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StarLost

StarLost

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  • @Gwinty said:

    Survivors complain about the Lament Configuration all the time because they now can not just hold M1 at the objective and have do be a bit more coordinated.

    When I play Pinhead I get all kind of bad player trying to mess around with the box. I once had a guy who tried to pick it up mid chase, another who tried to solve it while I ran past his hiding spot and my favourite: Summoning me in an open field while injured, running back to pick up the med-kit and eating my chain to the face.

    And all the time I get players who run into the direction of my box while I chase them just because they can. Looping at Shack? Nope. Running for the box? Yes, Yes! I do not understand why this happens even with players who have more than a hundred houres of playtime...some even more...

    These kind of survivors complain about Pinhead and DC against him. Why? Because they now have to adapt. Not to say that all survivor are like this. I had SoloQ lobbies who did extremly well and all it takes is one descent player who takes care of the box, hunting it and solving it at the right time on a safe tile or in a way that screws up my teleport.

    Pinhead is fine as he is. His passive his good, his active is a bit weak, the "nerfs" to his add-ons are just there and I do not care.

    Yeah, I firmly believe that this is why people complain about him. You can't just unga bunga gens and hide.

    What is surprising to me is survivors that know how to use the box to their advantage. Either by dropping me into a jungle gym or by...somehow (still now sure how it works) - solving it very quickly, but in tiny bursts so I can't teleport to them.

    @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626794#Comment_2626794

    As I said to Obscurity, you dont run Chatterer for the stealth. It's just free bloat. But now it might actually get me grab once in a blue moon I guess.

    I'll probably try it, but honestly it feels like it's basically going to be a wash with an empty slot. A minute of undetectable...that would feel about right for a purple.

  • @dspaceman20 said:

    Ok I have a few complaints about 2 questions that you asked that you can answer from a survivor main. I'm not going to answer the other questions because someone has already answered them and they are my same answers

    5. Flashlighting at a pallet stun is not BM. It's a legitimate tactic used to help prolong chases. Why do you killer mains think that everything the survivors do is bm? Do you not find it a bit hypocritical how you berate survivors who say that camping and tunneling is toxic even though they are legitimate strategies but also berate survivors for using legitimate strategies as well and saying it's bm?

    10 please don't act like killers also don't complain about survivor addons. Why is it that you give a hard time for survivors who complain about addons but its fine for killer complain about survivors addons and items?

    Please answer these questions as I'm really curious as these are coming from a survivor main?

    • What? As far as I know, it doesn't actually prolong the chase at all. As you are blinding me, I'm breaking the pallet. If it does, then it's a tiny gain. It's BM because it's entirely unavoidable, and the 'blind' effect is still known to give people headaches (it certainly does for me). Also, where have I berated anyone? For the record: proxy camping and 'tunneling' (a word that nobody can even really agree on what it means) aren't toxic. Facecamping is pretty toxic, which is why BHVR are adding that new mechanic they mentioned.
    • I don't think I've ever seen a killer give the survivors problems in postgame regarding addons, barring something like 3x BNP, an RPD offering with multiple further hooks offerings. On the other hand, I get it maybe once in every 10 games on killer, no matter if I've brought 2 yellows or two iris.

    Also, geez mate. Lighten up. It was a pretty tongue-in-cheek post.

    @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/293997/some-questions-for-survivors-from-a-killer-main

    1. Maybe there's no other area left to go/it's a deadzone or maybe it's to hopefully make it to somewhere further away
    2. If you're healthy you can run around the rock, take the hit and then hold W. This, again is usually only when there's nothing else to use
    3. It wastes more of the killers time, forcing them through the animation + it means you can't be slugged as quickly
    4. Survivors who do this are inexperienced or want to be chased. Or both. Maybe they're trying to take aggro for a teammate
    5. Points/Disorientation. It's not BM if it's just being blinded
    6. Points, Archive challenges, Stacks on certain perks or maybe they are a group and trying to protect one another
    7. There's a billion reasons people DC or suicide on hook, too many to list. Typically most of them boil down to "I'm not playing this."
    8. Typically survivors who do this are looking for hatch, but some also hate it when killers slug for the 4k. It is what it is, ignore ppl berating for it
    9. Survivors who do this are just trying to get into your head, tilt you to make you play worse or they're just trying to keep you on them as long as possible
    10. Typically survivors only complain about a few addons, but yeah both sides run busted stuff.

    Thanks, these are good answers.

    @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/293997/some-questions-for-survivors-from-a-killer-main

    1. The survivor might be attempting the inside tech where they try to get the killer to drop down right on top of them and evade their FOV. It's hard to explain but it can work it's just not a very good idea unless they vaulted a window off a building and the killer has to vault and follow suit. This tech is next to impossible to do off of a hill. If they went up a hill without Balanced Landing they messed up.

    2. That I don't know, holding W is almost always a better idea unless they're banking on you whiffing and missing which can happen sometimes. The only time this would be a good idea is against a Bubba using his chainsaw to try and get him to hit the rocks but yeah.

    3. If there's absolutely no other options and they know they're about to go down, jumping into a locker is just a last ditch effort we can do. I don't know if it actually buys more time or not it's probably about even but yeah. Against certain killers it can be a good idea (Eg. Nurse, Bubba etc.). OTHERWISE they might have actually accidentally got into the locker. Accidents do happen sometimes, I've accidentally jumped into a locker before while in chase.

    4. To try and get aggro off the person you're chasing. Also if they actually do happen to blind you that can give the person you're chasing an easy getaway. These really only work against less seasoned killers though.

    5. This is actually one of the best times to blind the killer. You're stunned and can't avoid the blind by looking down. This helps them sneak away (Especially with Iron Will) and gives them a LOT of blood points.

    I used to think it was bs too (As killer) but honestly flashlights can be a very strong tool when used like this in chase. Blinding the killer at pallet stuns, when they're breaking walls or vaulting windows can give you the perfect window of opportunity to slip out of chase and lose them and that is huge.

