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Wiccamanplays

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  • I would love it if I could run as few slowdown perks as possible and I try to use a heuristic that the stronger the Killer I'm playing, the fewer I put in my build, but there are maps and Survivor builds/playstyles that make that a real pain even if I'm playing a powerful Killer. Unless BHVR decides to regularise map size and density (and maybe nerf the strongest Exhaustion Perks and Vigil so pre-running isn't as effective), I can't see a world where Corrupt and Pain Res aren't at the top of the tier list because they give low-mobility Killers a chance to engage with the game before it ends. Information perks are also reviled by some players but again, in a world where many maps are gigantic and full of clutter, wasting a lot of valuable time trying to sniff out that virtually undetectable Ace or Claudette in the darkest possible outfit is just not an option for Killers who won't even guarantee a down in those scenarios. Windows of Opportunity is the most popular Survivor perk for a reason, why shouldn't Killers also use aura perks to navigate their objective? Chase perks are the unloved stepchild of the Killer arsenal. There are some really good ones, but they're either situational to the Killer or map (Rapid Brutality, Bamboozle), potentially easily countered (any hex perk, most Undetectable perks) or just plain weird and kind of niche (Game Afoot, Unbound, Help Wanted etc.) so using them over guaranteed value from info or slowdown is usually a bad choice. BHVR could make them less of a bad choice by buffing them while also regularising maps so slower Killers are less dependent on slowdown, and maybe if they were brave they could implement the No Stacking patch to make bringing too many kinds of slowdown redundant.

    Unfortunately you can never make the whole playerbase happy. There are too many disparate types of player and many of them have diametrically opposed visions of an ideal match of DBD. Compare this forum to the subreddit, to various Discord servers, to Twitch communities and to the silent mass of casual players who don't regularly engage with any of them. All of them are very different and have very different opinions on the game. As someone who came to this forum relatively late (and after already having a lot of hours in the game), I'm still routinely baffled by some of the takes I come across here that seem to be fairly popular.

  • I worry that BHVR is either using compromised stats like these to make balance decisions or just ignoring any game with an abandon or DC and cherry-picking ad absurdum.

  • OP doesn't remember the days when you'd have whole matches ruined by everyone going for weird side objectives instead of trying to participate in the game and Survivors giving up because they couldn't do their stupid tome quest to open 45 chests or hide inside the Killer's TR for a calendar year.

  • Something else that also needs mentioning here is that a lot of non-slowdown perks are just not very good. Killer perks need to provide a lot of value because you can only bring four of them compared to the Survivors' sixteen, and most Killers don't have a power that's strong enough to win games by itself these days. So you need guaranteed or near-guaranteed perk value that's going to either slow down Survivors' objective of repairing generators and opening gates or accelerate your objective of downing, hooking and ultimately killing Survivors. There are unfortunately a lot of Killer perks that don't do that very well or at all: 'if you do x 10 times then there's a chance that the next time a Survivor does y within 20 metres you get a slight buff to z for the next 10 seconds' type perks are never going to compete because they barely ever work and just don't keep up with the stronger options on either side. Even hex perks aren't as popular as you'd expect because there's a substantial chance the awful spawn logic of totems puts them next to the Survivors at the stsart of the game and you lose them in the first 30 seconds of the Trial before they even do anything. I'm not going to use Jason's upcoming perks if they've not been strongly changed because they represent that same unrealistic perk design: their conditions are too onerous, their effects too weak and too counterable by Survivors. So it's far safer to stick to the same handful of perks that everyone has been using since they released despite BHVR's efforts at meta shakeups. I would like to see the strongest Killer perks nerfed or reworked, but the huge morass of useless or underpowered ones would need substantial buffs and changes to make the build environment more diverse, while also doing something about the consistency of map size and density so low-mobility Killers have a chance to interact with the game before the Survivors complete 3 gens.

    Additionally, there's something to be said about the fact that a lot of the best Survivor perks are free right now, while a lot of the best Killer perks are not. Sprint Burst, Lithe, Adrenaline, Kindred, Prove Thyself, Deja Vu, Decisive Strike/Will To Live, Dead Hard, and Botany Knowledge are all on free Survivors or general perks so anyone can use them, while the top Killer perks are still paywalled or timegated behind iri shard investments. In fact there's only one effective slowdown perk available to beginner Killers or players who haven't paid for DLC: Deadlock AKA No Holds Barred and that's only because BHVR lost the Hellraiser license. Dying Light AKA Cull The Weak(?) is too weak to count, especially with diminishing returns.

