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  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208954#Comment_1208954

    Those are her best Add Ons, sorry to break it for you. Tampered Timer and the Extra Box dont do that much, if the Survivor can still get rid of the Trap on their first Box. And even with both Add Ons it is usually possible (on every Map) to remove the Trap, even tho it is more stressful.

    Bodyblocking only makes sense if the Pig keeps Track of the number of Boxes or of the Beeping of the Survivor. If a Pig is doing that, it can force a Death, this is correct.

    And I main PIg. But yeah, nice to see no arguments.

    Then you are a smoothbrain. Combining two add-ons to create a mori is almost as good as a tombstone. No wonder you are here arguing she is a good killer.

    "I don't know how to block a survivor in at a box that has only one entrance". There's so many boxes like this. Too bad you have not taken the time to find them. Good luck on your future matches.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208918#Comment_1208918

    Well, you did not mention with any word that you tried to get the Trap off your head.

    But usually a Trap is not a Death, I faced a lot of Pigs and I died to the Trap only a handful of times, even when the Pig Player was running strong Add Ons. The Trap is only a guaranteed Death if she is blocking the Box with the Key.

    https://forum.deadbydaylight.com/en/discussion/comment/1208939#Comment_1208939

    Pig is not terrible at all, she is a solid mid-tier Killer. Nothing compared to other M1-Killers like Billy or Freddy, but far away from being terrible. Sure it sucks if Survivors get the Trap off on their first attempt, but usually they provide good Slowdown. Pig is one of those Killers who just needs an Add On Rework (given the fact that her best Add Ons are yellow (extra Trap) and brown (crouching time)).

    The fact you think her best add-ons are the extra trap or crouching time is hilarious. It is clearly the tampered timer + extra box. That is literally a set and forget mori. There is a 1/5 chance the survivor doesn't live from it, there is no time to check all 5 boxes in 2 minutes. You tunnel them for a little bit while crouched? Now its a 2/5 chance they just die outright from it.

    There's plenty of maps you can bodyblock survivors at the boxes. Lery's is especially horrible for that. You can just sit in front of a box until someone searches it and then block them in for a free head trap kill. The fact you don't know all this means you don't play alot of pig.

    Pig is the only killer in the game I am happy to see gens pop on. But she is still trash.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208888#Comment_1208888

    No she's not....people like the OP are why I'm as deadly as I am. Just pit the survivors against each other and have them do a task outside of the typical generator and they lose their minds and die/kill themselves. It really is brilliantly beautiful.

    Pig is terrible. She is an M1 killer, who can maybe do something with the lunge at some short loops which are unsafe anyways. The traps are pure RNG. They are only set-and-forget mori's if you run two very specific add-ons. And even then, it's a 1/5 chance it works.

    Unless you are following someone with an active head trap while crouch, which is a borderline abuse of the game.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208154#Comment_1208154

    Did you know survivors can wear headphones? Did you know monitor increases radius in which you hear wooshy sound as that sound is based off your TR for Spirit so that silent teleporting non-sense doesn't exist. You can also hear footsteps and a spirit being able to hear you does not contribute to your inability to learn juking and play mindgames.

    Killer downs aren't easy against good players and Enduring+Spirit fury+Bamboozle is NOT a normal gameplay loop for killer. I don't think I've even seen much of that in red ranks as survivor. The few times I have seen it, The killer was easily defeated as using that many chase perks show lack of understanding in playing killer at high level. Reading the post gave me headache for attempting to respond to it

    Yeah, it turns the radius that spirit can silently teleport onto gens to 16m. And for alot of gens, that is not enough time to do anything unless you are running sprint burst. It is a free hit.

    From there, stridor spirit just gets a free down. There is actually nothing you can do. Even with iron will. Walk? Well, she still hears you. Run? She hears the footsteps and sees your scratch marks.

    She is the most braindead killer in the game. And that's a statement when Freddy exists.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1208730#Comment_1208730

    Um, I hate to say it, but if you want a 4k every match (especially at red), that is usually the best method, since a downed person cant crawl as far. It's really nothing about being pathetic, it is just because they don't want a kill they have struggled to earn stolen by a random mechanic (which it technically can be, but with BBQ, it usually isn't). Then again, every game I have has at least 1 key, so what do I know? : P

    I get the most salt in the game camping the basement as leatherface. Mori's also mean your family doesn't love you and you are a horrible human being.

