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TheMruczek

TheMruczek

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TheMruczek
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  • @mightymouse said:

    we need maps for the ring and clown/survivor and freddy and THE CANNIBAL/survivor and THE CENOBITE/survivor and need more animals in CROTUS PRENN ASYLUM map and rework SILENT HILL map and rework SPRINGWOOD map and rework RACCOON CITY map and have

    blizzard snow/rain/thunderstorm/windy/lava/ tornado/hurricane in it

    No no no no...oh god no.

    Right now BHVR can't prove they can design good maps. The last 3 maps and reworks to Badham, Gas Heaven, Blood Lodge, Haddonfield and Ormond just sucked.

    Only in the new chapter maps seems decently balanced...it's a little too big and too open is some parts but hell i will take it over Badham. So if they make the next maps decently balanced like this one, then we can start thinking about adding new maps to older chapters.

  • Aside Trapper, Sadako, Myers and Freddy most killers are fine.

    What is the problem are maps and items that survivors can buy plenty of since they reduced the cost of bloodweeb.

    Don't get me wrong some killers add-ons need to be nerfed as well but they appear way less often than let's say strong green toolboxes and medkits.

    As for toxic behavior of survivors...i mean it is pretty normal even when you play a higher tier killer.

    Again, maps need to be reworked but in a good way to prevent abusing the map offering, toolboxes and medkits deserve nerfs as well.

  • @Vanishlord said:

    I'm looking for opinions on what killers or bundles not to get

    If you aren't fan of Freddy, do not get him same goes for Sadako and Myers.

    All of these killers are either weak or in case of Freddy boring to play.

  • @duygu said:

    reduce tv cooldown to 30 seconds and she's a B+ tier killer

    So you think this will solve everything?

    Her slowdown would be still useless, her add-ons would still be for most part bad and her stealth would be still ruined by her lullaby.

  • @Pukenplag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167431#Comment_3167431

    Unless it changed with the perk overhaul and I don't know, it only works with the gates opened. Which limits is value severly.

    Nope. It now works when exit gates are powered.

  • @Pukenplag said:

    https://us.v-cdn.net/6030815/uploads/ORYIFV54QF4Y/my-image-282-29-284-29.png

    Perks after Jonah aren't there, but here's how I'd put them:

    Parental guidance: usefull with certain builds

    Empathic connection: bad (empathy is just much better and you also don't get the killer on you for running it)

    Dark Theory: Bad

    Haddie's perks: ok, overzealous A

    As per the new ones, I really don't have a view yet.

    I'm really curious to see how my views compare to others'. I did take a break for the past 6 months, so take it with a grain of salt.

    I have no idea why no one left behind is useless in your opinion. It allows for good reset in endgame in soloq and it helps against camping a lot.

  • @Ilovezarina5 said:

    To me this is a necessary buff, I remember how useless demo was before they made his atack destroy pallets

    Nope.

    I would rather have 1sec charge time and the brown add-on that allows him to walk 5% faster while holding his power to be base kit.

    He vaults pallets and windows fairly quick and that's good enough for me.

  • Oni should be top A tier. Even tho survivors can delay his power by playing safe, one good use of his demon dash can win you entire game.

    On B tier side of killers, Demo is too low. I would place him behind Pinhead. Now with new 10% base cooldown reduction from m1 with 8 stacks of stbfl u can down a survivor with your shred after you m1 them. Demo has great antiloop and decent mobility even without stbfl.

    Slinger and Bubba should switch places. Bubba with Bamboozle shreds through pallets very fast, he can always secure one extra kill and you just cannot bodyblock against him. Slinger 1v1 is great but he lacks in that 1v4 aspect a lot. It doesn't help that he is 110% killer with 32 terror radius.

    Wesker is too high. His add-on to make him faster while he hold his power is basicly a must have on him. That lack of add-on in his base kit and 1.5sec charge time limits him, in many places where i can injure survivor or at least break a pallet fairly fast with Demo i need to do it longer with Wesker.

    And he is still buggy.

    For C tier Hillbilly should be at top then Doc and then GF. Doc is now way better thx to DH being nerfed. GF can force ppl to come for rescues by marking survivors and staying in his strealth mode.

    Trickster power is horrible in buildings. That limits him to open areas and obviously he relies on locker rng to reload his knives. You don't get much value from Main Event since you can't hold it like Oni's power. I would put him behind Legion.

  • @GeneralV said:

    I sincerely appreciate the effort, but...

    No, not like this.

    Just curious, how would you rework Freddy?

  • Honestly either Sadako or Myers.

    Myers is basicly downgrade from your regular m1 killers until he reaches tier 2. Even in tier 2 he has nothing and he is the only killer in DBD who can run out of his power.

    Sadako is just sad. Mediocre stealth, add-ons, teleport and horrible slowdown. I have no idea how devs thought that Sadako can be released in this state.