  • @Chomperka said:

    BP were inflated cause of that bonus and bhvr hated it for some reason(idk why its not like amount of free BP affects their earnings, maybe less people started to come back to the game during 2x bp events)

    More BP also screws up the addon/item economy (which is why so many Survivors can bring Commodious Toolbox + BNP every match). There're larger and more systemic problems with the BP/Bloodweb system but giving everyone millions of Blood Points all the time certainly doesn't help it.

  • Make hatch appear when there's 2 Survivors left before endgame, but Killer can mori a downed Survivor at that point. Everyone gets an aura reveal of hatch so it's a race.

  • everyone complaining about Myers or Freddy when they're at least good Killers balance-wise now, while Onryo is basically unplayable.

  • map offerings wouldn't be an issue if maps were all equally balanced, but they're not. Nobody was using them just to go to the most fair maps for both sides: it was Nurses with full aura builds taking you to Midwich or SWFs taking you to Eyrie of Crows and Badham. More recently DBD introduced a Map Showcase queue when a new map is released (they did one for Trickster's Delusion btw) and they're currently running one rotating through all of the realms for the anniversary, so you'll still probably have a chance. If it's really bothering you, you could also run a custom game with bots to fully explore a given map at your own pace.

  • This is a fun idea but I think it could become an issue with some perks and some maps. Would you choose a totem before a hex like Face the Darkness or Two Can Play activates or after? Being able to slap NOED next to an exit gate or a hooked Survivor could be a real issue as well. Some Killers are really good at controlling areas already and letting them put a strong Hex in the middle of a 3-gen that's also in a Singularity's panopticon or a Hag trap web could be quite nasty.

    I do agree that some totem spawns are really bad and could be moved to less conspicuous areas, and/or that more Hexes should only light up after their condition has been met so they can't be cleansed right at the start of the game.

  • The individual elements of Krasue are really good, but the way they converge is where a lot of the weirdness and awkwardness come in. The infection ability is decent (I'm an Unknown enjoyer so bouncing her shots off geometry is always going to appeal) and flying around the map at high speed is really fun. I don't even mind the loop of infect > M1 > head form > whip > profit. But the infection mechanic is very strange and frankly I'm not sure why it has the additional stages it does when it almost never progresses that far. Additionally, the organ whip is necessarily clunky because it was too strong when it wasn't, but is extremely easily nullified by coordination on the Survivor side, making Krasue extremely hard to play against even half-decent SWFs. And finally, most of her add-ons are not very useful and only affect her head form's flight, which is the element of her kit that needs the least alteration.

    I'd put her in the same area as Vecna 2: The First But Not Actually, where she is technically very complex and in the right hands can be very powerful, but that same complexity also has an extremely high skill floor and puts off a lot of potential players. Given that she's not actually weak at a statistical level but just very weird and unpopular I don't think she's going to see any changes any time soon. There are unfortunately far too many things for the devs to address before we reach 'niche Killers who while not necessarily weak could use a polish and tune up' and I don't think Krasue's close to the front of even that particular queue given the state of Houndmaster, Pinhead and Twins.

  • I'd love this effect on Eyrie of Crows more than on Coldwind, though to be accurate this isn't so much a style of lighting as a lack of lighting. OG Coldwind was really hard to see anything on at all because of really dense shadows and dark textures everywhere, especially if Survivors brought Murky Reagents or the old brightness offerings (I'm so glad they removed those before I started playing).