    YOU ARE A TERRIBLE PERSON, WHO HURT YOU? - Survivor with 4x second perks (aka the full crutch build) mad they can't genrush and end the game in 3 minutes. Also the map is fractured cowshed with a pallet literally every 2 feet but they still go down easy.

  • @migaloo said:

    What kind of smoothbrain designed this and thought this would be a good idea to leave it as is?

    You should be encouraging skill based interaction between players, not having 4/5 people running around the map the entire trial trying to remove an instakill debuff that constantly reveals their location. You're effectively removing a player from the game the entire time and it lasts way too long.

    There is no decision making process, here is no mind gaming, there is no interaction, there is no risk & reward. You don't outplay it and it doesn't outplay you. It's uninteractive and unfun.

    If you're going to have such a broken mechanic, there needs to be some amount of counter play & not have to spend the entire game running in a circle waiting to die. Similar mechanics all have appropriate counter play and interactivity.

    You need to ask yourself a very simple question when designing this kind of content: "will this be fun for the people playing the game?"

    I'm to the point where I just do a gen until the trap pops and then I go back to lobby. It's not fun running around on auto-pilot making no decisions and not interacting with the killer or the game in any interesting way.

    Lmao. You only get killer headtraps if the pig is running two rare add-ons. And even then, it's a 1/5 chance they actually do anything. There is a 1/5 chance her power literally does nothing.

    She is one of the worst killers in the game, hands down.

  • Hate to burst your bubble, but legion is probably the easiest killer in the game to pip on.

  • @johnmwarner said:

    So I have been playing with one of these perks for a few months now and when I try to remove them I really feel the lack of info.

    When I use bond I feel confident without a medkit because I’ll be able to find a teammate.

    When I run Kindred I know I do not waste time going for saves when someone else is headed there already so I can stay on gen.

    Any suggestions for learning to go without?

    Spine chill, then you don't care what your team is doing. Iron will, so you don't care you are injured. As well as it being one of the best chase perks in the game for survivors. Left behind, so if everyone dies, you still have your own way out.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206211#Comment_1206211

    Imagine saying that you need Bamboozle,Enduring,Spirit fury just to have equal chances to land hits at loops. That is like me saying that I would invent perks for survivor such as Engineer, Medic and Runner to allow survivors to do basic gameplay actions such as Repairing generators,Healing others and Vaulting windows. Other killers power mentioned have specific conditions such as needing to be injured or needing to be in dream world and even then, they do not change strength of those loop or impair you from stalling the killer. I think the reason why killers like Huntress or Spirit have high playrate is because they turn those zero-gameplay situations into skillful interactions between survivor and the killer.

    Lmao, yes there are very skillful interactions between a survivor and a stridor spirit. She wears headphones, you go down. There is actually nothing you can do once you are injured. And with monitor, she is going to be teleporting straight onto generators with almost no warning, so good luck avoiding the first hit.

    You want to play a trash tier killer and get easy downs? You run chase perks, it's as simple as that. Otherwise you will need to be a god at mindgames. I don't think it is unbalanced. But you get people running full greedy slowdown perks on bubba/legion and then coming here complaining they is bad.

  • It's mediocre. Fixated + Sprint burst + Calm spirit + Iron will is the ultimate stealth combo. You can dump the calm spirit for spine chill if you don't have good game awareness. But plenty of killers at high ranks will be running IF or other killers that make you scream.

    Fixated + Sprint burst is easily the most powerful exhaustion combo in the game currently. Tons of stealth potential, feels great to use, and sprint burst is just the best exhaustion perk.

  • @Peanits said:

    For the record, Wreckers' Yard is not being reduced in size, only the layout is changing.

    As for Mother's Dwelling, that's a fair question. While it is the largest map, it's actually right in the middle in terms of kill rates, favouring neither side. While the map is large, there's a lot of dead zones between tiles that make it much easier to capitalize on the mistakes of survivors. Keep in mind that the list of changes in this update are not the only maps that will ever be changed. We wanted to go through as many as we could in the time we had for this update, and we would rather focus on more pressing issues (like strong loops) than tweak a map that is already giving close to ideal results.

    But for the screenshots we shared, I would strongly recommend trying them first. They can still be used well, but you'll need to put some thought into how you run them rather than getting a guaranteed three loops out of it every time.