    6. Unless they're running sabo build with breakout and or mettle of man this is almost always a bad idea and I will agree. The only time I take a hit like this is if I desperately want stacks of We're Gonna Live Forever but this really isn't an efficient way of taking protection hits. Definitely a bad survivor habit. If you see people doing this just take advantage of it.

    7. Some people are just dumb.

    8. I actually like doing this but I never berate the killer for slugging afterwards. I just tease them that they couldn't find me and I bled out lol

    If someone is crawling away to a corner of the map to bleed out and then berating you for slugging them they're literally a troll. Don't listen to them

    9. This could be to maintain aggro but it's usually people being immature. Honestly both? Some people REALLY want to be chased non-stop all match and do everything to keep the killer on them or piss them off. Personally I never teabag the killer though because that's rude.

    10. Honestly I only complain about add-ons when it's busted combinations with black ward and it's just me complaining about how unfair it is *cough* mother daughter ring + cherry blossom *cough*

    I won't deny that survivors can bring powerful items with add-ons as well. Sometimes I do but for the most part I bring pretty standard stuff with basic add-ons and I don't usually complain about add-ons but what I will say is that this can go both ways. Both sides will always complain about the other bringing "opaf" items/add-ons and offerings etc. etc.

    Also no one will ever not complain about iri head so, there's that.

    I hope this was helpful. I play both sides but mostly survivor because I really like being chased and killer is a lot of pressure at times.

    Ah, the BP gain does make sense. I'm still not sold on it being better than just dropping the pallet and running, but I'm hardly an expert survivor (and at best I'm a solidly intermediate killer). It is bloody annoying though, and if it happens multiple times in a game that's probably my DbD for the day and I'll have to go take a painkiller.

    I'll never complain at people for bringing addons/offerings. At worst, I may just AFK the match out (see: multiple further hook addons+Haddonfield/RPD/Badham, or an RPD addon where people are deliberately abusing that bloody office infinite).

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629549#Comment_2629549

    Christ I wish I played in the early days.

    https://forum.deadbydaylight.com/en/discussion/comment/2629378#Comment_2629378

    Ok what are your thoughts going against him?

    https://forum.deadbydaylight.com/en/discussion/comment/2629546#Comment_2629546

    Yea that does make sense, plague buffs + hard counter to COH and a potential healing meta (I think the new exhaustion is supposed to cycle into that)

    Billy used to be pretty solid. About on par with Bubba - harder to make plays with but more rewarding to master. They nerfed the everloving hell out of him though, despite him being 'A' to 'B' tier at best (sort of a pattern, see: Pinhead, Wraith, Slinger).

    PH is another killer that BHVR ended up nerfing pretty hard and making him much less fun. I just like playing him because he's so strong against a lot of loops and so many survivors underestimate him.

    Yeah, Plague is the hardest counter to ridiculous CoH teams there is.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629529#Comment_2629529

    For me, Billy and Twins are the most rare. I feel sad for Billy but not for Twins. Hag is up there though. I respect good Hag players that don't constantly camp with her power though unless it's the correct thing to do in a specific scenario.

    Eh...there's camping and there's camping.

    A bad Hag will put a trap under the hook, teleport to it and hit you. You'll then lose her in chase and unhook. Often she'll even whiff the first hit.

    A good Hag will set up several traps on approaches to the hook and gank you on your way in.

    A great Hag will set up traps exactly where you and the unhooked survivor will run to heal.

    Twins are also rare, I think a lot of that comes down to the bugs.

    Billy is rare now, but now ultra rare.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629529#Comment_2629529

    I thought Plague was the rarest, but with her buffs, it might be hag now.

    I see a fair few Plagues now. I think in my maybe 50 hours playing survivor (I mostly play killer), I've seen one Hag and she was clearly very new.

    One of the big reasons I love Hag is that she's the one killer that can reliably scare the pants off survivors. I wish there was a reliable way to get Undetectable on her, she has fantastic natural camouflage too :)

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629483#Comment_2629483

    I’m sorry I just hate Hag :( I will say that I am starting to hate her less than Twins and Trickster.

    She is the rarest killer if I recall, and I can see why. She has a totally different style and requires a lot of map/pathing knowledge, a fair bit of foresight and more than a little luck.

    She is also tooth-grindingly annoying on larger maps at times, especially against the ultra-immersed 'you'll never even get a chase until we have 4 gens done' stealth SWFs.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2629247#Comment_2629247

    Yes, I've considered this. I have to be careful how I play survivor because, of the killers who pick their targets based on how the survivor plays, there are two types: killers who target the strongest and killers who target the weakest.

    I feel like I'll always make the wrong call or play, though.

    If I drop pallets, the killer likes me wasting the teams supplies and continues to chase me. If I don't drop pallets and hold the W button on my Xbox controller then the killer likes me because I don't loop and continues to chase me.

    Pallets will usually make me want to get a survivor more than just chasing a runner. It's sort of a tit-for-tat thing.

    Otherwise, keep at it. Sometimes you'll just get a bad bounce and there isn't much you can do.

  • @Pulsar said:

    One time I vaulted directly into a Myers on a T-L and he stared at me for a second and left.

    He was intimidated, clearly.

    Hah.

    Yeah, sometimes I'll give survivors a free chase if they get a really bad bounce and nobody on the team has BMed me. Kept finding a Mikaela earlier trying to get the Box. Ended up just letting her get it.

    Although in retrospect...she was playing Mikaela.

  • @GannTM said:

    https://us.v-cdn.net/6030815/uploads/BOG1S06UFWH0/c5d9c13f-6f5a-4dd6-bd62-2c97718ae01b.jpeg

    Haven’t done one of these in a while and since a new killer came out and some killers received updates, I figured why not make a tier list of how fun I find each killer to play currently.

    Here’s the link to the tier list so you can make one:

    https://tiermaker.com/create/dbd-killers-540-w--the-artist-1312443

    Interesting. We have...very different tastes.

    My take:

    image.png

    Artist looks fun as hell. Really looking forward to her. Her perks sound...meh, but I'll stockpile BP in advance. Already got a nasty build in mind for her.

