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VikingDragonXii

VikingDragonXii

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VikingDragonXii
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  • No don't listen to them they are totally wrong the best thing to do is this ....

    Step 1: Find the Killer. Knowledge on where the Killer is Key.

    Step 2: When found slowly approach the Killer.

    Step 3: Kneel down before the Killer.

    Step 4: Make a offering of your Held Item to the Killer

    Step 5: Pray the Killer accepts your willingness to become the next sacrifice.

    Step 6: Praise our lord and savior The Entity

  • @CryptFriend said:

    They tend to not tell you if they deal with the cheater, from what I hear.

    https://forum.deadbydaylight.com/en/discussion/comment/2763016#Comment_2763016

    Shhhhhhhh!

    Don't tell them, it was cute...

    ...YOU DID IT TOO OH NOES...

  • I say she is Top A Tier easy maybe lowest S Tier. But S Tier is dependent on what Add-ons your using. I find her more powerful by using the add-ons that either makes her Vommy more effective or the ones that actually remove pools from the Map.

  • @GannTM said:

    Spirit is a great killer that is fun for both sides. So why doesn’t anyone play her? Like I said, she’s fun, fair, and has interesting add ons that change up the way she plays. Her kill rate and pick rate has dropped significantly in this most recent killer stats chart which is saddening to see.

    I guess I kind of do understand why people don’t play her anymore, it’s because of the nerf that barely impacted anything except the stand still mind game. It’s been 3 months since that nerf hit live and I still am doing fine with her.

    I had to post this because I don’t think I’ve seen Spirit as survivor in like a month and that’s not ok.

    Honestly the directional audio cues along with distance audio cues may of been too far, at least in my opinion. I love to play her but my hearing isn't good enough to pick up the audio clues of the Survivors, even with my new headset so I can't track anything. So I use the hated MD Ring and Dried Cherry Blossom combo.....and that Combo is strong but not as strong as the MD Ring x Father's Glasses. (Still puzzles me why they removed it in the first place.)

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769178#Comment_2769178

    You mean in a tournament the players had to use the best killers and perks to get a 2k? Yes this should be expected when the balance is a 2k. Remember the survivors brought the best builds possible, with the best add-ons and only got 2 out.

    https://forum.deadbydaylight.com/en/discussion/comment/2769320#Comment_2769320

    Yes loop tile balance would be important. I wouldn't say they need more deadzones but better loop balancing definitely.

    Survivors running loops into/near gens being worked on is one of the best qualities of a small map.

    That's what I meant by more Dead Zones. Some maps have little to no Dead Zones so they need added but balance is the key.

    Also I don't count the fields on any of the farm maps as Dead Zones, because trying to keep track of a survivor is annoying lol. Scratch marks should be more visible in those areas.

  • Want to know a really funny thing.....play Oni....attack.....get DH Validated or Pallet Validated and watch you get Blood Orbs but they take no damage.....it's really funny.

  • I'll play but can't till this weekend after my mandatory OT.....uggggggg. But I'm going into it with a grain of salt.....Boil Over I'm watching you.....but heck I'll try using it when I play survivor for a bit before getting board of the hold m1 meta or looping the poor killer for 3 gens or even getting camped or left to die by my fellow "SURVIVORS"

  • Nothing...... nothing at all

  • @CashelP14 said:

    I thought the game was survivor sided at the highest level till I seen the Hexy tournament (think that's what it was called) and the Otz challenge. Right now I actually believe the game is balanced at the highest level.

    Here's the facts:

    1. Does both sides have something unbalanced though? Yes.
    2. Is survivor more relaxed than killer? Yes.

    The only places people can nearly 100% agree the game is unbalanced is at low ranks and solo q. These are considered by most to be killer favoured areas.

    The one thing I'd like to be changed, that I personally believe is badly balanced, is map sizes. Just stop making big maps and make them smaller please.

