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TWiXT

TWiXT

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TWiXT
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  • @Spirez said:

    No, play how you want. The only bannable offense is holding the game hostage. Like body blocking someone in a corner forever without them having a choice besides disconnecting. Only exception is if you body block them during end game collapse because the game is going to end regardless.

    That's not the ONLY bannable offense.

    Griefing: Survivor player(s) purposely sandbags you, blocks you in a corner so the killer can kill you, taking the game hostage, or continuously keeps showing up in your matches just to make your gaming experience miserable. This can happen with killers too, like repeatedly starting a mori animation and canceling it before they kill you, and the aforementioned offenses of hostage taking, or showing up in all of your matches to single you out. If this happens to you record every instance of it and report it to the devs.

    Highly offensive Chat messages: This goes for anyone using Racial, Anti-semitic, Homophobic, or sexist slurs, Excessive Vulgarity, Death Threats, IP tracing threats, or demands that you should end your life. These things are all saved in the chat logs and not only recorded in game, but also not tolerated by the devs, Xbox, or PS4 platform admins.

    Hacking: The usage of programs outside of DbD to gain an advantage, hacking the files of the game itself to gain advantages, currency, or unavailable cosmetics is highly bannable. If you catch any player using hacks, record the game immediately and report the player with all evidence gathered.

    Exploiting unintended game Mechanics: situational advantages due to bugs, unintended "traps", or faults with the games items and add-on's will be patched once after they are discovered, but abusing these things when you know they aren't intentional is something that will get you outright banned. Examples of this are the recent Legion "infinite mending" bug that made the mending time add-ons stack the time it took players to mend per frenzy strike resulting in players spending 5+ minutes mending, or the Pale rose "Stacking" bug that made it so that if a survivor dropped down the hole on the 2nd level of the main boat and then crouched, the killer could land on top of them and would get trapped there without the ability to down the survivor beneath them, or escape from that position. Exploiting gameplay mechanics like these are completely game breaking and give unfair advantages to players while ruining the experience for others. Again, if you see this happening, record it, and report it asap.

    This game is not perfect by any means, but none of us need toxic and unsportsmanlike ######### in the community ruining everyone's fun. You may get angry over minor things like camping, tunneling, Gen tapping, body blocking, Slugging, etc, but those are all very minor offenses that the game allows do to the very nature of the game mechanics, and in comparison to the listed bannable offenses, they are things that have counter play and can be dealt with through player strategies, and good sportsmanship. If you experience any of the listed offenses, start recording, and report away... this community doesn't need any turds in the punchbowl.

  • @Deadeye said:

    That's really funny. The old moonwalking Legion needed 2 perks to do so, Bloodhound and Sloppy Butcher. He needed to walk backwards and it took a lot of time.

    Same coming back with a single perk and Legion can just face the survivor. Now everyone saying "nah, it takes too much time". Actually The quad hit took Legion an even longer time to down someone, and everyone was complaining that the chances for escape are too bad.

    It actually didn't take loads of time, and they didn't need those perks to do it either, They just had to hit you with franks mix tape and stab wounds study once or twice, and then moonwalk for 10 seconds to make you bleed out. Overall old legion could down a survivor this way with 0 counter play in less than 30 seconds. With the upcoming change to Beast of Prey, they'll need to chase the survivor for, at minimum, 50 seconds without losing the chase, breaking any pallets, or going into frenzy. Old legion recharged their Frenzy power in 12 seconds, and could keep applying damage to the DW, and even down survivors with more frenzy strikes. Current Legion, and even the slightly buffed legion in the PTB can't do any of these things, and this small change to beast of prey will be no game changing advantage that comes anywhere close to bringing "Old Legion" back.

  • Legion can already achieve downing survivors with DW bleedout by using Dark Devotion which gets applied instantly once his TR runs off with the obsession. With this new change to Beast of Prey, Legion would have to chase a Deep Wounded survivor for an unbroken 20 seconds to activate it, and then an additional 30 seconds (25 with Stab wounds study) in order to have the survivor bleed out. The moment the survivor breaks chase, or causes legion to lose the bloodlust status, the timer gets paused again. And honestly, if a legion player hasn't downed the Deep Wounded survivor before bloodlust even kicks in, then they are pretty crappy killer. Relying on Beast of Prey to down survivors with Deep Wounds is a laughably huge (50 second) waste of the killers time, and I believe you guys are just overacting to this change.

    "But there's No counter play"? Throw down a pallet! The legion will either be forced to chase you around an infinite loop until they either get to BL 3 and down you, or make you bleed out from Deep wounds. The moment they break the pallet, lose chase, or go into frenzy they'll lose bloodlust and the undetectable status. Your counter play is simple, Throw down a safe pallet and loop them until you bleed out, if they were stupid enough to try and down you this way, you've just wasted 50+ seconds of the killers time while letting your team do 3 gens, and you'd waste even more of their time if the chase ever broke while you were looping them.

    In comparison, the old legion only had to break chase via "moonwalking" after the survivor, and could consistently apply more damage to the DW timer with each frenzy strike which replenished every 12 seconds. This made it so that legion had 0 counter play, and if they wanted you down, you were going down. This change to Beast of Prey comes no where near that level of anti-fun, so calm down guys, only an idiot killer player would think this is a viable strategy.

  • I've suggested just to make it so that every time a Killer kicks/damages a gen, it applies a 10% regression immediately by default like when a survivor fails a skill check. This would not only add 8 seconds to the gens repair time whenever it happens, it would also deter survivors from the current "tap and run" tactics to stop regression. It currently takes a gen at 99% 5 minutes to regress to 0 do to how slow the regression speed is, but if every time a gen was tapped to cease regression it became susceptible to losing another 10% chunk of progress, then that tactic would have to be abandoned completely. Doing this would allow killers an extra 8 seconds to delaying the completion of a gen, and when paired with anti-gen perks, It could slowdown the progress even further and help weaker killers with low map pressure like clown become more viable. Naturally, Pop Goes the Weasel would have to be toned down from 25% to a 15% loss of progress to compensate, and Surge would have to be buffed to a 10-15% loss to be more useful, but overall this small change would help balance the struggle of completing gens as it's currently a 1 sided battle in favor of survivors.

  • Since it doesn't apply the 10% regression from a normal gen explosion, and instead only applies a meager 8%, this begs the question of why the damage it does to gens was reduced from the PTB's 12% down to 8%? I mean at first I was completely with you guys thinking that it do 18% damage, and the reason they reduced it from 12% in the PTB is because it would've been doing 22% per Surge attack, but 8% takes 6 seconds to repair, and 12% would only take 9 seconds, so why was that seen as such a huge advantage for Surge that they had to reduce the damage? if anything, it almost makes it decent, if not for the "down with basic attack only" requirement.

  • A few simple QoL Suggestions I'd like to see implemented:

    Dark Devotion - Add a red fill in animation on the perk icon once the perk lights up to show us how much time is left.

    Surge - Remove the "Down with basic attack" requirement. It didn't work for Infectious Fright because it made it only useful to a minority of killers, and this requirement isn't working out for Surge either for the same reasons.

    Red Moss (Demogorgon UR add-on), add to it "Survivors can no longer hear when you're traversing the Upside Down" Demogorgon still makes loud stomping noises that can be heard from 16m away, so this slight improvement won't change much, it'll just give survivors less warning that Demo is gonna be undetectable for the next 10 seconds.

