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Withered8

Withered8

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Withered8
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  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633529#Comment_1633529

    Dude house of pain and main building got nerfed hard. Main building got breakable walls 2 entrances which good killers never break and so does house of pain which has one pallet now.

    The windows r still open and bad at house of pain. My problem with these places is that it feels like such a snooze fest when you just follow someone through labarynthes and corridors for long periods of time. I would rather chase someone at a car loop or shack any day.

  • @Xpljesus said:

    https://forum.deadbydaylight.com/en/discussion/190930/so-pyramid-head-will-soon-be-changed

    Idc about anything ultimately other than the cooldown part, it’s unfun and ######### to go against and doesn’t take any skill, the 0.5s doesn’t even work properly anyway. I’d give him a 2s cooldown coming out of M2, maybe lower the M2 attack cooldown to 2.5s, maybe slightly increase his turning holding the M2, and rework/buff the dogshit purple addons. Rn the optimal way to play him is to not even use his power, and that’s just stupid, my changes will incentivise actually using the M2 more with skill based gameplay I’d say, and he’d actually be fun to go against in a chase maybe.

    i played against otzdarva’s PH a few days ago and actually had fun, he was using his M2 rather than zoning and it was genuinely enjoyable. I’ve always said this killer is salvageable and hearing the comment from the dev stream about changes has got me super excited

    Yea it would be nice if he could be like huntress where you go for the m2 regardless of whether they vault or not rather than cancel and go for the m1

  • @azame said:

    Yes I noticed just like on badham they removed a good chunk of street pallets. They continue to make sidesteppable pallets thqts once you throw you are dead.

    Amazes me considering they then leave the basement house and preschool as relatively broken but nerf the fun parts of the map which is the outside loops, shack and tall house.

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633477#Comment_1633477

    any half decent billy will almost always go for a saw and only m1 if your injured or at a tile where its impossible to zone you or get a flick

    Yea ik I used to main billy but you still run around loops relatively normal until ur in a position to flick or bait or backrev etc. I’m just saying there’s a difference between a billy being looped and a blight.

  • @CalamityJane said:

    Hello, this is Spirit here with your daily "are you running Iron Will" check. Oh you aren't? Well get ######### scrub. Oh you are? Well I'm running Stridor so get ######### scrub.

    LMAO that made my day

  • @[Deleted User] said:

    What makes me really afraid is that the killers that experience the most issues on console are recent ones: reworked Doctor, reworked Freddy, Demogorgon, Pyramid Head and now Blight. The same goes for new maps (Hawkins, Midwich, new Lery's and Sanctum of Wrath). It seems to me that after the game got free on Playstation Plus they stopped caring for the console community and just released their new content without tests.

    Explain how doctor, Freddy and pyramid head are disadvantaged when it comes to console.

  • Ok m1 killer was the wrong word. What I meant was he plays like a normal killer at loops and such but has a few anti loop tricks up his sleeve. Where as blight suffers far less from standard looping.


  • there are some really cool ideas here, I like the addons which the bear traps change into another device of some sort. Yea some of those grey addons definitely need a change. Although Idk about the increased time to search a box addons. Stack that up with tampered timer and it would make getting you’re trap off successfully very hard.

  • I like ur thinking but I disagree with the part about oni, pp head, deathslinger and demo not being used. There are plenty of people who main these killers out there and I don’t think people not playing blight would have been an issue. Blight offers more unique and diverse gameplay once you master him whereas billy is played more as an m1 killer where he can do a few cool flicks and tricks here and there. I don’t think there’s really been one truly weak killer released since legion, you could argue demogorgon but I wouldn’t say he’s weak just not strong, so it does show that BHVR does like to release stronger killers so that people will buy them. I’ve also noticed that a lot of killers end up nerfed after release because they were too strong, like pyramid head and oni.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631245#Comment_1631245

    It is making you a better player because it's handicapping yourself.