  • Much as I think the healthiest option for the game long-term would be to rework Nurse into a Killer that's closer to the standards of modern DBD (probably a 110 Killer with a much longer Blink cooldown), I can't see the devs having the time, resources or inclination to do this given her stats, and I think a lot of Nurse players don't want to see here completely lose her current character. So in the absence of that I'd suggest:

    • Aura blindness while charging Blinks so she can't get free hits with Nowhere to Hide et al.
    • Addon pass to nerf her strongest ones (especially lunge range) and buff/rework the ones that nobody uses.
    • Some kind of visual effect to telegraph her Blink more clearly to Survivors.
    • Stuns and successful Blink hits resetting her Blink tokens similar to Ghoul and Blight.
  • I'm no longer sure what to do about Sadako. Statistically she's one of the most lethal Killers in the game, but everyone knows that's only because newer or returning Survivors don't know how to deal with her Condemn after the devs changed it 14 times and because OnePumpWillie, one of like 3 Onryo mains still in existence, is some kind of unstoppable murder robot from another dimension where she's actually good. For everyone else she's a pretty miserable Killer experience. Survivors have too much agency over how she can apply Condemn, and the only way to make it work is by pursuing a really nasty approach of slowing the game with slugging and spamming Projection repeatedly on a small or vertically dense map like The Game or Midwich. If you don't have that, she's basically a worse Wraith. I learnt to play DBD as Onryo because her perks were good (before Call of Brine was gutted) and her fundamentals are simple, but after a certain amount of time I realised she just didn't have the firepower needed for me to compete with stronger Survivors at higher MMR levels.

    My big swing would be to rework the Condemn mechanic entirely and make it something more aligned with the other mini moris still in the game (think Myers and both Vecnas). Maybe she normally has no Terror Radius and is ambiently Demanifested when more than a few metres from a Survivor, but picking up a tape makes her visible and audible to that Survivor, while allowing her to build up Condemned (which would need to do something different than allow an instakill) on Survivors holding them? This would solve the pain point in her design that makes her hard to balance fairly and modernise her design. It would have the risk of potentially weakening a core element of her identity, but it's not impossible to retain the power fantasy of a terrifying apparition that haunts Survivors until they die of fright. I'd also then see if she needs a buff to her other Power elements and add-ons.

    A more realistic, less involved option would be to reduce the cooldown on TVs for Projection, including when Survivors turn them off, reduce the charge time of Manifestation and make addons like Bloody Fingernails and Reiko's Watch basekit and give them new functions. I'd then make the range of Condemn from a TV clearer to both Killer and Survivors and possibly tweak how much Condemn a Survivor can build before they're mori-able. Ideally this would make non-Condemn playstyles better while also making pure Condemn less feasible, similarly to how Pig has more options than forcing 4 RBT kills these days.

  • I could say it's a roundabout way of saying that Killers are being forced to jump through increasing numbers of hoops and that it might explain why average kill rates are falling month on month.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080499#Comment_4080499

    So, at the same time that I see people complaining about the games speed, they're also defending a tactic that lets them win less than 5 minutes into a match. So a 10-15 minute match of normal gameplay is "too fast" but a four minute slugging match is perfect.

    I guess speed is only a problem if you're losing.

    I wasn't defending anything, I was explaining why a Killer might slug in a given scenario. It's why I've slugged Survivors in games sometimes. It's also possible to hold two different ideas in your head at once, that going for a 4-man slug at the start of the trial and leaving people to bleed out is bad for the game and also that 40-second gens are bad for the game. And neither of them is a personal failing of the players involved but rather a failure of design and balancing by the dev team.

  • Slugging avoids activating some strong perks (Fast Track, Self-Preservation, DS, Dead Hard) but the bigger benefit for Killer is that it avoids the time sink of picking up, carrying and hooking a Survivor, and then re-engaging with the trial. the whole thing can take a really long time which is a death sentence in this era of hyper-efficient generator repairs. Plus, if you're unlucky with hook spawns, it can put you on the wrong side of the map or not work at all if Survivors bodyblock or sabo the right hook. Furthermore, the popularity of Resurgence means that an unhooked Survivor can basically be full health a second after unhook, so the time commitment is often asymmetrical in the Survivors' favour, especially since several Killer perks that activate on hooking a Survivor have either been nerfed or have never been that good. Meanwhile the strongest passive slowdown perk, Hex: Ruin, got buffed a while back and synergises with slugging very well. And of course slugging is much easier and more effective on strong, high-mobility Killers like Blight and Ghoul than on weaker low-mobility Killers like Trapper and Ghostface.

  • I've had Badham twice in 3 games and I hope DBD loses the Nightmare on Elm Street license so it goes away.

  • There are definitely maps where pallets are not spawning normally, especially indoor maps. However, there are also maps like the Disturbed Ward Realm, Nostromo Wreckage and Eyrie of Crows where there seem to be huge numbers of pallets very close together, often connecting into very powerful loops that are really hard to deal with as Killer. As usual, it's not an issue if you play the top 3 Killers but is extremely uninteractive and annoying if you're not.

