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SunderMun

SunderMun

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SunderMun
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  • Change gameplay. That's about it, really.

    I need to take into account that they have comms and probably have one person nearby while I chase another at all times, so slugging isn't as viable, etc.


    A lot of others would just dodge or put on the most frustrating add-ons and perks to deal with, but it's really not necessary.

  • @Aven_Fallen said:

    You should ignore the Breakable Walls as Killer, breaking them is only bad for you. I also dont think that this Map is that bad for Killer, I am burning it for those "Break X Pallets/Gens/Walls"-Challenges, if I dont have a Hawkins-Offering.

    IMO the safe Pallets exist because some Pallets are not useable, due to the Breakable Walls, because they result in Deadends, until the Gen is done or the wall is broken.

    It certainly could do with some less safe Pallets AND the removal of all Breakable Walls (The Game is a very good example of a Map where Breakable Walls are absolute nonsense), but it is not like it is unplayable for Killer.

    This, tbh. This map is awful design for both sides. Just like with the school that came with PH.

  • @Ryan489x said:

    The doctors I've been facing have had extremely large blast areas and are making a lot of hits and quick recoveries that they don't have the perks or addons for.

    If this is not a thing that's fine but sometimes it feels like something is up.

    This is pretty normal; they're usually very laggy for whatever reason (I suspect the VFX are a major cause tbh) so they end up with questionable situations where there's no TR but their blast hits you or they get 'dedicated' hits constantly.

  • I mean if he could deal a health state for every knife, I'd agree...but he can't. I do think he has around 5 knives more than necessary at base, going by my own time playing as him, but it's not a big deal that is making him OP or anything, (he's legit middling) so meh.

  • I believe it's because it's based on the Texas Chainsaw Massacre franchise, however I do find it odd. But tbh, we're overdue a map where it's daytime and it does suit a horror theme. I do miss the old Coldwind, though.

  • @xenotimebong said:

    Seems like it will still be good for losing your first chase, or avoiding getting tunnelled off first hook. I’ll definitely give it a test, it’s a fun perk concept and I won’t feel gross running it now.

    You'd have to go down incredibly quickly and also be unhooked instantly in order to get use out of it to avoid getting tunneled.

  • It's a joke, honestly. If they're too scared to make a useless perk viable, they shouldn't bother changing it at all.

    Legit all they had to do was make it permanently remove all blood at tier 3 and it would be sorted, but instead they went with this questionable rework idea that led to it being overall even worse than before.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/247133/do-you-think-each-survivor-should-have-their-own-passive-ability

    They did this in HSH and honestly that game is just a balancing disaster on it's own. Everyone would pick the most meta most of the time.

    Ngl, HSH's issues aren't the fact that survivors each have their own stats. And it's also a beta game that's been out barely a month, with multiple patches a week.

  • It would have been cool, but now that the game's evolved, it would just create gigantic balancing issues on top of the already rampant problems with the game.


    If it came with the game shortly after release, I'd have loved it, though.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155883#Comment_2155883

    I don't really remember seeing these complaints, admittedly. From my POV, these complaints only really started up once DS was nerfed to its current iteratation.

    I was among many people that made this complaint. I always said they needed to nerf its offensive use and actually make it counter tunneling, and even gave a bunch of suggestions.

    I always knew if this change went through it would be the wrong one and only serve to make the game even more of a toxic cesspit.

  • @glitchboi said:

    It's good, but needs one more change.

    Reduce the timer to 30 seconds, but freeze the timer when you're getting chased. This is what happens with Lucky Break after you heal back up, the timer freezes. This is essentially a buff to DS anti-tunnel wise.

    My original suggestion was literally this, but instead of changing the timer, it was : on the actions that now deactivate it instantly, it goes away at double speed (so instantly on a gen = 30 seconds of DS) normal otherwise and scenarios of being chased would pause or at the very least slow it down.


    Instead we got the most pathetic version that plenty of people had pointed out would just be an awful change through because it was easy to implement.

  • @DbD_Enjoyer said:

    https://forum.deadbydaylight.com/en/discussion/246737/survivors-are-stronger-but-unplayable-because-of-toxic-killers

    Face camp is not only easily countered by gen rushing, but also by BT and DS, the best thing the killer could do in this situation is to trade and proceed to face camp the unhooker.

    I see your claims of BT and DS and raise you Bubba. This claim is a moot point.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2155430#Comment_2155430

    Then the Killer will just step away far enough that it's not going to trigger.