    Spies from the Shadows - Change its effects to "Reveals the auras of all crows (in yellow) within a 24/32/40 meter radius. Crows no longer respond to the your (the killers) presence, and all disturbed crows have 100% louder volume within the radius."

    This gets rid of the godawful loud BANG noise the current version has, the silly 5 second cooldown, and instead lets killers see crows as little signal flares leaping into the sky when disturbed as well as being more audible for the killer so they know which direction to look, Plus the killer doesn't disturb them any more so there's no false signals. It's still completely countered by Calm Spirit and Urban Evasion, and a large number of maps don't have too many crows in key locations (Rotten fields for example doesn't have any crows in the corn field despite the lack of a scarecrow) so its not an overpowered tracking tool, just a far more useful one.

    Add in this Shared offering:

    Tarnished Trophy (VR), Personal

    Gain a 10% bonus in Blood Points for every rank you've achieved.

    Bonus blood points awarded at the end of the trial.

    "They're the best in their field. Simple as that! That's why they get to live the good life."

    (Note: not sure if its clear enough the way I Wrote it, but basically at the end of the trial it calculates how many points you earned in the trial and then applies a 10% bonus multiplied by whatever Rank you are. So the maximum it can give you is 10%x 20 ranks = 200% if you have reached rank 1, 150% at rank 5, and 100% bonus at rank 10 etc. So its an offering that makes rank matter by potentially rewarding more BP than any other BP offering does, but only at ranks higher than 10, otherwise its about the same as the others.)

    Make Pig's add-on "Rules set no. 2" part of her base kit and replace it with:

    Name: Heart Monitor Trigger 

    Rarity: Ultra Rare

    Description:

    Reverse Bear Traps become active with no timer after a survivor with one attached is unhooked.

    Effect:

    Once a survivor with an Active RBT is killed or sacrificed, all other active RBT's Trigger:

    • Tremendously increases the time it takes a survivor to search Jigsaw Boxes.
    • Considerably increases skill check difficulty when a survivor searches a Jigsaw Box.

    "His heart stops, you die!" - Amanda Young


    Loadouts:

    Add 5 "Favorites" loadout slots in the UI and a "save loadout" option for every character. This way Survivors and killers can save their favorite perk, add-on, and cosmetic loadouts to each slot, and switch their loadout on the fly by simply clicking on them. There are so many perks and cosmetics now, it's tiresome to spend 5 minutes customizing your loadout between matches because of all the searching you have to do. Speaking of which...

    Also a Perk "Search" box would be nice. Just start typing in the name of the perk, and it checks if your character has it and brings it up they do.

    Ok so maybe some of these aren't so "simple", but they would be nice.

  • Nope, Billy's the last of the top 3 high rank viable killers, so he's next on the chopping block. Soon enough the high ranks will change its slogan from "Welcome to Rank 5+, your Quintessential Hillbilly experience, All Hillbilly, all the time!" to "Welcome to rank 5+, The Killer bully simulator experience 2020! Take it easy and have Fun survivors, killers are no threat here."

  • Oni masks have power behind them, some are even thought of as an object that seals them away and only through great turmoil or sacrifice can they once again regain their true form. It's possible that Rin's father isn't the new killer at all, and that his actions have unintentionally revived an ancient Oni trapped in the mask he acquired and coveted. All it may have needed was an offering of the blood of the innocent to be revived, and Rin's father provided that in gallons.

    Either that, or Rin's fathers/mothers spirits are now donning the mask and will use it to brutally punish the living. All i'm Hoping for is another killer who is viable at high ranks. I predicted it last summer: I Said that if they "nerf" the Nurse's base kit, all that will do is prove that if the community of survivors whine hard enough... they can take down a top tier viable killer. After that, the next thing we'd see on these forums is a torrent of "Spirit/Hillbilly OP, Plz Nerf" posts, and to my chagrin, apparently I was correct in that prediction. In order to balance out this loss, I'm hoping they give us another killer that can fill in the Viability hole the Nurse left behind. As of right now, Red ranks are mostly populated with Spirit and Billy, with a few Freddy's thrown in, and some Ghost Face's, but the latter 2 don't have the same Viability power Nurse used to in order to be considered completely viable as opposed to the former.

    With Spirit next on the "chopping block", I really want the next killer to be viable enough to fill in the gap, and give killer players something new they can work with in the high ranks. I'm not saying that it needs to be OP, and instead I'm Hoping that it will be competitive enough that it's able to add more Killer diversity to the high ranks than we are currently experiencing.

  • Unfortunately, I don't believe there will be a Survivor in the next chapter. In the Devs Roadmap for the year, Chapter 14 is listed without a new Map, and the previous 2 times the roadmap listed a chapter release without a map, we got Ash, and Ghost Face. Also considering that Chapter 13 released with 2 survivors, it's more likely this will be a stand alone killer chapter since the current survivor roster is at 19, and the killers are at 17.

  • YAY! finally, Nurse, and Huntress won't be the WORST killers on Console since they'll finally get to experience how terrifying they really are for us PC Players.

    As for cross platform progression... Sure, Why not tie a single account to multiple platforms? I hate it when I have both the console and PC versions of a game, and one is more advanced in progression/plot than the other, but one of them is unavailable at the moment. Tying these together, makes it feel like no matter what you play on, you are still making progress. Otherwise you basically have to keep back tracking and playing catch up, which is not fun.

  • It Could be her Mother... She was murdered first by Rin's dad, and in Japanese culture, people who die from unnatural and violent deaths leave a stain of raw vengeful emotion in the world that persists in the place they were murdered. That's basically the entire theme of the movie Ju-On (the Grudge) that inspired the Spirit: The father finds out that his wife has fallen for another man, and decides to kill her, their child, and even the cat for some reason, and then kills himself in their home. There is some speculation that the fathers spirit is trapped with his victims, but its the victims spirits that are doing all the lashing out at the living because their deaths were so violent and completely undeserved.

    Also, the entity basically made the promise that Rin would get sweet vengeance on her father... so making him another killer wouldn't allow her that vengeance, but the entity does like screwing with people and torturing them both mentally and physically, so it's a real dick move I can see the entity pulling. Either way, I'm pretty sure that Rin wasn't the only one that night praying for bloody retribution against her father, and a Mothers instincts to protect her child can be a real force of nature.

  • BTW... here's a preview of the perks I've come up with for her:

    Hex: Submission – A Hex rooting its power in servitude. When any Hex totem is cleansed, this one is guaranteed to take its place. After being cleansed, this Hex will reactivate on a dull totem within 120/90/60 seconds if any dull totems still exist in the trial grounds.

    This Hex effect will continue to reactivate as long as a Dull totem is standing.

    Sadistic Choice: Once 1/2/3 Generators are completed a False Black Lock hatch appears in the trial grounds regardless of how many survivors are still alive. Any survivor who escapes through this hatch is instantly sacrificed, and it becomes blocked by the Entity. If you close this hatch or a survivor is sacrificed by it, the true hatches aura is revealed to both you and the survivor(s) for 10 seconds.