  • I think Bhvr should get smoother cooldown for PH after he cancels his m2 just like they did with Plague basicly a year ago.

    As for add-ons, just like Oni, half of his add-ons are weird or really weak.

    Does he need add-ons pass asap? Nope that spot takes Freddy, but PH and Oni still need to be looked at.

  • @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090036#Comment_3090036

    You mean MORE threatening dream snares, those suck lol

    Believe me they don't. Dream Snares are decent.

  • @Lordofweed said:

    Thank you for your help :)

    They are inconsistent but can still help you if you know where to place them.

    Treat them like less threatening Dream Snares. Sometimes they will get you hit/pallet out of the way or they will break and they will not do too much for you. That comes with expierience.

  • @Audiophile said:

    Just curious as to who will go on record as saying the game is survivor sided at this point. You can feel free to distinguish between vs solo or swf.

    I think it is mostly survivor sided.

    But that's more so to do with swf, how some items on survivor side are very strong (yes some of killer add-ons should be nerfed as well. I went against two MDR Spirit and it was not fun) and at least 10 maps are just straight up disgusting in terms of how much they were designed to basicly carry survivors.

    Soloq now suffers and it feels extremly underpowered after this patch while swf is still busted and most killers struggle to beat them.

  • @dnbradio said:

    Im sorry but ok, dh is nerfed, but c mon... its even useless when u use it

    https://us.v-cdn.net/6030815/uploads/SHS3TS7Q0FWS/image.png

    Used it , got endurance, still got downed.. I See you want to nerf survivors to the ground but this is a bit ridicilous.

    I played enough killer to say survivors weren't OP.. there were just crappy killers. So yeah.. i got to say bye to the game again for the 3rd time in 6 years, i quit it in 2017, then 2019 and now 2022 , rip dbd again. Too many bs happening.

    https://us.v-cdn.net/6030815/uploads/ZMHHL72T80Y4/image.png

    not even gonna mention crappy hitboxes etc. Thank you for the good times and fun experience. Call me when the game is fun again :D

    https://us.v-cdn.net/6030815/uploads/KTHEIHIZ2H42/image.png

    You were so unlucky men. Current DH is basicly hard countered by Deathslinger.

    Against Blight, Spirit and Nurse it's still strong. Against m1 killers it can still give you value like if killer cought you vaulting pallet you can use DH or use it at last possible second to secure pallet drop, so no, it isn't useless.

  • While I think some perks where changed in weird way or overnerfed like Spine Chill, Ruin, Self-Care and IW not all of them were terrible.

    Overcharge and DH were for the most part changed in good way (and no, DH needed to be nerfed. It was overpowered perk that did let you extend chases, gave you second chance in basicly all situations and had no counterplay).

    DH is not very strong against let's say Freddy or Trappet yet against Nurse, Blight or Huntress it is still good perk that is worth a sloth.

    Still i really hope we are going to see buffs for SoloQ in next Midchapter.

  • @JibbyNeutron said:

    I always hated playing Twins, so I never really tried them. And versing them was always horrible. But for the past Month I was playing A LOT because I wanted to use up all the good Offerings for the P3 reward.

    Bruuuh, I keep 4king with 4 gens up 90% of my matches. What is going on? This killer is the easiest Killer, I get better results with Twins than with any of my mains.

    And MMR is not the reason. I see the same SWF groups with Twins like I see with my mains like Nurse, Artist etc.

    And yes I play Twins a bit in a dirty way and slug if I see the oppurtunity. But I dont do the boring camping playstyle

    This killer is nuts.

    They are quite strong in right hands and it's good to hear you enjoy playing Twins.

    Still i refuse to play them. Twins' cooldown is so clunky and sluggish, they are kinda painfull to play.

    And this comes from guy who enjoys PyramidHead and Freddy.

  • @MikaelaWantsYourBoon said:

    Rip Dead Hard (2017 - 2022) , we will not miss you.

    We are happy to see you dead.

    Oh men i feel like it's Christmas already.

    Finally, no more dead harding into pallet or window. E perk is dead and first time in months i can say:

    Good job Devs.

    Tho I just wish the new DH would keep it's 1sec of endurence, it made this perk still good against Nurses and Blights.

  • @RavenBirb said:

    To this day i really don't understand players logic thinking they're any good at this game with that perk equipped. Biggest clownery that i can't wait to see disappear

    I mean the era of E perk is coming to end.

    Let them have it these 5min to use Dead Hard for distance one last time before this perk will die.

  • @HungrySnek said:

    I hate this map so much on so many levels. I would rather play only on rpd or on the old dbd maps before they got there infinits removed.

