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Vampwire

Vampwire

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Vampwire
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  • Pyramid Head/Cheryl because I really REAAAALLY love Silent Hill and it's aesthetics.

  • landing plagues corrupt vomit and literally any high wall loop

  • flashbang, killers could blind and stun survivors while also being able to enjoy the best perk in the game

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909141#Comment_2909141

    While I do think there's a certain pettiness to the community as a whole I don't think that's really the whole situation in this discussion. The statement that all killers are equally viable isn't true in the slightest.

    They will never be equally viable. That's not even a debate. The point is that even some of the worse killers aren't just a free win for survivors. Many killer players don't take the time to learn certain kits or strategize correctly with it, then lose and call the killer bad. It leads to pointless balance discussions where someone wants busted buffs or to break the limitations that make killers balanced. Like op said "Myers shouldn't have the map pressure of Spirit". If every killer is good at everything there's no reason to play any particular killer. None of this is against killer buffs, more just trying to explain that not every killer needs to be the absolute best at certain things. Weaker killers are okay. If everything was as strong as Nurse, Blight, Spirit, Artist, then it would be stale.

  • The forums aren't ready for this discussion lol. They'd rather blame SWF's than say "i messed up this is what i could've done". Unless you somehow go against survivors who play comp and never take unnecessary risks, at one point in the game you can make a comeback. I can personally attest to this by the amount of games I've won after losing 5 gens.

    I think most people just feel entitled to a win. They don't want to put the effort into winning, but believe they should regardless of the circumstances. If survivors are good they're going to beat you. If killers are good they're going to kill you. Obviously there is nuance to that, but in the scenario that everyone is playing on even grounds, the outcome is clear.

    Many DbD players deflect responsibility. It's not their fault they made a bad play, it's yours, and now they're going to try and spite you in anyway possible. The community has a deep rooted problem of pettiness that can often times go too far. Whether through death threats, racial slurs, dog pilling, or even some cases doxxing. The community in general around this game can be super immature and usually turns away a lot of new or older players.

  • All perks starting out at tier 3 on the bloodweb (p3). Having to spend a few billion bp just to get every perk at p3 is dumb. I do like them as a cosmetic in most regards. It makes a lot of killers look intimidating but sometimes its goofy or unnoticable. So consistent quality would be nice too.

    In general I'd like to see more free cosmetics, like the ones in the halloween event. Ones that aren't recolors or poorly made.

  • The issue with COH is in the design. It's a 5th perk for your entire team AND a healing beacon. So you can place it in certain spots to make it a net loss for the killer to kick the totem. i.e leaving their gen patrol, having to look around for it on the other side of the map. The flaw isn't just the healing speed, it's the entire design.

  • Deathslinger literally does everything he could do before. He still has an extremely versatile anti-loop ability. If you're mad that he can't shoot at survivors in .4 seconds, then you shouldn't even be discussing this.

  • ME NO HATE SURVIVOR, BUT STICK....STICK SAY UNGA BUNGA!!!!!!

    -Oni probably

  • The nerf seperated the good spirits from the bad ones. And there were a lot of bad ones...

    Basically she requires actual effort now that survivors can make plays against her power, while the options against nurse and blight are usually limited.

  • @[Deleted User] said:

    I wish that nemesis killing you turned your player into a zombie walking around.

    For no reason other then I want to spectate my own body kill one of my friends 🤣🤣🤣

    the best buff idea

  • can someone explain the furtive chase changes to me?

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900111#Comment_2900111

    So could 90% of the roster. I think if his zombies had consistent and good pathing he'd be A-tier.

    The zombies move too slow to be much of a real threat. Better AI would certainly help, but their purpose would still be a slow moving obstacle.

  • @YOURFRIEND said:

    Why does he need a buff? He's quite good

    True, but reinfecting survivors constantly can be pretty time costly later into the match.

  • Not necessarily my main but I'd like for Myers to gain stalk points for hitting people in tier 1 and maybe 2. As well as the ability to pop tier 3 with a button rather than 99 the power.

  • Honestly I think that the bad games for killer just feel SUPER bad. Personally I don't usually have much of a hard time winning, but there are definitely days that feel hellish. I think for a week and a half I saw every survivor using DH and COH. Pre-dropping all the pallets, running across the entire map when hit, just generally playing in such a way that losing would require effort. The issue is that none of the core mechanics have really been looked at. Part of the reason I don't play M1 killers is because I don't want to kick pallets the whole game. Granted, not all of them are impossible to play. But mind-gaming a jungle-gym with a dropped pallet is just so much harder and time consuming than kicking it.

