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SmarulKusia

SmarulKusia

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SmarulKusia
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  • @Entity_Hugs said:

    Infinite exposed sounds OP on paper, but adding in everything else about Myers & the game; it's really not that powerful. You're acting like Meyers is unstoppable if he hits T3.

    This just is not the case. And yes, 3-4 gens WILL pop before he hits T3 with the add-ons, since Survivors can block line of sight easily.

    putting aside the infinite tier 3, tombstone Myers can put all of that progress in the bin by simply getting a touch of a survivor in a chase. Not to mention that tier 3 doesn’t have to get popped immediately as he can harvest it until he is in good range of the survivor.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276495#Comment_1276495

    4k? Slug the third, hook the fourth, look for the third who has crawled away, coincidentally find the hatch, close it, Adrenaline?

    You shouldn’t be hooking too far away. So they realistically wouldn’t have crawled too far away.


    he decided to slug, and he got countered and lost out on a 4k, not anyone’s fault but his at that point considering Adrenalin is only activated when gates are powered

  • @EntityDrudge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276317#Comment_1276317

    It's literal view distortion. That is not fair. No matter how much weight you think your anecdotal evidence holds. There is absolutely no view distorting effect for survivors on any map. Besides clowns power.

    Doc also has random pop ups, messed up skill checks and messed up visuals

  • @Victor_hensley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276479#Comment_1276479

    You are further proof that most people in the community are toxic.

    I could not find the survivor, but I found the hatch first, but I was on Lampkin Lane so I lost them automatically.

    Why were you leaving them slugged though? Adrenalin is a counter to slugging, and you got punished for playing that way.

  • @Victor_hensley said:

    Why did I close the hatch and you picked yourself up when you were down and escaped?

    Either have adrenaline and NOED, or none

    That’s what you get for slugging the last survivor for no reason? lol

  • @Johnny_XMan said:

    I am a Myers main who rarely uses that add on, but I can tell you it takes long enough that if survivors know what they are doing (not letting him stalk them) it will take time to even get to T3.

    So the difference is that Huntress gets Iri head from the start, Michael has to work to expose survivors. His expose is on a timer while Huntress' iri heads are not.

    Difference is, a base game Myers still has an instant knockdown - even if he has to “gain it” whereas base game huntress doesn’t have that. Iridescent Head doesn’t make her faster either (if I’m not mistaken?) and she will usually have one hatchet, meaning she has to go to a locker each time if she’s dedicating to her throws.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276363#Comment_1276363

    Isn't "not coming back after an unhook" just typical killer stuff? Y'know, disable two survivors for a short period of time while chasing a third, leaving only one at the gens?

    Honestly, I wish it was the case but it’s not. Lots of tunnelling killers lately running rampant in my games

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276323#Comment_1276323

    That's what I don't like!

    I don't like seeing a Myers, Ghostface, Billy using NOED. I don't understand why they're allowed.

    As if playing against a 1 Shot killer isn't stressful already....

    Agree with this sentiment.

    been taking records of my games recently, a lot of Ghostfaces, Leatherfaces, and Myers that have been using NOED for one reason or another - or even Moris as if these killers can’t end games quickly enough lol

  • By their behaviour.

    eg. Not coming back after an unhook, how dedicated they are in chases. If it’s someone like Hillbilly then usually the usage of their ability and such.

    this is on top of the fact that you can predict a big majority of perks, eg. Nurse’s, hexes, BBQ, POP..

    behaviour patterns are more important than people think, and some underestimate that.

  • @Entity_Hugs said:

    It takes 80% of a match for T3 Myers to get to that stage, dude. He's an M1 Killer until the last Gen.

    And the other..I dunno. I never see it in use.

    It really doesn’t take that long but ok buddy

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1276323#Comment_1276323

    Not rank 1, but I use NOED with the Hillbilly because survivors don't expect it. I like to keep 'em guessing. IMO, it makes for a more fun game when you don't automatically know everything your opponent has and will use. This doesn't apply to just DbD, but PvP games in general.

    I’ve learned to not have expectations for anything in this game. I mostly make guesses on the way that one plays in the match. Killers running NOED usually aren’t too bothered about hooked survivors/not being able to get survivors on hook.


    it’s funny, I can usually tell if someone is playing with NOED and now whenever I play with my friends, I’ve instilled a fear into them when I call out that I think the killer has NOED, and it makes them run to get rid of all totems lol. We usually do totems anyway but yeah

  • @BigBrainMegMain said:

    I also believe NOED should stay in its state.

    I believe it's in the middle between healthy and an unhealthy perk.

    When a killer starts to learn and adapt, thus becoming a better killer and gaining his/her kills before the end game then he/she will chose a perk to replace it.

    OR, the killer will forever rely on it, make it to end game and never learn a thing.

