getting at least one additional tonic, and by the looks of it, if gas clouds are mixed, it creates a third additional effect.

    Ooh, my mind is racing with possibilities.

    thanks for linking me here, though i hope there's more! but it was a preview

  • @ALostPuppy said:

    No more reworks for the love of God. I don't want ######### breakable walls in any more maps I'm so sick of this atrocious mechanic. I'd rather Haddonfield and asylum stay the way they are now than get a graphical update along with 50 breakable walls.

    it literally gets rid of loop spots after use once by a survivor and then its more dangerous to go back to

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760877#Comment_1760877

    Yes, being able to blind outside of the killers eyesight is a "crutch".

    it pretty much is lmao, a fraud

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1789397#Comment_1789397

    I’m almost certain they’ll do Crotus Prenn next with the upcoming Clown rework. More circus assets in Chapel would be awesome.

    they are reworking the clown??? :0

  • @FogLurker said:

    Haddonfield can be reworked to get rid of all the houses. If not that, get rid of all the 2nd floors to the houses.

    Haddonfield is a tough one, i would tweak, not change it too much.

  • @IgiOne said:

    Coldwind Farm (all 5 maps)

    that is most likely the next one up, but other than that

  • @Steel_Eyed said:

    The common speculation is December 1st as that is three weeks after the PTB, which is the trend.

    thank u! you were correct!

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760883#Comment_1760883

    As to why we didn't do this on the PTB:

    1. Only a small fraction of people opt into the PTB, so we would get far less data and it wouldn't reflect the entire community well.
    2. Because of the above, ranked matchmaking has been disabled on the PTB for a long time.

    Beyond those, if there are other changes on the PTB, it becomes impossible to tell how much of an effect this test had versus how much of an effect the other changes had. If there aren't other changes, even fewer people would opt in just for the test.

    Will the data then result in maybe changing the default speed of both killer and survivors then? I thought it was implemented because there's situations where survivors are too fast

  • @GhostMaceNotCrusty said:

    They should give us a blood hunt while they disable it so they give us a reason to play cuz this is gonna be rly annoying

    @Peanits Why not do this on the PTB? This discourages me from playing killer even more so, how many crutches to survivors need? Now they seeing if they can take it out or not? It DID help in some scenarios where you'd get looped to death on 2 story maps

  • @Seanzu said:

    You've been able to blind outside of the killers view for years now.

    and you shouldn't be able to, survivors have enough crutches

  • @GoodBoyKaru said:

    That's actually a pretty common bug rn. You can get blinds without being on the killer's screen. It's pissy but also it's dbd.

    Though there definitely are people who use these aimbotd and they're honestly pathetic.

    Karu! Thank you for confirming this bug! super frustrating

  • @TangledNoodles said:

    If they do which roles do they usually play?

    I've versed Not_queen one time when i was killer

  • @Chance4Doom said:

    Take it from a Pig main, I agree. Competent survivors on any map can loop you forever. Too many strong pallets and tiles. Enduring is a must on Pig, along with Brutal or Bamboozle because of how weak her chase can be. Survivors complain a lot, but maps are being darkened and having grass put in for the Blendettes. I hate Yamaoka because the visibility sucks and some tiles are too good... Now they keep changing maps to be the same. It's like the devs are forcing killers to play Doctor, Slinger, and Pyramid Head because they keep ignoring the current issues and are making it harder to track survivors.

    yeah when i have tried pig out for myself she isn't always my first choice because of how weak her chase is. However her traps are still somewhat fun

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1711766#Comment_1711766

    At higher levels of play, if you are not kicking a pallet or hitting a survivor within 15 seconds of a chase, you are losing. After you hit them, if they run in a straight line, it takes about 23 seconds to catch up to them, although most don't do this, but let's assume they do. That means you only get about 8 seconds of bloodlusting if you do this every time, 5% movespeed for 8 seconds isn't that much. At 15 seconds to hit, then 23 seconds to down, thats 114 seconds total to down a survivor, enough for 1 gen to be popped, you have to do this 12 times. Good survivors will use the speed boost from getting hit to get to a strong tile, so a lot of the time it's useless to even continue chasing. Bad survivors generally don't do this, so the bloodlust becomes more valuable. The lower the level that survivors play at, the more time they give the killer to down them, this means that bloodlusting can be a valid strategy at lower levels of play, but it is not a valid strategy at higher levels of play, as 5% movespeed is not enough to catch good survivors fast enough after 15 seconds of a chase.