    That would still literally give some leeway to have a chance to save, tbh.

  • @GingerBeard said:

    It could do it's job better. I think the best buff I agree with is to disable all forms of tracking for killer so a survivor can actually loose them. I also made a thread mentioning that the skill check should just be removed as I believe it is outdated now, and instead should just be activatable during the pick-up animation.

    https://forum.deadbydaylight.com/en/discussion/comment/2155695#Comment_2155695

    There was absolutely no way I would've ever mentioned buffing DS, in any way, before it's nerf, I feel I would've been crucified by the community. Now that it isn't abusable like it was before, I feel comfortable I can finally suggest buffing it's anti-tunneling potential.

    This is a guess, but it might also be because tunneling may have increased after the change. So now the people who are running it are seeing just how little it can help when they are actually being tunneled. Whereas before they might have only used it aggressively or never got to use it at all since a lot of killers would just slug to avoid DS, but now they just pick up straight away.

    Nah, tunneling was rampant before the change. The game feels no different aside from the new bugs that make both sides have a pretty bad time.

  • It was only previously good when used offensively and did nothing to deal with actual tunneling.


    Now it works in less scenarios but also doesn't properly deal with tunneling. It's a trash perk that doesn't do its job.

  • Adam, though. :(

  • Yes, I hope they keep to the promise that it's subject to change because I really don't like that he looks like a different person. A bit of a deepfake, even, reminding me of the kid from Polar Express.

  • @Poochkips said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154618#Comment_2154618

    Because DS finally got nerfed and now people need to flock to the next thing they don't like to have nerfed.

    The change to DS was bad.

    DH is unhealthy.

  • I forgot to mention, and am shocked that noone else has yet: Dwight simply doesn't look like Dwight, but a deepfake. Someone put it well: he looks like the kid from Polar Express.

  • I guess they look better? Far too shiny, imo, and I don't like that the physics of the models didn't change to fit the new textures, so imo it looks worse in combination with the animations...if those get changed which they won't be since that only happened in January, then it'll be better.

    But yeah, they look kind of like they're made out of wax. It's weird.

  • @Verconissp said:

    Truly. people want footage of actual clown gameplay.

    Now i do dare say, Clown is a High B tier killer. this is what i'll prove,

    Clown in the Right hands is truly a Scary Clown,

    Exhibit A: https://www.twitch.tv/videos/1004446825 One with Perks / Addons / Offering,

    Exhibit B: https://www.twitch.tv/videos/1004460178 One with No Perks / Addons / Offering.

    Course every killer is countered by the .1% of Survivors, But hoping that watching Clown gameplay Changes some minds about what Tier he is,

    (Probably not but worth the attempt,)

    Clown was never that bad, if a little bit weak, but as soon as he lost the slowdown on holding his bottles, he became incredibly consistent. People who didn't know how to play him still whined he was weak. Which I don't get; it's very easy to work out when his bottles will work and either force a hit or pallet drop. (Woo, interactive chases amirite)

  • Look, i love Otz and he does try not to jump to conclusions, but he still does have a tendency to overreact despite that fact and this is an example of it. He was never much of a Billy player before the overheat mechanic which only nerfs really bad backreving Billy players, and not the skillful ones


    Don't get me wrong, I don't think it was necessary, but it didn't just suddenly nerf the fun out of him. And even so, fun isn't what puts killers into different tiers - potential for good players that main said killer does.

  • Nope. He's annoying and someone with the timing down basically removes the ability to play from the survivor, but it's difficult to time tbh, If anything, I'd like them to nerf his on-screen effects for everyone because it makes everyone lag out. Never have I ever gone against someone playing Doctor that couldn't hit me from the moon.


    I do think some of his add-ons are overkill, too, but that's a different story.

  • I mean, obviously this was going to happen, but it was pretty much constant before anyway, so idk if I can say there's been a marked difference.

  • We already know the final verdict, and it's exactly the right one.


    Blight doesn't need an exploit that removes designed outplay/mindgames from his kit when he's already an incredibly strong and well balanced killer.

    I can't speak for controller players needing to increase their sensitivity, however on PC he definitely isn't in need of an increased sens.

    Blight is best bouncy boi and I love him as he is, without this exploit. <3

  • it's easier, but I had about a year in which I would take turns with someone else playing and we'd play with speakers on. It's definitely possible to do OK with speakers, but it's a pain, imo.

  • Slugging in general is fine. The only balance change I'd lean toward is a soft CD for Infectious Fright because on a killer like Nurse it can be an auto loss if the team is unlucky and happens to all be within her TR.