    In my last 10 games, I ran into three rank 1s that ran NOED even when playing instant knockdown killers lol.. people like easy and cheap tactics, and the devs aren’t doing anything to stop it

  • @PigMainClaudette said:

    The main problem with Wraith is that he is SO HIGHLY add-on dependent in order to reach any sort of viability. Yes, he can do really well, and people can keep up in red ranks while not using super underhanded. But simply put, the consistent BP requirement for add-ons can be a turn-off for some people.

    I've started trying to play without add-ons as I'm trying to level up a few different characters and killers like the Wraith just suck to play without add-ons.

    I play him with no addons or perks lol. Sometimes I will use one of his base perks but that’s about it.

    I win most games with 4ks. Wraith is really good. There’s better killers sure, but I’ve rarely lost a game as Wraith and I rarely win games playing against wraiths too lol

  • @Nurgling7 said:

    What I find WAY more fascinating is this idea that the killer always has to justify their build or playstyle to their opponent.

    People laugh at the notion that it's the Killer's job to entertain the Survivors, but legit strategies are considered "toxic," and as soon as the killer uses a good build, it's a rush to call the police on them for ruining the game.

    only because a strategy exists in a game, doesn’t make it any less scummy to play - that goes both ways.

    playing a killer that can expose survivors - whilst camping and tunnelling is ######### to do because there’s little to do to fight back against it

  • @Waffleyumboy said:

    Why does anyone use powerful builds in video games? Why does anyone play in an annoying way in video games?

    A lot of people don’t actually use powerful builds, I’ve started to recently take notes of perks and etc in all my games. But I’ve been running into a lot of Rank 1s, playing killers with insta down abilities, who will camp and tunnel and also have NOED on.


    personally that seems like a really boring play style from both sides.

  • @DwightOP said:

    This is more an advice for the devs than the consumer since they have to make it happen and the consumer can't make it themselves.

    But to me it either seems like the devs don't even know that (which would be embarrassing to say the least) or they simply don't care and have other priorities (look > FPS).

    However, BHVR.. Turn off volumetric fog. Or give consoles (and pc aswell while at it) the options to decide if they want volumetric fog or not. This option is power hungry as hell. It's known in every game.

    And before engine.ini editing wasn't possible anymore I did many experiments to see what exactly costs a lot of fps and where I can find the fine balance between looks and performance.

    The results: volumetric fog is by far the most unnecessary options and has yet most impact on the performance. I tried it out on a low end laptop and on a mid end pc. On both systems I was achieving over 30% more fps, in some cases I was even able to double the fps.

    Edit: to specify my experiment, the exact line in unreal engine was "r.fog" and the value "0" stands for "off". This line is probably number 1 reason for destroying console performance and definetly for low to mid PCs.

    Isn’t the fog part of the game? as in, arent there offerings to increase and decrease it??

  • @Bubbas_mallet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1270420#Comment_1270420

    That small amount of distance you get may be enough to run around the loop another time. Or get to a another window or pallet

    Which he can then shock you out of using.

  • @Bubbas_mallet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1267920#Comment_1267920

    Imagine saying that Doctor is OP.... Everytime he shocks, hes a little slower, that can grant you distance in a chase. Its absolutely counterable.

    That can be immediately cancelled through bloodlust and doctor being naturally faster than a survivor? Lol yup. Ok buddy

  • @Respectfulnancymain said:

    Lets say you were a dev for a day what changes would you make?

    Remove the idea of “transferable teachables” so that every survivor suddenly is unique and every killer has a strength/weakness.


    then categorise every killer and survivor into categories whilst reworking their perks so they all have one good perk, whilst the others may be of lesser quality or not.


    then put in actual methods of communications so that teams can play as teams instead of having to rely on themselves.

    put in a casual gamemode that removes ranked which would allow people to practice and not take the game as seriously.

    for custom games, create a search lobby option which allows people to find a list of open lobbies to join.

    add in more fun/different game modes to keep gameplay new and fresh to the player whilst offering alternatives to the core gameplay.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1270045#Comment_1270045

    "stop crying" shows how blatantly you have no clue what you are talking about. Please stop, ty.

    You should stop embarrassing yourself by crying over a perk that is counterable, has special requirements, can only be used once and is one of the only ways to punish a killer for tunneling.

    im mot being biased, but realistic. I usually when playing killer burn through the decisive early on so it’s not a Plan B in end-game.


    Most killers have adapted and changed their play style to make decisive redundant in which in that case - is one less perk a survivor can work with. So yeah, stop crying.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269163#Comment_1269163

    "it’s not even that good of a perk anymore." This tells me you don't know how strong DS is. It's literally in every single game at red ranks, it wouldn't be if it wasn't a strong perk. It's easily abuse-able and it's deserving of a change too be more fair. If it's used in most games then it is strong, end of the story lol.

