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Vampwire

Vampwire

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  • never because the 2 sadako's ive played against tried to use her like ghostface and got rolled and then i played against like 5 nemesis-es(?) and noed facecamping bubbas

  • my inner 12 yr old would love to have slenderman in the game but what i would love even more than that is seeing all the fnaf fans seethe when it isnt springtrap again.

  • I do wish base FOV would increase. I can sympathize with it honestly. Unless he had like 180 bird-eye view of the map I don't think its a huge deal.

  • Only 4 and if I have to choose a second one it'd be 3. I don't really think Billy is nearly as bad as people say he is. Sure, he's weaker, but he was pretty strong before hand as well.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853589#Comment_2853589

    Both of which are useless, since they decided to give survivors every indicator in the book that she's teleporting or using stealth. Not to mention her close range stealth/phasing is almost completely worthless. Kinda hard to get anything done with her when people can just run at the first sign of danger, of which there are many signs.

    I mean hell, they gave her a lullaby. They gave a stealth, hit & run killer a lullaby.

    BHVR hasn't learned jack about how their game works.

    True, but it also doesn't render her completely useless. Most stealth killers have a sound indication of where they're at (Wraiths bell, Ghostfaces shroud sfx, Micheals breathing, Pigs footsteps). Just because they're stealthy doesn't mean they should have zero indication of where they might be. If they did they would have an even bigger advantage than they already do in places without good visibility (jungle gyms, inside maps). Stealth killers aren't suppose to be completely undetectable. They're just able to get closer with less warning, which when used right is very powerful.

    Plus Sadako is extremely good at pressuring different sides of the map. Giving her a dedicated chase ability would take away a lot of what makes her playstyle unique and people would just spam her chase ability. She's not an A+ tier killer but she's also not completely helpless. You have to remember that she isn't a slasher. She's a curse. And her power is representative of that.

  • Normally if a killer is challenging to use or isn't super busted on release most people don't really stick with them. As well as the fun factor for using their power. Sadako just teleports and goes spooky mode.

  • For a nurse game to be fun you need a mediocre nurse. God nurses are literally inescapable and baby nurses will end up just walking at you. I don't blame anyone for not wanting to play against either.

  • Not exactly? I mean there are definitely some things that need fixing. But it's not too terrible aside from bugs. Really just fixing the broken maps and tuning down some perks is all that's needed currently.

  • 2022-03-15 23_00_38-Window.png

    #1 dbd goddess

    before u ask, yes i will accept ur bank account details

  • Are these official or buff ideas? They're pretty good changes and take the perks from bad to mediocre. Which is good. It makes them have synergy/benefit without being the new meta perk.

  • Content creators who show case this stuff are the worst. Their smooth brain fans are always going to try this and they still push out the video knowing that fact. "But it brings attention to the issue" is a cop out to them blatantly exploiting.

  • @The_Krapper said:

    Start playing nurse and make it a game to see how fast you can slug the survivors, I promise you they will let you know how they feel about it

    Nurse is boring. Me no like nurse. Me only want dorito daddy.

  • @[Deleted User] said:

    I understand the feeling, but it's a function of killers like Pyramid Head. It's needlessly risky to loop anything when his power defeats that at a high level. Killers like that have all their eggs in one basket so to speak. Survivors lose nothing by playing extremely safe if everyone is efficient on gens and not throwing games for Rift challenges. No point in ending a trial with half the pallets still available.

    I'm not sure what the solution is though. Mid to low MMR survivors don't do generators. If you tune maps for low resource count and high generator efficiency, any match over 7 or 8 minutes is an auto 4k. If you leave them like they are, most pallets can be pre-dropped against M1s and survivors don't have to think about resource count at all at higher MMR.

    That's exactly the issue. Like I stated I understand using it as a tactic, because it's a really good one. But it takes away all the gameplay aspects of chasing. It highlights the disparity of playing for fun and playing to win. Removing it will swing the pendulum in one direction. A direction that I don't think BHVR is sure about still.

  • @prion11 said:

    another nurse main is born before our eyes

    also I am going to guess you are playing pyramid. I know this because I main him too. not only is he the most efficient and brutal tunneler in the game, predropping is literally the most frustrating thing possible to face when playing him because the punishment of the damned mindgame just doesn't exist if they predrop early enough

    Yes exactly. I love Pyramid Head but this sort of gameplay completely defeats his power. It's not always an issue but when it is the game feels like having to crawl with your chin.