    Spirit - Eh. Didn't love the killer before, don't love her now. I find that I waste a lot of time on her.

    Bubba - Yes...but he does get old fast. The ultimate 'you BMed me, now I unga bunga camp you' killer.

    Huntress - I just don't like ranged killers for the most part, and never got the hang of her hatchets.

    Plague - Really need to learn her. I play her, enjoy her, then realize I've got a 3 out.

    Blight - Gives me violent motion sickness but strongish.

    Pinhead and Demo - Yes. Really sad about the daft Pinhead nerfs, was my favorite killer for a while. Will go back to Hag and Demo I guess.

    Wraith - Can't play anymore. He's just...ugh. Nerfed, then nerfed again, then an indirect nerf in the form of boons.

    Pig - Love playing her, but frustrating sometimes. People will DC *every time* rather than die to a beartrap. She needs a smaller terror radius.

    Oni - Really struggle to play him.

    Nemesis - Fun, when the zombies work and DH doesn't bug your tentacle out.

    Doctor - One of my favorite killers. Eternally underrated. Held back by the lack of validation on his shocks.

    Meyers - Eh.

    Billy - Yeah, meh.

    Nurse - Can be fun on some maps.

    Ghostface - See Meyers.

    PH - Love him, really need to play him more.

    Clown - Can't play him. Just don't understand how he works.

    Slinger - Was fun prenerf. Now is DOA. He's basically a worse PH or Nemesis.

    Legion - Fun, but weak on a lot of maps. Looking forward to his rework.

    Freddy - Boring and lame now. Terrible addons.

    Hag - My all time favorite killer. How dare you!

    Trickster - Yeah. Not my favorite.

    Twins - Really fun aside from the endless and likely never-to-be-fixed bugs, like the frozen Victor. Crazily high skillcap. Oddly, along with Doctor and Pinhead, one of the most common killers to make survivors DC the second they see me. No idea why.

  • @Pepsidot said:

    My favourite big brain play at the moment is when I'm in a deadzone with no prospect of getting anywhere, run directly into the killer as if I'm using DH. For a brief moment they will not hit me as they are suspecting the DH and so even look behind them. But then quickly start running away again. They'll then normally go straight for the lunge and it is at that moment I dead hard. This has saved me too many times.

    Only works against decent killers though funnily enough.

    I see survivors do this against me, even at my ...I'm guessing intermediate MMR. It's annoyingly effective - not because of the play, but because of the current (and probably unfixable) bug where DH constantly gives the killer 'fake hits', which almost always results in a lost chase.

    Yeah.

  • @jamally093 said:

    I've played 1 killer match since rank reset how is this fair in the slightest

    https://us.v-cdn.net/6030815/uploads/DP82MB8WFMEZ/20211110-220606.jpg

    It's not.

    Three things to consider though:

    • Matchmaking was on the fritz last night. If you played then, welcome to the Wild West. I got bizarro matchups too.
    • If I recall, killer MMR resets after 3 weeks of inactivity with that killer. When you start again, your new MMR is pegged to the MMR of your highest killer (yes, that's bonkers, but it is what it is). It'll take a dozen or so games to stabilize at a reasonable MMR. If need be, just goof off for a while.
    • There are a lot of SWFs/survivors that smurf their MMR down to either get their grades up ultra fast (if you do it at 0 pips there is no downside as you can't lose grades, then you just roflstomp enough games to rank up until you start struggling, then AFK/suicide/DC out 10 games or so), troll/stomp newer killers or look better on stream. Yes, it sucks, yes, BHVR should be detecting this and dealing with it but again, it is what it is. I run into them a fair bit, and if I see an obvious SWF with fancy skins, I'll dodge the lobby.
  • @BadLooperQ said:

    I thought I would have better games with mmr but I lost so much that now I'm at low mmr dying more over and over again.

    At the old ranks I struggled to maintain my rank 4 but at least I felt like my teammates were trying, and killers didn't Camp/tunneled cause they knew they need to Patrol the map instead of being in one point.

    Now I'm being tunneled 3 times in a row and camped with 5 gens left.

    I might sound dramatic but I swear this happens every day to me and It just not fun anymore yet I still try to play and get better.

    You seem to say this in every thread I see you in.

    I'll say what I did last time.

    • There is no MMR hell.
    • As your MMR falls, you'll either get better teammates or worse killers until it stabilizes.
    • Sometimes BHVR fiddle with matchmaking for an evening or two and you get bonkers matchups. If you are suddenly getting much faster matchmaking than usual, it's usually a sign to take the night off.
  • @TheDarkTyrant said:

    I like killer

    I like killer...sometimes.

    Or rather some killers and some builds on some maps.

    Hag? I'll play anytime and probably have fun, win or lose. Ditto Pinhead (probably changing next patch with those stupid, stupid nerfs) and Doctor remains really fun to play.

    Other killers? An M1 killer on RPD is a misery due to the infinite. Any killer without traversal is awful on Haddonfield. Badham? Really depends on how it spawns and how survivors play it out.

  • @[Deleted User] said:

    I remember a forum member on here who runs a sabo flashbang build. They flashbang the killer whilst carrying a survivor to a hook, and because they are forced to look away, they have the opportunity to sabo the hook. I thought that was really clever.

    edit : here is the guide

    https://forum.deadbydaylight.com/en/discussion/269333/guide-how-to-get-flashbang-saves-every-match-on-good-killers

    That is legitimately evil.

  • @BadLooperQ said:

    Nice read OP. Now, can we have hit validation on windows pretty please? 🙃

    What do you mean?

    Windows are hinky sometimes, but they are as hinky for survivors as they are for killers.