    Learning to deal with the handicap so you can preform better when you don't have that handicap anymore

    Simular how some martial artist use weighted gloves and boots to make their punches and kicks faster without the extra weights

    But that doesn't have anything to do with hag bring addon reliant. You can perfectly play hag without addons and do well.

    Couple that with the higher rarity addons not being that much stronger then the lower ones and i would honestly argue that Hag is one of the least addon relient killers

    Being addon reliant doesn't mean that you can't win with that killer without addons, cause you can win with every killer every build and everycombination. But when a decent player is significantly hindered or struggles more without a specific addon, then they are addon reliant. It's different to when someone has been using good addons and then takes them of and starts loosing, because eventually they will get better and be able to play successfully without addons.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630902#Comment_1630902

    If your playing completly without addons then your handicapping yourself for no reason

    Being addon dependent only applies to green and up. It's really not that hard to always have brown or yellows available, especially when multiple are usefull

    Especially green addons are a nightmare with how many green offerings there are

    That's besides the point. If you can't play a killer or struggle to play a killer without addons, then that's called being addon reliant. For example, billy is one of the couple of killers i run addons with because without cooldown addons, i overhear the chainsaw every 2 seconds. Even if i only use the grey and yellow cooldown addons, i'm still relying on those addons. Also it's not handicapping yourself it actually helps you to play better. If i was to start running addons on everyone it would literally be a walk in the park for most killers.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628989#Comment_1628989

    Hag actually isn't that addon dependant cause there is not that much difference between her lower rarity and higher rarity addons iirc

    But she still need some sort of addons, doesn't matter if they are grey or pink. Remember the old doctor? How you needed to run moldy electrode.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1628989#Comment_1628989

    The only killers that aren't addon reliant are nurse and freddy. Every other killer needs some kind of addon to be good. Depending on the killer it might not be so bad. For example, all pig needs is combat straps. All Demo needs is the rat liver. Without it though, Demo is trash. Pig can get by, but her stealth game is much weaker.

    The rest require addons:

    Trapper - Needs bags

    Wraith - Needs windstorm

    Billy - Needs turning addons

    Nurse - Is best with Kav's breath/Fragile wheeze but can go without any addons

    Myers - Needs more stalking speed.

    Hag - Needs trap teleport distance

    Doctor - Needs Shock speed

    Huntress - Needs windup speed

    Bubba - Needs chainsaw movement speed

    Freddy - Is best with Chains/Rope but can go without anything

    Pig - Really likes Combat straps/Dash charge speed

    Clown - Needs reload speed increase

    Spirit - Needs either power movement speed or power recharge rate

    Legion - Needs Frenzy duration

    Plague - Needs an apple

    Ghostface - Needs power recharge

    Demo - Needs shred movement speed

    Oni - Needs Charge windup speed

    Deathslinger - Needs reload speed

    PH - Needs m2 range increase

    Blight - Needs compound 21.

    Arguably a few killers can go without but they are significantly less effective. Pig can probably go without her addons. Ghost face probably an too. But 75% of them are terrible without their best addon.

    Spirit needing addons? Sorry but that's the silliest thing i've ever heard. She's already insane. Oni with charge addons is broken. Actually alot of these killers addons you mentioned actually break the killer and make them insane. Like i said i play almost every killer without addons and have no problem consistently winning. They honestly aren't that nescasery, as to why they are called "add-ons".

  • @gatsby said:

    Killers are extremely perk dependent. Having the right build will easily be the difference between a win or a loss and most of the best Killer perks are in DLC characters.

    Take my best Legion build for example:

    Blood Echo (Oni Perk, DLC character)

    Hex: Ruin (Hag Perk, DLC character on PC)

    Hex: Undying (Blight Perk, DLC character)

    Barbecue and Chili (Cannibal Perk, DLC character)

    The Killer is DLC and so are all of the perks. No one learning Legion would ever have this build right out of the gate and because of that they'll really struggle to do anything with the Killer because they're really weak without good perks. While I can easily 4k at Rank 1 merely because of my perk build and experience.