  • No, Scott Cawthon has donated to right-wing charities NUMEROUS times. It be extremely hypocritical for BHVR to call themselves an inclusive company only to turn around and give royalties to a person like that.

    Plus the game's story is garbage. It's been going on for too long without actual direction for almost 10 years now. The only cool thing about Springtrap is his design. Outside of that he's just cheap jump-scares and has no actual place in DBD.

  • The game needs mechanical overhauls imo. Maybe that's too far in the future for the current state. But chases could have so much more diversity than "run in circle and occasionally double back". Breakable walls were potential to shake up the chase dynamics. But the majority just ended up being "u have to break this or else it's super strong". As well as one to gens. Killers say gen speeds go too fast and survivors are bored by being on gens. Having to scavenge for parts to do gens at a faster speed while holding repair is far slower than it currently is would be the sort of shake up I'm talking about. Just give us something to do in the down time. Add little interactions across the map that are actually useful. Maybe add glyph challenges that give you better loot from chests. Or some other small buff.

    The game hasn't fundamentally changed since it was released. The only real core mechanic that changed was the adding of the end game collapse. Everything else has been perk patches that vary in quality.

  • Memories of the game. I remember how fun it is and just wait until the burnout goes away. Coming back after a while and just playing for fun makes the game feel really fresh.

  • DBD WILL DIE IF U DO NOT SHOW ME UR FEET (REAL!?!?!?!?!?)

    FFs8hBaXIAM1Y5K.png


  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847112#Comment_2847112

    I think DMS is much better at carrying bad killers, usual regression perks can't really make time to actually chase a survivor, DMS does that.

    Honestly, most of the slowdown perks in general doesn't really help bad killers, those things all rewards winning, not losing like DS and DH in extent.

    I disagree about DS but DH is a good point. I usually play Pyramid Head so DH is rarely an issue for me. As well as DS. But I do know the pain of getting robbed of a down because someone used the E perk.

    DS never really comes into affect as long as u don't tunnel or have a chad power that doesn't activate it (me).

    I'd say DMS is worse than meta regression solely because it encourages survivors to split up and do different gens. It's only really oppressive with boosted teammates or a camping artist. Where as something like a Tinkerer+Ruin blight can make the game a war of attrition if ruin isn't cleansed fast enough. Or any sort of killer with mobility. Spirit, Billy, Nurse, Blight (again). Basically turns the 3 most powerful killers into even stronger beasts. As well as ruin alone can buy u some good time on gens. Even if it's only up for about 2 minutes, if you're chasing survs off of gens that time adds up.

    I could also go on about things like Corrupt buying even more early game pressure, Pain Resonance's ability to target crucial gens, Pop being able to synergize with other slowdown perks or fall back on when the others fail.

    They don't necessarily help you in the way that DH does, but they are extremely impactful. And they make the game much easier for high tier killers and killer players with experience.

  • I did not realize how much I took for granted those breakables in the school. It's basically an infinite now. Or should I say again?

    Also I am highly skeptical that it's a bug since all the other doors still spawn. I'm assuming its a data test but they didn't say that because they knew people would get pissed.

  • I think COH is annoying and quad slowdown carries too many bad killers. I'd like to see less killer perks focused on actual regression and more on buying time through blocking gens or extending the match time (i.e Dead Mans Switch, No way out). Doing gens is boring and a lot of newer killers struggle with gen speeds. It makes losing gens less stressful and more interaction for survivors, while also rewarding killers for their skills rather than dragging out the match so long the survivors just run out of resources before they can finish the last gens.

    Overall I don't think the balance is as terrible as many people make it out to be. There's a couple of poo poo maps. And breakable walls are annoying. But often times the balance issues are blown out of proportion by people who didn't actually play that great but don't want to admit it. The game was so much worse than it is now I honestly can't even complain.

    Have been playing since 2018 btw.

  • literally the only thing u can do is just move on to the next match. once u learn to laugh with them or just let go of it the game gets better. remember that its just a video game. if u get angry or act toxic back ur only fueling the cycle.