    Are you also going to be looking at the strongest killers in the game, who will get even stronger; with this patch? There is already nothing you can do except hide against Spirit, Freddy, Billy, and Oni with his power. Nurse already ignores any looping. You can barely get to the next pallet against a good billy / oni even with connected tiles.

    I get that the maps can screw over some of the weaker killers, but that is only if they are not running the perks to deal with pallet loops (which they should be). Nerfing them all just makes the strongest killers able to stomp every solo Q team.

    You keep saying "we didn't nerf the number of pallets, we just reduced the number of maze tiles" aka turning jungle gyms into unsafe pallets any killer can bloodlust at.

  • @Aneurysm said:

    @OtakuBurrito I'm watching now and he specifically says he's quitting bc he's not interested in sweaty/boring matches on the ptb. He hasn't said much about map sizes/dead zones and complained that some windows are still too strong like ironworks/cowshed.

    Uhh he is definitely complaining about the maps. He says "the map size reductions are drastic, legion got a massive buff"

    @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206170#Comment_1206170

    In my survivor main dictionary it says;

    Boring = The Killer is skilled and doesn't fall for mindgames or 360's which doesn't make for good YT content.

    Sweaty = The Killer is playing with the intention of Sacrificing all 4 survivors.

    Sweaty / boring means the killer refuses to leave the hook and is abusing how incredibly easy it is to camp with free damage killers / one shot killers against solo Q in DBD. You don't have BT / DS on? Go F yourself. Even if you do, you are probably just trading. Could also mean 1 hook mori's or any number of busted killer builds.

  • @Devil_hit11 said:

    @xEa

    The reason why that map has so few pallets is because all of those pallets really strong. 4 jungle gym pallets is insane. even if you only managed to vault the window once and drop the pallet. Most of jungle gym pallets when droped force a break action from the killer and this break action allows you to get a fixed distance away from the killer. The shack itself is another free jungle gym. Even though there's only 8 pallets on the map, each of these pallets provide near guaranteed stalling value against most killers. A map like Hawkins has over 20+ pallets, but it doesn't have jungle gyms and that map is still harder to win as survivor than hawkin. It just goes to show that jungle gym pallets are like worth 5 unsafe pallets worth stalling power. The strength of jungle gym doesn't come from pallet itself, but the window. pallets are just resources you to use to avoid getting hit when you make a bad read at a loop. This means that if the killer in question does not have an instant down, you can use your own health state as a pallet resource and still use jungle gym as if the pallet was there. The next upcoming patch includes the removal of many powerful windows, so survivors have one less strong resource to avoid taking hits and stalling the killer. I wonder how long will it take them to remove last 4 remaining god loops in windows that appear on Haddonfield,Mount Ormond,Mother Dwelling and Disturbed Ward. until then, I don't think bloodlust is going anywhere and I don't even know if these map changes move needle for killer really.

    And guess what? Half the killer roster hard counters those pallets. Any of the rest can bring bamboozle or spirit fury and get free hits at them. You think shack pallet is going to save you vs a stridor spirit or snare spam freddy? That's a joke.

  • @ZackaryFreeman said:

    Lmao killer in red ranks is legit instant queue, the moment you press the ready button you're already in a game.

    Just shows how much of a killer shortage we got, so making killers come back and having to wait a bit longer won't hurt us at all.

    On the other hand survivor queue takes 15+ minutes for a single game, incredible.

    Not during the day. You wait 5-10m for a red rank killer game. Survivor Q is instant during the day. Killer Q is only instant at night.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205947#Comment_1205947

    The points/pip system penalizes survivors for not unhooking. Also theres general human decency in not expecting another human being to spend 2 mins playing hook sim after waiting 7 minutes just to get a game. Some killers are so scummy though they prey on human deceny.

    I like how once again you’re so determined to defend your side that you want it left as it is, even though as explained its bad for the games health and ruins the game for a lot of people.

    Also once in a while? Lol its the majority of games. If it was once in a while it wouldnt be an issue but these days it seems like 9 out of 10 killers will always stay within a fairly close proximity to the hook.

    Now the counterpoint is that some of these killers are supposed to be really evil.