    Not just make them smaller but also balance the placement of safe tiles vs unsafe tiles.....making maps smaller won't help if survivors have a jungle gym to a safe pallet to a semi Infinity loop to another pallet or loop. Maps need more "Dead Zones", places where they don't have a loop close by. Some maps I have seen decent balance like that but then the RNG of death places a pallet loop in the middle of the zone.

    I have a used loops like this constantly to keep the Killer busy and have been caught in said loops as a Killer as well

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768700#Comment_2768700

    Great skillchecks should not exist on it. Good skillchecks being an option for accessibility is perfectly fine and I'm in support of that. But the great skillcheck zones create an unnecessary buff. Even up to 1 second can be significant.

    I agree 100% the other issue is that almost evone but new players can easily make great/hard skill checks easily. Let's take a look at BNP and Overcharge, both have hard checks but hardly are that hard to get. Most can get the checks for BNP easily and Overcharge is only really used to prevent run by tapping of gens.

    The new check system combined with Boil Over buff will make slugging a more prominent issue. Iorn Grasp or Dragons Grip will become standard and the game will probably lose more Killers.

  • @dictep said:

    If devs want to remove the distance part of the perk I can help them.. remove the perk. Everybody will use sb instead

    Not really SB is one of the worst of the exhaust perks in my opinion. You have to walk everywhere and it's easy to use it by accident.

  • @DemonDaddy said:

    Would still be beneficial at 25% increase. One perk for the entire team outclasses a selfcare perk in usefulness alone. Literally frees the team up to equip 4 meta perks or with multiple boons cover wide portions of the map while also blocking dull totems.

    Let's not forget if all 4 are running it and covers half the map with a healing field, I faced a few of those last night and it's not fun. One or two is manageable but four at once.....yea I'll just go and stay in my basement til it's over.

  • The first issue that kills Killers is the imbalances in maps. There are only two maps I can think of that Killers have a advantage but even then it's very Survivor sided.

    All maps have too many safe tilesets that lead into another safe tileset. Semi and Full Infinity loops are still in the game, and loops that are not semi infinite become that when a pallet is dropped.

    Haddonfield is the prime example of how bad map Balance is because it DOES have Infinity loops in it because I used it last night to keep a Pyramid Head occupied for 4 gens before he got in a hit. I'm no where near a good looper like most Survivors but the ease to loop with the tilesets is too easy.

  • Things to Help Killers......

    1. Look at Gen Regression and how survivors stop it.

    2. Map Balance.

    3. Totem Spawns.

    4. General QoL Changes.

    Any of those things if not all are the main things that need to happen to make things more fun for Killers.....

    Remember the Killers are SUPPOSED to be the power role of the game not Survivors and how they became it astounds me.

  • The thing is the Nerf to his quick scoping is fine what didn't make sense is that they increased his TR "To match other ranged Killers". The whole point of his smaller TR is that he's not a Long Range killer like Huntress or Trickster, he is mid ranged and requires a more pinpoint shot. Also he's a dang bounty hunter who's job is to track down and get close to targets without them knowing, I love that aspect about him because you could be walking down a hall and then you turn and he is lining up a shot.

  • @Travis_Bateman said:

    https://forum.deadbydaylight.com/en/discussion/306053/coh-is-nerfed-noed-is-not

    You saying that it wasn't "that strong in the first place",just like Aven,shows you didn't know how COH screwed a lot of playstyles from killers especially hit and run,altough it doesn't Make the perk useless,its still pretty strong and useful,it just goes from 100% to 75%. Also,boons in a way don't have counterplay,they are infinite,noed sometimes you can't even get to use it,because survivors already cleansed 5 totems,some "people" say its hard,even tough you just need to memorize well the locations.

    They don't even need to memorize.....they have Maps and various perks to find Totems quickly. NOED only has become a hot topic because of Boons, because no one is breaking totems anymore because they don't want to lose a possible location. I had a match where I was running Inner Healing was breaking a totem and 2 survivors literally trolled me the entire match. They body blocked me helped the Killer find me by pointing in a closet I was in until I was dead. At the end game chat they harassed me for breaking 1 totem. I know there are others that think the same way as them with Boons and totems.