    A lot of the game's problems would be fixed by an overhaul to how maps play. i.e shortening them, not placing 3 god loop areas in every map, survivors spawning closer together, not having 36 loops that all lead into each other and shack, you could do a lot.

  • Twins has the best one. It's creepy, has rhythm to it and isn't grating to listen to. The only other ones like that is Spirit's and Legion's. Not saying that the other ones are terrible, but they usually don't check all 3 of those boxes.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898571#Comment_2898571

    Well the alternative is tunneling the survivor that knows out of the game, so it's not really that bad of a solution.

    Doing that will probably make you lose more than losing the totem in all honesty. There's a reason totems have fixed spawns and don't move around. Even with Undying, changing that one totem can legitimately extend its life by a long time. So being able to do this at will potentially as many times at you want would be really dumb.

  • Maps are actually really helpful against hexes and such with the right add-ons. Flashlights help against like 2 killer powers in the entire game and even then it's niche. Most competent killers will bait flashlight saves or just look at a wall. Pallet blinds are completely nullified by just listening for footsteps and they also make less distance than just stunning and running. So yea, they're miles better. Flashlights are probably the worst item in the game in actual utility. They don't offer much of an advantage outside of saves, but those take a bit of set-up and being in the right place at the right time. If you follow the killer with a flashlight you're basically committing suicide for the whole team.

    Flashbangs are where it's at B)

  • Undying basically already does this. Plus being able to move your totem around indefinitely would mean all the risk/reward factor of it would be removed. Hook a survivor next to your totem? It's alright I'll just move it. Oh this guy knows where my totem is? It's fine I'll just move it somewhere else.

  • It's a cool idea but I feel like it'd lead to a lot of sweating and cheap plays. i.e killer tries to secure 1 kill every game by camping and tunneling one dude every match. Or survivors bring 4 tool-boxes with bnp's to farm escapes. Eventually it would just lead to people dodging players with those cosmetics because the match will most likely be miserable. I really do love the idea though. Sadly this is the DbD community and anything fun or cool will just lead to people taking it far too seriously and ruin things for other people.

  • @Shaped said:

    So kinda like bubbas masks that were once in the game.

    just without being a tool of racial discrimination hopefully

  • If they don't want to play the match you can't really force them. It's just part of the game. I can't blame them really considering the circumstances either. Blight and Nurse are usually painful to play against and extremely over saturated. Biggest reason I stopped playing survivor at all is because how often you run into 4 slow-down S tier killers with crutch add-ons. The difference in skill it takes to counter those sorts of things is often not matched by the kind the killer puts out.

    Now, there are certainly entitled survivors. I've had some dc because "slugging" when they die right in front of their team mate and I walk away for 2 seconds to hit them. Normally I try to play pretty fair under most circumstances but you can't please everyone. There will always be those who blame their stupid mistakes on the other players. Still, it's not always unreasonable why some people choose to not play certain matches.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895572#Comment_2895572

    That’s how the game is supposed to be played. You are not supposed to connect all loops and stay alive in a dead zone. You should die if you are a dead zone.

    I swear you guys are so used to this OP perk that you have lost touch with balance.

    https://forum.deadbydaylight.com/en/discussion/comment/2896068#Comment_2896068

    The huge majority of killers would trade noed deleted for dead hard. Noed is not played that much at medium to high MMR. It’s only a noob stomper.

    How is getting clipped by a Huntress hatchet when you turn the corner "fair"? How is having a Blight rush a million miles per hour to cut you off "fair"? Or him moonwalk rushing all the way around shack and doing a 180 turn to hit me? Leave just so he catches back up in 5 seconds then do it again?

    I understand that not every situation is suppose to put the survivors on the top. But there's often times that death is just something that happens just because. You're put in situations where no matter where you turn you're dead. DH is undeniably a problem. I won't pretend it isn't. And I never did. But there is a reason why it's used so often. It's a band-aid fix for many lose/lose scenarios that also is too good to pass up. Patching one thing and neglecting the other one that justified the existence of the former doesn't fix anything. When DH gets nerfed I promise you that we will see killer changes not too long after.


  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895572#Comment_2895572

    So first Killers were not allowed to tunnel.

    Then they were not allowed to camp.