    Except it isn’t because I play at red ranks. I know what DS does, I know how stupidly beloved it is by survivors - but the truth is, the perk isn’t that good.


    it is very easy to counter and can only be a activated in certain situations which is the balancing factor. Especially in the new forthcoming meta of slugging survivors - and it being only usable once. Stop crying

  • @Nurgling7 said:

    Because otherwise the balancing factor would need to be checking each clock until you found yours. Like Pig with her boxes.

    I thought everyone hated those mechanics.

    ?? But it would tell you what clock you need to go to

  • @CantDeadHarder said:

    I'm just gonna say it how it is, this forum usually consists of killer mains requesting/suggesting buff ideas to killers and perks, or complaining about survivors' meta perks.

    I'm not saying killer mains shouldn't voice their minds but it seems like the replies they get are usually tame and civil. people have a format of telling them "I don't agree with you and here is why..." and it's nice to see people have a substantial conversation. But if the post is regarding survivors, it gets kinda crazy.

    For instance, if i made a post named "stop complaining about facecamping", I'd see general support in the replies from killers, maybe some survivors but mostly killers.

    Now, if i made a post that said "Stop complaining about Dead Hard" or "DS is balanced". instead of them opening their mind, and looking at the other side's point of view, the replies lowkey get rude. some of the common replies you'll see are.

    "found the survivor main lol"

    "Survivors complain about everything."

    "git gud"

    "well dont run (Perk name(s)) then."

    "But when survivors do it."

    etc.

    Look I'm not trying to call killer mains out or anything. This is just an observation I've made. If a discussion is about a perk or mechanic for one side, it's ok to make references to the other side, a good example of this would be "I understand that DS + Unbreakable is a really powerful combo, but so is Enduring + Spirit Fury." Or vice versa.

    Not to mention when any form of toxicity is discussed of survivors, killers will support the OP, as they should. But when a survivor comes on the forums to talk about killers being toxic, there is always this mindset that ALL KILLER PLAYERS are saints, and that the survivor did something to insinuate that toxicity. Youtube is also making SWF seem like a toxic thing, because a few SWF wanted to be ######### and teabag. In a good half of my games, when the killer concludes I'm playing with friends, they behave like jerks just becasue we're SWF. That doesn't equal a bully death squad. We are just playing for fun.

    Not to mention when a survivor is chasing the killer with a flashlight, it's seen as toxic. Maybe they're just trying to go for a flashlight save? Tru3 and Monto usually have some passive aggressive comments when they're in the process of being blinded or get blinded. I don't understand how trying to save a teammates makes me an ######### and ends up with me getting facecamped, but getting tunnel mori'd is completely fine.

    Sorry for the rant, not calling out killer mains as a whole. I just don't feel as though my opinion as a survivor main matters as much as a killer main's opinion, it just sucks.

    It’s funny, I once made a friendly thread that marked out simple tips for killers in certain situations and how to act on them - and it turned into a whole argument about how killers shouldn’t have to do X, Y and Z.

    others went into the thread to be snarky and be like “what’s the point of this, I already knew this”.

    this community is just toxic and very biased, posting one opinion can have 6 people responding to it to argue with you. Posted a thread about a bias I noticed against killers, replied like 3 times to people and the thread was alive for 4 days with triggered people trying to argue with me even though I wasn’t replying - even the dev replied to the thread. It’s just funny to see how reactive this community is.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269254#Comment_1269254

    I can't stop the Survivors from talking to each other, so no, I'm not blaming them for things I should be doing. Read my examples more closely.

    And it's not 'unfair' for Survivors to not talk to each other; that's how the game was designed. Notive how there's not verbal emotes for 'I have a key' 'come with me?'? The Survivors are supposed to be scare and SILENT. Voice comms ruins that.

    So it's Survivors who have the unfair advantage, and it would be more balanced if they did not have that. But it's clear you did not read my post; there's no way my examples could have been my fault since they all rely on Survivors talking, something I literally cannot prevent because of Cheat With Friends.

    You are blaming a survivor for deciding to go break a totem/working on a unfinished gen etc. These are all things that you, as a killer, can control these circumstances - as a matter of fact, it’s your job to stop survivors from doing gens, breaking totems and etc.

    the game was designed for a team environment, where you are literally reliant on the team. Not having communication is a huge disadvantage when it can end the game for you 2 minutes into the game. Also, what are you talking about in terms of emotes? You don’t need a “key emote”, you can look at their hands, and you do have a “come with me” emote, you also have a pointing emote to COMMUNICATE. I’ve had a survivor communicate with the killer to kill me and let them escape before. This game is meant to be played with communication because you need information.