    Honestly, if I had a wishlist it would be:

    • Don't nerf Pinhead. If you are going to nerf his 'hunt' addons, make his 'faster turning' addon baseline to make hooks a bit less janky.
    • Fix the Twins bug that makes Victor immovable.
    • Increase the Exhaustion timer on Dead Hard.
    • Fix the visual bug on DH (false hits) and it's ability to break certain killer powers.
    • Make boons easier for the killer to locate and prevent their effect projecting through floors.
    • Revert Wraith nerf. He's garbage tier now.
    • If you won't let Deathslinger quickscope, increase his movement speed.
    • Reduce Pig's terror radius to 24
    • Make Deerstalker baseline on all killers (it's not that I'm trying to slug you, I just can't find you because you crawled off to Narnia).
    • Make the BBQ BP gain baseline on all killers, make the WGLF BP gain baseline on all survivors.
  • @Kalinikta said:

    The challenge is simple:

    • Pick a killer
    • Play the killer
    • Play nicely, never camp, never tunnel

    See how survivors respond... every time I start playing the game I try and the result is always the same; Gens fly, survivors click away, tea bag and without failure gather up in the exit gate and wait till the very last moment to leave... because winning alone isn't enough, they need to tea bag at the exit gate or spam you with sound notifications if you don't show up.

    Haha yes.

    All this and a bag of chips.

    If you go easy, you get stomped - then teabagged and flick macro'd all the way to the exit gates, and mocked in postgame.

    However, if you start as sweaty as you can, get some hooks and a kill ASAP, then ease up - survivors will often be grateful. And if they BM - just kill 'em.

    The only possible exception is facecamping, which is a silly move as it sucks your BP dry and often backfires, while also being miserable to play against.

    Unless you are Bubba. Bubba needs a tent cosmetic, to go with Insidious Camping Bubba.

  • @Rey_512 said:

    Dude, it’s like $10. If you can’t afford that, it frankly isn’t BHVR’s problem.

    Besides, it’s a LICENSED chapter which means they aren’t allowed to give it out for free unless specifically allowed by Netflix per their agreement (spoiler alert, they won’t).

    The issue often isn't 'can you afford 10 bucks' and more 'do you live in a country where you can get a credit card?'.

    I lived in Japan for a while, and it was frustrating - it's nearly impossible for a foreigner to get a credit card, and at that time very few Japanese clients would let you pay using a foreign credit card or PayPal. No idea what the situation is like now.

    That said, OP - no. They can't just give things like that away for free.

  • @Nos37 said:

    The killer finds Mikaela and stops chasing her 20 seconds later.

    The killer finds Jill and stop chasing her 30 seconds later.

    The killer finds me and WILL NOT STOP chasing me for 90 seconds while I lap the map twice!

    ----

    This happens in a lot of my matches...

    Working on a gen with another survivor? I get chased.

    The killer's chasing an injured survivor and the survivor kites them to my gen? I get chased instead, even though I'm healthy.

    The killer's chasing me while I'm healthy and I run near a gen with injured survivor working on it? I get chased!

    ----

    I'm not some sweaty SWF streamer who only plays to be chased! Chases stress me the fog out.

    I do not provoke killers (unless I want them to kill me at the end after they had a rough match).

    It's not the survivor I'm playing as because I frequently change which survivor I'm playing as.

    It must be my username or something. Let me hide it in the lobby and in-game until after the match, then. This is getting frustrating.

    A few thoughts:

    • Often I'll attempt to eliminate the strongest survivor first. That's just common sense.
    • I'm more likely to tunnel down a 'hider' than a 'runner'. Runners are fun to play against. Hiders are amazingly frustrating.
    • I'll also do that on people that run boons.
    • There is some possible confirmation bias here.
  • @ThiccBudhha said:

    To counter circle of healing, just tunnel. That is easy.

    The other one? Let me know when you figure it out.

    To be fair, that's basically the meta now. Kill someone ASAP, or you'll struggle.

    A few counters to boons:

    • Play a killer with insta-down capability.
    • Plaything+Retribution
    • NOED+NWO
    • Devour Hope+Undying
    • Starstruck+x carry perks

    None of them are entirely reliable, and you'll need to basically run it every game if you want to play any sort of attrition based killer.

    Boons honestly need adjusting. They need cooldowns after being snuffed, the effect should not persist through floors (playing against a boon squad on The Game is a special sort of hell) and they need to be easier for the killer to locate.

  • @throwaway79465468797 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2628419#Comment_2628419

    SWFs pop up more in the evening because everyone has more time to play together. That and group play boosts MMR, and I'm sure a lot of SWFs fall into that category within an hour or so of playing together. Even better if they all escape through exit gates.

    Group play boosts MMR?

    Where did you hear this? It's something that I've specifically suggested because I didn't think it worked like that here.

    Also, 'evening' was an example. It can be any time. For instance, tonight things seem to be back to normal. 60-90 second queues, good matches.

  • @wewantbetterfun said:

    of course I play against survivors that have less skills than I do, here and there I get better ones, but not worring about being genrushed, not caring too much if I make a mistake, no full meta squad, I enjoy this game again

    I really wish mmr never been a thing, yes have some MM but not this trash we have now, I am quitting the game so badly because of mmr and I've been playing since 1.0.0, ######### mmr seriously.

    Yes, everyone likes to win.

    However, this also results in people on the other side having a miserable game.

    I started during the heyday of ranks, where killers had no matchmaking protection and I got stomped into the ground game after game by insanely BM SWFs with thousands of hours more experience than me. I couldn't even really learn the basics.

  • @Vampwire said:

    They give you distance for very little investment. But they're also the most fun of the survivor perks to use. You really can't balance them without gutting the perks, yet if the game wants to achieve good balance it's necessary. And I'm not saying this as "argghhh those damn survivor mains and their perks!" because there are many unbalanced killer perks as well. Regardless, 2 of the strongest ones are Dead Hard and Sprint burst. But why?

    Dead hard not only gives you the ability to dodge hits, but it gives you a small amount of distance whenever you want to use it. Of course this only works if you're injured but forcing an M1 isn't too hard if you're going against a killer with an instadown or such. It's best used for distance and the dodging is only a plus. It allows you to get greedy with pallet loops or make up distance that you would need to reach said pallet/window. It sucks in the open though because good killers will scare you into the dead hard then smack you.