    Firstly what the hell is that for a mainbuilding? It has the worst window infinit of the whole game mixed with rooms that have 0% light (I don't know if this is a bug)

    Other then that has the game the typical Shack plus 2-3 Looping buldings. But then there are gigantic death zones where the pallets are worthless. This mixed with the terrible Design of the map that you don't know where the end of the map is makes Looping a pain in the ass.

    Now to totems...every map has ######### Totem spots but the spots on that map are just a bad joke. 90% of all totem spawns I saw until are completely open next to one Bush.

    Oh and when we already talk about the bushes...what is wrong with them?! Trough some you can go and others have a Solid hitbox while others have a much bigger hitbox then the Bush itself.

    We don't even get new maps with every chapter and when we get one then we get this? Please change the name of the map to Garden of pain. I will wait now for the "get gud" comments.

    I wouldn't call this map the worst (that title either goes to Badham or Eyrie) but it still sucks.

    When i played on this map as Demo i saw side window from main building go and connect to window from another loop. And there was another loop like 5m away from this bs.

    And as you said mate, hitboxes are so rough, i played against quite good bubba player and he bumped like 7 times just becouse of hitboxes.

    This map is a mess. As survivor this map feels clunky to play on, as killer rng can be very spicy and main building feels like it was pulled right from old haddonfield.

    God after 6 years Bhvr still cannot make decent, balanced maps.

    Impressive.

  • @Sadako_Best_Girl said:

    "Buffed" Freddy was always bad. People just took some time to notice it because at the time there really weren't many killers that could transport instantly, had some admitedly some busted slowdown add-ons and he countered BT. Now 3 years after the rework and a nerf most are left wondering if they should have really reworked him. His power is just unbearably boring.

    Deathslinger didn't really change besides from terror radius nerf which forces you to run stealth perks, he was just made clunkier. Survivors still have next to zero reaction time on short loops and you can start aiming from behind a wall in order to not get noticed.

    And Billy... What the hell where they thinking? The only possible explanation I can find to his nerf is that they didn't want such a powerful killer being free, but then again, nurse is also free and she is absolutely bonkers, not to mention they gave her 3 blinks and omegablink back when billy only has 2 mediocre revving add-ons and another one that is borderline unusable.

    I don't think buffed Freddy was bad. Even in his current state, he is just kinda meh.

    BT back then really carried Freddy to that A tier spot. If 2019 Freddy would step into todays meta i think he would be in a good spot in terms of strength, mid/low b tier.

    Ppl overracted at that time, bhvr nerfed him into ground and we have the 2022 version of Freddy. Boring killer with decent chasing power, terrible add-ons and good teleport.

    Freddy is basicly the easiest killer to fix, give him Dream Pallets and Dream Snares as base kit, new add-on pass, reduce time survivors take to fall asleep to 30sec and at last give him Pill Bottle as base kit and reduce his TR/Lullaby to 24m. And if this isn't enough to push him into b tier then just nerf Clocks.

    It wouldn't be also a terrible idea to give him his own TR as well as voice lines just like Pinhead.

  • @Marik1987 said:

    We all agree that Freddy needs buffs.

    Give him Snares and Pallets as Basekit (switching by tapping CTRL, Dream Projection by holding CTRL) plus an Addon-Pass or rework him once again.

    Yes, Dream Pallets are the only fun part about Freddy and i have no idea why Devs still think they are strong when they are clearly worse than snares and they are just used for fun.

    It would also be nice to decrease time that survivors fall asleep to like 30 sec, reduce his TR and lullaby to 24m and give him Pill Bottle as base kit.

  • @jamally093 said:

    Their nerfing it because it gives to much information on the killer is what I hear...How or is it because you can play jump scare Myers anymore because a survivor has Spine chill. I like the perk mainly for the fact I now can deal with Wraiths and all that now it only works if the killer has direct sight of you. I know how to make the perk better let's also remove the speed you get on repairing and healing that barely changes anything. Spine chill is fine as is the speed boost never made it over powered plus the killer looks at me it activates it doesn't prevent them from chasing me or not downing me while I'm exposed. I have no idea why people complain about the perk even then some perks that people complain about get nerfed all the time I complain about Dead hard i never say it needs a nerf I just say I hate how I can hit someone but it doesn't count because they used the perk. Spine chill is fine the way it is.

    Current Spine Chill just hard counters GF and Myers while also it soft counters all other stealth killers and stealth perks. I had a match as GF in RPD and i couldn't find one Claudette the whole match. After i killed 3rd player she tbaged me at gate and escaped. She had Spine Chill and knew all the time when i was sneaking up to her.

    Spine Chill deserved nerf but not in a way bhvr did it. It shouldn't trigger when undetectable killer is looking in your direction and thats it.

    Spine chill after this change would still be a good perk since current speed boost it gives can come handy in hard situations.