    I read you thread, here’s how to counter it - take someone off a gen, hook them nearby and kick the gen - believe it or not, suddenly the gen won’t be 80% and the survivors can’t JUST pop it. If you are using totems, you should be scouting out just to check if anyone has found it, that’s your job and if you KNOW the team knows, and you decide not to protect it, then the team will break it (comms or not lmaoo). Your spirit example is actually highly hopeful and pretentious. If you’re playing against someone like spirit and you hear her phase walk and decide to stay on a gen instead of waiting it out - then that’s just idiocy and not an issue of lack of communications.

    its funny how you say SWF is cheating but communication is part of the game, and you treat randoms as literal idiots that are incapable of following up on work of other survivors, really interesting.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1269202#Comment_1269202

    The thing about SWF is that it's straight up giving advantages a Killer cannot counter, and no Survivor should have.

    Without SWF Comms: Dwight finds totem. Dwight gets hooked & dies. Totem is safe and still happily doing it's Totem Thang.

    With SWF Comms: Dwight sees totem. Dwight dies. Dwight tells teammates exactly where totem is. Totem dies to a Meg that could, in-game, somehow read dead Dwight's mind, I guess.

    Without Comms: Dwight has a genny up to 80% solo. Gets hooked & dies. Killer kicks genny, it regresses to 15% before another Survivor finds it.

    With Comms: Dwight has gen at 80% dies, tell his friends to go finish it.

    Without Comms: Dwight gets hit by Spirit. Other Survivors think Spirit is chasing him & work on gens. Spirit is vaping across the map & grabs an unhurt Meg off her gen. That's 2 health states avoided.

    With Comms: Dwight gets hit, then tells his buddies that Spirit stopped chasing him. They stop doing gens & hide before Spirit makes it across the map.

    In all these cases, SWF comms has drastically changed the momentum of the game, all because SWFs are cheating by using a 3rd party program (Discord) to gain an unfair advantage.

    you’re blaming SWF for things that YOU should be doing. If you had the chance to stop the progress of a gen and decide to not do that, that is not the fault of the survivors (comms or NOT).


    this argument is so lazy and such a scapegoat on players that are playing the way that a team game should be played. In the situations without communications that you describe, there is literally a LACK of teamwork which isn’t how the game is meant to be played and that is seen through what the developers deem as “good actions” in the game. You get points for protection hits, you get points for acting as a distraction, sabotaging hooks, healing people, unhooking people.


    having a lack of communication with a team is only disadvantaging the TEAM and giving the killer an unfair advantage - on top of other things.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268031#Comment_1268031

    Funny. SWF gives Survivors too much info at once, yet I get called out for calling it 'Sweat With Friends' :P

    It's almost like only Survivors are allowed to have everything, while Killer's are supposed to have an uphill battle until the Survivors say otherwise.

    'Imagine Survivors had a multi-tool'

    Umm..Voice chat. You have literally described Sweat With Friends.

    SWF communications should’ve been part of main game anyway - it’s dumb to set up a team game that is so heavily reliant on teamwork yet you can’t communicate with one another.

    SWF isn’t a multi-tool though, it can give better coordination but more often than not, the experience isn’t all that different unless you get really bad survivors which can mess you up even more than the killer can (which is why comms should be a standard - emphasis on the team part of the game).


    as someone who also plays killer, I find little difference between playing a SWF or not. As the killer, I STILL have to learn player patterns and behaviours, and do a lot of mental “noting” when deciding on what to do. Playing against a SWF or randoms takes the same process and the same actions - but realistically SWF isn’t the multi-tool and is just a scapegoat used to excuse bad plays on the killers part, or idk, accepting that you played against a group of survivors that were more skilled than you? Lol

  • @CurlyHair said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268031#Comment_1268031

    Sounds more like you have a personal problem with him more than actually being bothered that he's unbalanced and unhealthy for survivors ( which he's not ). I mean come on , every killers abilities does their job for them.

    By your logic demogorgon can find people with his portals, use them to travel around the map quickly , stagger the game by making survivors have to destroy his portals , very long and helpful lunge on his m2 , my god , where is the skill ? His power does everything for him !

    What about pig ? Her traps stagger the game immensly and if you pay attention you can use them to your advantage for quick downs = more pressure , no heartbeat so she can surprise you , another dash that helps in looping , god damn where is the damn skill ? her power does everything for him !

    Boy, don't even get me started on freddy.

    Just kidding, i really hate freddy.

    You guys are so good at making such horrible comparisons and really trying to make an argument out of it.

    Demo is actually a harder killer on the spectrum of killers, and I often run into people that struggle to utilise him to his potential. He has to PLACE his teleporters - which you don’t have to even destroy. You get a warning of when he’s teleporting you you and this gives you an opportunity to get a head start. There is literally little that you can do against getting shocked by a Doc if he’s aiming his ability at you other than to hope to run out of it’s radius.