  • Are we surprised that one of the most consistently popular Killers in DBD is also one of the most consistently popular Killers in a mode where the majority of Killers aren't playable? The only real way it might shift is if they managed to get Ghoul in 2v8, and I can't imagine that being well received.

  • Commiserations on the ruined match. While I can't judge if those Survivors were actually intentionally throwing the game or were just very bad or doing some stupid Archive/Tomes challenge (thank god they've stopped making those), it does suck that BHVR has a very unclear definition of gameplay sabotage that is rarely enforced effectively anyway. Even as someone who plays more Killer than Survivor I don't want Survivors to sandbag because that's not fair on their teammates and not fun to engage with. The reporting system in general feels very opaque and outdated and could use an overhaul, not that the devs have enough time or resources to even consider such a thing.

  • @TamaraLatte said:

    Does having a higher FPS give you much of an advantage?

    It makes hitting skill checks more consistent for one thing. There are almost certainly other benefits with Powers and Perks but I can't confidently say what. I do remember that some drops wouldn't trigger Balanced Landing except at certain frame rates, though that may have been patched by now.

  • You might need to either switch strategies, switch Perks, or switch Killers. No Holds Barred is great passive slowdown, but it's passive, and also not as strong as it used to be. You may not be using the limited time you get from it as effectively as you could if you don't know where to go or how to get downs. So you could switch strategies, and try and capitalise more on the Survivors you can catch by tunnelling or slugging to force Survivors to play more defensively (this will not be popular with the users of this forum and probably the Survivors you play against). Or you could switch perks, and either use even stronger slowdowns like Corrupt Intervention, Dead Man's Switch, Surge, Pop and/or Pain Resonance to slow progress further, info perks like BBQ and Chilli, Nowhere to Hide, Bitter Murmur, Friends Till the End or even Darkness Revealed or Ultimate Weapon to give you information on finding Survivors more quickly, or some strong chase perks like Blood Favour, Bamboozle or Rapid Brutality to down Survivors faster. Or you switch Killers: if you're playing weaker Killers like Trapper, Ghostface, Demo, Sadako etc. then you'll always be working against the tide, since most Survivors have no reason not to bring the strongest stuff they can. Stronger Killers often have a higher skill floor so it takes time and effort to master tham but they can do things the lower tiers only dream of.

  • Prepare to see 4 Megs every Trial. It also doesn’t work that well for Killer since a lot of them don’t even really synergise with their perks and so people will just use the same Killers as usual but with worse loadouts.

  • Getting this heated over a gimmick mechanic that's not a core part of gameplay on a Killer that's not even finished yet is basically the same as a Killer player taking it personally when a Survivor stuns them.

  • Sorry this happened to you, but unfortunately entitlement is not limited to a single silo of player types. I made a post a few days ago about getting hatemail from Survivors in Killer games where I got maybe 4 or 5 hooks because they didn't like that I tried to confirm a kill in the endgame, tunnelled a Survivor who aggressively ran at me after being unhooked or tried to go for a slug play at 1 generator left since they were all injured and doing gens instead of healing. As I was playing on console, these people didn't just put stuff in the EGC but actually went out of their way to send me messages on PSN telling me to do various unpleasant things to myself. And this isn't counting the instances of Survivors sandbagging each other, blaming each other in EGC, BMing each other and the Killer, or giving up as soon as someone else makes a mistake or does something they don't like, which we've all seen.

    I'm not invalidating your experience but I'm trying to point out that everybody is toxic in this game. To some people, the very fact that I tunnelled and slugged (and not by design) in those games I mentioned means that I'm toxic or a bad person. The Killer in that game believed you were toxic, probably because of your build.

    I don't have an answer to this, since it's a facet of every multiplayer community I've encountered, but one thing that definitely won't help is perpetuating the belief that there are 'sides' in this community, that there is conflict between them and that changes to the game are always zero-sum between these 'sides'.

  • It was a necessary evil. Certain maps are still so powerful in one direction or another that they have a 15-20% swing on kill rates (Gas Heaven has an average of less than 40% IIRC while Underground Lab is a death sentence for solo queue), and that's after a bunch of concerted changes on a few of them. The only reason they still exist is to make the map-centric achievements easier to attempt.