    Sprint Burst can deny the killer a hit and easily let you reposition in seconds. That means if you're doing a gen in a dead zone you're safe as long as you have sprint burst ready. Downside is that you use it instantly upon sprinting. Which is good somewhat. It'd be infinitely more busted if you could do it on demand without 99ing your exhaustion or similar.

    Even if the rest aren't very good, they're still better than no exhaustion perks. And it seems like a lot of the game is band-aid fixed by these perks. Such as the Sprint Burst example. A generator in a dead zone is usually that way because of the tile spawns. So the natural solution for these situations is just "run Sprint Burst". It would be infinitely better if we just had consistent tile spawns, but instead of addressing the issue we just have to run a perk or get punished for not having it. The worse ones fill more niche roles, but they still reflect this design philosophy. Hate the fall stagger? Run Balanced Landing. Hate being stuck at a single loop? Run Lithe. Hate life? Use Head on.

    They're really a highlight of bigger design issues more than anything. Bhvr's refusal to update core game mechanics and band-aid fix things with perks is catching up with them. And soon they won't be able to ignore it and have to do even more work than before to climb out of the hole they've dug for themselves.

    If we want perks to be balanced first we must have the game mechanics balanced. It doesn't work the opposite way. The opposite way only robs players of dealing with the unbalanced nature of the game and worsens the initial issues.

    I think they can be balanced. DS, for example, feels like it's in a much better spot than it was before.

    Right now, Dead Hard is the big offender, as the 'fixed' (see: buffed) version is just crazy. The exhaustion effect could be extended by another 40 seconds and it would still be strong, with the way it futzes with some killers' powers and constantly gives false hits to the killer, allowing you to easily escape.

  • @Lliart said:

    Just like the title says, I don't feel like CoH would be as powerful as it is with a cap on healing speed. If healing speed had a cap on how fast it can go, then I wouldn't feel as perturbed to see it in a lobby. Sure it's a welcome sight over DH, DS, BT, IW, and UB, but having a survivor with a good medkit healing in 7 seconds or less while in said Boon totem doesn't feel good.

    For those that would default with "do bones" though, like I said, I'd be happy with CoH if healing speed was capped. I have no problem with the state of CoH or boon totems in general. My problem is with healing speeds being uncapped atm, to the point where if a killer uses Sloppy Butcher, then that perk is nullified. And I seem to recall BHVR not wanting perks to cancel each other out.

    Honestly, it's both. Boons as is just do not fit the way the game works. Unless you get really lucky, it's far too easy wasting 20 seconds looking for the humming thing on killer, only to realize that it's on the floor below you, behind two walls. And 20 seconds of killer time is a lot more than 20 seconds for any one survivor.

    However, if you leave it up, it's entirely possible to have someone healed to full in between the DS and you catching up to them.

    @Johnny_XMan said:

    Personally I find the totems “potent” but not OP.

    I think there is definitely room for changes. Like, for some reason part of me feels like the survivors should not be able to see the totem from anywhere on the map.

    This would make it more interactive in trying to find its location and feel like you are rewarded for doing so. Just as an example.

    This would just make it weaker in solo, which wouldn't solve the problem of CoH being completely broken on some killers when a SWF builds around it. I've had to basically just stop playing Wraith altogether.

  • @Johnny_XMan said:

    The more survivors experience Camping and Tunneling, expect to see DS/UB/BT in their arsenal. It has nothing to do with SWF and everything to do with people being tired of bringing chill builds only to have to deal with those two playstyles.

    Because there is no guarantee what type of killer let alone type of playstyle is going to take place. Unlike DS (A perk which is easily avoidable via not camping) You can’t really avoid being the player who has to play sacrificial lamb for the day while the others snooze holding M1.

    Yep.

    Thing is - this is sort of how you have to play as killer now, unless you want to be teabagged and flicked all the way to the gate by the crazy SWF you got matched up against.

    Right now, you have to go in sweaty. If it turns out that you are dominating, then you can ease up. Starting chill right now is just not a good idea.

  • @Gplays2000 said:

    Why is it that when I play survivor I get the worst teammates imaginable but when I play killer, I get the strongest 4 man swf lobbies? Where is the logic behind that… I‘m killer rank ash 1 and survivor rank iri 1……. Literally played 3 games and faced 3 coordinated teams with unbreakable,ds,borrowed time and dead hard…so much fun right 🙂 I don‘t know what the devs are smoking but ######### nerf swf lobbies or else I hope your game just dies…..Don‘t want to face swf all day long. You should do 1 swf and then a solo game ffs….

    There are days when it seems to work just fine. The occasional head-scratcher of a match-up here and there, but mostly good games.

    Sometimes though, you'll get awful, bizarre match-ups game after game. I think that BHVR sometimes disables the thing. Usually, if you suddenly have instant queues for multiple games in a row, it's a signal to take a break.

  • @R2k said:

    Some killers avoid swf, so if swf group is avoided multiple times for killer like u it will be instant. It's not about BHVR doing something crazy.

    If that was the case, then it would be something that happens from time to time, though.

    It's not like that.

    It's entire 6-10 game stretches where all my queues are instant.

  • @BadLooperQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626846#Comment_2626846

    This. And if you fall into low mmr hell, you're going to a have a VERY,VERY,VERY tough time getting out of It. If you manage.

    My games now feels like a bunch of old Brown/Yellow players, selfcaring everywhere and urban evading in corners, scared to save me when I'm using frickin kindred

    And don't even get me started on how people are giving up on the first hook, everyone dying with 5 gens and so on... I might be bad, but at least I try to do gens and save with BT preferably away from the killer.

    I think solo Q really needs more ways to comms in game,and I'm not talking about Mic chat.

    One thing I like about mobile Version is that you can see your teams perks at the loading screen. This one is a good improvement

    You assume that the killer is just anyone.

    It'll put you up against a killer of similar MMR, as long as things are working properly.

    The only thing that shouldn't be happening in this regard is an intermediate killer being put up against one crazily good survivor and 3 potatoes.