  • @steamed_hamzzz said:

    Given now powerful Boons are (Mostly CoH) is it fair that the only way a killer can permanently get rid of them is to bring a perk? Instead of just a regular game mechanic like ‘cleansing’

    You could say the same thing about survivors bringing maps and totem perks for the off chance that the killer has a Hex perk, but even then they could use their map/ anti-totem perks for other builds such as ‘Inner Healing’ value or using maps to find Boon spots

    Killers don’t have that luxury, if they bring ‘Shattered Hope’ and there are 0 Boons then it’s an entire perk slot wasted

    So my question is should ‘Shattered Hope’ become base kit? Or at least a version of it anyway? Even if a killer has to snuff out a Boon twice before it becomes permanently destroyed. Anything’s better than the current system of unlimited Boons

    With pentimento being in the game and the fact that booning a totem is a time that survivor doesn't work on gen, the answer is probably no.

    Personally i think adding a token system to boons would be a good solution to give boons some sort of counterplay as well as risk and reward kinda deal. Snuffing boons out would be worth it since survivor now let's say have only 2 more tokens to boon a totem, while survivors that are smart and set up boon in good location will not loose all tokens super quickly.

  • @lav3 said:

    Still why there's no option for players to decide whether Prestige or not?

    Is it abusable that I keep farming things from lv.50 Bloodweb?

    Portrait effect? Wow, clearly there are even customized portrait players made and this is disappointing.

    Give something that upcoming legacy P3 players can show off.

    Endurance change? Fine, now look at Pinhead's "Original Pain" add-on which negates all Endurance.

    Why nothing has been done to Pharmacy? Why does it only activate only when "injured"?

    Where's camping solution? Previlege to not camp and penalty for extreme camping? Nothing.

    Honestly some of changes were good but I think Developer Update lacks so many of what players want.

    The fact that stun duration of ds is going to be 3sec pisses me off.

    Off the record is gonna be a nightmare in terms of bodyblocking killers. It should deactivate when you become healthy so killer doesn't have to hit you two times.

  • @Brayton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056316#Comment_3056316

    Yes. Nemesis is in my opinion an Atier killer. As soon as you're level 2 you judt don't care about pallets anymore. Strongets addons can still do something imo marvins blood and the Nae parasite is a good combo to level up quick en to also confuse survivors. Map and gen pressure with Nemesis can be good when Zombies work with you and not against you.

    I have many times that zombies just get stuck the whole map and do nothing. When you have the time to reset thel thzt's fine but id you have sweaty swf against you it's not fun. Nemesis is A tier but the zombies are around B the AI can be better.

    A tier? So you mean nemesis is basicly on the same lvl as oni or artist? I can't agree with you.

    He has good chasing power after you get to tier 2. But let's remember some maps can just let survivors predrop pallets from far and make it difficult for you to go to tier 2.

    His best add-ons can sometimes fail you. I had games where i just didn't need marvin's blood at all. Even otz said it on killer add-on tier list and as somone who plays nemesis fairly often i have to agree with him.

    Zombies are complete rng, sometimes they will get you down or sometimes they will be useless or get stuck on everything. And you will waist time killing stuck zombies.

    So is nemesis a good killer? Yes, but i don't think he fits into a tier. If his add-ons would be better, zombies had better AI and some sort of system that makes them spawn right away if they are stuck, then sure, i could nemesis being low to mid a tier killer, but right now in my opinion he is mid b tier killer with no mobilty, good chasing power, mediocre add-ons and rng zombies.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/333318/a-killer-tierlist

    Why do people think so high on plague. I would give her mid B teir

    She still counters the strongest items it the game- med-kit as well as coh.

    She keeps ppl injured and can snowball very quickly. So she isn't like Legion that when you heal against him nothing happens, you are giving Plague her red puke which means more chances for her to down multiple ppl.

  • In my opinion, nemesis, trickster and dredge are placed too high while demo, freddy, gf and deathslinger are too low.

    Nemesis is pallet eating machine yet he has to basicly hit 2 different survivors and even his best add-ons can sometimes do nothing. I think he should go in front of pinhead.

    Dredge map mobility is basicly hit or miss kinda deal. If u get map that has small amount of lockers or they are placed in weird areas of map u are gonna suffer. His anti-loop can be countered by chaining loops or leaving the loop (artist suffers from this way more than dredge tho), i think he should go in front of billy.

    Trickster is way too map depended. Trickster suffers from not being able to chase ppl in buildings cuz he is slown and he can't sneak shots to injure ppl like huntress or deathslinger. So in open maps he is quite scary, in other maps not so much. In my opinon he should be switched with deathslinger.

    Freddy, for most part he is simular to clown but with teleport. Map mobility is always important since map design in dbd is straight up trash. He has decent antiloop, terrible add-ons and good teleport. He isn't great but i would place him in front of wraith.