  • For anyone that actually plays the game, he suffers from a similar effect to that of Spirit; it is purely uninteractive and he, a ranged killer, is the best stealth killer in the game, which makes no sense.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2144223#Comment_2144223

    What? Deathslinger and PH work pretty well and differently enough to Huntress.

    only problem is Trickster (who still could have potential with the right tweaks and maybe some addons as base)

    Deathslinger and Trickster are both unhealthy for the game, meaning they don't really work.


    I didn't count PHead as ranged in my head, however he also is incredibly unhealthy for the game.

  • I wouldn't. No more ranged killers, please. So far only Huntress has worked and I don't see how another ranged design could work in this particular game.

  • I've had plenty of success with him. He's not hard to play and there are definitely some tactics you can use to mitigate any counterplay that might exist against him.

  • Idk, hitting them when you're on 10 fps is pretty hard. ;)


    But seriously, people have already stated pretty solidly: they check skill; how low the skill threshold must be is irrelevant.

    They're only really there in order to try and deal with the boredom of holding M1.

  • @h0lden said:

    https://forum.deadbydaylight.com/en/discussion/comment/2136158#Comment_2136158

    Why did it take such little time for a announcement that jflicking- which actually takes skill- to be called an exploit that will be gone soon. BUT this breakdown exploit (I am sure the devs can see their stats, that breakdown was basically NEVER USED until this whole bug happened.) has yet to be even talked about? Breakdown was never ran, ever. Now you have 4 person swfs all bringing it and somehow, some way, this is not a red flag?

    'jflicking takes skill' :') nice meme.

  • @Mandy said:

    This isn't the definitive answer (because the Legion issue was 2 years ago, and things have changed a lot since then) but from what I remember with that particular bug, the matches were effectively held hostage as it took so long to mend. In this case with Breakdown matches can still end, the player will still bleed out even if they can't be hooked.

    But the perk can be disabled for the time being, and it's ridiculous that it hasn't happened yet. Just as it was with the legion add-ons and the redhead's pinky finger when that was bugged, too, as well as Wake Up!

  • @miketheratguy said:

    BHVR has already said that this is an unintended mechanic that they feel shouldn't be in the game and they plan to take it out. Why is this still being discussed over and over again? Why? WHYYYYYYYYYY?????

    Because babies that want easy wins are spitting their dummies out as per usual.

  • @Nathan13 said:

    I have never ran undying before but I'm curious as to why it was nerfed in the first place.

    it was used every game and destroyed solo queue. Kill rates shot up higher than they already were.

    4-man SWF's remained unaffected because they had communication. Everyone else suffered.

    Personally I didn't mind it, but it was frustrating since the killer always ran tinkerer so there was no way I was finishing a gen without at least one person stacking onto it with me.

    @PigMainBigBrain Most killers camped and tunneled before Undying, while it was the only perk combo you saw, they still did it, and now they do it no more than they did before, which is almost every game. Don't blame the nerf of this perk for your lack of ability.

  • Don't stay near the hook for a long period of time?

    Hit them if you have stbfl and they're not the obsession.

    Bodyblock them, wasting their time, especially if it was a basement hook (this will be more effective in the next patch with the buff-nerf of BT meaning that endurance lasts less time for some odd reason)


    @Freki No, the BT change simply makes it range based, not any time they're unhooked. If the survivor is unhooked across the map from you, they will not have BT, and even if they did, it wouldn't affect you whatsoever.

  • Oof tell me about it, in EU I keep going against this specific nurse player with 7k hours in mostly her who plays with stretched res so they have built in Shadowborn. Theyre a nice guy and pretty wholesome, but man it sucks they abuse that stuff.

  • Anyone who claims J-flicking is healthy for the game and necessary for Blight to do well is just plain terrible at killer.


    Removing counterplay isn't balanced or skilful. :)

    The devs are removing it, so it's just time to git gud, scrubs.


    @BrokenSouI Blight is far from oppressive; he's simply a strong, well-balanced killer design. But I do agree he is high tier. S-tier is for those who are actually oppressive like Spirit and Nurse.

  • I play both, and I hate it too.

    There are times it can be used to great effect, but that's not really stealthy playstyle, but well thought out use.


    There are killer only players who complain about survivors having the audacity to try and loop, though, while also saying that hiding is boring, because they feel entitled to a free win just as some survivors who only play in coordinated SWFs do.

  • NOED, Crowd Control, Starstruck.