    But they should really just increase the gen times and do it how deathgarden did, you get on the hook, and get re-spawned on some random part of the map. That would require an entire game rework, but it was the only good part of deathgarden. Camping is too easy with 1 shot killers, and requires some pretty cold survivors to deal with it properly.

  • @Arbmos1998 said:

    They do its called DS and Borrowed Time.

    That doesn't work against camping 1 shot killers.

  • Camping is super real. It doesn't impact SWF, who can communicate they are being camped, but it hurts solo Q the most. Every single survivor needs to go to the hook to confirm the camping. And then most people will still attempt the save anyways, giving the killer more free downs. It is especially bad on stealth killers using mori's, who can just smack you straight off the hook and ignore BT / DS.

    "Just rush gens and let your team die", then I depip. This has been brought up multiple times.

  • @BigBrainMegMain said:

    I bring a key.

    That's how I deal with being a solo survivor.

    Almost every match, I bring a key.

    Same for me. Left behind and a key. There are too many games where you get a killer running a BS build on a killer sided map and it is such a stomp that the only thing to do is wait for the hatch. That is why I will never complain about keys when I am playing the killer, who I usually main.

    The game is only survivor sided if every one of the 4 survivors are really good, or are running meta perks. Whenever I see some baby survivor getting downed in 10 seconds and then tunneled off the hook, to not have DS, at red ranks; I die a little inside.

  • @Kyari said:

    Been playing dbd a while, and finally decided that with a play station sale going on that I would like to purchase a DLC killer. I've currently nailed it down to two, and both fit my old school killer stalk your prey play style, of course I'm talking about Myers and Ghost face. I personally don't enjoy the wraith, so he's outta the question from my own opinion. I just thought I'd come here to see what people think, possibly draw up a little friendly debate between survivor and killer players alike. I know of all the various builds for both, eg tombstone Myers, infinite T3 Myers, XXXL spooky boi ghost face etc.

    So I'm curious, who do you guys think is more fun, and who do you think is more viable? I love both killers I've been a fan of slashers for along long time but can't decide. Don't want any arguing just some nice general opinions, don't care what your rank is (^:p

    Myers has much more snowball potential, but a weak early game. You get someone on the 2nd hook with myers and have a hair bow? You can freely camp them to dead. No other killer in the game has an instakill like myers, though dedicated server can make it tricky to pull off since dedicated grabs are finicky. His add-ons are way stronger than ghostface. I mained myers 2-3 years ago specifically because he gets triple the mori's of any other killer.

    But ghostface is consistent throughout the entire match. He can pull off cheese myers cannot dream of.

    Wraith is honestly stronger than ghostface when it comes to stealth attacks. Windstorm is a very strong add-on.

  • Calling out someone for cheating who isn't is probably the biggest compliment you can ever give someone.

    One of my favorite huntress streamers, CoconutRTS, regularly gets called out for hacking; for being a god with his hatchet shots and using bitter murmur to snipe people across the map.

  • I hate new legion, old legion was just overpowered.

    New legion? He sees you, gets a free hit. Anywhere close to your team and they got spotted? Now you are injured too. Hope you are not playing on some immersive map with no pallets to use.

    Super lame, it's the same reason I don't like plague. Oh you saved anyone, touched a gen, touched a totem? Sorry, you are now injured, unless you want to give her a very powerful ability that may or may not wipe your team (who refuse to cleanse even on deathhook).

    People saying legion are weak don't use any chase perks on him/her. You can use bamboozle or spirit fury and boom, now your free first hit comes with a free second hit.

    There's no other killer in the game that I see who can potentially injure 3+ survivors in the first minute of the game. But he is a bad killer, right?

  • @Crazewtboy said:

    The changes to killer were needed. It is possible to dominate a killer when you are coordinated and that is what the game should be balanced around. You can't balance around new players because the game starts out too hard for them. They have to grow their skill and will ultimately get better at the game. Experienced play is what you have to balance around because that is where people know what is good and when to use/abuse it which is what balance is meant to change

    The game should not be balanced around SWF. It should be balanced around solo Q.

    Deathgarden made the mistake of having the game balanced around a team on comms and it destroyed the game because the killer was so powerful he would slaughter any solo Q team.

    There's already killer builds powerful enough to contest SWFs, and against solo Qs they are brutally oppressive in the hands of skilled players. I won't list them because honestly there are so many, and seasoned players already know what they are.