  • @CharlieChatBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2847018#Comment_2847018

    That... isn't how that works. Preventing gens is his objective. Doing gens is yours. Killing survs is a plus, preventing sacs isn't 'just' trolling. Can it be done to troll? Yeah. Just about anything to the extreme can be understood as trolling. A Hook sabo to prevent a scourge after a long carry isn't trolling. Multiple Hook sabo and body blocks to prevent a kill isn't trolling.

    In other words, you alright?

    this

  • slinger isnt even that bad so it wouldnt be much of a nerf lol

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/2845646#Comment_2845646

    https://forum.deadbydaylight.com/en/discussion/comment/2845590#Comment_2845590

    And that is a problem with COH, not her power design. COH is a huge design flaw but shouldn't be looked at to gauge a killers effectiveness. Not every match is going to have a COH and even the ones with COH aren't super unwinnable.

    read the top one

  • @UnicornToots said:

    https://forum.deadbydaylight.com/en/discussion/comment/2845498#Comment_2845498

    Hit and run has been dead since circle of healing came out.

    @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/2845498#Comment_2845498

    Her kit incentivizes Hit and them running to the Circle of Healing boon.

    Signed, a person who just played a match in which if i did not commit they would run to the circle of healing boon.

    And that is a problem with COH, not her power design. COH is a huge design flaw but shouldn't be looked at to gauge a killers effectiveness. Not every match is going to have a COH and even the ones with COH aren't super unwinnable.

  • @ThatOneDemoPlayer said:

    You're joking right?

    no, they are entirely serious. i have never seen somebody so passionately dedicated and serious about such an important and meaningful topic before in my life. in fact, because hes so super cereal, i think that we should nerf twins. unironically. deadass. on god. for real. 100% no cap.

  • Her power is more having insane map pressure. She can be in 3 different places in a matter of seconds. Learning to utilize this is where you will get a lot of ur pressure. She isn't designed to commit to chases for too long. Her kit incentivizes hit and run.

  • I adore Pyramid Head. I love silent hill, his design, his backstory, everything about him. He's really good at punishing greed. Whether through zoning, punishing unhooks or getting people out of the game extremely fast if they aren't careful. But his power, unfortunately, is completely countered by hold W. It's not a glaring issue as most survivors don't play with a comp mentality. But there have been many games where my chases are just me catching up to survivors and never getting the actual chance to use my power. It's still very satisfying and rewarding to hit. Although a little inconsistent.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2823440#Comment_2823440

    Or maybe. They should fix maps and make it so people don't feel like they NEED to do that.

    Maybe stop asking for things to harm killers/punish them. And more for things that make the game more fun for both sides.

    Stop asking for terrible ideas like double DS or extended hook times

    I promise you that you don't ever NEED to camp. Camping just but you at a standstill because you're not really playing the game and you're not learning how to get better. I know a lot of people use "i dont want to sweat my ass off" as a cop out for it, but I promise you don't have to. I guarantee that if you take the actual time to improve and accept the losses that come with that, you will have far more fun than worrying about getting t-bagged at a pallet.

    I also find it really ironic that you say the game needs to be "fun for both sides", but then say that killers should receive no negative changes and survivors should receive no positive ones. Double DS would actually be a really good way at preventing tunneling. Now that the perk isn't abusable there's literally no issue with it unless you tunnel hardcore.

  • DS is almost necessarry and even when they do eat the DS they still try to tunnel lmao

  • Trickster and Pinhead are two I dislike.

    Trickster is going to inevitably down you and Pinhead's passive pressure becomes really annoying when they run strong builds or when you're looping. Solo-que gets wrecked by Pinhead, and that's usually what I play.

  • Every genuinely "unique" killer like Twins and old Freddy are always balance nightmares and usually don't work within the confines of the game. It's much easier to make a stealth killer or a mid-range anti-loop/zoning killer. They work and take minimal effort. Their only uniqueness comes from whatever gimmick they bring.

    Killers who powers had a lot of potential to be interesting/unique usually don't get much. See Nemesis for example. Could've been a crazy fun killer but instead he just has a mid-range attack and 2 mildly annoying npcs. Uniqueness and fun is consistently being traded for simple killers who can perform well. And in turn that's made the game stale. Just releasing killers who have strong 1v1 and bad 1v4 is very unhealthy for the game. Killers feel like no matter what they do they'll lose because they don't have any map pressure and survivors hate playing against a power that's ridiculously lethal.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815653#Comment_2815653

    Don't vault Windows and Pallets in his face and you won't get pelted by knives and don't get caught in a dead zone and you'll be fine. High wall loops hard counter him, Trickster can't throw knives around them. If he holds knives, he's so slow you can get to the other side of the map.