    I agree with other posters that if they fixed the worst outliers by making all maps a similar total size with comparable resource density then map offerings could be stronger. But we know that's not going to happen given the massive number of fires the dev team are fighting at any given moment. So they have to stay weak to mitigate the worst effects of grossly imbalanced maps, grossly imbalanced Killers and grossly imbalanced items and perks.

  • Fundamentally Boon: Steadfast was a promise the devs couldn't keep. There was never a way to make a balanced perk with the given criteria. It was either going to be insanely OP or useless, and for the health of the game the devs had to go with useless. Any attempt to tweak it based on numbers alone won't work, as its core design is a non-starter.

  • I guess Steadfast is what happens when a bunch of people voted for ‘perk that makes gen progress permanent’ and the devs realised they needed to make it not preposterously overpowered in the meta environment of Stakeout/Hyperfocus/Deja Vu/Fast Track being so strong and nuclear-powered toolboxes being untouched for years.

    Salvation’s Cry is actually a nice perk for giving your team information, so it probably will see zero use.

    Fruits of Your Labour has potential to be really annoying for Killer to deal with since it allows Survivors not to worry about healing and also gives weird haste numbers.

    Lay Waste having such a long cooldown with an actually relatively weak effect means it will get no use over existing regression perks.

    Under Your Thumb has amazing potential to weaken a bunch of meta exhaustion perks. But I’d rather they just nerfed Vigil and SB instead.

    Vigilance is weird. Reverse OoO could be really good with certain perks like Friends Till the End or it could just be kinda useless. As always, it’s the kind of perk that Nurse and Blight can use to viciously tunnel while being of no value to low-tier Killers.

  • That's actually a good suggestion, though reciprocally I'd like it if certain perks on the Survivor side were revealed to the Killer, especially ones where a Survivor gains Endurance. Given that there's so many sources of it and most of them have additional effects, it would be useful for Killers, especially less experienced ones, to be able to understand why a Survivor they just hit went into deep wound and isn't dead.

  • Licensed Killers are less likely to be added due to contractual obligations some will have in agreements with the copyright holders (i.e. crossover-type interactions are not allowed without more negotiations).

    I would love to see more Killers in 2v8 but my personal faves like Unknown, Plague or Hag would need serious changes to make any sense in the mode.

  • Hook stages are 70 seconds. Killers cannot grab Survivors from the hook while rescuing, and unhooked Survivors get 15 seconds of speed and endurance. In the current meta that's like 2-3 gens per hook stage if Survivors are efficient, more if anyone has Reassurance or gen speed perks. Camping is a bad strategy 99% of the time and it is so easily punished these days. It doesn't need to be made any harder or worse.

  • BHVR had an opportunity to properly address this issue in the PTB where stacking of effects was removed entirely, but a vocal minority freaked out because they couldn't run stupid gimmick builds anymore, so the devs backed down when they shouldn't have. Now we have an ever-increasing number of perks and Killer Powers with potentially unhealthy interactions with one another and no clear way to keep them balanced. Instead of having to compare perk strengths in a single dimension you have to keep considering how they might synergise to break the game, and 'diminishing returns' is just tinkering around the edges of the problem to create a non-solution that makes nobody happy.

  • The most significant nerfs she could receive that wouldn't completely ruin her (or necessitate a total rework from the ground up that will never happen) would be to prevent her from seeing auras while charging or using her Blink, and a rework to her Undetectable and lunge distance addons to less oppressive effects. If necessary they could also change some of her less popular addons so there's more reason to use them over the most popular ones.

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074761#Comment_4074761

    Smash Bros had the For Glory mode back when I played it (1V1, no items, only one simple arena) and these days apparently has something called Elite Smash, which is a mode for competitive online players that've passed a certain threshold (but I don't play anymore, so I don't know what that entails).

    Anyway, if Nintendo can add competitive or semi-competitive modes to their silly party brawler, what's stopping BHVR from developing a dedicated mode for the more serious DBD players to play in? I'm tired of there just being one giant pool of players, with the lobbies picked out of the Entity's hat at random.

    Edit: Or rather I should say, BHVR should develop a dedicated casual mode. Regular 1V4 is already an unsalvageable sweaty mess imo, one that I'm content to leave to the competitive players. I only ever play it when I have no other alternatives.