  • @EntitySpawn said:

    Honestly if the game map was to be gone forever I'd be happy. This map is just a joke at high mmr, like as if it wasnt hard enough on normal maps against good loopers and optimal people on gens... why we have to add 20odd safe pallets that have no mindgame as a basic attack killer...

    Edit: just gonna go afk if I get this map multiple times a day or I'm not feeling it. I'll humour it once, but that's it. Absolute joke you expect me to do as well on this than other maps so I'm gonna save myself the impossible task, save the hassle and avoid the mass amount of toxicity for struggling on it.

    It's...fine. It's not the best map, but it's far from being Badham, Haddonfield or RPD. At least there are no frigging infinites or freebie gens.

    They need to stop boon totems from working between floors.

  • @JawsIsTheNextKiller said:

    The devs explained this in a stream once: If there is already an established lobby, then the killer pulls out (probably after checking the survivors profiles), the team will be given priority matchmaking as they are already supposed to be in a game. The matchmaking system will not wait for a "more suitable" matchup.

    They explained this before MMR was implemented, but I suspect this has not changed.

    @throwaway79465468797 said:

    Yeah basically if theres an SWF out there whose MMR is too high to find a killer for them it will instead find them the quickest game possible. So they're not waiting all night for one game. Most matchmaking systems do something similar to that.

    This was my first thought too.

    Thing is - it would explain the odd instant queue into a nutso .TTV lobby.

    It doesn't explain why I'll get instant queues all evening.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2626852#Comment_2626852

    No, it doesn't. Some killers are not strong but yet annoying as hell.

    Subjective.

    I find a lot of things annoying as hell.

    That doesn't mean I get to ruin everyone else's fun.

    Everyone finds different things annoying. I've literally been cussed out and DCed on for playing Pyramid Head, new Freddy, Hag, Doctor, Pig, Nemesis, Wraith and of course Pinhead.

    It's not that any one killer is more 'annoying' than another (with the possible exception of camping Bubba, hook Twins or Trickster).

    It's that survivors don't like losing.

  • @Junylar said:

    The MMR system is good for killers and SWFs, and a complete disaster for soloQ players.

    What?

    I'm...not sure if you understand how MMR works.

    It's actually better for solos than ranks were.

    Now, if you struggle as a random, it'll match you (when it's working correctly - again, my theory is that BHVR disable it sometimes for whatever reason) with proportionally weaker killers.

    The only reason it benefits SWFs is because it's much easier to smurf down your MMR as a coordinated group, then stomp weaker killer players.

  • @Junylar said:

    Because people just DC and suicide when they play against the annoying chains guy, thus bumping his kill rate.

    Then the answer is to punish people more harshly for deliberately sandbagging games or DCing.

    'I'll DC when I'm not having fun' always means 'I'll DC when I don't think I'll get an easy win'.

  • @UnknownKiller said:

    A good killer since blight chapter are we crazy Behaviour Nerf hammer is pending from a string on new PTB killer head.

    A pity cuz this game need good killers characters.

    Note the pattern.

    Usually (not always) - killer is good on the PTB, and decent in live. For a few months.

    Then the killer is either nerfed to mediocre/bad levels (Pinhead, Twins) or slightly buffed to mediocre/bad levels (Trickster).

    The only 'new' killer that actually stayed good is Blight...and his time is coming.

  • @PixelBush said:

    Twins have never been a perfect Killer. They're clunky, over-reliant on slugging due to picking up Survivors being unnecessarily time consuming and Victor being left under hooks is something that should never have left the PTB.

    The last two releases have been... let's say, unkind to them. Circle of Healing has made playing Twins pretty damn difficult, since they are very reliant on the Survivors staying injured for Victor to be a threat and being able to heal yourself without a medkit in 16 seconds kind of ruins that game plan, especially since it also affects healing downed survivors and stacks with other speed boosts like medkits and WGLF. This is especially pertinent since Victor can't interact with the totems himself.

    But the new Boon perk, Exponential, really puts the nail in the coffin. With that Boon active, a Survivor can recover from the dying state in 15 seconds and pick themselves up without a teammate. Against most Killers, that's an annoyance but not a significant problem, not a game-breaker like Circle of Healing. But against Twins... you quite literally cannot beat it if the Survivors bring more than one.

    If you down someone with Victor, you have a 5 second post-hit fatigue, followed by a 3-second fatigue that you get on switching to Charlotte (8s of fatigue time in total). In that time, a Survivor who goes down in an Exponential totem AOE has already recovered half their progress bar (more if they brought Unbreakable). This means you have 7 seconds to get to the downed Survivor with Charlotte if you want to pick them up, which as a 115% Killer isn't easy.

    Assuming totally flat terrain in a straight line, the Survivor gets to pick themselves up for free if Charlotte is further than 32m away from them when they went down. If Charlotte injured them with an M1 and then deployed Victor on the spot, all they have to do is hold Shift - W in a straight line for 7 seconds and their on-hit speed boost will mean that if Victor downs them, they can get back up before Charlotte can pick them up. Taking Victor's unbinding time of 1 second into account, Victor has 6 seconds to catch up to and down the Survivor before they get to the safe zone. You either have to down the Survivor in 6 seconds (while playing around Dead Hard) or they become completely indestructible.

    EDIT: I FORGOT THE 2.5 SECOND WEAPON WIPE. You actually have only 4.5 seconds to down the Survivor! Fun!

    If you're playing Twins and this happens to you, you may as well treat that chase as lost and go somewhere else because getting a down will be totally meaningless.

    How do we fix this? Address their massive fatigue times.

    Circle of Healing, Exponential, WGLF and the strength of healing in general has showcased the Twins' biggest point of failure: their overwhelmingly enormous fatigue times if you choose to switch from Victor to Charlotte after a down. If we can address this by making pickups more feasible, issues like this won't happen. Twins will feel more fluid to play and will be less pressured to slug so they'll be more fun to play against.

    My suggested changes

    -Remove the fatigue on switching to Charlotte. You don't get a fatigue after you get kicked, so you shouldn't get one for switching normally.