    Use ShiftW, look behind you during chase and put stuff between you and you'll be fine

    So basically just have so much distance he gives up trying to chase me?

    Don't vault, don't use loops that I have no input on what spawns, don't get cucked by map rng even more and stay at loops UNLESS they're not high walls then I have to hold shift W and hope he isn't already close enough to hit me with knives anyways.

    The issue is that it's basically rng if you're going to last more than 30 seconds against him. I can only make do with what I have. And with more of the newer maps spawning with short filler pallets or gaps that gets harder. I don't care if Trickster is low on a tierlist or whatever. I want to play the match instead of just dying because someone picked a certain character.


  • @dbd900bach said:

    So you're saying make him an even worse discount huntress. It's one thing to aim a hatchet that actually has power but it's entirely different to rapidly throw small knives with recoil. Trickster does technically have the fastest down time in the entire game except for insta-downs of course.

    That doesn't really mean anything if you can't perfectly hit your shots 24/7 which is impossible. Plus his movement speed makes it practically impossible to catch survivors most of the time. If his knife count is your biggest issue, then you don't really understand what's wrong with Trickster which is pretty much everything. Most Trickster mains would actually say his knife count is too low so...

    I'm saying we need a way to make him not get guaranteed downs just because his power sucks. Instead of making his power interesting, all that's been done is increasing its lethality to compensate for the fact his design is awful. Yes, you can last long enough to make the down not matter. But often times that's not the case. More often than not you're getting pelted trying to make distance. His knife count allows him to miss a million times and still kill you. With dbd's slow movement it's nearly impossible to dodge that many knives with how fast they come out. Anybody who says his knife count is too low is delusional. Maybe back when 8 knives were required, but now he can chew through health-states in seconds. Giving him even more knives would make him lose what little effort he takes to play.

  • @fulltonon said:

    He isn't even ridiculous thanks to being 4.4, just hold shift+w and dodge the knife.

    4.4 is slow but it's not terribly slower than normal movement speed. A 4.4 killer can still catch up to you in relatively the same amount of time as a 4.6. As well as the fact that running in a straight line will kill you in seconds and dodging left to right makes you lose a pretty good amount of distance.

  • @ThatOneDemoPlayer said:

    Skill issue, Trickster is only useful on loops with low walls. Git gud and use loops with high walls

    As well as animation locks, any linear/straight path loop, open windows, any sort of hole that he can throw a knife through, if he has his ricochet add-ons cover basically means nothing...

    I could go on.

    You vastly underestimate how strong he can be. High wall loops alone don't just hard counter him and are complete rng. You still have a few seconds where you're left in the open when looping at a jungle gym or such. Low walls are only "good" because you literally can't do anything against him on those.

    The "skill issue" is more of a lack of being able to legitimately do anything.

  • Ju On would've been scarier than Sadako tbh.

  • Nah but it'd be cool if they gave him a less boring power and something that actually reflects RE.

  • There's like 2 god pallets and the rest of the loops are garbage. In terms of loops its killer sided. But navigation makes it hell for a lot of killers. Its kind of becoming the standard for maps now. Bad filler pallets with like one or two god pallets. Pretty boring tbh.

  • @BubbaDredge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811054#Comment_2811054

    Meanwhile, survivors get boon totems. What is this balance you speak of?

    Boons are poorly designed and messed up a lot of things. That doesn't take away from the fact that the original design works. Just means something needs to be done about them.

  • Native american lore has some of the creepiest ######### so I would say to go that direction. Plus native american culture rarely gets any representation in main stream media so it'd be nice.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2811054#Comment_2811054

    Correct. Unfortunately BOONS lowered odds significantly for gamble to pay off.

    And that is because boons are designed poorly, not hex perks.

  • The whole point of hexes is that they're a gamble for strong effects. Making them guaranteed for a certain amount of time would lead to some pretty negative consequences. They're strong at the neglect of survivors and changing that would throw off their balance.

  • The game is more of an action horror game. Depending on how you play it. Those kind of games stop being scary after so long. Play any modern resident evil game and it's the exact same effect. Spooky at first but once you learn to defend yourself you start having more fun doing that and it loses its fear factor.

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