  • @GrannyonAcid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202268#Comment_1202268

    Everyone has different experiences. Exactly why these forums are filled with threads about balancing every day. I've got 1,100 hours according to my steam in the game since launch. I've had it from the beginning. So I don't play super frequently. I take months without playing it often and just come back as a casual player. I've also found myself being a killer main most of my time playing. I'm sitting at rank 1 survivor right now and finding it impossible to lose. Where as my killer rank is 7 and playing killer isn't any fun right now. I still spend all my blood points in my killers hoping someday I'll enjoy it again. I've also never used add ons while playing killer, no mori's, no NOED. Right now as a survivor I've noticed every killer runs NOED. I'd rather play survivor over feeling the need to turn NOED on to get free hooks at the end of the game.

    I wish I had your teams then, because I have plenty of games where people are getting mowed down right off the bat and I barely get out the hatch. There's also super boring games where a baby leatherface or something gets 1 or 2 downs on haddonfield then just facecamps someone at the end while revving the saw. It all depends on the skill of the killer. But I do think a skilled survivor should be able to run circles around a less skilled killer, as that's pretty much the only fun thing about playing survivor.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202258#Comment_1202258

    And like most games, dbd should not be balanced around the top 10%. Even if there are a lot of red rank survivors right now, maybe once they get rid of god windows and too many safe pallets close together the potatoes who don't even understand the concept of taking hits will fall to their real rank. Survivors need to work together to win, and with more balanced maps then only the people with a real understanding of teamwork will be in the red ranks.

    As I just stated, only the top 10% are going to be chaining the tiles together in a way to actually run a killer for 5 gens. And usually that is going to involve alot of outplaying the killer as well. And top 10% isn't even red ranks, I still see plenty of red rank survivors who camp pallets and must be getting away with it because the killer is a noob as well.

    They break them up too much to make the game easier for new killers, and the top killers are going to demolish people more than they already are.

  • @GrannyonAcid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202229#Comment_1202229

    That's great. But probably not very common. Stats like those are impressive. I've always felt that I played good as killer but not on that level. You cannot balance the game based on the top skill level of players though. Your friend might be the best killer player in the world. Doesn't mean everyone is performing that well.

    Well that's what breaking up the tiles is aimed at. Noob survivors don't chain tiles together, they rarely loop, and typically just camp the pallet. You rarely see someone who actually knows how to run every tile and will be chaining them together in a gigantic loop.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202229#Comment_1202229

    And what killer were they playing? Nurse, Spirit, Billy? I already said that the best killers ignore loops with their powers so a god window still does very little against them.

    He played them all, but not Freddy/Nurse/Spirit/Hag, and rarely billy/huntress because he thinks those are too easy.

    You can easily find streams of rank 1 killers slaying game after game after game. And they are usually using brown add-ons, let alone the best add-ons and Mori's.

    Solo Q is an absolute stomp at red ranks unless all 4 survivors are really good. It only takes 1 noob to get tunneled off at 3-4 gens left and its a GG. And even then, you hit a rank 1-2 killer with an Ebony and you just lose.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202193#Comment_1202193

    Moris are a completely different unbalanced part of the game. I'm saying that killers should be able to win chases with movement and mindgaming. Killers that don't need perks to win chases ignore most loops anyway, so this isn't that big for them. There's just more space between the loops so that a survivor has to be more strategic about when they move to the next loop.

    I'm just saying, as the game currently stands, you can watch some of the best killers win hundreds, if not thousands, of games in a row. I know one killer who has lost only ~15 games in the last 1100. And the losses were to tryhard SWFs. That should tell you the state of Solo Q. The fact they are nerfing it sounds so bad to me, coming from someone who plays both sides.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201875#Comment_1201875

    The entire map should never be a loop, that was why Ormond was such an issue. And killer players should not have to rely on their perks to win chases. That's what the new patch is trying to fix.

    And that leaves any killer who already didn't need perks to win chases in a completely overpowered state. You don't need any perks to win chases, really only bamboozle if you specifically wanted to shut down god windows; on M1 killers only. Plenty of killers already had powers to stop them. Trapper can trap it, doctor can shock, freddy can snare, etc etc.

    So now they balance the game so that a pig can run around downing people with no problems, and that makes the killers like billy ridiculously strong.