    Gf is probably still the best stealth killer in the game and the one that coh hurt the least. If you plan out and 99 survivors every chance you have, he can be very scary and now with the new changes he has more chances to snowball since he can just mark one survivor and force the other survivors to come and rescue hooked survivor. And let's not forget that he can get really good early game. I would place him behind doctor.

    Current Deathslinger is still very good chase killer that can zone you out and use stbfl fairly well with the changes that were made to his CD after you break a chain. Does he still struggle in 1v4? Yea, but i wouldn't say he is low c tier killer.

    Now for my main, demo, with the new changes coming to killers having shorter cooldown after they m1 and survivors having less speed boost after hit means that demo with 8 stacks of stbfl can down survivors with fully charged shred after m1 basicly most of the time. Scott Jund made recent video about it if you want to see it for yourself. I would place him behind bubba.

  • @Adjatha said:

    He's terrible now. Feels terrible to play, has terrible results, and is terrible compared to every other ranged option in the game.

    All of his nerfs should be reverted.

    I mean, if we will remove Trickster from killers' roster then yea sure Deathslinger is the worst ranged option in the game.

    Slinger isn't really in terrible place, he probably should be 115%, have better add-ons and slight adjustments to ads. But for most part he is not that bad.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014820#Comment_3014820

    BBQ is trash now. Well, both WGLF and BBQ are. The aura reading on itself is to weak in comparison with Bitter Murmur or Darkness Revealed.

    You have to be joking right?

    WGLF was still good perk on it's own and it's getting buffed.

    BBQ will still be a decent perk, it just won't fit every killer.

  • @Walex90 said:

    While it's clear that devs want to make it easier for killers (again as always!) when it comes to looping, other than that it is a HUGE nerf. We won't be able to just simply hide when injured and not be found, or sneak into a hooked person without being noticed. Same applies when one wants to go for a pallet/flashlight save while injured.

    The killer can find us anywhere 24/7 now. This is bs!

    Ngl they overnerfed IW. It should just get nerfed to 85% pain reduction and thats it.

    The part about how IW is gonna be disabled while Exhausted is pure bs.

  • @artist said:

    you guys have a rly bad habit of over nerfing things i swear... maybe it doesnt need both the vault speed and the information it gives, but it definitely needs at least one of them! vault speed build was always one of my favorite set of perks to run. also, how do u even think it'll still be used if it only works when the killer has line of sight on u, if they have LoS on me, chances are, i dont need spine chill to figure that out! it's fine to take perks out of meta, but it isn't cool to make them useless!

    It should not activate when undetectable killer is looking at you and then perk would be ok.

    I have no idea what devs smoked when thinking how to change spine chill.

  • @Corny_Boi said:

    Made a tier list of the perks I think deserve changes of any sort (big and small!):

    Useless: Terrible perks that you can't get any value on (need heavy reworks)

    Very bad: Terrible perks that don't do much for you/ are too inconsistent (for sure need reworks)

    Bad: situational perks that need a lot of preparation to work and even then don't do that much (value changes or changes to how they function)

    Meh: like bad but slightly better and see a bit more play (value tweaks or slight changes needed)

    Decent: perks that can be consistently decent in certain situations and builds (some slight tweaks or changes)

    Fine: mostly fine perks that can work relatively well but can also be quite inconsistent (slight tweaks)

    https://us.v-cdn.net/6030815/uploads/PDG0DH0DB94A/killerperktierlist.png

    Hex Retribution as well as SH. Floods of Rage shouldn't even be here. Two well designed perks that can fit many builds.

  • @ManoDino said:

    I believe the game would be better balanced if 3 generator blocking were standard in any match, I mean without having the need for the 'corrupted intervention' perk.

    Why do I believe this? Who doesn't use corrupted intervention currently takes 1 generator as soon as the match starts for the simple fact that the survivors start the match together and next to a generator, while the killer starts far away from them, until reaching this generator is finished. Soon, the perk becomes essential and is a solution to this problem that I believe is an imbalance, causing assassins to have to play with only 3 perks.

    As for the corrupted intervention perk, it could add 1 blocked generator or even become something else that has nothing to do with blocking generators.

    While i do support the idea of getting corrupt as base kit, no, you just can't give one powerfull perk to killers and leave survivors with nothing to get as well. That would cause balance problem.

    And corrupt isn't needed for every killer, if corrupt will ever become base kit nurse blight and spirit should get only half of it.

  • @_AdamFrancis_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974146#Comment_2974146

    Both blight and nurse are very easy once you learn them.

    Well you still had to put in time to get good with these killers.

  • @ThiccBudhha said:

    Um... It is still a nerf? Like, all I care about is the headpop. It is not that difficult to understand why people are calling it a nerf.

    No? Like they nerfed cheesy way to get kills and improved normal playstyle for Pig, it is an improvement. Got rid of rng and you will have way more consistant slowdown than before.