    Master Presence:  When you hook a survivor, The Entity attacks all active Pallet Locations within your Terror Radius. Any used/down pallets are instantly broken and any healthy survivors next to or interacting with a pallet will be injured. Master Presence has a cooldown of 80/70/60 seconds.

  • I don't use Ruin, and haven't since the first month it came out. Yeah the slowdown is nice when it works, but for the most part it gets cleansed right away. I find the other "Generator Hater" perks: PGTW, DL, Thana, CI, TT, Overcharge, UP, Surge, and even Huntress Lullaby, to be more effective than Ruin overall. Main reason is because Ruin is always expected since so many people use it, so most survivors Just go looking for it as soon as they spawn in.

    Take Plague for example; My favorite build for her is currently DL, PGTW, Thana, Surge, None of those perks can be eliminated immediately, and all of them empower her with a massive slowdown advantage against survivors who refuse to cleanse at her fountains. Why would I want to put Ruin into that build when she has such a good synergy with those perks? If I did, it would only weaken the build.

    Ruin also doesn't do much against gen rush tactics, whether it stays in all game or not, so for me, I'd rather be applying as much pressure as possible with other perks than relying on 1 that has a high probability of becoming useless in the first minute of the game.

  • Legion along with many other killers, is what i like to call a "Loud and Proud" killer. They flaunt their in game presence to create tension, and have the movement speed advantage to get away with it. Others like Billy, Nurse, Demogorgon, also have this aspect to them, so there's nothing wrong with lighting them up like this.

    If they did this to Ghost Face however... then it would be a useless cosmetic. GF already has some pretty bright cosmetics which kinda defeats the purpose of being a "Stealth" killer, since being able to see him from across the map is a huge detriment. I'm just waiting until all the top tier killers get nerfed and everyone in the forums starts complaining that stealth killers are "too scary" and need to glow... sigh, I really hope I didn't just prophecize again.

  • This has probably been said before, but, I really miss milking squishy Pustula plants as my second objective as survivor, and Hooking survivors on Pustlua Plant infested hooks as killer. While there has been no major game-play mechanic change this year for the killer, the lack of the extra game-play mechanic for the survivor is felt pretty hard. It was exciting having that extra objective as survivor as much as it was rewarding when you succeeded. I miss that, and am sad that all of the new players this year haven't experienced it. After the Blight event ended last year (even though it had its bumps requiring some major balance changes/fixes), It was still something uniquely different from standard play, and I was eagerly anticipating its return this year. This year however, while ok and providing more BP, is no more than a carbon copy of the Lunar, and Summer BBQ events as far as objectives, with only 2 full sets of cosmetics to compensate.

    Sadly, this years Halloween event in full has been a major disappointment. Yeah, we get more bloodpoints from it, and even have a bloodhunt to amp those earnings up, but without the fun game-play mechanic of last year, this year just doesn't stand out.

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/comment/798382#Comment_798382

    https://forum.deadbydaylight.com/en/discussion/comment/798399#Comment_798399

    Good point, I forgot about that. But wouldn’t you say an extra perk you can choose is better than having a perk viable against you?

    One of the main reasons you'd hardly ever see Myers without Monitor and Abuse is because it wiped out his EW1 Terror Radius. Pair that with the Immunity to Object of Obsession, Spine Chill, and Premonition, and he would always be able to sneak up on survivors in the early game for some stalking. He also moves slower in EW1, so his immunity to detection perks was necessary, but more than that it enabled him to run the really great Scratched Mirror build, which consistently ensured in intense match full of jump scares.

    Now that Spine Chill is the "go to" perk for countering all stealth killers however, we're going to see more usage from it, and Shape will be hurt the most by it due to his slow movement speed, and the fact that it completely counters his Scratched Mirror build. It's a tough Call... On one hand he doesn't need to use Monitor and Abuse anymore, and this change means more survivors will be opting to use Spine Chill in place of other more meta perks. On the other hand, it Hard counters Shape in comparison to the other stealth killers, and makes one of his best builds useless.

    There are no perks to counter Spine Chill, so any perk you choose in place of M&A would have to help you compensate for the lack of ability to sneak up on survivors for stalking in the early game... Atm I can't really think of any.

  • Shape used to be immune to Spine Chill at EW1 as part of his base kit, practically making him the only truly undetectable killer. Now, since he has the Undetectable status, sure he doesn't have a TR at EW1 anymore, but instead, Spine Chill can detect him. Basically he lost an important advantage, and became conformed to the new standard for stealth killers. I see a decreased usage of OoO in the future, but a major increase in Spine Chill.

  • Huntress is one of the 4.4 m/s movement speed killers, and sure that is still .4 m/s faster than survivors, but with the 2 available windows and the long loop around the wretched shop, survivors will always be able to gain distance on her. If you have no hatchets, then yes, it very much becomes an infinite against her and only wastes your time if they lead you there. It's not an infinite against most other killers because they have 4.6 m/s movement speed, or in Hags case, can cut it short with a trap to Teleport to, but Huntress always has trouble with loops like that one. Again, this is only the case for her if she doesn't have any hatchets, but even if she does, it can still be tricky for her.

    If a survivor is kiting you around that loop, its best to abandon them and go for someone else, and if the survivors are smart, they'll save the gen in the wretched shop for one of the last ones to complete when against Huntress.

  • I had a game where an Ash kept body blocking my hook attempts. This worked out only twice in their favor: 1 time because the hook was far enough away that the guy struggled free after I struck the Ash, and another because I had to strike Ash twice at the hook proc'ing MoM. He effectively denied me 2 hooks that game, the 2nd being the most important because it happened during the endgame collapse, and there was nothing I could've done about it. Needless to say, I found myself wishing I had equipped Mad Grit to counter this tactic. Sure new MoM's not as easy to pull off as it used to be, but damn if it's the most annoying thing to go up against when someone uses it properly to deny the killer hooks.

  • The ONLY thing I'm hoping for with their fixes for the engine update is to maintain sounds at their current levels or better. Previously whenever they perform a major update to the engine, they always screw up the sounds (Killers can't hear survivors or Generators around walls, Survivors can't hear Killers sneaking up on them, Chase/injured music too loud. etc.), and the last time this happened it took the Devs 5 months to get the sounds to the levels they are currently at, which are decent but not as good as they were before. I REALLY am not looking forward to waiting another 5 months for them to get it right, and am hoping that they've learned enough from their previous mistakes that this will be a priority this time. The recent PTB had these issues again, which made me and everyone else cringe with bad memories, and I'm keeping my fingers x'd that they are putting in effort to fix it this time before it goes live.

  • "Well, Obviously you're playing as a killer that's OP, or using tactics/builds that makes the game un-fun for everyone else, so you should get punished for being toxic and don't deserve to get any points, or rank up." - Reddit user/troll

    This is what someone argued against me on reddit in support of all survivors right to DC without consequences during the height of the DC epidemic last May. Honestly, the entitlement and Ego of some people who play this game are just sickening, and I can see them using this same excuse in answer to your question.

    The devs stated at one point that once the Dedicated servers are officially live and out of the testing phase, they'll have better tools to punish habitual DC'ers, and have even said they have plans to leave a DC'ing Survivors character in game as an empty "husk" that the killer and other survivors can interact with and still make points from. Until then, Killers are at the mercy of the survivors "Right to DC" and are going to get punished for it every time. The Dedicated Servers going Live officially and the Disciplinary Committee can't come soon enough IMO.