    Demo: Teleportation (Destroyable) / Stepping over teleporters makes you oblivious / Long Lunge ability

    Doc: Short Shock / BIG shock / 3 tier insanity (stagger) / Shock stops you from taking actions / Shocks give away locations / Skill checks are messed up / random pop ups which can distort vision


    wow, so comparable, truly a fantastic comparison of a killer who has a balanced kit (and requires skill to play) and someone with an overloaded kit that can literally award many bad plays.

    Pig has 4 traps (of course, she can put addons, but base game pig) which are removable. Pig’s stealth/lunge also has two big counters, using your eyes and ears. Once Pig engages in a chase - she doesn’t actually have much to use as both of her abilities literally have requirements that can’t be met in a chase - crouching or having a survivor downed. The only thing that stops Doc is cooldowns. Pig isn’t as skill demanding as Demo, I’ll give you that, but her abilities are limited down to situational scenarios - not to mention that pig crouch walking isn’t fast so that you (the player, an advantage).


    freddy is also overpowered but that’s a argument for another day :)

  • @thai_libra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268031#Comment_1268031

    That is a good point, but in my personal experience i often seem to be up against some pretty good players that can gen rush in minutes before I can actually do anything to the survivors.

    That’s just the unfortunate matchmaking system that is putting you against survivors that you shouldn’t have to play against - it sucks, I know the feeling

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268013#Comment_1268013

    Which is how he can get their location. At least the Doctor has to be in the survivors' general area to get their location. Therefore, the Trapper is actually more broken than the Doctor because disabling his traps still benefits him somewhat.

    or they can avoid the trap entirely - a lot of times trappers spend most of their time setting up traps whilst a Doc has a cooldown ability. Doc activating his power takes less time than a survivor accidentally walking into a trap or disarming it. Doc also has a power that can pretty much hit half of the map - so no, he doesn’t have to look in the general direction.


    trapper - unlike doc, is a late game killer, who has to hope that someone runs into his traps which have a much smaller hit radius than both of Doc’s abilities.

    strawman.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/151399/stop-blaming-ds-for-lack-of-strategy

    Sorry but I don't believe you. If you truly have 6k hours in the game then you would know how problematic and abusable DS is. Pretty much everyone has a problem with DS. Ask people like Noob3, Monto, Tru3, Otz, and so on, most will say DS needs changes.

    @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265566#Comment_1265566

    Here comes the "just leave them for 60 seconds" argument that isn't valid lol. If you played killer at red ranks you would know that leaving someone for 60 seconds will guarantee a loss. DS is a problem and the devs have said they are working on changes too DS because of how problematic it is. it's been almost a year since they've said this but they are working on it, so clearly it is a problem whether you see it or not lol.

    isnt Slugging currently the META strat for killer? If it was such an issue then surely it wouldn’t be one of the main ways to get a win as a killer? lol also, you don’t have to slug, why not hit the person unhooking (or you kno, grab them??) and then go after them instead of trying to be a cheapskate and tunnel the player that was just on hook? There are ways to play around Decisive and it’s not even that good of a perk anymore. My friends who like running decisive have been forcing themselves into lockers just to force the decisive because killers are more proactively slugging and countering decisive. If you’re too lazy to do it then that’s on you and not the ingame mechanic available to the survivor.

    also as much respect that I have for the people that you named - their opinion is no more valid than yours or mine. Being a “top player” doesn’t matter in this game because you will still get paired randomly with players - and you can get extremely good players losing and vice versa bc of this game lol

  • These players have no self confidence in themselves and rely on the biggest second chance perk in the game. That’s why lol

  • @WaveyTrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1267910#Comment_1267910

    I just don’t feel rewarded anymore playing as her. Without Spasm or Matchbox for a chase it’s pointless imo. She’s either too slow, can’t blink far enough, or gets too fatigued. I just played some rounds with her in Piggy Plant. Couldn’t blink through all of the walls, and through the floor into basement from the TV room. I had Plaid Flannel this time so I could see. With her distance blinks she couldn’t blink where she needed to, and the survs took advantage.

    Nurse typically needs either a distance blink add ons with recharge or the speed add ons to initiate some kind of chase element.

    If you’re not enjoying a killer and seeing your progress on mastering them stumped, then I simply suggest to switch. Spirit is a nicer alternative for your struggles as she does what you exactly want - being able to see where you end up.


    the thing that is truly wrong with this game is that there is no way to practice without sabotaging yourself because the devs think they’re so smart by not having a casual mode in the game. Lol

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1267940#Comment_1267940

    Where is he braindead? Also shouldnt we be able to say this to survivors too?