  • @acharliet said:

    I dont have problems playing killers against survivors with Dead Hard. Killers have strong perks and adons.

    Remove Noed ? i dont play Noed and why they would do it ? Its not good perk itself.

    Remove Dead Hard ? No way pls. Strong survivors with sprint burst ll waste ur time much more.

    Do u guys play Survivors ? First remove nurse and blight then after Dead Hard. What is bad to have dead hard when we r mostly playing against nurses and blight, as well ass bubba players

    Lmao cuz Blight and Nurse require skill? Unlike very fair, balanced and beloved by everyone perk-Dead Hard

    Btw it is way better to chase 4 ppl with SB than with DH believe me

  • @Gladonos said:

    That BT rework is terrible. That Corrupt rework is overpowered and then you are also suggesting giving a half assed version of BT but a full on Corrupt base kit? LoL?

    How about base kit corrupt lasts 30 seconds and basekit BT lasts 15? Seem fair to you? We can then make it so new BT gives the unhooker endurance too and then make it so new corrupt makes the auras of lockers show up to the killer every time a gen pops. Sound good huh?

    Why are you so angry mate? I suggested half of corrupt to go to killers like nurse or blight that have powerfull base kit. As for bt having only 8sec endurence status effect, i just find it odd that one of instaheal add-ons has 8sec endurence status effect while BT has 12sec, i just try to make it more consistant and try to make body blocking with bt happen more rarely.

    There is no need to be angry over this.

  • @Sluzzy said:

    I had a match today that didn't sit well with me. No, it wasn't due to being camped to death and neither was it a Blight slaughtering everyone at 5 gens remaining. Not this time.

    I was on an awesome team and the killer mostly played fair. He didn't tunnel or camp anyone. Everyone stayed alive as long as they could in chase and they were glued to gens when they could and was never idle. He even abandoned chase with me because of Tinkerer. There was two different occasions where I had a gen at about 90% and it would have finished but he had the hook perk that removes objective progress and I watched this gen go from about 95% to about 75, and then he walked over to the same gen and removed even more progress and it becomes 50%! Two perks stacked together with POP! This is not fun to witness. So not only did we have to deal with Ruin at the beginning, but it was also POP and Scourge Hook. This is bad and I hope that the meta reworks is truly going to put an end to it because I am very tired of a decent team losing an entire match against a mediocre killer being carried by perks. The Demogorgon places portals next to the gens so he has all-seeing map wide information of what all is going on making him have a very unfair advantage.

    Demogorgon should not be able to put portals close to gens, which is the survivor objective.

    You can see from our tally screen we all had a lot of points. It was not a bad match, there was a lot of chases and it was mostly a good game. However, the survivors still lost horribly because 2 gens were left unrepaired on the map. The hope dwindled away fast when people started dying which reiterates the point that there shouldn't ever be a point when the match is unwinnable.

    The killer won because he had all slowdown perks. We could not finish the gens because he was stacking them and he had tinkerer which basically leads a horse to his water. This is a reminder that BHVR better use this opportunity to make this game fair by preventing slowdown perks from being stackable. It is too much advantage.

    It is NOT fun losing because you were outclassed by perks. When in this case, the survivor does not have a means to overcome it.

    https://us.v-cdn.net/6030815/uploads/11VTLAFCL2OO/tally.png

    I can't hear this. He had to earn that pop and pain resonance by hooking all of you. He didn't have undying so cleansing ruin wouldn't be such a big deal. I can agree on tinkerer being annoying tho.

    As for being outclassed by perks you yourself had dead hard-braindead, overused and overpowered perk in current meta that survivors do not have to earn unlike pop/pain resonance or has counterplay like ruin.

  • @MrSheep51 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967344#Comment_2967344

    Uh, what?

    What does this have to do with anything I was talking about?

    Alright mate, i played GF quite a bit before switching to Demo as my main.

    When i do play GF i slap on corrupt, pop, lethal pursuer (to see ppl and get quick first down or couple 99d) and bbq to know where 99d ppl are on map.

  • @RenDesune said:

    Personally I would love if Hangmans Trick was looked at. It's been out for so long and it's one of those killer perks that I honestly never see, it's not even a meme perk because it adds to nothing.

    Personally I would love to see them make it into a scourge perk, scourge: hangman's trick. No idea what it would do but seems interesting.

    As for survivors, Visionary. Just like why? Why even have a cooldown for it too. I rather have them just completely rework this perk because it's not like it's a beginner friendly perk because it's a DLC perk and it's not even that good.

    For survivor side i think Blood Pact and Renewal deserve buffs, love the idea of both of these perks.

    For killer side, Trail of Torment and I am All Ears could be buffed too.

  • @lachenstars said:

    But what can we do to fix her weaknesses?