    The other crucial difference between DBD and other games like SSB is its player count: when you split the player base it basically doesn't have enough to make dedicated modes possible. You see it whenever there's an event and the regular queue becomes dead because all the casual players want to do Blood Rush or 2v8 or whatever. Having a permanent divide between Casual and Competitive modes (without even getting into the issues of how that divide would be defined or enforced) would make queue times really bad, which is not something a lot of people would be okay with, and you'd end up with everyone back in the same queue anyway.

  • Slugging Billy has been a pretty strong strategy since his rework, you see it a lot in comp play and I guess at higher MMR it might show up more often. Of course it doesn't work very well if Survivors are co-ordinated, have certain healing perks or Unbreakable, or if they spread out and Billy struggles to apply pressure efficiently, but in the chaotic, selfish mess of the average solo q game I could imagine it being decent. It does also the benefit of avoiding some of the really strong perks that trigger from Survivors being hooked like Fast Track, Resurgence, Decisive etc.

  • BHVR doesn't really get to make the decision of whether or not DBD is casual or competitive because it will always be both. The Super Smash Brothers series has one of the largest competitive scenes in videogaming and it was 'meant' to be a goofy party game where Mario and Link get to smack each other with hammers.

    The real question is 'how interested is BHVR in making DBD an enjoyable and rewarding investment for long-term players as well as new ones?' because not only are there some serious rocks in the road to getting good at this game in the first place, there's also a problem with burnout and frustration at the higher end of play, both because balancing decisions are made based on Excel spreadsheets and the need to get the next chapter out the door faster.

  • If you pay much attention to the pro scene you'll end up seeing that some of the most talented players are actually the all-rounders you're talking about. The very best Killer players like Xeno, Knightlight and Zata are exceptionally good at a wide range of Killers and are also very talented Survivors too. They have extremely good mechanics but also strong macro game sense and map knowledge, which are important for both sides.

    The main impediments to competitive DBD are that the devs aren't particularly interested in encouraging it (probably because of the notoriously disastrous attempt at managing a pro tournament in-house) through improving spectator mode and custom matches, and also partly because of the silly balance state of the game. Half the Killer roster is unplayable in comp because they simply cannot stand up to high-end organised gameplay, and the perk meta for both sides has been almost the same for years because there's not been a meaningful attempt to shake it up since Project W.

  • He's been nerfed quite a bit since launch, to the extent that some of his addons are laughably bad (reduce cooldowns by 0.2 seconds or whatever). He's still very strong because of his versatility and capacity to use strong perks well, but he's by no means uncounterable. Even at his strongest I wouldn't have put him in the same echelon as Blight, Nurse and Ghoul though.

  • And these guys tried to take you to Ormond, that's straight-up villainous.

    If perks as outrageously designed as Fast Track are going to be in the game, toolboxes need some significant changes. I'd also hoped that the devs would be brave enough to upgrade the mostly inconsequential 'diminishing returns' effect on the PTB to a complete 'no stacking of speed/slowdown effects' that would actually improve the meta.

  • This is one hell of a vaguepost. If you want a real discussion be specific. And if you want ragebait, then be specific too.

  • You have 70 seconds per hook stage, no hook grabs, 15 seconds of Endurance and Haste on unhooked Survivors, a whole bunch of perks that accelerate healing after unhooks, and a basekit anti-camp that punishes the Killer for staying too close to the hook, not to mention Reassurance being sleeper OP. Camping is a very bad strategy 90% of the time for nearly all Killers these days. And this perk doesn't even punish camping so much as punish not being able to find Survivors and so going to chase the unhooker, while rewarding Survivors for just rushing hooks and farming hooked teammates. If this perk were in the game it would probably make more sense just to tunnel the unhooked Survivor because at least you know how long their Endurance lasts most of the time.

  • Aura perks allow Killers to navigate more efficiently through large and cluttered maps and cut down on the time spent just wandering and looking for Survivors. Nowhere to Hide is too strong but pretty much every other aura perk is fairly restrained, mainly because Nurse and Ghoul make them ridiculously powerful even in a weaker state.