  • Sadly I was before Boons and the current state of the game now it's a split..... survivor and any other game I want to play when I'm sick of the long Que times lol.

  • @jesterkind said:

    I'm assuming whatever they're planning isn't literally just making the current effects of Borrowed Time basekit, probably more in line with a few seconds of no collision/endurance effect/whatever to dissuade hard tunnelling.

    I'm all for it. There are two kinds of meta perks- perks that are just unambiguously stronger than all the others, and perks that cover a gap so common that you feel like you're punished for not bringing them. The former should be nerfed, and something should be changed about the game to stop the latter from feeling so necessary- which would look like some form of basekit BT, in this instance.

    Obviously the specifics are up in the air right now and there are bad versions of this that could manifest, but something to stop a survivor from being smacked down seconds after being unhooked would be a good thing.

    If they remove collision from the unhooked survivor that's fine because it will stop the abusive body blocking and not give them a free extra Perk

  • @MikaelaWantsYourBoon said:

    They did not say they are going to make BT base-kit. People really love to create drama.

    He said that DS was not going to be basekit and then when the question about BT he repeated That DS was NOT going to be basekit. That there was a subtle way of saying it's going to become basekit.... probably in their own sick minds to counter camping and tunneling......

  • @Astral88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762727#Comment_2762727

    Ok, but what exactly is the problem here? You are talking about a SWF as it seems like and this is unfortunately a different thing. We all know, that SWFs are overpowered, regardless if they bring CoH or not. If you aren't experienced enough to deal with it, you just cannot do much anyways. You guys should also think about casual players and the mid tier and not only the high end ranking. I either meet teams in my range or teams - thanks to the SSBM - absolutely out of my range who destroy me while I play on a killer with bad perks, cause I don't wanna spend since Myers is LVL50. But they would also destroy me without CoH. So that rly doesn't matter too much to me.

    https://forum.deadbydaylight.com/en/discussion/comment/2762739#Comment_2762739

    It's supposed to be an asymmetric PvP game. Of course you are fighting 4 survivors and you need to outplay them smartly. Thats not happening always. But I put the blame on BHVR for changing the game into a sweating contest by changing the Ranking System to SSBM which is absolutely poop, but whatsoever.

    Sadly the asymmetric part of the game was the Killer was supposed to be the power role and the survivors were the weaker role. BHVR has somehow made the 4 survivors the power role and the Killer the weaker role.

  • @Sakurra said:

    Any seconds is crucial in this game. I think it's better than nothing at all.

    Not when we are talking about 4 survivors vs 1 Killer.....the only thing that seconds matter is to Killer.

  • @jesterkind said:

    Well, of course they didn't make any mention on the majority of those things, half of those are terrible ideas.

    Regardless- nerfing the heal speed is definitely a good first step. Personally, I don't think it's far enough, but I respect wanting to keep an eye on performances while making small but impactful changes.

    How is allowing the Killer to break instead of snuffing the totem or not allowing CoH stack with Medkits a bad idea.....

  • @Huge_Bush said:

    Run Plunderers and go through every chest you come across. I have hundreds of flashlights, but I used to play a lot, especially during the initial lock down for the pandemic.

    Yea Plunder is how I got all my items....but strangely got so many Pink Maps and Keys.....

  • Here is how Boons should of been reworked.

    Boons have 3 tokens.

    Everytime a player blesses a totem it uses a token. No more tokens then no more Boons, that way there is actual risk vs reward on them.

    Range should be reduced from 24m ▶️ 15m. This would keep the floor penetration smaller and not as bad.

    Killers break totems when snuffing or have the option to break or snuff. This can be used instead of the token system as it's still a risk vs reward.

    Killers are able to see the Boon Totems aura when they are within 15-20m of it to aid in finding them.

    Either remove the booming notification of blessing a totem or give us a notification of the area along with the loud noise.


    Any of these ideas could be pick and used as possible changes to Boons in general but not break them as a whole. It's sad that the DEVs think they are working as intended but not actually listening to thier players.