  • @phantasmal said:

    Where's the both option?

    Tracking certainly seems the main use but locking down a regressing or a 99% gen can be really powerful.

    I wholeheartedly agree. The tracking it gives is nice, as it will even reveal survivors working on gens that are closer to the hook than you would've expected. In which case it's actually better than BBQ&C, but there is a couple of problems with using it for tracking only. The first problem is survivors adaptation; once they realize you have TT, they often adapt to deny its tracking potential by simply abandoning the gen as soon as they see their teammate go down. The second problem is activation time; TT has a long cooldown in comparison to most other perks, which makes its activation happen less often than we'd like if using it for accurate tracking.

    As for the slowdown, it's only 16 seconds of stalling a gens completion, but that 16 seconds can mean all the difference in the world. Nothing feels better than combo-ing it with PGTW, Stalling a gen at 99%, and then punishing the gen with a massive 25% drop in progress once the TT timer runs out. Again Using it for slowing down gen completions has the same problem with activation frequency, as while its activation does become a hindrance to survivors, If you can't capitalize on it... it amounts to little more than a mild inconvenience that doesn't activate often enough to be effective for this aspect of the perk.

    It's less about using it for 1 reason or the other, and much more about using it for its combined effects: potential tracking and stalling gen completions. A Player who can capitalize on both of these aspects simultaneously makes running TT far more worthwhile than a player who uses it for only 1 of them.

  • @UlvenDagoth said:

    I would really really really love this to be a thing. I'd like this as much as Legion, and that's saying ALOT for me!

    Thank you so much for your support! I sincerely appreciate it, and hope beyond hope that the devs take the idea seriously.

    I designed the Dolls with Balance in mind as well as Perk interactions. This one took a long time and a lot of revisions, but I believe this is the best, and most plausible version of them.

    Like I've said before, I don't care about money or Rights to the idea, I just want to see the Dolls in the game. The only thing I would like from the devs if they use this verbatim, is a name drop, that's all. So Devs, If you are seeing this and like it, Please just message me if you want to use it. Nothing would make me happier than simply being an acknowledged contributor to the game I love.

  • If my Killer mains are letting me down because the teams I'm up against are too frustrating, I go with Iridescent Head Huntress with Ebony Mori, or "Pure Cruelty" build Plague (DL, Thana, PGTW, Surge). Huntress just so I can de-rank to the less frustrating ranks while still having fun (insta down + Mori hurts your rank scoring a ton), Plague just because no one ever expects the Spanish inquisition her to be as devastating as she truly can be, and that gives me an edge against most teams who refuse to cleanse. I used to go wild with Iridescent King + High Stimulus Electrode Doctor, because "If I'm gonna lose, I might as well make the game hell for the opposition", but that felt a little too petty and unproductive in comparison to the killers and builds I use now.

  • Not for much longer unfortunately.To me The strongest aspect/edge Shape has had for the past few years is the fact that he's the only Truly undetectable killer because Spine Chill and Premonition doesn't detect him while in EW1, which allows his slower moving self some early sneak attacks and easy stalking. GF hasn't been able to beat those perks from day 1, and because of this he can never pull off stalking a survivor with either of those perks, but as of the next update, Shape will have the same problem, which will only be worse for him because unlike GF, he'll still move slower at EW1. Granted Myers map wide expose effect lasts for a long time, and gets everyone playing extra cautiously, GF's Stalk (when pulled off) nabs him quicker and more frequent instant downs on singled out targets, and doesn't have a stalk limit. Current Shape has that nasty early game advantage, and because he's not detected by those perks he can pull off some incredibly fun builds like the infamous "Jump scare Myers" (scratched mirror build), but as of next update, those perks will completely counter this and his early game sneak potential. Enjoy Shape while he's still strong guys, the next update is gonna hurt.

  • It's not really that killers WANT to keep the next to last survivor slugged for the 4k, it's that at the high ranks they'll get punished for giving the final survivor a chance of escape. Arguably, when it comes down to the last 2 survivors, a survivor Camping the hatch is Just as common as Slugging for the 4k. Killers have experienced this enough to know that if they hook the downed survivor, they grant the final one camping the hatch an instant escape and will get punished for it in the scoring. On top of that, it honestly feels pretty crappy when you do good as a killer, dominate the survivor team, but the last guy gets rewarded for essentially losing against you with an easy escape, while costing you your points/rank.

    If there's only 2 survivors left, and the killer has no idea where the hatch is, they're gonna slug for the 4k, but it's not very fun to do that even for the killer. If the emblem and points scoring wasn't rigged to only reward for 4k's at the mid-high ranks, this wouldn't even be an issue. As it stands however... What choice does the killer really have? It's not unreasonable for a killer player to want to be rewarded for doing good, and having said rewards snatched away just because the last survivor jumped out the hatch, feels so incredibly stupid that it shouldn't even be part of the scoring.

    Personally I don't care about what rank I'm at anymore, and when playing killer I hook everyone I down regardless of whether or not it punishes my rank score for doing so, but that kind of sentiment doesn't fly for the average competitive players.

    If you want the Slug for 4k problem to go away, it's not perks, offerings, or a concede button that needs to be implemented: It's a change to the killer scoring events that will allow them to still PiP for their performance at high ranks with a 3k.

  • Honestly Legion was, without any doubt, pretty broken at release, but what the devs have done to them has been less of a balance for them, and more of an overkill reaction to the communities complaints. Don't get me wrong, many of the complaints against Legion were well founded, and I wouldn't go so far as to give them back their previous abilities, but a nice middle ground that makes their power a threat again would be welcomed in my book.

    I have read your suggestions, and while I like them, I feel it's probably better to start smaller on things to try and make the Legion more viable. For this I'll offer my own 2 suggestions:

    1. Give Legion back their previous movement and vaulting speeds. In the current build the Legion only benefits from afflicting DW to survivors if they can effectively chain the affliction to multiple survivors on the team. This is impossible in most circumstances currently, due to their slower movement and vaulting speeds, which give survivors far too much wiggle room to evade the Legion until their power runs out. The original version of the Legion still had this problem, but a good player could manage to get all 4 on a mid sized map before their power ran out. This emphasized skill and incentive to try for the 4 hits because it was a possibility with the right add-on's. Current Legion however only does this when the map is very small, or if every survivor is focusing on the same gen, but even then, they typically only hit 2 at the most due to survivors scattering like cockroaches as soon as the first one is struck. Current Legion moves at 5 m/s while in frenzy, whereas old Legion moved at 5.25m/s. Old Legion also Vaulted at the same rate survivors did, but current Legion Vaults at .5 seconds slower than they do, or at the same rate Bamboozle grants to a killer. Comparatively, Old Legions main advantage was the ability to catch up and keep up with survivors, but they also had a 2 second cooldown to slow them down, with that currently increased to 4 seconds, I see no reason why they need to be any slower in Frenzy.
    2. Reduce the Deep Wounds timer from 30 seconds, to 10. When Legion was changed the Devs already did enough to reduce the Deep Wounds Status effect from a threat to being completely non-threatening, simply by making the timer pause whenever in the killers TR, and making it pause again while the survivor mends. The fact that it retained its 30 second timer is a grossly unjustified at this point. The TR pause alone already killed the possibility of a Legion player "Moonwalking" to allow the timer to bleed them out, but the pause on the mend timer... seriously? As if a survivor outside of the Legions TR and thus out of immediate danger isn't going to immediately start mending? If the timer were 10 seconds instead of 30, survivors would have to pay much more attention to the DW status, and be much more vigilant to mend as soon as they are out of the TR. The Franklin's Mix tape also could benefit in this effect if it reduced the timer by 5 second, which would make a 2 hit + 4 second stun much more worth while if the survivor left the killers TR, and thus make the add-on significant;y more useful than it currently is (by my calculations, to down a survivor with the current FMT add-on, Legion would need to relentlessly pursue and keep striking a survivor for 80+ seconds). IMO, This would make the DW status effect a threat again, and TBH, that is what the Legion really needs right now... to have a power that is either more beneficial to their map control, or a dire and looming threat to survivors affected by it at all times.