    If Killers don't run aura perks then they're just going to run more slowdown, because they're functionally the only reliable sources of value in the Killer perk pool. Chase perks are too niche and frankly often not strong enough for most Killers to benefit, because if they were they'd be OP on the top tier. And a lot of Killers don't even benefit that much from a surfeit of information. If Slinger or Plague sees you from across the map because of BBQ and Chilli, so what? They can't reach you.

  • As with any multiplayer game, the correct response to having a bad game is to reset mentally and remember that each match is different and that your next opponents are not going to be the same as your previous ones. But just because it's the correct response doesn't mean it's easy to do. I've been guilty of this myself: I bring a mid-tier Killer with a balanced loadout, don't start the match with the intent to tunnel or play mean and get stomped by a group with the top meta perk builds, weapons-grade toolboxes and a bunch of anti-hook offerings, who then emote spam, refuse to leave during the EGC or BM me with rude messages post-game. I don't want that to repeat, so next game I cook up the sweatiest build I can put together and play ruthlessly, only for the Survivors to snap like twigs and Survivor Little Timmy Thompson (it was his first game of DBD ever) calls me a loser nolife [insert slur here] because I didn't let him goof around for 15 minutes. You can't win.

  • My Survivor matches have actually been better than my Killer ones during the event. On Survivor (my weaker role by far) I’ve seen mostly weird gimmick builds that don’t work or Killers who seem brand new. The fact that you seemingly have a 50/50 of going to the worst maps for most Killers isn’t going in their favour. On Killer I either have to play like the Lord of sweat himself or get teabagged at the gates. I’ve also had a lot of rat players dragging games out for way too long. Broad MMR cutting both ways I think.

  • I think something that's probably a bug is best not framed as being 'silently removed' like it was a deliberate developer choice. Pallet saves are still possible, they're just weird and janky at the moment like 99% of other things in the game right now. Besides, making pallet saves too mechanically easy is a massive buff to SWF.

  • Solo Survivor is such a rough experience. Even if they implemented every possible change to remove disparities between solo and SWF, you can't balance for selfishness or stupidity.

  • bearing in mind what we know about DCs and the Abandon feature, we should take escape and kill rates with a pinch of salt.

  • The most demanding in terms of raw ‘mechanics’ as in things like aim and movement is probably Dracula (having two different skillshot abilities and weird movement powers), Hillbilly (I genuinely have no idea how some of the best Billies do what they do) and possibly Deathslinger, since he can’t spam as easily as Huntress and his hurtbox feels less generously. But then Huntress can do weird orbitals and stuff. Unknown might be in the running but he’s so weak at the moment you end up getting more value from your teleport than his UVX.

    If ‘mechanics’ expands into the broader territory of macro game sense, then Singularity and Hag enter the conversation.

  • Skill checks are a really awkward pain point for Survivor gameplay. Perks and powers centred on skill checks are imbalanced towards the extreme ends of the experience spectrum: new Survivors struggle immensely against things like Doctor and Huntress' Lullaby because hitting skill checks with any kind of complication is a challenge, while experienced Survivors can minmax certain perks and things like the skill check medkit addons to get great value, and aren't really bothered by difficult skill checks from Killer perks (Undone is useless for this reason), and with the new Fast Track I've never seen generators go more quickly. At the same time, skill checks are inconsistent– they're not guaranteed to happen at all– and perks like Autodidact are terrible as a result. Ideally skill checks and the things that affect them would get fully reworked into a system that's more engaging and balanced but we know that's not going to happen.

  • I've asked about this before and I've never been satisfied with people's objections. If Survivors are still alive by the time the exit gates are opened, or if Killer has not sucessfully hooked a Survivor for x amount of time, I don't see what the issue is with a concession that tells the Survivors they've won and lets everyone get on with their lives. On some maps and Killers it can take forever to get to the exit gates from your previous position,, just to have Survivors waiting there for the full 2 minutes because for some reason they need the emotional validation of the Killer watching them teabag, click a flashlight or spam gestures, knowing that the Killer can't do anything to punish them for being inconsiderate. And this is after a trial where things have probably gone badly for the Killer already (there wouldn't be a bunch of Survivors hanging around at the exit gates otherwise): it's rubbing salt in the wound and I don't normally see it in trials where the Killer and Survivors were on an even footing. In my opinion it is identical to the mentality of slugging for the 4k– that winnning requires dominating or humiliating the opposition– and it's not healthy.

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