    New survivors have very strong safe pallets spread out every map to figure out how to use effectively. This is the beauty of skill based balancing, they get better at the game, they don't need to rely on perks or any crutches, they just need to get better at the game to be more effective.

    The tournament lays out why survivors are so strong in the first place, especially if killers abide by the survivor rulebook and don't camp or tunnel. The point system and the rules of the tournament was to make it as fair as possible for both sides, which resulted in most matches ending with 0-1 kills. When everyone is playing fairly, the game is skewed heavily in survivors' favor.

    The counter to camping and tunneling is rushing gens. If bad survivors are going against a good killer, that good killer should win. If a bad killer is going up against a team of good survivors, those survivors should win.

    The reason why killers have to get 3-4k to rank up is due to the game being survivor sided. If you kill survivors too hard, you will depip, the game actively punishes killers that kill survivors, you are not supposed to kill them to get maximum points and pips, you are supposed to let them go.

    There are ways to balance the game that will barely affect low skill play, as low level survivors don't play efficiently. If you lower the relative safety of all tiles in the game, you won't affect low level survivor play much because low level survivors don't loop around tiles efficiently to begin with, and for the killer side it's the same thing, low level killers aren't going to be mind gaming or backstepping to reduce the amount of times a survivor can loop a particular pallet. Low level survivors aren't using DS BT and unbreakable offensively to buy more time in the game, if you keep these perks in the game but remove the ability to offensively use these perks against the killer, you reduce high skill survivor efficiency without hurting low level survivor efficiency because they simply aren't making those plays to begin with.

    How did you time all that?? lol and i wish they would add more moris to begin with but thats a different topic

  • @Bard said:

    We already knew Demo wasn't the best, but the stats released in the QnA were even worse than expected. Despite being pretty fun, he has one of the lowest pick rates. Despite being somewhat easy, he has one of the lowest kill rates. Seeing has he's far from "new", the natural conclusion is that he's just... kinda bad.

    I'm going to list these changes in order of how easy they would be to use.

    Change 1: Free Up an Add-on Slot

    • Increased movement speed while charging Of The Abyss from 92% to 101%.
      • Reworked Rat Liver
        • Recover 0.5 seconds faster after destroying a pallet or breakable wall with Shred.

    This effect is... basically a necessity for Demo. By making it baseline, he can actually use both of his add-on slots to some effect.

    Change 2: rip stbfl

    • Shred now counts as a basic attack.
    • Recovery time for striking a survivor with Shred decreased from 3 seconds to 2.25.

    This is more of a "fun" thing than a balance thing.

    You feel kinda forced into running STBFL when playing Demo, which likely contributes to why so few people play him because STBFL is such a damn stressful perk to use.

    In exchange for losing STBFL as a core perk, he's gaining other benefits. Baseline he gets to recover more quickly from his Shreds, and he can now benefit from, well, every other on-hit effect. MYC Demo is already decent, with this it's kinda awesome.

    Change 3: Sneaky Sneaky interdimensional dumpling

    • Portal traversal sounds can no longer be heard globally, only if you are within 24 meters of his departure location or 8 meters of his target portal.
    • While Undetectable, The Demogorgon's footsteps are silenced.
      • Survivors who are oblivious will not hear the Demogorgon's Footsteps.

    What's even the point of giving him the undetectable status if you're just going to announce his presence anyhow?

    Change 4: Thinking With Portals

    • The Demogorgon is no longer required to stand on top of a portal to travel to a portal.
      • Traversing the upside down while not standing on a portal will incur double the cooldown (28 seconds) and takes longer to do (3 seconds).
    • Removed "Breathing" sound effects from the upside down traversal SFX.

    If you don't want to, you no longer need to save portals to traverse; you can use all of them for attack angles.