    Then they were not allowed to slug.

    Now Killers should not be able to zone, either?

    Coming in 2023: removing M1 attacks from killers, as it was causing Survivors to get put into the Dying State, and that isn't fair.

    There's literally nothing stopping you from doing any of those things. Zoning leads to very dull gameplay to where you just lose. You either vault and die or you don't vault and die. That's a very simple example of it, as it can happen in a multitude of ways. But still, I personally want to see less of it and more skillful gameplay is all. But, with the variety of killer powers working as they do, it'd be almost impossible to completely remove. But don't pretend you're on some leash. If you want to play scummy but don't want to get dragged for it, turn off end game chat. It's simple.

  • I would advocate this if it weren't for the fact that some killers put you in lose/lose scenarios without DH. I think if DH were to get nerfed that would need to be addressed as well. I'm by no means saying that it's balanced or healthy. But many of the good survivors run it expecting these sorts of situations. i.e a ranged killer is going to barely clip you after turning a corner, zoned out by an ability, trying to not get hit through a window 1 second after vaulting. Some may say that these are deserved, but I disagree. The killer will eventually gain enough distance on you that those abilities are unavoidable. And it doesn't take as long as you would think. And zoning is not a playstyle that should be promoted. It eventually becomes less of a skillful play and more "no you can't do x because I can do y". Equally comparable to DH, maybe even stronger as it doesn't require a perk slot.

    Balancing every single killer power to account for this would be very hard and would probably take a long time. But if we truly want a "balanced" dbd, or as close as we can get to one, then we need to account for both parties.

  • kinda sad bnp's didn't get hit too hard. they still give a huge advantage its unreal.

  • I think Nemesis would probably be up there mostly because of his zombies. I don't think any killer should immediately win chases solely because rng. The only saving grace is the zombies suck balls in most cases. So it's not a normally huge problem, but when it is the fault is extremely prominent. The lingering hitbox is a bit annoying at times. Most Nemesis players just do the pallet 50/50 or zone you out of windows. Very disappointed with his power in general. It could've been a lot more interesting.

    I'd say Hag as well. Unless you have a teammate disarming traps (which will almost never happen in solo que) you're just going to die. Her ability to teleport to traps a whole second and a half after they trigger means she can wait just long enough to wait for you to panic. Example: You pre-throw a pallet, trigger a trap, and now you have to choose to either vault back or wait. You wait too long and she teleports and hits you. If you vault she just smacks you. Killer powers that put you in a 50/50 are just frustrating. It's the same flaw that was prominent with Spirit. This is also not mentioning she can camp from across the map. On smaller maps she will catch up to you either way. You either crouch walk and give her time to get close, or you trigger it and take the hit and possibly trade.

    Artist is another zoning killer. You can't really do much else with her kit besides get some cross map information. Zoning killers are super dull and basically guarantee a down if you can't reach another tile or are already injured. The game turns into just trying to get gens done before the first kill, because after that she's most likely going to win. She's efficient and strong, but at the expense of any interesting gameplay.

    Trickster is a dumpster fire. An underwhelming power that simultaneously guarantees downs in a way that's comparable to grinding your head on a wall until it breaks. Low wall loops are death and vaults are getting you pelted by at least 2 knives. It's basically impossible to dodge as many knives that he has in one chase. His 1v1 is just a delayed death while his 1v4 is non-existent. The only real way to escape Trickster is to survive until he gives up (rare among most killer players) or hope the guy playing sucks and runs out of knives.

  • @Murgleïs said:

    You don't have to play this game you know. If it's become too much and unbearable, swap to something else with good vibes like Minecraft.

    The thing is that when the game is fun, it's really fun. I love being able to play as villains like Nemesis or Pyramid Head, chasing Laurie Strode or Bill Overbeck. There's not many other quality games that allow that. It's just things are so stale at the moment. The issue isn't that it's too hard, it's that people are rewarded for not even playing chases. You're at the expense of someone's charity of letting you play. Eventually I will catch someone who keeps running around the entire map. But I've already lost so much during that period the game is already over.

    I just want to enjoy the game's dynamics. Because there isn't anything like it. But people have been substituting that for sweaty dull gameplay. But for what? You don't get much of a reward outside of bloodpoints and occasionally a few shards. Even those are useless after you've played the game for a long time. I'm just baffled and irritated that people are choosing to load into matches and end them in 5 minutes with whatever they can use.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893827#Comment_2893827

    Well then the survivors are boosted, what else can I say? Your typical match against good survivors is literally going to be a ~4 minute game unless you start getting pressure immediately.