    1. TV cooldowns are too long. 60 s after Sadako uses a TV / 30 s after a survivor turns off a TV seems reasonable to me. Adding a few more TVs per map would be incredible and not crazy, when compared to how many lockers the Dredge gets to use. The balancing act is making interacting with TVs rewarding enough (encouraging survivors b/c they can take away Sadako's power) but also dangerous enough (because having condemnation stacks is risky). Right now there is a huge reward for very little risk.
    2. Demanifesting is Sadako's only reliable chase power, as it can be difficult to teleport mid-chase, assuming her nearby TVs are available. With buffed Condemnation she can remain a standard M1 Killer with a side objective as built in slow-down. But if possible, a nice change would be that she is not stunned by pallets while demanifested. To keep her stealth power unique, instead of a speed boost after manifesting perhaps killer instinct within X m could be a reasonable way to improve her chase potential. More TVs in general, with more uptime, would make her teleportation easier to use mid-chase.
    3. Condemnation needs to be a relevant secondary objective that survivors cannot just ignore all game. When compared to Pig's Reverse Beartrap boxes, Pinhead's Chainhunt, and soon the Dredge's Nightfall, Condemnation does next to nothing to prevent survivors from sitting on generators. Nightfall is not exactly a secondary objective but a significant time period where the Dredge's powers are buffed and survivors have limited visibility.

    A. Passive Condemnation builds within X m range of any TV. Even if survivors ignore TVs, passive Condemnation build up will ensure that at least 1-2 time(s) during a match they will have to remove a tape and insert it in another TV across the map.

    B. Ring Drawing add-on could be base kit. Spreading Condemnation stacks through healing helps build pressure on survivors to interact with TVs instead of their primary objective of generators. An alternate change would be that getting rid of your 3 stacks of Condemnation actually spreads those stacks to other survivors. As suggested by Dowsey, this seems thematically appropriate as showing others the cursed tape was the only way to save yourself.

    C. The UI could show the level of Condemnation stacks better for Sadako, as it is information that could influence who she targets next. In addition to this quality of life change, Sadako could gain buffs / survivors be debuffed at certain levels of Condemnation. That way, Sadako can benefit from Condemnation before her mini Mori. Examples could include: 1. Survivors work on generators X% slower with each stack. 2. Survivors become hindered upon reaching X stacks. 3. Sadako can Manifest / Demanifest X% faster after X total stacks on all survivors. 4. Upon reaching 7 stacks, a survivor becomes exposed. These are just examples.

    It feels like the Dredge is Sadako but better. While I don't believe she's terrible, the direct comparison definitely underlines her many weaknesses. She doesn't need a complete rework IMO (like being able to walk through pallets while demanifested) but right now survivors can hold a lot of her power hostage at almost no risk.

    I completly agree with your ideas. Sadako shouldn't have such long teleport cooldowns and her condemned should build up like Pinhead's chainhunt.

    I also have two more suggestions.

    After being fully condemned you are exposed and you can't use tapes to get rid of it for 90sec.

    As for some antiloop, i think she could have passive phasing like Spirit but on much bigger level. This way like GF she wouldn't have direct antiloop power but way more mindgame potential and better chance at hitting survivor.

  • @pizzaduffyhp90 said:

    So Amanda isn't usually that strong of a killer she's fun to play but, her power isn't really that great. So here's my idea on how they could buff her with some new gameplay changes and this only for base kit not addons.

    Amanda could possibly have a slight increase in her movement speed when she's crouching around, possibly have a slightly faster charge time than what she already has, and give her a slightly faster charge movement speed. For a new gameplay idea let's add a twist for it being that this is Saw.

    Amanda can now place different kinds of traps on gens and pallets that will each have timers. A trapped gen will activate once a survivor touches that gen and it'll light up red making letting the survivors know that trap has started they will have 90 seconds to finish the gen before the timer runs out and if another gen gets completed the timer will go down faster. If the timer runs out that gen will explode and reduce it by 20% and have slow repair speed by 4%. This Trap can only be placed on 2 gens only and if completed before the timer runs out Amanda can go and replace that trap onto another gen.

    Traps on pallets will work like the gens however, with this one they will only activate while in a chase. If Amanda has trapped a pallet and a Survivor runs through it while in chase the trap will trigger and it will be blocked by The Entity for a short amount of time.

    If all the gens are completed with 2 or more Survivors alive the exit gates will be blocked and everyone will hear The Entity as John Kramer speaking to them what they must do to unlock the gates. Jigsaw will either tell that the survivors can either do a side objective to be able to open the gates examples could be opening a chest, cleansing or blessing a totem, start healing a teammate, or sabotage a hook as examples or wait out 30 seconds but, if that 30 seconds goes out Endgame Collapse will start but, the gates will be available to open.