    Braindead in the fact that his power does everything for him.

    locates survivors for him, ends chases for him, staggers through insanity 3, and staggers/complicated skill checks by moving them, reversing them etc.


    on the contrary, Survivors don’t even know against what killer they are going up against, they have to learn how to play against 19 killers (ignoring their perks). They have to learn loops or how to run killers.


    yeah, survivor is braindead when it comes down to skillchecks, sit on a gen and wait to press one button.

    but imagine if survivors had a multi tool, that let them escape hatch, let them stun killers and let them speed up gens - that would be just as ridiculous as having someone with such an over-powered base ability.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1267920#Comment_1267920

    The Trapper's power can find people for him, injure them, hold them in place for him to come get them, protect hex totems, make vaults and pallets useless, and makes players have to free themselves before they can do anything else (if they can get free at all before he comes to collect them).

    By your logic, Trapper OP, pls nerf.

    Except people can literally disarm trapper’s trap, so, no, it’s not the same. Straw man.

  • @MrDardon said:

    I mean, try to consistently win with him on red ranks. He is strong but good Survivors can be a threat to him. Well, good Survivors are a threat to any Killer, Doc can deal with it but it's hard.

    But I agree, he is in a good spot and his rework might even be the best rework out of all Killers. Every Killer should be like him. Powerful but not extremely stressful to play *screeching Nurse sounds*

    no, killers should require skill and not be braindead

  • Yes, in a power, meaning he doesn’t need to even touch some perks because they’re already included in just his power - so he can get more value and more variety in his kit.


    Literally, no other killer offers such a variety in their power as passives. If his main job is to shock people, then sure, but essentially take away “infectious fright” out of his power. Reward him for finding people by himself, where he can then use his power and stop them from being able to engage in a chase.


    currently, Doc rewards bad play styles and a HEAVY reliance on his power - which does too much of his job for him.


    if you can’t see that, then thank god you’re not on the developer team because this ######### needs fixing and rebalancing

  • please do change him, his power does too much of a killer’s job at once.

    his power can find people for him, it can make vaults/pallets redundant and stagger people by having them snap out before they can do anything like healing themselves. That’s like three perks in one but in a power.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1258659#Comment_1258659

    I couldn't blink through the car wall or the car loop on azarovs with a full charged blink. Nurse is a mess and forgotten by devs

    shes not a forgotten mess, she was one of the latest killers to get a rework done. She is just a highly demanding killer where you have to learn her mechanics. Which is great when comparing to the other killers, some of which are so brain dead and easy

  • @andyollolloll said:

    For BHVR to have no negative to being in a SWF is crazy, then add onto that they play with communications which they have to accept as they can't obviously detect comms makes it beyond crazy.

    BHVR's attitude to this in the past was to ignore it and not show the killer or other survivors if they had played an SWF, when starting to play this game I didn't have a clue why I thrashed one team then not another when skill level didn't appear to be the problem.

    Now I'm a red rank killer (before the recent Wraith nerf/bug) and understand why but nothing incetivies the killers to play SWFs (mainly on comms).

    BHVR appears to be improving their game and would like to suggest two options when the killer plays SWFs, for them to either take an improved BP or for the developing killers a slow down (like thana) imposed only on the SWF players.

    I like the idea of SWF by talking with your friends and it shouldn't be taken away but it is at the expense of the killers fun / tryhard sweat and tears. Now I enjoy a challenge facing the SWFs but this can have a negative effect on up and coming players.

    If facecamping and tunnelling is a legitimate way to play the game then so is sfw and shouldn’t go punished

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/151510/the-next-killer-is-slenderman

    Only if him getting near Survivors actually screw with their camera.

    Which would be rather OP. :P

    Some friends I know did a deep dive into files and they found static noises in the files

  • Unhook me/others.

    I find that I almost always go for unhooks and etc, as I am running kindred so I know if it's safe or not (and the fact that I can see what everyone else is doing). What's annoying is that the favour is not returned a lot of the times or i get farmed off hook. If i'm hooked, the survivors get my perk so they have the information that I normally would have, and its annoying seeing 'teammates' crouch walking everywhere even though the killer is on someone else and etc.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264021#Comment_1264021

    The game is in fact designed for surviors to get away constantly. The highest killer rate according to dev published stats is 2.6 per game. Someone is literally always escaping.

    .6 difference in movement speed takes over 12 seconds in a sprint no obstacles to close a gap. If a survivor never uses pallets or sprint burst. With adrenaline after first hit this repeats once 25seconds wasted if you literally just run in a straight line. Use any method you like to give yourself 20 seconds and you've won.

    Given surviors are only responsible for 105 seconds each for objective to escape

    a killer has to have 35 seconds find chase down carry hook for a 12 hook game 12 times perfectly. Anytime a killer looses that 35 seconds he looses the game.

    The only mechanical way for a killer to play and win is to use tunneling to eliminate players early reducing pressure and

    to camp to secure kills, punish over altruism and remove the uncertainty of a extra chase.

    I would argue that camping a hook state at least once in midgame is the only way to win as a m1 killer unless your skills are above top notch 24/7 streamers.