    You will be praying for the entire map to be a loop when you are getting tunnel mori'd. Now it's just deadzones and you die by default? I might only be playing killer after this patch, with a tiny bit of survivor mixed in when I want to play locker simulator.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1202101#Comment_1202101

    BNP is a free 25%, just saying. now with Ruin nerf its even ez'er.

    And a key is the only thing that will save your life when your team is getting slain and blowing pallets like there is no tomorrow. Then the killer finds the RNG hatch first and you just automatically die unless you get lucky with the gate spawns. I'm good with that, I would at least like to have a shot in some of my games where my team is bad. Especially these days, where urban evading noobs who can't loop are in red ranks.

    And I will take an extra health state over like ~20 seconds of gen progress any day of the week.

  • Lol, imagine complaining about toolboxes after the nerf. I would not even pick them up out of a chest to use it if I had another item, because you will get less gen progress swapping items at the chest than just doing a gen.

    They are practically a meme unless it's a commodious with BNP and even then it's still worse than an instant medkit or a key.

  • @Schmierbach said:

    Survivors. If they make few or no mistakes, the killer can do nothing. Fortunately most survivors are a lot worse than they think they are.

    Unless the killer is running a BS build, which plenty of people do. "Make no mistakes" against a stridor spirit lmao. You can't run because she will hear your footsteps and see the scratch marks, you can't walk because she hears your groans of pain, and she instantly finds you at the gens because she can run monitor and have a 16m terror radius.

    The game is killer favored against solo Q, survivor sided with SWF, and killer sided with any number of broken characters/builds/add-ons.

  • Because you are talking about the game 2-3 years ago, where it was nurse spam for days at the high ranks. The fact there were way more pallets didn't matter, because it was all nurse, all the time.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201945#Comment_1201945

    I don't think you understand the situation. They shrunk the map, weakened and removed some loops, AND lowered the amount of pallets AND kept bloodlust in the game. What are survivors supposed to do exactly? Especially against an insta-saw Billy? There's no pallets.

    Exactly what you do on some of the newer maps. Sanctum of wrath comes to mind, there's almost nothing to work with. At least Hawkins has some garbage pallets you can throw like a bot but Sanctum has like 8 pallets by default.

    Sit in bushes, hide in lockers, and hold M1 on gens. Die in 20 seconds if the killer finds you, probably get camped while you are at it. Amazing gameplay.

  • @BenZ0 said:

    This game was for almost 4 years straight up survivors sides and you cry now because there is a patch coming with some changes that are needed and healthy for both sides of the game?

    Any killer could spam nurse before her nerfs and kill anyone with little skill required. That's almost the same with spirit as she is now. I think like 70% of my games pre-nurse nerf were against nurse, and the game was survivor sided? Probably 40% of my current games are against Freddy and Spirit, with alot of Billy, Huntress, and Deathslinger sprinkled in.

    Balancing around M1 killers is going to be terrible unless they nerf all the killers who already counter looping.

  • @Cheers said:

    This actually won't effect high mobility killers as much as it does low mobility killers.

    Also the only maps that need more pallets, or rather a rework of some sense is Shelter Woods (Mainly due to the lack of pallets in the central area around the tree) and Hawkins (Very few safe loops overall while loads of killer sided loops)

    Yeah, breaking one pallet near a gen and then having a massive deadzone won't impact a killer like billy; who just murders you at any deadzone and patrols the entire map within 30~ seconds with whispers.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201843#Comment_1201843

    I'm sorry, but if you think that the perks and killer the player is running is the only thing that makes the killer good then you are sorely mistaken. Good killers can midgame loops but if the loop is too safe then there's no way to mindgame it. Just because you run Bamboozle and vault every window in sight doesn't mean that you're a good killer.

    It's the map knowledge, and knowing which chases you can and cannot take. A survivor is running to a god window or strong area, are you playing a killer or build that can handle it? No? Leave the chase. Yes? Go for it.

    There's plenty of killers, even at red ranks, that I run for 5 gens because they will never leave a chase and I get to use the entire map as a gigantic loop. Where-as if they actually left me, then they could take advantage of all the dead zones that were created.

    That should be possible to do. Plenty of killer characters are so strong now you just quickly die by default when they see you, and it's sad the game has gotten to that point.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200466#Comment_1200466

    Yeah, if the killer is bad. Sadly, certain loops are uncounterable regardless of the killer's skill, like the old house of pain or the ironworks infinite or the filler pallets on the coldwind maps.