    But on weaker killers they can just predrop during your first chase and you lose 3 gens for it. From there second chance perks can carry them through the last two even if most of the pallets are gone. You need the artifical extra time injected by perks like Deadlock / Corrupt / etc. As I said, with the predrops it doesn't matter at all how good you are at killer. A safe pallet is a safe pallet.

    Working on getting Deadlock right now actually. It seems like the next best thing to regression. The only reason I don't like using regression perks is because I know it makes the game boring for survivors. I also want to have fun matches where I don't feel carried by a perk build. It only seems to be a recent problem, as every game I go into is filled with these types of playstyles and perks.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/318403/very-frustrated-with-the-game-right-now

    I mean you answered your own question. "I don't use regression" and I hate to inform you that you NEED it in this game outside the top tier killers.

    Low tier killers cannot function without regression unless you hard camp / tunnel or the survivors are boosted. No matter how well you play, the gens will fly. You can down people in 15-20 second chases and still lose playing for 12 hooks without regression. The maps are too big and survivors spawning on gens is a big problem only rectified by corrupt intervention.

    I usually don't need it. Normally I can snowball against survivors well enough to keep the game going. It just seems like recently everyone has gone super sweaty and basically stopped trying to play the game in an interactive way.

  • @VirtuaTyKing said:

    https://forum.deadbydaylight.com/en/discussion/318403/very-frustrated-with-the-game-right-now

    Sometimes you just can't do enough. Even making no mistakes doesn't help. I swear it's these people with comms completely messing this games balance up.

    Some maps there are too many pallets and vaults for certain killers unless you pick the right perks/add on's.

    I can't think of many time's the perks I picked for survivor made a lot of difference depending on what map I was on.

    Apart from balanced landing I suppose.

    Comms arent even the issue. Its that the maps are too big to traverse and the game turns into walking simulator with constant resets.

  • The issue with making him 115 is that it makes the blades basically useless. There's no reason to use blades since you could just run the loop normally, force the pallet, then catch up again. The same reason all range killers are 115. That handicap is there so you play them correctly.

  • Maybe just decrease the frequency of them? It's dumb to have Pinhead quip after everything he does. Feels like an Avengers movie.


  • same. susie mains can bite me. wish we got more julie skins that had the hair on it. it makes her stand out more and look less like frank with tits.

  • @Talmeer said:

    I bet if they were german, they would listen to "Totenmond - Honigtraum" and that is a +AAA in my book!

    If I am honest, I don't know similar bands from Canada... but they must exist there also^^!

    Alternativly... Garbage works always with songs like "I am only happy when it rains", or "I am paranoid".

    julie would listen to those i think

  • nemesis mains being lame as usual

  • Makes sense with them both wanting to dish out punishment and pain.

  • I feel like it'd be another twins situation where its a cool concept thats left half baked/ doesnt fit the game well.

  • enjoy getting hit by attacks after the boss holds up their weapon for 5 seconds straight. basically the same experience as getting dead harded.

  • people already hate this idea lol

  • u can literally charge whatever u want as long as it has cat ears people will buy it

  • otz said it guys so its factually correct

  • I don't think just because BT becomes basekit killers should get a free perk as well. The reasoning with BT is to make killers play fair and decentivize tunneling. It doesn't consistently impact the game in a significant way. Where as something like Lethal, Corrupt, Pop, all do. I do understand that having some early game help would be nice. But for killers who already have game-knowledge (i.e survivor spawns, map layouts) and strong builds/abilities it just makes them even more oppressive.

    TL;DR most killer perks would offer too much of a benefit and negatively effect game health, while BT only discourages tunneling and gives the unhooked survivor a chance to defend themselves against it.

  • I don't think having either of those perks basekit would be a good idea, but the idea of having some early game delay is good. I think it was Scott Jund who said it, but having like the first minute of the match make gens super slow until someone interacts with the killer is probably one of the healthiest ways to do it. Even then it's still flawed.

  • @Crowman said:

    Are you the obsession? Because STBFL is a perk people like to run on him.

    I mean while playing him. When I reel survivors sometimes I can't attack and it's costed me a few downs already tonight.

  • Honestly just a 4 stack slowdown build. It's extremely unnecessary and most people run it with killers who are already really good without it.

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