    Otherwise killers are entirely reliant on player mistakes and I do admit that players make mistakes leading to a 4k. But thats the only reason 4ks are possible.

    Pretend you made robots play the game... survivors would win 100% of the time basegame. You can't say the game isn't built for them.

    If two survivors are escaping each game, then that means that the game is balanced (In the eyes of the developers), as there should always be a balance of two kills/two escapes.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264196#Comment_1264196

    You're acting like the Killer can just appear and yank Survivors off of generators at will.

    Killer's have a terror radius that lets Survivors know to run away.

    Survivors ALSO can stop a regressing generator in a single frame of animation. I've seen Survivors stop a regression without even pausing in the run animation.

    ..And yes..If a Killer hooks you, he's entitled to that kill so long as he can keep you on the hook. Just like a Survivor's entitled to complete a generator if the Killer does not chase them away or grab them off of it.

    Also, Survivors have perks to hide from the Killer, avoid being injured, heal, and repair generators faster. Hell, they repair faster just by doing the same gen as someone else! The Killer can't force hook deaths faster. He can't hit you to reduce the bar, or unhook and rehook you.

    And the risks of facecamping is the risk of LOSING. 3 generators can be done during a single facecamp. That's more than half the Survivor's goal being done. And that's not taking into account the chase time, hitting the survivor twice, and carrying them to a hook. At which point they can be D. Strike'd, hit with a pallet, bodyblocked, blinded with a flashlight, hooks can be sabo'd, the Survivor can wriggle free..

    You can't seriously say 'A Killer's not entitled to his kill if he kills you'. That's so incorrect that I can't believe you tried using it. And all your arguments only work in a vacuum; if you don't take ANY OTHER game mechanic into account.

    Some killers can quite literally do that, spirit, nurse, ghostface, deathslinger, pig.. lol Are you forgetting abilities that prevent terror radius, or that they can appear anywhere, or that they have a low terror radius?

    And no, in fact, no one is entitled to ANYTHING in the game. You have to earn that - but you shoulddn't sabotage the game and yourself in favour of getting another thing in the match.

    Killers have insta-downs, perks that make survivors exposed for unhooking - rendering a perk like BT useless in both aspects (the rescuer and the victim). If a survivor gets unhooked and downed, and placed on hook that automatically skips the entirety of stage 1/2 and puts them on the next stage. Some killers even create extra objectives in the game; hexes, traps, teleporters, etc.

    DS'd? What are you talking about? they can only use decisive after they've been unhooked lol. If another survivor is body blocking then hit the other survivor? that applies more pressure on the survivor team and means that there's only TWO people doing generators (Which is good for the killer????). Most hooks spawn within a small distance of eachother, so if a hook gets sabo'd in front of you, you can probably get to another before they wiggle off, also again, if someone is sabotaging, you can hit them to stop the animation - and again to remind you, that's one less survivor doing a generator.

    No, a killer doesn't kill you by hooking you. Your argument is far worse than mine because you use the argument of gen-rushing but use examples where there are LESS players working on generators and giving you the opportunity to injure them/stagger them.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1264078#Comment_1264078

    You don't get to decide what 'playing properly' is.

    The Killer chased you, downed you, and hooked you. Now he wants to ensure that kill. He played 'properly'

    You can counter camping by doing gens. 3 Survivors can clear 3 gens solo with 40 seconds to spare, in the time it takes a Survivor to die on first hook.

    All these demands are, are people asking for punishments because they want to dictate how the other team plays. You don't get to decide what's fair and what is not.

    And when someone yells 'it's not fair!' they're really saying 'I want my free unhooks'. The Killer is not obliged to walk away & let you unhook your friend, just because you don't feel like they should die yet.

    The Killer's goal is to kill you before you escape. Every killed Survivor is another step towards his goal, the same as every completed gen is a step towards the Survivor goal.

    Yet you don't heal Killers saying Survivors should be locked out of doing generators for <x> seconds after completing one. Or they should not be able to start repairing a kicked generator too soon after it was kicked, so it can actually regress.

    (And apologies if I sound short or irritated; I made a 10 minute long, thoughtfully-worded post. Then the cloudflare protection garbage popped up & ate it.)

    Let me flip this argument, a killer isn't entitled to a kill either.

    Killers' objective is to kill survivors, whereas survivor objective is to complete generators (In order to escape).

    If a killer is facecamping, then they will most likely be tunneling too. By combining the two strategies, a killer earns points for chaser, maliciousness, and devout. Whereas the victim of the killer was denied points for lightbringer, unbroken, benevolent, evader. Usually, if a killer isn't doing the combination (Or just facecamping), each survivor (that gets hooked) can get SOME points for lightbringer, benevolent, or even evader. Whilst the victims are denied of all of the emblems and a chance of safety pipping, other survivors are denied of benevolent and evader because they're mostly not being chased, and they cant get any altruism points as they can't unhook/heal. This leads to the entirety of the match and it's quality being brought down and multiple parties de-pipping/just safety pipping - which personally can be classified as ruining the game as the killer is potentially sabotaging themselves in favour of this playstyle.