    I disagree. Good killers will be running the characters that hard-counter looping, or if they are not, they will have a build that soft counters looping. If they are running neither of those, then they can abandon that area. That's what makes them a good killer.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201641#Comment_1201641

    Dude there not getting rid of all the pallets, just the cheesy ones that require zero skill that brain dead people can continuously loop the killer on forever unless your Freddy, spirit, or nurse. Billy is very easy to loop. A lot of people are intimidated by his speed and insta-downs, but he's ######### when it comes to loops and windows if your a good survivor. Survivors are now gonna have to rely more on skill, then bad map design, and that's how it should be. A potato shouldn't be able to continuously loop a red rank killer, but.... This patch puts a nail in THAT coffin.

    No potato is going to be looping a red rank killer for very long, the worst they will be doing is camping pallets. Urban evading potato's don't even know what looping or god windows are. They just get to red ranks because it's too easy to pip as survivor.

    You put some chase perks on billy and he is a monster, it's as simple as that.

    But people will be running around with stupid builds on like wraith crying about pallets and the ruin nerf. Survivors too OP when there's actually so many utterly braindead ways to get free downs in the game.

  • Yup, some of the best killers in the game refuse to play her because she is too easy for them.

  • @lordtomato said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201683#Comment_1201683

    Spirit

    Pop, Ruin, BBQ, corrupt intervention

    they still got a gen in 40 sec

    And spirit downs people in 20 seconds during the chase. Then you shave off 20 seconds from any gen of your choosing with pop. The fact you are saying killer is too weak while playing spirit is actually hilarious to me.

  • @lordtomato said:

    There are no pressure on good survivor, you will know when you play high rank match

    Then you are not playing a strong killer or don't have the right build on. The fact you can have some of the best killers in the game running around with 98% win ratios (at rank 1) means something.

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201471#Comment_1201471

    Since DH gives invulnerability, there is no way to counter play it. The instances where you can bait it out or wait for a swing are instances where the survivor is not utilizing it. You can't always block the pallet completely, it takes high precision. The fact that survivors can turn severe mistakes into wins is why DH is so strong. SB and Lithe have special conditions that aren't always present during the match. Dead hard has a condition that is present in every match and almost every killer interaction with a survivor. You have to walk or crouch everywhere with SB, and most windows aren't nearly as strong as pallets. It is also viable to run two exhaustion perks as well, so you can run DH and Lithe. SB can easily buy you 40 seconds so that you can then DH. DH, SB, Iron Will, DS.

    DH can be used to get that extra 2-3 seconds a survivor needs to get to the next chain of pallets and windows to ensure a long chase, or it can be used whenever the survivor makes a pathing error. It's a very versatile perk and punishes the killer for doing what they're supposed to do, hurt and then down survivors.

    And then you hit a 1 shot killer and your dead hard is useless. Or you get exhausted on the ground. It's only reliable for distance, and SB / Lithe will get you way more distance than dead hard ever will.

    "Can't outplay dead hard" except you can walk straight on top of the survivor and find out if they have it. It's only super tight loops where it can be used for distance that it is strong, and that's probably only happening at the highest levels of play. With the ruin nerf, the dev's have shown they are not balancing around that.

  • @shane32 said:

    Im so confused with posts like this. shouldn't the game be killer sided? In what world would the survivors be equal to the killer lol. The fun is trying to escape the op killer hiding and running......Not going face first at the killer taunting him and tea bagging him. You should be afraid of the killer and not want to be anywhere near them.

    Being immersed is actually the most boring thing in the world. The game should be about the chase. If survivors can only hide from the killer (who can easily find them through tracking perks anyways) I would leave.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201303#Comment_1201303

    How does this put a nail in the coffin for solo survivors? I really am curious, because the only changes to solo are the God loops/windows. Your gen speeds will still be the same unless your grouping up.

    They are nerfing pallets across the board as well. Which will be a death sentence when you hit killers like billy. It's already a struggle against a good billy, even with god windows and connected tiles. One bad survivor on your team is all it takes to lose. A good billy will be zoning you in a way you are forced to throw good pallets instantly, spacing them out further just means you are going to be a free down in most cases.