  • Here is my take on the QA.......we are idiots. Plain and simple we are truly idiots. I saw so many questions that were the same thing upvoted for no reason as to keep good valid questions down voted. Those questions all had the same answer.

    That being said the changes to CoH is good but not addressing Boons in general and saying they are working as intended shows a one-sided stance that many of us have said the DEVs take. Not saying the DEVs are taking one groups side over the other intentionally but rather unintentionally. The issue with Boons in general are The Range, Floor Penetration, and also Undying Plus. These three things are what makes CoH so broken, I would of actually of been happy if they addressed those things before the 25% Nerf.

    QoL changes are good because so many Killers need them as they are technically too weak or outdated for the current pace of the game.

    Add-On changes because they are too powerful for High Tier MMR is a joke plain and simple. Only people are stay in that region of No Man's Land are the sweat fest players. Casual players like me try to stay in the Low to Mid tier just so that we don't get destroyed by SFW squads or Campy Killers.

  • *Comes in as Clown main drooling* Mmmmm yesssssss tasty FINGERS GIMMMIE!

    *coughs a few times clearing my throat*

    Ahem sorry about that don't know what came over me. Good job GBK. Thank you for posting this I was too busy to watch today and probably was not in the right mindset to even receive any of the information with a good light.

    +10 Internets for you.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761461#Comment_2761461

    No idea. All I know is that I get headaches when Survivors strobe their flashlights in my face at 50 clicks a second. And I'm not photosensitive.

    I do as well and no they didn't because that question didn't get upvoted......

  • @Peanits said:

    Heyo, opening this up for feedback and adding some context: The reason why we end up with a lot of "Soon" answers is because we take the most upvoted questions. In the past, we've cut questions that we aren't able to definitively answer, but we received a lot of complaints about skipping and dodging questions. Of course, like you've mentioned, some things either aren't planned or aren't slated to be released any time soon.

    Our POV is that even if we aren't able to give the most satisfying answer, it's better to acknowledge the things people want us to talk about most than stay silent on them.

    Genuinely, if you (or anyone else) have any suggestions for how this could be done better, please let us know. I'd be happy to change the way we do things for next time, but it's a tricky situation since there's a balance between taking the questions people want to know the answers to and picking the questions we're able to answer to.

    To be honest like others have said can the streams because to be honest it's not helping. I understand you guys went with the upvote method but that puts trust in us and sadly there are more trolls and players that DONT want things to become balanced because that would ruin THIER game. I saw good questions and suggestions in the Q&A section that got down voted while others that WE as a community know would get the usual "Can't Say Much" or "Soon" answers.

    You guys put too much faith in us and when good ideas are posted it seems nothing is said about them or they get blasted into oblivion.

    If you still want to do a Q&A then you should just find ones that CAN be answered on and let the community know that you understand the want for answers but you guys can't comment on anything that's in future plans.

  • You know they will do NOTHING to the Twins.....they despise them and hate them and downright just wasted time on their creation.....Would I love to see a nice QoL change to them.....yes.....but know that it won't happen.

  • All I see is useless data like usual that didn't help balance the game at all.....but hey after that Q&A I have totally lost all faith that the Devs will EVER FIX THE GAME......

  • @GoodBoyKaru said:

    sick im not needed anymore

    https://forum.deadbydaylight.com/en/discussion/comment/2760989#Comment_2760989

    community: "stop cherrypicking the questions!"

    devs: *picks the questions people upvote, despite the fact they already know the devs cant speak on them*

    the community: "omg cherrypick the questions so you can answer them already"

    HA!

  • Yea I think they will change Surge to work with m2s just it will be some time.

  • I do too because CoH just negates Sloppy Butchers slow healing effect. Sloppy needs some love at the moment it's just a tracking perk.

  • Sloppy Butcher needs a buff to deal with the CoH healing. I shouldn't need to play Vommy Mommy to counter it.