    On the flip side, survivors can't stop a killer from kicking generators, survivors can be PULLED off a generator which puts them into a dying state (Which imo is really dumb, and should instead just put them in an injured state). Killers have perks which can stop generators being done, ruin progress, have tracking perks when survivors work on generators. A survivor can't do anything but HOPE that the killer doesn't come to the next generator that they work on or that others are pumping out generators in the mean time.

    Survivors can't dedicate to a gen progress without a risk of being pulled off and hit. What risks does facecamping propose other than preventing the killer from having gatekeeper points due to genrushing?

  • @sulaiman said:

    I like mechanism 2. But that would mean a save safe for the hooked survivor at any time, taking pressure away, especially if the survivors take their time to rescue him. So, to balance it out, i think the same bubble should be around generators, so no generator can be worked on as long as the survivor is hooked. The other survivors have to rescue him anyway, so that seems fair. It should be a protective mechanism, not a pressure mechanism for survivors, right?

    That’s a very bad idea. As a killer, if I find myself playing against a very heroic team that sacrifices gen repairs to all go for save, I always scout out the area because I know they will be here.

    survivors should not be made useless just because one person is hooked - just like how the killer isn’t made useless for having a survivor hooked

  • @Kate_Main_01 said:

    Rank 3 Survivor. Rank 5 Killer. I've been playing off-and-on for two years, several times a week for the last eight months.

    My suggested mechanism: Hook timers do not deplete if the Killer is within a limited proximity to the hook. If it is second hook then the struggle animation does not activate until the Killer leaves the radius. If the Killer returns then the need to mash/mouse scroll/etc vanishes and the Survivor is suspended until the Killer leaves again.

    I agree with most of what the previous comment said. Punishing the Killers would only lead to problems as already the Killer community feels victimized regardless of what changes are made in their favor (or how the statistics show that Survivors escape less than half of every game played). The solution would have to be nuanced and even then it would be reacted to in a total outrage... Which is why it will never, ever happen.

    That said, I think that some sort of change to the hook that forced Killers to back up just a little bit in order to have the timer end would be fair method. I am not talking out of eye distance or like 20 yards away or anything. More just a little bit of a buffer.

    I like this suggestion - it’s very similar to the mending effect, if you are being chased or engaged within a proximity of a killer, then the timer doesn’t start - same with Pig traps.

  • @Superstar_Saga95 said:

    Playing last night I ran into a clown that shutdown chases and loops with bottles, then knocked me and camped me in basement, by repeatedly throwing bottles at the stairs. I died on first hook.He ended the match with a 4k because of NOED. Guy later messaged me talking like he owned us with the worst killer, while I’m sitting there listening to this guys paragraph long rants, I’m thinking how is he considered weak his bottles have amazing potential.

    He has the same issue as Nurse, a very high floor skill level killer, with a power that doesn’t necessarily seem powerful.


    many people feel pushed away from trying such a killer when there’s easier alternatives with easier access to highly valued matches (cue Freddy) lol

  • @Raven014 said:

    Not every killer should be able to be looped by a braindead survivor. Huntress and Nurse already had to be looped differently, Legion has to be respected as different as well (when healthy).

    He has nothing. No instadown, his base speed is 110, his ranged ability can only injure, so his gun is the second nonlethal killer power in the game, as you cannot down with his power alone.

    Just learn and adapt. If you did, then Spirit and Nurse wouldn't've been changed, and made worse.

    ?? Except that he can down injured survivors with his gun when he brings them in???

  • @Rivyn said:

    There's more to this game than looping, you know. I find it rather sad that a game that's supposed to be about horror, boils down to running circles around junk.

    There’s gonna be so many times that you play this game before you become used to the “scariness” and it becomes more of a game about routine and muscle memory.


    i believe that they could’ve implemented a story mode with their “own” killers and survivors to create more immersion into the horror aspect of the game

  • @Booper_Of_Snoot said:

    Killer needs time to get to it. If killer knows where hatch is, it is just as owed to killer as it is to survivor for a escape, all about who gets there first. And if killer and survivor are both on it, yes the animation favors killer, and it should.

    Except they don’t need all the time that they currently have. Before the survivor is even “dead” on hook, there’s the awkward animation where it lets you struggle before promptly killing you. This is all happening whilst the killer now has the chance to either get to hatch or look for it. That’s more than enough time to get to the hatch. If a survivor is standing and waiting, then the hatch should rightfully go to the survivor for being able to find it - not a killer who has already gotten a 3k.

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