  • @Almo said:

    "the static blast was added because many complained about his 'no effort tracking ability'"

    Actually, this update was not "because many complained". The design team didn't feel Static Field being passive was as interesting in terms of interactions. The Blast is now more of a choice for the Doc. 60 seconds is an eternity in DbD. In the average match, he can use it 10 times. Once it's gone off, you have some idea how long it will be before it's used again. Got a Doc who Blasts after every hook to find his next target? Jump in a locker when someone is being carried.

    Overall it's healthier for gameplay.

    Lmao. I just throw whispers on doc and auto-find survivors every match. And the new shock is borderline busted in the hands of a skilled player. You almost cannot throw pallets against a really good doctor. I had a bamboozle doctor the other day who didn't even bother to kick the shack pallet. That's how good he is now.

    "Doctor is frustrating to play against" was actually the worst excuse. He is way more annoying now.

  • @Joelwino said:

    No one should be able to run the killer around for minutes. Just because No0b3 or Ussylis can doesn't mean it's an intended feature. Killers should be able to down a survivor after a bit even if they make no mistakes. Gens go by too fast for the killers to afford going on 2+ minute chases.

    A survivor with superior skill and map knowledge compared to the killer should absolutely be able to lose them the game. You should not just win by default because you saw the survivor. The killer tracking perks are too strong for that. A killer getting run for minutes is a noob, and doesn't know how to drop a chase. Getting run for 5 gens should absolutely be possible if the killer is bad.

    Otherwise, why play survivor? To hide in a locker all game? Alot of people already do that, and it's a snoozefest.

  • It's gonna be really bad against the stealth killers, but i'm way more worried about billy. You already could barely get to the next pallet against a good billy with connected tiles, sometimes even having to throw amazing pallets for it to be instantly sawed, and now they are gonna be further spaced out? There's also really no hiding from a whispers+BBQ billy if you are actually doing gens. So add in pop goes and it's going to be easy wins for days I think.

    I mainly play killer and I think these changes are gonna be awful. The game is already super stompy against newish survivors, who made it to red ranks because of the pipping system. I have games where red ranks are completely unaware of the god loops. I don't mind them, since they are pretty easy to play around and punish newer players. But an overall nerf to survivors sounds super brutal in a game where you can be running spirit fury billy / freddy / Oni / Spirit etc.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191114#Comment_1191114

    In my opinion the Killer should not have to spend 2.6 seconds (if I am not mistaken, this is the time to break the wall) to actually play the game. Because I think it is a bad use of breakable Walls when they are mandatory to be broken, and this is the case for almost all the Killers when this is a breakable wall.

    I mean, a breakable Wall would still be better than the current loop, this is for sure. But why let the Killer spend time to break it, when he will 100% be doing that? There is no real option to keep the wall intact.

    Yeah, survivors should just spawn on the hook. They are slowly and surely removing all ways for survivors to express skill in the game. If you have the map knowledge and skill to loop a killer for 3+ gens using just the shack and a few jungle gym pallets alone; you should honestly be able to do that. Because you are better than them in a chase, and should be rewarded. And the killer should be punished for his poor decision making.

    Now? Nah, just hold W at the survivors while they mindlessly toss the unsafe pallets. Hide in a bush all game.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190884#Comment_1190884

    I mean telling killers to use a perk to counter bad map design would be like survivors getting told to run resilience and spine chill to not get hit through windows,right?

    Both things are incredible frustrating for each side.

    Many people are frustrated with these kind of loops because there is no counter play to them (unless you use certain killers or perks)

    Each side should have the chance to outplay their opponent.

    And nobody is asking for maps with only deadzones.I would love to have more maps like Coal Tower or Father Campells Church.Both Maps are smaller than the rest and have pallets and windows that are not too strong or too weak.

    Honestly, the way this game is headed.....you just die in 20~ seconds whenever the killer finds you. That's already how it is for many of the current killers and new maps. Even the shack is nerfed on new maps because baby killers can't handle it. It's kinda sad.

    They can balance the game around M1 killers but just ignore how incredibly overpowered it will make the killers who already counter looping.

  • I will use it every now and then. But I had a good laugh a few days ago. A survivor's first words in the pregame lobby were "I have deliverance and DS"

    Probably 20 seconds into the game he got downed and hooked by Freddy.

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