    There's my 2 cents on the initial and minor buffs I believe the devs should test in an upcoming PTB in order to try and bring Legion more viability than they currently have. It's not much, but the way I see it, Legions game mechanics have always been on a knifes edge since day one. Sway only a little from 1 side to the other and you go from being pathetic to OP or vice versa. Finding a balance with that is really tricky, and doing it right means taking small steps... to that end I feel that either of these minor changes are a good place to start.


  • @InfinyMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/765254#Comment_765254

    I completely agree it was a big missed opportunity. But ive played this game since release and as much as id love for them to do things like this (even if the extra visual bumped the skin cost more). They havent yet. And at this point if they did. Itd silly because they would have to back track on the great blight skins they have already or completely choose not to and start a new "set" of skins which changed visuals in some way. But if that ever happens i dont see it being till waaay down the line.

    Even if they had done all 4 of these skins with some visuals for the power, can you imagine the outrage from people with skins from prior hallowed blights? (Id be among em i have the Doctors lol)

    Change lightning effects on Doctor from blue to glowing orange, change Wraith uncloak/cloak from orange to brighter orange, change trapper trap pickup to leak orange fluid and shine orange when they trap a survivor, change Spirits haunting exit to have an orange fluid outline, change Huntress hatchets tracer effects (the lines behind a soaring hatchet) from grey to glowing orange, etc... I know I'm Probably talking out of my ass here, but color changes like this seem like small potatoes to me in comparison to the effort they put into the full cosmetics. Is it wrong that I yearn for them to go just 1 step further for these cosmetics and give them that little extra oomph in value?

    Hell, they could attach it to the Weapon, Head, or Body Cosmetics as needed based upon the killers power.


  • @InfinyMage said:

    ... Have the developers EVER added a cosmetic which actually changes the base power of any of the skins? They havent. And i wouldnt expect them to do something like that (as cool and amazing as it would be!) Without posting somewhere about it or word getting out (the new set of blight cosmetics have been in store for a couple days and nobody came to forums to brag about cool yellow vomit or anything). Just have to do your research before you ever buy anything. Thats like a golden rule.

    That being said. I'm sorry you did spend money on a cosmetic that didnt meet your expectations. (Also sorry about tone OP, the comments under you dissing vommy mommy got me moody, meant no Ill feelings)

    *Glares at others* lol

    There's always a time and place for a "First", and this was it imo. They already have plenty of fluid animations for the Blight cosmetics, so how hard would it have been to apply them to the Plagues VERY fluid based power? It's not like they could've added it as easily to nurse blinks, or Billy's chainsaw rushes, but perhaps they could've to Clowns Gas clouds and maybe some projectile tracer effects of the Huntresses hatchets. But with Plague literally spewing putrid fluid left and right? I thought that was gonna be a no brainier on the devs part. sigh... Such a missed opportunity in my eyes.

    Don't get me wrong, it's not a bad cosmetic, but it just could've been so much more, y'know?

  • @TheAtomicPsycho said:

    The plague is underwhelming, so...

    In the wrong hands, yeah Plague is underwhelming, but I've consistently 4k'ed with her even in the red ranks thanks to some good builds, and the realization that she is much stronger than everyone thinks. I've come to rely on the idea that survivors don't cleanse against her because they fear the ranged damage, but by doing so, they often find themselves in a game long NOED situation; I happily take advantage of this aspect every time. Killer players that don't do that while playing her are obviously not mentally inclined enough to realize the advantage this presents: Chases last half as long. To that end, I've been a real beast on the community with her, and her ranged damage ability has become a mere afterthought to me. Build around this principal and there's little survivors can do to counter her. She's only underwhelming if the player doesn't know how to take advantage of her ability, and for those who don't I say this:

    Wake up people! You are missing out on her primary advantage... Game long 1 shot downs! Who gives a crap about the ranged damage when no other killer in the game can accomplish this so early in the match?

    Sigh... I digress, The problem I've stated is that her puke wasn't also given some extra visual effects to match her new blight outfit... and that makes me sad.

  • They have good mobility, and can rarely injure all survivors with a well timed combo attack, but their power has been ultimately declawed. When legion was first released, survivors had a 30 second timer to mend the wound over 12 seconds, and dared not get hit again while mending because it not only reset the mend timer, it also reduced the time we had to mend before we'd go down. For obvious reasons this encouraged tunneling after the initial hit, and provided no counter play against them. I was all for a slight nerf, but what they've done is overkill... They completely removed the threat of the Deep Wound status by Pausing the timer whenever mending or in the killers TR, while inexplicably leaving it with a 30 second timer. Sure this prevents the Legion from "moonwalking" to exploit the timer, but the timer is so lenient now that, Moonwalk or not, we still get more than enough time to get far enough away to mend and pause it anyway.

    Thus their power now poses no threat, not only because they can't damage the timer any more, but also because it never ticks down enough to be a problem for us and ends up just wasting our time. Even worse, they dropped Legions movement/vaulting speed during frenzy, which was their primary strength against our best escape perks/tactics, and allowed them to do what they do best: inflict DW on multiple survivors.

    IMO, They either need their old movement/vaulting speeds back, or the timer reduced to 10 seconds (5 with an additional Franks mix tape strike). That way we're either going to have to deal with multiple hits to the team more frequently (especially in large maps), or we'll have to immediately start mending the moment we're out of the TR if we don't want to go down. With these suggestions, Good survivors have decent enough escape perks to deal with the enhanced movement speed, and Moonwalking won't help the killer get us with the lowered timer.

    Legion and their power used to be a threat, too much of a threat with some nasty exploitation that needed changes mind you, but at least it meant they were a challenge to face. Now however, they're just a mild and annoying inconvenience for us... I personally would like it better if one of my suggestions was implemented, because while they may not be as fun (read "Easy") to go up against, they would at least be able to provide a challenge at the Green-Purple ranks.

  • Fair play is a rather skewed concept in this game, loaded with double standards, and player biases. Take your scenario for example:

    1. You are playing the Doctor, of whom survivors find annoying because he defeats stealth as part of his base kit unless they bring in Calm Spirit to prevent themselves from screaming.
    2. You are also using Overcharge, which is a relatively useless perk on most killers, but on the Doctor it can be very troublesome because at madness 2 the skill checks jump around the screen for survivors 66% of the time. This makes hitting that tiny skillcheck more difficult for survivors, which results in more failures than would happen on any other killer. Pair this with Unnerving Presence, and you increase its difficulty even further.
    3. Doctor is in no way considered a broken or OP killer despite his advantages against stealth, and his potential to anti-loop. Experienced players know how to avoid the madness gain, and can otherwise juke him at loops consistently because he is inherently still an M1 killer. So no matter how "Un-fun" survivors find going up against a Doctor, they honestly don't have a harder time against him than they would against killers like Shape, or Pig. Yet they'll cry about it regardless.