    -Revert Victor's post-hit fatigue back to its pre-nerf state, removing the ability to move during the fatigue but making it 3 seconds in duration instead of 5.

    -Allow the Killer to switch from Victor to Charlotte during Victor's post-hit cooldown (so he still goes through the animation, you're just controlling Charlotte while he does).

    These three changes combined would mean that Twins who chose not to slug would be rewarded with having no fatigue times to prevent them from picking up a Survivor without making it any more effective to slug with Victor. And from this point, further changes could be made to things like Victor's respawn time and the non-functional anti-camp mechanism to make their gameplay healthier in other areas. But the top priority is making the Killer usable. And the only way to do that in a world of super speed healing and recovery is to cut their fatigues.

    What do you think?

    I really don't know what BHVR are thinking sometimes.

    Twins were pretty balanced for the most part, but like Pinhead, Wraith, Deathslinger, Freddy and others, rather than nerfing the one problematic aspect of them (camping Victor) they gutted them. Then usually went back and fixed that thing later, leaving them to wallow in uselessness.

  • @[Deleted User] said:

    Overperforming and fun to play against aren't the same thing, but both are taken into consideration when it comes to making changes. Freddy wasn't reworked because he was strong. Many players don't enjoy playing against Pinhead. Solving the box and dealing with the chain hunt at the same time is extremely annoying, as is the Hoarder/Franklin's box chaser build.

    https://forum.deadbydaylight.com/en/discussion/comment/2625010#Comment_2625010

    Not even remotely true. It has been datamined that there are generally far more killers in queue at high MMR than survivors.

    Where?

    Just spent a good 10 minutes looking for this, and I'm not seeing anything.

    @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625188#Comment_2625188

    I take offense to calling Chatterer bad.

    It's simply an overshadowed Alternate Playstyle addon. Think of it like Vanity /ScratchMirror or something.

    Now that the good stuff is nerfed you might see it more.

    No, it's just bad. Even 30 seconds isn't much, and survivors will hear your terror radius on the way to it and scarper. Tried to make it work and it just...doesn't.

    @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624972#Comment_2624972

    Just à nerf to 3 of his most used/best add ons

    And à buff to 2 of his worst ones

    The buffs won't make the worst ones better. The nerfs (usually in region of a ridiculous 50%!) make his useful ones mostly worthless and bland.

    Sigh. At least the new killer looks pretty dope. A pity, because I really liked Pinhead as is. I regularly got pooped on by good survivors - he really wasn't that strong. Barely even 'B' tier.

  • @humanbeing1704 said:

    Doesn't affect me honestly he's boring and ######### to play with a controller

    Shrug.

    Even if I wasn't a fan of the killer, I'd still be annoyed at these changes. They are absurdly heavyhanded.

  • I'll probably go back to Hag, Demo and Doctor. At least their addons are somewhat impactful.

  • @WishIcouldmain said:

    In my opinion this combo will give you such an advantage in chase that it’s unfair. You have Iron Will to eliminate a tracking element and give you a loop advantage where there’s no good fov of the survivor. And Dead Hard eliminates a potential mistake of yours or allows you to reach another loop you wouldn’t otherwise. Personal opinion and I’ll run them, but never together.

    I'm okay with IW. It's a strong perk, but I don't think it's too nuts.

    Dead Hard is ridiculous. It was a meta perk before the 'fix' (see: buff) and now it also has the additional bonus of glitching out certain killer powers and giving misleading information with false hits.

    It felt like it was balanced around it's quirks, and probably needs some adjusting now.

    I'm sure BHVR will nerf Pinhead to fix it.

  • I won't give them the satisfaction.

    Usually I'll just stand outside and watch a podcast. Every now and then they'll want to gloat at me so badly that they'll walk out and I'll be able to down and hook them.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625786#Comment_2625786

    People will still play him. Might be hard to believe, but I main him (along with Pig and Legion). I believe he'll be fine.

    Yes, but there are mad people who do all sorts of things :).

  • @Tremors said:

    Same as title, I was just curious. From both perspectives I see Killers constantly giving people hatch or letting multiple Survivors heal+escape if the Killer feels like they played a bit unintentionally mean, the other Survivors screwed that particular team member over or the Survivors played so badly the Killer felt bad about getting a 4K. I do this very often myself, but I have yet to ever see the reverse situation.

    Why is that? There's very clearly a lot of lovely people playing this game, so it's weird that this only really shines through when the Killer instigates it and that the absolute best you get from Survivors is them standing directly next to the exit so they can leave instantly when hit.

    I've been playing for around 250 hours now, at least 200 of those as killer.

    I've never seen this.

    Not once.

    That said, I really don't want free kills. It feels a bit BM, especially with how many survivors do this at the start of the match, probably to smurf down their MMR.

    I'd much rather you ease up on gens and give me some good chases.

  • @Laluzi said:

    Super depressing. The Chain Hunt is the only thing Pinhead has going for him. His chase power is terrible for the amount of effort it takes to use effectively and what you actually get out of it.

    He desperately needs a buff in another area if they're going to balance this so he can't torment solo survivors that don't think to solve the box until it's too late. And if this was a response to Franklins/Hoarder, they could have made a change to how those perks interact with his power. For now, chalk him up to another killer nobody plays.

    And no, a buff to an addon that replaces his best power with a generic undetectable effect he could get from various perks does not balance removing his only consistent playstyle.

    It's so annoying. They might as well nerf Wraith's lunge because survivors can't deal with his stealth, or nerf Deathslinger's quickscope because survivors can't juke.

    Oh wait....

  • @dadamek8 said:

    He's not the best killer, but most of the add-ons nerfs are justifiable. Playing with and without the fang is like playing a different killer. It was a very stupid add-on (even as someone who plays a lot of Pinhead). The other ultra rare shouldn't really be nerfed, it was okay-ish, but I guess they looked at winrates and this one was high. The add-ons that increase solving time were stupid as well. They gave you so much time to interrupt the survivor with a chain or teleport to them. Maybe they could buff him somewhere to compensate, but I think he's already very good against soloQ survivors.