    The second change here also allows you to better track via sound in the Upside Down, which is a plus.

    Change 5: Creep

    • When a portal is activated by the Demogorgon, it begins to seep the Upside Down into the surrounding area.
      • The Portal's oblivious/tracking radius increases by 1 meter every 6 seconds, up to a maximum radius of 24 meters, starting when the portal activates.
        • This means it takes two minutes for a portal to expand all the way.

    "An Unidentified Killer" is a much better description if he could screw with information more effectively.

    This is also a massive buff to Demogorgon's portal-based add-ons, since if they cover massive swaths of the map rather than tiny circles, they're actually liable to be a threat.

    I'm all for adding more elements from the Upside Down/Stranger Things in general to him, similar like freddy

  • @Hex_DemoMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709504#Comment_1709504

    Thana was not a buff, people were healing with thana in its old version and if they didn't then they had still that slowdown on gen speeds until they did, now they can just heal for free and get on gen with no reprocussion

    thats dumb asfff

  • @James4125 said:

    As the title implies. Why is killer suddenly so much harder? I've been playing for years but more consistently since the release of Oni. The majority of that time has been spent as killer and while I'm not the best I have been consistently rank 1.

    Until recently. Since the last reset and the update literally every game is a pure sweat fest and no matter which killer I use and what perks I have I can't buy a kill! Every chase seems to be impossible because I can't hear anything over the chase music! They seem to find twice as many pallets as usual and they're always safe pallets. Every totem is gone almost instantly especially if I use undying which always goes in the first 15 seconds. Generators are always being finished so fast that I can't find a single person before one pops and when I DO find someone two more always pop instantly. The (completely unnecessary) pop nerf means when I do finally catch someone I either let them get unhooked and seemingly instantly healed to go hit a gen or the gen gets finished and my pop does nothing. And just to top it off I'm looking directly at walls and still getting blinded by people!

    Is there something I'm missing? I'm doing everything exactly the same as before and yet I almost never get a single kill anymore let alone a 4k!

    survivor sided

  • @James4125 said:

    As the title implies. Why is killer suddenly so much harder? I've been playing for years but more consistently since the release of Oni. The majority of that time has been spent as killer and while I'm not the best I have been consistently rank 1.

    Until recently. Since the last reset and the update literally every game is a pure sweat fest and no matter which killer I use and what perks I have I can't buy a kill! Every chase seems to be impossible because I can't hear anything over the chase music! They seem to find twice as many pallets as usual and they're always safe pallets. Every totem is gone almost instantly especially if I use undying which always goes in the first 15 seconds. Generators are always being finished so fast that I can't find a single person before one pops and when I DO find someone two more always pop instantly. The (completely unnecessary) pop nerf means when I do finally catch someone I either let them get unhooked and seemingly instantly healed to go hit a gen or the gen gets finished and my pop does nothing. And just to top it off I'm looking directly at walls and still getting blinded by people!

    Is there something I'm missing? I'm doing everything exactly the same as before and yet I almost never get a single kill anymore let alone a 4k!

    Another route they could take would be adding different win condition Trials. They can add as many new killers and maps but gens shouldn't be the only objective in this game. It's getting old

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1709551#Comment_1709551

    no those wouldn't matter either. Without listing variables the stats are meaningless

    im beginning to think those stats are bs too. Other variables come into play

  • @GoodBoyKaru said:

    I get a rich post comment, of course. I'll try and summarise what I said above but here. Please keep in mind my original answer was much more comprehensive so if you want me to expand on any of these points let me know and I'll try to remember what I said.:

    • The game is much better than before; it used to be ######### busted and it's a miracle killers could get hits at all. The balancing has steadily improved over 4 years of patches, the majority of which over 3 of those 4 years have been helping killers.
    • They're significantly more vocal than most other game developers I've seen.
    • The thana "nerf" was honestly a buff, every time I hit someone I basically get 16 free seconds of time now because they want to heal, which is nice.
    • Clown is actually being buffed/reworked soon, they confirmed it on the dev stream (here's a hyperlinked summary), about 8-9 questions down about add-on dependant killers. So the gap will close, slowly but surely.

    thank you, this is some good news

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