    Just a buff idea for her power to add in more Saw elements in a way and maybe make her better.

    https://us.v-cdn.net/6030815/uploads/WR6VHQLVIABF/piggy.gif

    I think Amanda should have better stealth. Let her have 115% movement speed while she crouches, reduce noise of blade when she activates and comes out of her stealth.

    As for her ambush, while charging it she should stay quiet and roar when she is actually dashing. And maybe dash could charge up faster and have longer distance.

    I would also add to her base kit little traps that she can place under pallets and windows that would slow survivors down. Or she could make little traps that block pallets and windows from being used by survivors.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967636#Comment_2967636

    It is I played games without perks to get achiement and killer got 4K every single game but with dh I would extended most chases and at least survived few of those games.

    I mean if dbd had only nurse in the game, yep dead hard is needed.

    Btw your post shows exactly how survivors are addicted to using dead hard.

  • @Kira4Evr said:

    I think The Dredge is pretty strong. He has great map traversal and he has a pretty decent chase power. His passive ability is a bit lacking, but it does something at least. He has great perk synergy since he's an M1 killer and he has good mobility.

    As far as I know. He doesn't have any insane Mechanics or Techs like Blight and Nurse. That's also the reason why I put them in SS and not S.

    Honestly, I might overestimate him, but for now, I think he's pretty damn great. Great Job BHVR!

    https://us.v-cdn.net/6030815/uploads/JEEMUWMKTYUU/tierlist.png

    Do you agree? Why/why not? Let me know :D

    I think tier list is pretty ok but there are some killer placements that bug the hell out of me.

    1. Sadako should be switch with GF. Sadako has no real power outside of her decent map moblity while gf has way better stealth, mindgame and leathality potential than her.

    2. Bubba is way too low. Sure he has to use bamboozle but he shreds through pallets and can insta down and always secure one extra kill.

    3. Legion should be placed after Wraith and Trickster before Legion. Trickster strength very depends on which map you are gonna spawn in. If it's autoheaven, yep he is high c tier. But on most maps he really struggles with buildings and even in shack. He can't also sneak in shots like Huntress or DS. As for Legion he is way better place than 2 months ago but he has still the same problems like ppl not healing against him or having really not that strong of a power.

    4. Dredge is way too high. He is b tier killer. Has some antiloop power and great mobility but his nightfall sucks ass. Until they will fix it he is way too visible during nightfall.

    5. Freddy could be slightly higher, he still has decent antiloop power and can pressure gens fairly well and he combines so well with meta perks

  • @StarLost said:

    Very tempted to say Pyramid Head...definitely between him and Nemesis, with Cenobite falling in a bit behind.

    I think Pyramid Head since he has good antiloop power and a way to save time and dodge some meta perks.

    Then we have Bubba as pallet eating machine that can instadown and Cenobite since he has good slowdown and most teams aren't prepared for him.

    And then maybe Nemesis since he is pallet eating machine.

  • @Patokiller said:

    The Game needs a rework, the map is visually nice but poor in loops and ridiculous full of pallets.

    CoH still needs more nerf... Cooldown would be nice.

    No, cooldown wouldn't solve problem of coh. In my opinion we should rework boons as mechanic. Let totems break after you snuff boon out so there is a risk of setting boon close to killer and going to long distances just to get rid off boon as killer would be rewarded.

    As for The Game, yea i completly agree. I played there as Freddy last night and this map brings back vietnam flashbacks.

  • @Mint_ said:

    Huntress honestly deserves it more than ghostface! Im pretty sure it only bubba, Freddy, hag, huntress, trapper, wraith, nurse and pig are left.

    I think every killer except Trapper should get their own chase music.

    If i had to choose the one killer i would be excited for to get a new chae music it has to be Wraith. Man i love Freddy but i wonder if they would stick bell sounds in Wraith chase music

  • @SeannyD115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937845#Comment_2937845

    I've heard of the idea of refilling traps at lockers. This alone would help trapper in the early game

    I think the way to do "lockers with trap" idea is to let lockers contain those 10 traps and trapper could pick them up from lockers until they would ran out and he would just monitor his area with 10 traps already set up.

    This way Trapper would rely more on maps with locker spawns but he wouldn't ran around map collecting his power and he wouldn't have infinite amount of traps thx to lockers.

  • @Tostapane said:

    • those should be more resilient imo. in certain maps his power is literally useless cause chains will break too much easily... if you really want to avoid to buff his base kit, at least you should change certain addons (the ones that allow you to increase the maximum gateway Casting distance by a certain amount of meters or the ones that increase the travel distance for your chains) into something more useful, like stronger chains

    I think Bhvr should copy the chain breaking mechanic from Deathslinger and put it into Pinhead's base kit and have add-ons for it. We can't forget how chained survivors shouldn't stun you nor vault windows and pallets

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