    Here's a common Double Standard of what survivors call "Fair Play":

    Survivors can go in with full meta perks and OP Items/add-on's, but the moment a killer does in order to try and counter this, they are called a "Tryhard, Sweaty, OP, Trash killer!" Regardless of whether or not the killer actually wins or loses. Which honestly comes across as hypocritical and entitled gibberish in the context of a 4v1 game.

    The way I see it, you are a human being too, and deserve to have as much fun playing the game as the survivors do. While playing killer the odds are stacked against you more often than not which really puts a crimp on the feeling of the "Power Role" that killers are supposed to fall into. We're all People pitting our skills, Strategies, and Earned builds against each other in this game, so with that in mind, I'll just state this as my overall answer to your Fair play question:

    Play the game how you want to play it and have fun. The killers role is to kill, the survivors is to survive, both by any means necessary. Anyone who has a problem with that should direct their hate at the game mechanics that allow either side to do their job more effectively, not the player who takes advantage of it.

    Ergo, If Survivors never hold back on their builds or tactics, as a killer... why should you?

  • "Survivors Rule Book for Killers; Page 1, Rule No. 1: The killer can't."

    This pretty much sums up all the survivors made up rules, and if I followed that, then I might as well go play a different game, because god forbid I try to have fun as a killer in this one.

    These are the only rules I go by when playing, and feel that if everyone went by them, we'd all have a good time:

    1 - Play how you want to play and enjoy the game.

    2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.

    4 - When the gates are powered... Anything goes.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.

    6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.

    7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    1. A Game breaking bug rendering you incapable of playing a normal match.
    2. A Player(s) taking the game hostage/hacking/exploiting bugs or game mechanics/bullying or griefing you. (Report these ones after leaving the match)
    3. Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players. Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Too many DC's from too many players can also result in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

  • @blue4zion said:

    For me, it's the points. Getting a lot of points with zero kills or being sacrificed is a win in my book.

    @Ark_the_Bonsai said:

    Points make me feel like I won, good chases (on both sides) make me feel like the game was fun.

    Same as these guys.

    As Killer and survivor, Regardless of how many players die (including myself), Getting more points than all of the other players, and at least 1 PiP is a win in my book.

    It's easier to do this as survivor than it is as killer, but it all boils down to the idea that If I did my part, earned good points in all categories despite how the match went, and what I earned is greater than anyone else on the team, then I'm the MVP. I always aim to achieve 25k+ in BP and at least 1 PiP, no matter the role I play. It's just more fun when you can die or the entire survivor team escapes, but you have the most points because your participation gave everybody one hell of an exciting match.

  • I stopped trying to use the Hawkins Lab ID Card offering when I tried using it 5x in a row, and every single time, just like when a killer brings in a secret offering, I got "Match Canceled". It seems that, in general, players will automatically DC if they see the offering. It's a real shame too because of the 2 times I've ever actually managed to play on the new map, It was lots of fun, and we all escaped. I don't see why players dislike it so much.

  • In my opinion, these are the only "unwritten rules" any player should follow:

    1 - Play how you want to play and enjoy the game.

    2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.

    4 - When the gates are powered... Anything goes.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.

    6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.

    7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    1. A Game breaking bug rendering you incapable of playing a normal match.
    2. A Player(s) taking the game hostage/hacking/exploiting bugs or game mechanics/bullying or griefing you. (Report these ones after leaving the match)
    3. Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players. Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Too many DC's from too many players can also result in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    Tagged: CommunityGuideRules


    Your query pertains to rule 7 in every sense. Soon DC'ing will be more harshly punished, but only to those that habitually do it for petty reasons. No, It is not Okay to DC for any reason other than what I've already mentioned in my "unwritten rules" for the game. I once had a troll debate me on this claiming that getting downed/hooked first is un-fun and not worth their time in the game. To which i replied, "then if the game is un-fun for you, stop playing" but being the troll they are they responded "why? so ######### like you can have all the fun?" Sigh...

    People like this are not what our community needs. People like this deserve to be banned for their abuse of the game. No one, not killers or survivors, can have fun playing the game when there are toxic turds in the community like this. Are there circumstances that validate DC'ing? Yes. but they are very rare.

  • @joker7997 said:

    I can't hear ######### thanks to the goddamned chase music anyway

    I feel that this goes beyond the music issues, which also took around 5 months to level off to a tolerable level. Don't get me wrong, its not perfect yet, but Its still 10x better than it was after the last engine update wherein you literally couldn't hear anything but the music during a chase. On the plus side, this latest change to the sound design has made the Demogorgon's undetectable status actually mean something since survivors can't hear his stomping from 16 meters away if they are on a gen surrounded by walls, which incidentally makes his Red Moss add-on actually useful and worth the ultra rare price tag. Sadly that's only one positive side effect of the new sound design, and it's not, by any means, what I would consider a "Saving Grace".

    I want to be able to hear Ghost Faces movement at a jungle gym while he is in stealth mode. I want to hear Pig/Shape breathing when they're sneaking up on me, and most of all, I want to be able to track injured survivors by listening to their cries without them disappearing completely the moment they go behind a freaking wall. There's even a Game Tip (those annoying messages on how to play the game when loading a match) that roughly states:

    "When a survivor is injured they make loud noises of pain. If you Listen for it, you will be able to track them better."

    This message becomes pointless in the current PTB build because of this sound design bug. We have a cavalcade of new players in the game that have been spending the last couple of weeks getting used to how sounds are now, and if this isn't fixed for the live release, the devs are only going to alienate them and give them a sense of "buyers remorse". Nobody wants that right? Or is it just you and me that think this way?


  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/748372#Comment_748372

    Most other killers can be viable against all survivors out here. If someone says that nurse and spirit are the only viable ones, they are just wrong. They are talking like they go against super try hard 4 man swf every single match. If that was the case then yes, maybe those are the only viable ones.

    You say survivors victimize themselves and I honestly laughed at that. Have you seen this forums? The "devs never care about us, we can only win with nurse and spirit" mentality is everywhere and it's just wrong. Most people on this forum just don't want any challange and want easy 4ks or escapes every match.

    To put what I'm getting at in perspective: Imagine that you are the best fighter in the world, but for your final matches to determine you are the best of the best you get your mind put into the body of someone who has only one arm that hasn't had the adequate training. You are expected to use everything you know, but this newfound limitation holds you back time and time again from making the big leagues. Can you compensate and learn to use it to overcome your obstacles? Yes, but can you ever beat the top brass? No.

    This is the current problem with Viability. A good Clown player can make mid rank survivors experience a living hell, but when he goes against the high ranks, despite the build and add-ons he uses, he just doesn't have what's needed to compete, and fails no matter how hard he tries. Killers like Nurse and Spirit on the other hand do have what's needed, and can compete at the high ranks on the same level with the survivors. While this makes games easier for them at low-mid level, they both require a significant amount of time to learn and understand first, which makes being able to compete at the higher ranks feel well earned.