    Keep the base the same but have it increased if the survivor is affected by a blessing. This would allow survivors who want to heal outside of CoH or if CoH isnt in play without having a unbalanced split.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759047#Comment_2759047

    I don't get how you can still say Spirit doesn't require skill when she got handed counterplay and she's almost as rare as Deathslinger now.

    I love Spirit but my ears cant discern the subtle audio cues of survivors, and her chase music....heck all chase Music blows out any other sounds. Even with my new headset it's hard for me to hear those cues.

    The Devs want to make accessibility changes for players with disabilities but make chase music that drowns out all other sounds. You have to lose the chase just to hear them.

  • Well I have been playing Vommy Mommy more now hehe. I tend to run a nasty addon that most don't use or I don't see used.....can't remember the name but the one that reduces the amount of pools in play. It's so fun seeing them scramble for the tiny amount of Pools to try and cleanse only to give me my Red Vommy mid chase muwhahahahaha.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756179#Comment_2756179

    Thrill of the hunt and totem builds that's how you do it

    Thrill is not a counter and what totem builds.....Thrill was the only defense Killers had and now it's pointless to waste a Perk slot....what made it good was the notification when a Hex was being messed with.....

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756237#Comment_2756237

    I mean like you're closing yourself off to potentially wholesome conversations and every gg out there.

    Not really when 99% of rando messages were scammers or trolls trying to harvest data on my Playstation or trying to get me to go to a fake website to do just the same.....

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2756158#Comment_2756158

    It's not complicated it's just extremely closed off and guarded. Not that there's anything wrong with that

    Not really when I had playstation I ignored messages from total strangers that I didn't know. With End Game Chat alot of Killers tend to leave because of the negative comments they get from toxic Survivors. Just say your peace and be done they dont have to give you a response if they dont want too.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755361#Comment_2755361

    Only because you want the 4k. If you play fair, you probably would have fun doing 2k on average. You can’t 4k as perkless pig against a death squad swf, but you only play against this people because you camp/tunnel

    That's the thing most Killers are not averaging the 2K when they play fair. As Killer I play fair and only get roughly 0K-1K when I do. What your suggesting would make Que times for you and anyone else longer because of the dwindling player base of Killers. Also mandy is right in thier statement.

  • @[Deleted User] said:

    I have a feeling a lot of times when people claim “It’s just not fun to go against” really mean “I have difficulty against this”

    I agree and I see OP hasn't responded after getting proven how invalid his argument is.....I play Clown and it's rather hard to get a direct hit with the bottle as my aim sucks more than the Clown sucking on one of his fingers.....so I opt to just throw the bottles at possible loop locations to cut off loops before they thing a out using them.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752689#Comment_2752689

    Random pieces of junk and clutter having collision in teh first place isntead of just being a prop with no collision is what I meant

    Ahhhhhh ok.....then we agree lol.

  • @SkeletalElite said:

    Realm beyond has definately made this worse because they decided for some reason every object needs extremely complex collision unncessarily

    Oh no they are not complex in the least they just said oh this round object needs a square hitbox....that wont cause any issues.....

    But jokes aside, that's the basic idea I have seen with hit boxes. Round objects ha ring sharp corner hit boxes or some of the smallest ground clutter having a hit box in the first place.

    I was being chased by a Blight who caught me in a dead zone, he dashed and right before he reached me he hit some ground clutter and pin balled away.....I actually felt bad for him so I ran to him and gave him a free hit

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752179#Comment_2752179

    They nerfed the main building (only the same two windows spawn now) and reduced pallets in Haddonfield already. It’s not nearly as strong as it once was.

    Theyre probably just updating the aesthetics of the map.

    Which is nice and sad.....Haddonfield is still the best map for Survivors. Because of the wonky hit boxes of Killer they can get caught up on everything during a chase. One chase as Oni I did a charge and literally got caught on a small corner of a shrub near the small park. The Survivor i was chasing showed me his video of it and shows the smallest corner holding me back......alot of other maps have small sections of tiles that do the same thing just not as bad.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752196#Comment_2752196

    Wut.