    But...Fang was barely nerfed. All that's been changed is that it's a bit weaker in chase (it's never been especially good at this anyway, outside of very specific circumstances).

    It's the huge, sometimes 50%+ nerfs to basically all his other addons that frustrates me.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625418#Comment_2625418

    Killers can see all of the generators. If they decide to stay in a chase with a survivor for long enough that gens go off instead of going to check them then thats their fault. "Gen rush" is a made up term by killers to justify toxic behavior because of their poor play style choices. The problem here is SURVIVORS can be eliminated from a match. Killers cannot. A bad match for a killer can still give them more points than the survivor who was tunneled down before they could touch a gen or totem. Tunneling is toxic. It ruins the game. It does cause survivor mains to play less often because me and my friends are literal proof of that. It is a problem and it needs to be addressed. I will never recommend this game to anyone until tunneling is addressed in a way that dramatically discourages it from happening.

    I don't know how long you've been playing the game. This may come over as harsh, but a lot of what you are saying comes over as 'I want to escape every game and if I can't, there is something wrong balance wise' and is so utterly wrong that this feels like a Sluzzy thread.

    Let's go point by point.

    • Seeing isn't the battle. It's getting there in time. Several maps have a lot of obscenely safe 'freebie' gens that are almost impossible to pressure (Badham basement, houses in Haddonfield, all the far gens on RPD) on some killers. This isn't a matter of playstyle, this is a design issue.
    • Genrush is absolutely a thing. A coordinated group can pop a generator 14 seconds into the game. 2 gens in less than a minute. 3 gens in 2 minutes. I think Otz has a few videos of this. That's sometimes not even enough time for the killer to have their first real chase. The only real counter to this, especially on some maps, is to eliminate 1 survivor ASAP, preferably a high-threat target and try to protect the last few gens.
    • Yes, survivors can be eliminated from the match. It's possible to lose the game. I'm sorry to tell you that you can't win all the time.
    • Killers earn more BP than survivors because it's a significantly more challenging and less popular role, and because killers don't get free addons from chests. Survivor queue times have been so bad in the past that BHVR has had to disable all killer matchmaking protections.

    Look. You got a bad bounce. It'll happen sometimes. Work on improving your loops and chase, and MMR will handle the rest.

  • @Not_Social_Joker said:

    There are three types of killers in my mind:

    Those who tryhard, camp and tunnel just to be jerks, or to get a "well deserved" 4K

    Those who tryhard, camp and tunnel when provoked, originally wanting to play fair, but either got fed up with toxic survivors or got mady wady that they didn't get there "well deserved" 4K

    Those who don't tryhard, camp or tunnel because they care for the game and want to make matches as fair as possible and only camp or tunnel survivors as a form of punishment for being toxic. Maybe even to survivors who are trying to purposefully sabotage the other survivors, idk. (biggest of chads)

    Hmm.

    Let me explain what happens.

    I'd say that most killers of a certain level go in really sweaty, and if need be (and they are feeling nice, or haven't been provoked) they'll ease up.

    This makes sense. If you start off chill, you run the risk of getting stomped and teabagged all the way to the gate, then told 'GG EZ get out scrub games full' in postgame.

    If you start off sweaty then ease up, you'll often be thanked.

    Also:

    I'm sick and tired of the word 'fair' being bandied around.

    Playing killer is basically an exercise in unfairness.

    • Validation bug that will likely never be fixed
    • Busted boons
    • Frustrating maps with pseudo-infinites that have existed for months
    • Frequent, bizarre and heavy handed nerfs to underperforming killers
    • Survivors expecting to escape every game, and DCing the second you hook them and running to the forums to complain about 'x is unfun to play against', which usually means 'I can't get easy wins against x'.

    I'm done playing 'fair'.

    I'm going to do my level best to wipe you out initially, and if I'm stomping (and you haven't BMed me) I might ease up.

  • @gammatsunami said:

    I personally am over the complaining since BHVR have said theyre doing it, they just want to do it right. Youd complain if they rushed it and just say, hey the artist is gay btw. Theyre going to do it properly.

    I am also expecting the new complaint once theyre added will be why out of a roster of 60 characters are only 1/2 LGBT. We want more!

    It just feels like the complaining will never end or itll move onto the new thing not added. If they add a gay man, the community will want a gay woman.

    Wat.

    I've literally not seen a single post along these lines in ages, aside from a few of the standard crowd on Twitter.

    I'd say that the vast, vast majority of people don't care who their fictional murderer prefers to bump uglies with, and is more concerned about whether she is strong, fun to play and how long it'll take her to get nerfed.

  • @DangerScouse said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625358#Comment_2625358

    I am always expecting killer nerfs. Literally all the devs do now is make the game harder for killer and easier for survivors #Facts

    I was expecting a nerf to Fang.

    Fang barely got nerfed.

    Instead they took a chainsaw to all his other addons. Just...so weird.

  • @agonizing said:

    I had over 300+ Hawkins offerings between my killers and survivors and ended up with only 100K.

    Other people who had way less offerings than I did had over 1,000,000 BP awarded to their account.

    Anyone else experience this disproportion of bloodpoints? When can we expect a fix? Here is the post for reference.

    https://us.v-cdn.net/6030815/uploads/H1W4ELKO3WOW/d9a0a733-5c7d-438f-aa5a-8bdb69cf51d2.png

    Ditto on my side. Probably not as many as you, but far more than the paltry 100k I got.

  • @DangerScouse said:

    Doesn't matter. She'll be nerfed in a month anyway.

    This. She'll have a few weeks of being decently strong, then get Pinhead level bonkers nerfs and everyone will go back to playing Blight.

  • @DarKaron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625029#Comment_2625029

    I already have, and I still think Healing Circle is the most busted-OP perk ever created, aside from maybe old Mettle of Man.

    I think Exponential is going to be much, much worse. It completely negates slugging, which is sadly a huge part of the killer meta even at intermediate levels.

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