    The first two punish survivors for...surviving/playing well...and Starstruck literally punishes people running off meta builds that don't even work the majority of the time anyway...and is broken on a killer like Nurse.

    Self-care is a pretty ridiculous killer perk, too. ;)


    I'd also add that in the reverse, I hate Dead Hard for the same reason I hate NOED and Crowd Control; it erases mistakes and removes a need for outplay the majority of the time, especially if the survivor is laggy.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2140553#Comment_2140553

    I keep getting the bug where it won't let me swing. Need to wait 0.5-1s after i teleport to attack.

    I get that when I play her too, but overall don't have much issue winning despite it. Hate the killer, too easy mode while being insanely clunky, imo.

  • A lot of killers at high rank are there literally because they have high ping, which boosts them. Probably that; I notice it, too. And it removes counterplay from a killer that already ignores survivor counterplay lmao

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137606#Comment_2137606

    Same. I have a GTX 1050 Ti, 16GB RAM, and an i5 2500k and still struggle running this game on low graphics, even with the fps cap removed and maximum performance enabled in the control panel.

    https://us.v-cdn.net/6030815/uploads/4Q2X5ROXVE3U/image.png

    I've passed all of the recommended requirements yet I'm still struggling. This ain't right man.

    Same. On PC, well above recommended requirements and every patch it just gets so much less stable. I've never played above low because honestly the only difference graphically is that higher graphics make the game darker, but with worse FPS.

    1. Uh, 2 chapters before Spirit, I think. I didn't play properly until well after her release, though.
    2. I first played nea because my friend told me BL was good, but I quickly shifted to Adam and Kate, then stuck with Kate for a long time. I main mostly these two with a sprinkle of Dweet in there and Claudette in there, too.
    3. Started as a Spirit main, (I learnt bad habits and didn't understand the game beforehand, so it was a bad idea) then to Legion, (release version) and I also played a ton of old Freddy but I'm now a mixture of Oni/Blight main.
  • @BananaBlooD95 said:

    I like how some people are saying "I get good match even if I don't camp or tunnel". Yeah go do Lery as Bubba and tell me you were able to chainsaw down more than 4 times. Or that you were able to land 6 hatchet with Huntress. If you manage to do more than that, they were clearly under your skill.

    A decent survivor on The Game can make Bubba insta saw all pallet and by the time there are no pallet left on the map all gen got done.

    If one of two survivor are under the killer's skill and/or aren't able to take full potential of all tiles than sure, the killer will get 1-2 easy kill if he focus them early and by mid-late game with half the pallet drop most killer can snowball pretty hard but is the weakest survivor is good enough to give a 20s+chase every single chase then there's no way the killer can get a 4k with 10+ hooks.

    I do fine with Bubba on any map, in red ranks. But that does mean I know how to give bubbas a hard time, too. One of my favourites to run as and against because I know all the mindgames etc, so it's really a game of skill/reading the opponent.

  • Me, who wins almost all my games as killer and plays 'fair' exclusively unless there's a toxic POS trying to piss me off.

    And I'm average at killer.


    A functioning MMR system will be horrific, I agree. Just as bad as the system has been when activated, but in reverse. It will mean if you play well you'll eventually go up against sweaty survivors and killers constantly, and they're only fun once in a blue moon.

    The fun is in the chases and learning to outplay the other player, appreciating the tactics they use to get better at the game. Not sweating like crazy and tunneling/camping for the 4k.


    @D3spair yeah that sounds about right. I'd say it's roughly 1-2 games in about 20 as killer where I have to sweat. As survivor, it's most games since I don't play in a 4-man with a on of comms. Max 2-man with comms, and when I'm in a 4, we don't use discord, just like to play together as we trust each other to do objectives etc.

    Also tbf, Dowsey is very sweaty in playstyle, so it's no surprise he got put up against sweaty survivors after a very long queue. He plays competitively, which is honestly his issue there.

  • @[Deleted User] said:

    Playing survivor is way more stressful than playing killer sorry.

    Alot more survivors dcing than killer too.

    While I agree survivor is generally more stressful outside of heavily communicative 4 man SWF groups, (which are incredibly rare let's be honest) I find lately that killers are DCing a bit more often than survivors, although it's usually as survivors are leaving and they're babyraging that they lost a game (maybe 2 hooks on each survivor) where noone was toxic and they may have even done pretty well.

  • Make the game literally function without huge gamebreaking bugs, including massive fixes to server stability. Sorted. Suddenly, both sides have a better time.

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