    IMO all killers should be designed with decent viability at low-mid ranks without the aid of add-on's and perks, and only become high rank viable with said perks and add-ons. If that were the case, then it would better balance the game, and make for a more enjoyable experience with the proper challenge level for the survivors. After all, this is a 4v1 game, and the 1 should require the cooperation of all 4 to beat.

  • @hiC said:

    No, they’re not the only ‘viable’ red rank killers. Good killer players make everyone work at red ranks.

    I sadly disagree, Try as you might at the high ranks, Clown Simply can't compete even with his best add-ons. His overall lack of map pressure, just can't compete with a gen rush meta team no matter how swiftly you end a chase with him. This is the inherent problem with killers:

    If they can't apply adequate pressure to slow down the gen progress with their abilities, they will always lose at the high ranks.

    That's not to say they aren't fun to play, because at low-mid ranks they can seem very viable, but when they are put up against the best the community has to offer, they simply can't compete on the same level.

    Nurse, Spirit, and Hillbilly have that competitive edge in their base kit, which is what makes the "viable" in comparison. It's not that it makes getting kills easier, its that it makes their ability to kill while applying map pressure less of a frustrating or impossible endeavor.


  • @arslaN said:

    People think that being viable is getting 4k's every match at this point.

    No, this is incorrect. Viability is the ability to compete against the best builds that the survivors have to offer at the high ranks. To that end unfortunately not all killers are viable, and that's the problem. Spirit is considered S rank or high rank viable because her ability allows for mindgames and pressure that most killers don't have. Whereas Clown, while being efficient at anti-looping with the proper add-on's, simply can't apply good pressure to the survivors and isn't able to keep up with or deter their objective progression.

    Honestly it all comes down to the most basic premise of what makes a killer viable: Map Pressure. Those that have Movement Speed altering abilities or lacking that, have pure stealth to compensate, are far better performing than those who have neither. In the case of stealth, survivors don't know where the killer is coming from which grants the killer a pressure advantage despite moving at normal speed, whereas a killer with a Speed advantage can cover more ground and guard more gens more frequently.

    When it comes to Viability the killer has to actually achieve the status of the "Power Role" over the survivors. This is a Difficult task for most killers without the aid of add-ons or perks to balance out the many mechanics survivors have that work against them. What makes Nurse and Spirit "Viable" is that they either can ignore some of those mechanics or turn them against the survivors that use them, and thus claim the "power role" from the survivors and give them a challenge.

    It's ironic that survivors constantly complain about killer add-ons and abilities, and the killers hold back on them because of said complaints, but survivors never hold back on theirs. In many ways the survivors, with the right builds and add-ons, claim the "Power role" and abuse it endlessly while whining about being the victims, which IMO is pathetic. If a killer can best you while you and your team are using the the best you have to offer, that's not because the killer is OP, its because the Player out smarted you. Many survivors seem to forget that they are up against other human beings, and get enraged or salty when the lose to them, which is honestly unbecoming and embarrassingly juvenile of them.

    This game is loaded with imbalances, but while survivors never change or have anything that makes them unique from one another, Killers have it in the opposite. Each killer has a unique power, and each power is gauged based how well it deals with the best the survivors have to offer. Most can do decently at the mid ranks/builds but there are only a few among them that can use their unique power to compete with the highest ranks and builds while providing them an adequate challenge.

    This is what makes a killer Viable. Not the idea that they can "4k every match" as you have so stated. What makes a killer viable is simply the ability to, with their power, be able to compete at the higher ranks, despite what the survivors throw at them and give them a good challenge. Lets face it, if all survivors at red ranks had a guaranteed win every game... the game would've died out long ago. We NEED viable killers more than we need pushovers, and unfortunately, the devs seem to be keeping killer viability to a minimum in the current roster.

  • Excerpt from the Survivors Rulebook for Killers, Rule No. 4

    Camping - Defined circumstances: Camping occurs when the killer exists on the map after hooking a survivor.

  • @Kilmeran said:

    I do believe I am going to go Thrilling Tremors. Everyone brought up some solid points, too, so thank you guys.

    And @TWiXT , I have all the perks you mentioned to pair with TT unlocked except Thana, which I am waiting for the Shrine to get because I absolutely, unequivocally, cannot play Nurse to save my own life (already have Nurse's Calling from the Shrine a while back), and Surge, which is the next Perk that I'm going for after TT.

    Usually, I will play my mains a bit with BBQ and Pudding and dump the points into whoever I need the teachable from, but in the case of GF and Demo, I'm actually going to play those two as I level them. I already have over 300k waiting for GF right now, after doing three dailies tonight that happened to also be on Killers that I had BBQ + Pudding for (I know it doesn't double the dallies), plus some test matches with GF and Plague.

    Plague . . . not for me at this time. Maybe down the line. 😁

    you don't have to play her, just lvl her up with points you earn from other killers until you get the perks unlocked. which should only cost 1mil-1.2mil for lvl 40 depending on what you get for her.

  • On one hand you have Corrupt Intervention, which either forces survivors to waste the first 2 minutes of the match waiting for it to go away, or come to you in order to try and make progress. On Shape, Pig, Legion or Clown these possibilities are really good. Pig can get the upper hand especially by getting a few RBT's on before a gen pops if they tried to wait it out, which only delays gen completion even more in the early game. Shape gets extra stalk time early on despite what route the survivors take, Legion gets them to come in close together for more chain hits, and Clown potentially gets some fast and early downs regardless of the tactic the survivors use. This is a good perk for all the killers you are using, but it's not necessarily the best for them, especially if the survivor group is exceptional at stealth tactics. However the biggest downside to this perk is that you absolutely need a tracking perk to go with it in order to know which tactic they are using. Whispers, Spies, & to a lesser degree Stridor are your best bets for the early game detection.

    On the other hand you have Thrilling Tremors, which halts progress on any gen it affects for 16 seconds, and reveals what gens are currently being worked on in order to guide you to the next target. Paired with Pop Goes the Weasel, this can be a very good perk to have since you'll see which gen you need to kick next. Unfortunately we also have to take survivor tactics into consideration, and the go-to tactic against Thrilling Tremors is to cease working on gens as soon as a fellow survivor goes down. This makes TT affect every gen without revealing which ones are being worked on, so unless you also use something like BBQ, you aren't always going to know which gen you should head to. Sure it delays the survivors 16 seconds for completing a gen, but if you don't know which gens they are focusing on, it's not very useful. However, ultimately the slowdown you achieve from survivors using this tactic can be what nets you a win, especially if you pair it with gen slowdown perks like Ruin, Dying Light, Pop Goes the Weasel, and to a lesser degree Huntress Lullaby, Surge, and Thanatophobia. TT + DL + Thana on Legion will be particularly potent if you pair them with Sloppy Butcher, Pig could also benefit greatly with TT + DL + Ruin, Clown would get considerable leverage with TT + PGTW + DL, and Shape is one of the few killers uniquely qualified to get the most out of TT + Surge + PGTW + DL. Surge is mostly useless to any killer who can't down a survivor with 1 basic attack, Shape can and often does but only when using EW3... still its crazy effective when he can down a survivor, activate surge, block the surged gen, and then sweep in to punish it more with Pop since the repair time goes up more and more with every hook from DL.