    Short list of survivor nerfs since launch: maps have been heavily nerfed (entity blocker added, double pallets removed, infinites removed, etc), bloodlust added, instaheals nerfed, hatch/keys changed, exhaustion changed, DS nerfed, Mettle Of Man nerfed, Prove Thyself nerfed, toolboxes nerfed, Self-Care nerfed, great skill checks nerfed, medium vaults added (used to be all fast vaults), Balanced Landing nerfed.

    I could go on. Point being, outside of CoH, killer has never been easier than it is now. If killers are genuinely struggling to win games right now, it's on them.

    Ahhhhhh a biased Survivor main response. If you think CoH is the only issue then all I can do is laugh.....Maps are still LARGELY unbalanced. Yes they took out a LARGE amount of infinities but there are still infinities in the game. Survivors can 99 doors that dont regress and can open them by just bowing on them. Gen regression is far too slow without ruin, pop, or another regression perk and Survivors can just tap for 1 sec during a chase to stop it.

    The list goes on but I digress.....So yes it's the Killers fault for issues they have during a game and not the game balance itself.

  • @BenihimeWrath said:

    Only use hex perks that are meant to be broken. This chiefly means Retribution + Plaything (maybe pentimento if you wanna stretch the aura reading) only.

    I have completely dumped Ruin since Pain Resonance came out, at least if the hook spawns are janky its something I can conceivably play around with skill. You can't really play around terrible hex spawns skillfully without throwing the game most of the time.

    Also IMHO Dead Dawg is the most balanced map in the game. Its small, but a few of the hex totem spawns are pretty nasty and you can get lucky sometimes. (Other times its at the wind mill/upstairs and gets broken instantly)

    I agree except for the infamous locker blinds and the wagon spot that Devs say isn't abusing a known bug to to gain a advantage over another player......

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751742#Comment_2751742

    That’s different though this guy is talking about it so if a hex is cleansed you can just relight it. That would be such bullshit every time. Let’s say I cleanse ruin. I go back to the gen, the killer relights the totem ruin activates. I gotta go cleanse it again and the then he relights. This would drive you ######### nuts. Atleast undying was RNG and that there was a 50/50 to cleanse the right totem but this sounds ######### annoying and that is not good game design. Now yes same could apply to boons but it takes 1 sec to break and it’s not map wide

    Yes it takes 1 sec to Snuff but it can take 30-40secs to get to the area where it's at and then find it so another 5 secs. In that time a gen will pop and the Killer will lose any chance at map pressure. Not to mention yes boons are not map wide but most boons are in dead zones with no gens to patrol so going there is almost guaranteed a lost game for the Killer and a safe zone for Survivors.

    Let's not get into the range is still too big and multiple story maps......RCPD MAP IM LOOKING AT YOU!

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749032#Comment_2749032

    But at least survivors can still cleanse NOED at the end of the game and remove it from the game.

    Killers still don't have any way to permanently remove boons from the game without just killing the survivor placing them. Which isn't always easy to figure out and not much you can do if more than 1 one person is placing boons.

    Exactly they added a Hex that is completely ruined by Boons. That's why when a Killer snuffs a Totem it should break it, that way Hex Pent can still work and limit the amount of Boons that can be placed making them a more Risk vs Reward style like Hexs.

    Sadly that wont change (not for a long while at least). Last week when I played Survivor I ran my Inner Healing, because I dont have access to CoH, and broke a totem and literally the other 3 Survivors body blocked me and watched me die on the hook just because I broke a "Possible CoH location" one of the Survivors in End Game Chat....

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747805#Comment_2747805

    I am also not entirely sure about the pyramid head thing but I do remember clearly trying that and it didnt work twice at all. Might also been just buggy. However I still brought more examples idk why everyone just focuses on 1 single thing xD

    It's just buggy sometimes it works on stairs and other times it dosnt. I think every set of stsirs has a buggy zone that acts like the basement stairs and nullifies Big Daddy's trail.

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