    TBH, I'm not sure which to go for. Thrilling tremors you'd absolutely have to build around more to make it worthwhile for the killers you use, but the builds would be nasty as hell. Corrupt intervention would only require maybe 1 other perk to make it more viable, is more universal to all of your killers right away, but might not be as nasty or effective for them... depends on how you play and whether or not you get a few downs before the timer runs out. I want to lean more towards CI, but if you have the perks to build it for sheer punishment, TT would be the way to go.

  • The most vicious doctor build I ever used was unfortunately patched out. It was Distressing, Unnerving Presence, Overcharge, Tinkerer.

    This was the Old version of Tinkerer which is what tied it all together. You see Old Tinkerer adjusted values on add-ons by making them 10% more efficient. This meant that Billies chainsaw charge up speeds, Nurse charge up, Trap setting, Huntress wind up, etc, were all 10% faster when using the proper speed add-ons, than using the speed add-on's alone. For Doctor however, This meant a plethora of different effects. In the build above I used Calm and Order. Now for calm it didn't do much, it added .1% more TR per meter gained or lost with the calm add-on's, but for Order it increased the default 10/15/25% madness gain rate from being in his static field to 20/25/35% and if you stacked order add-on's the maximum you could achieve was 60%, but trust me, the 35% was more than enough. Using Calm Carters notes, and Order Carters Notes, you could achieve a 48m TR that drove everyone in it up in madness tiers 35% faster than the base speed. With this build, Doctor had complete control over the majority of the map, and effectively suppressed survivors ability to do gens.

    That's just one example of how powerful that extra 10% was in the Doctors hands, (I'll let you imagine what it did for his other add-ons) and I was honestly surprised none of the streamers ever picked up on that, It honestly made him "break the game" and sadly once they changed Tinkerer, I felt he lost that edge. My old build regularly made survivors DC, and its been more difficult coming up with a new one that comes even close to the same impact and oppressive feeling this old build had.

  • The chief complaint on these forums (especially last summer) has been about how powerless the Nurse's current mechanics and add-on's make survivors feel. Albeit her add-on's have needed a balance update for a long time; I've said it before and I'll say it again:

    If the changes the devs make to the Nurse result in dropping her top tier viability, then the only thing the devs will have accomplished is changing the frequency of posts in the forums from "Nurse OP, PLZ Nerf" to "Spirit/Hilbilly OP, PLZ Nerf" because they'll have taught the complainers that if they whine enough... they can take down a Top Tier killer.

  • Google search Cruel Confinement, and see the results you get. I believe that's what BHVR was worried about. Much like how we'll never get The Creeper from Jeepers Creepers as a licensed killer, because of the directors criminal history that BHVR wouldn't want to associate with their game in any context, much less give royalties to him for the license.

  • The Original name could have lead to many "triggered" posts. BHVR just reeled in a new mass of players, and didn't want to take a chance of alienating any of them with a scandal like the infamous "Tracer's Butt" Blizzard had to deal with in regards to Overwatch. Triggered people will find any excuse to be offended, and are often offended very easily, but when a game company makes a goof in a naming convention, intentional or not, the Triggered will scream at them to change it. Quite honestly, I think they could've at least waited a few weeks to see if the Triggered would raise their voices or not before changing it, because the implications of Cruel Confinement's name reminds me of Horror movies like Hostel, Silence of the Lambs, REC, Saw, The Ring, etc... All featuring characters getting placed into small rooms where they are abused, tortured, murdered, and can't escape.

    The concept of the perk is to lock survivors in by cutting off the majority of their escape routes, so the killer can corner, harm, and murder them without them getting away easily. I don't see much difference between those horror movie situations, the definition of Cruel Confinement, and the games intentions for it. In a horror game context it actually works in favor for the games genre, and doesn't come across offensive to me. Now if a perk was named something VERY offensive and out of context like [BAD WORD], Dead Baby Joke, or [BAD WORD] then I could completely understand how people may be offended.

    (apparently I can't write all of these examples here, not because they have swearing in them, but because they insinuate things that might get me banned... best example I might get away with means the same thing but has to be censored to "expire by fire" and even that may be pushing it. hopefully you get what i'm getting at. sorry devs if that's going to far, i'm not aiming it at anyone, just trying to make my example clear).

    Heck, I'm actually surprised the triggered aren't offended by this game itself. like its "Depictions of Violence against women", "Lack of LBGTQ representation", "Sexism in regards to how the majority of Female killers have a slower base speed than the Males", or "Lack of Tall Female Survivors and Short Male Survivors." Hopefully I didn't just give "The Triggered" ideas that will inspire them into action... but who am I kidding? I probably just unintentionally ruined the DbD forums forever. sigh...

    (Seriously guys, Please don't riddle the forums with Triggered responses, even as a sarcastic joke.)

  • She's surprisingly effective at the high ranks with the build I've been using: Dying Light, Pop Goes the Weasel, Thanatophobia, Surge.

    By now everyone knows why DL+Thana on her are an amazing combo. No DL healing bonus for the obsession, and a Base 16% reduction in gen progress for everyone with Thana once they get broken + the building slowdown of each DL token.

    Surge however is also great on her as its synergy with the DL+Thana combo not only save you time in kicking gens yourself, but also buys you considerably more time to stop survivors from finishing gens. That 8% drop in progress isn't a problem for survivors in the beginning of the match, but by the time you have 4 stacks of DL and have everyone affected by thana, this goes from 9 seconds to repair the damage (3 second explosion delay + 6 seconds to repair the damage) to 16 seconds. Basically if someone was actively working a gen and it was at 99% when hit by Surge, you just delayed that gen completion by 16 seconds, giving you enough time to hook the survivor you just downed and then come over to punish the gen even further with Pop Goes the Weasel. On top of that Surge activates pretty much every single time its available for her since the majority of times she downs survivors is with basic attack, which makes Surge uniquely useful to her over most other killers.

    Pop goes the Weasel also has amazing synergy with the DL+Thana combo, If surge can have the time it takes to repair 8% damage raised from 9 seconds to 16, just imagine how much longer it'll take them to repair 25%... yeah, it gets pretty cruel by mid to end game.

  • Camping and tunneling are not Report-able offenses despite how mad they make you. Here's a prime example of behavior you should be reporting:

    My first game of the Bloodhunt event had 2 Claudette players, in a SWF group, with the same name, put in Yamaoka Estate offerings, and did nothing but hide all game long. They didn't do gens, rescue teammates, or participate at all. Me being the killer, it was obvious they were attempting to take the game hostage and make me DC out of frustration, fortunately I knew the hiding spots they gravitated to (thanks to a youtube video) and eventually after 20 minutes of searching, I managed to find and execute both of them. Still that was a horrid waste of time, and definitely some severe trolling. Everyone reported them for that, and hopefully they'll get a ban for such toxic behavior. It makes me wonder how many players they've done this to, and even though I ended the match by killing them, I suspect that they do it because it works at getting the killers to DC. That was a really ######### thing to do to their team and I, especially at the start of the Bloodhunt... Seriously, who the hell does that?

    I sincerely hope those toxic turds get what's coming to them; we don't need players like this who only want to ruin everyone else's experience.

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