    Now look at the Survivor side. Here's one of the best and most meta builds in the game:

    Dead Hard (David Perk, Free)

    Decisive Strike (Laurie Perk, DLC character)

    Unbreakable (Bill Perk, Free)

    Iron Will (Jake Perk, Free)

    To get top tier Survivor builds you barely have to unlock or buy much at all and can mostly just level up the free characters. But to play top tier Killer builds tailored for each one individually, you'll need to unlock or buy the majority of the characters because the free perks are painfully bad.

    Survivor's best perks are no way in comparison to killer's however, as you can avoid and play around survivor's. Yes i agree that sometimes gens go too fast, but you've gotta remember that if you could win every game as killer, that would be insanely broken. If you slow the gens down so that you can beat good teams with relative ease, then you basically eliminate the change for worse players to ever win and reward bad playing. Oh and i would say only weaker killers are perk dependent. You can play a decent to strong killer with almost any build and beat most teams. I'm a killer main and I almost never use addons, only on billy for cooldown addons and occasionally on addon reliant killers like hag and trapper. Reason why? You don't need good addons or addons at all to win. Some killers like spirit and freddy (who are already relatively easy to play and win) become a walk in the park when you put on addons. Oh and killers should have to put in more skill, you're playing a 4v1 and the game is more or less in you're hands, rather than your teamates.

  • @Reinami said:

    https://forum.deadbydaylight.com/discussion/comment/1626416#Comment_1626416

    Point i'm making though is that once survivors get used to him, hes going to be a solid mid tier. He still gets looped like wraith, billy, freddy etc. The difference is instead of being a little better at loops like freddy, or having a 1 hit down like billy, or having the element of surprise like wraith, he gets to be much better in between loops and with map pressure.

    TBH i think he is a solid counter to the gen rushing meta, which is probably why people are complaining about him. You can't just rush gens against him, especially someone running his optimal build of Undying/Ruin/Tinkerer/anything else.

    Nurse, spirit, hag and huntress/oni (to an extent) are still the best killers in the game because they can't be looped traditionally. Nurse is just the worst offender because she basically breaks the game with her power. The other 4 at least have some kind of counterplay around them (yes spirit has counterplay)

    Ever since Otz talked about hag being strong, everyone has been jumping on the hag bandwagon. She's very overated. The fact that you NEED decent addons immediately tells you that she's addon reliant, and the fact that the best and most effective way to play her is by playing scummy really shows something. It's not an achievement when you 1 hook ppl in basement as hag because theres no way of getting them out. Plus a good team knows how to keep popping traps and rendering her power useless, as well as how to counter her power in chase, which just involves running to another loop everytime she puts a trap down.

  • @Blueberry said:

    I think he's just a few small tweaks from being a solid A tier.

    He needs better turning and a flick to his rush hit similar to the buff they gave Oni. I'd also like a better post rush lunge distance to make his rush a little more forgiving.

    If he got those he'd be looking pretty good. He's honestly almost there, so close. His handicapped lunge/turning/flick is what's holding him back against good players right now, the counter play is too easy.

    You can flick with him, it’s just a lot harder and less effective. I do it all the time. He shouldn’t be able to do easy 120 degree flicks as that would probably be too strong as well has make him just another oni. Remember he has different strengths over oni and billy and just because he doesn’t get everything they do doesn’t make him bad. He’s able to get around corners the easiest out of them all by bouncing and instantly changing ditections and doesn’t suffer from charge times or a power gauge like the others.

  • @thisisntmax said:

    PH isn't strong because of his ability, he's strong because he fakes it till he makes it with his ability. Very engaging design.

    You know there’s an issue with a killer when the best way to play them is to bait/ not use their power

  • @bingbongboi90 said:

    Ph ranged attack only works inside loops. Outside loops he need to M1 that's why his movement speed shouldnt be changed

    What else do you propose the survivor does if they can’t run to a loop? Hold w? Sounds boring as hell.

  • @Lmronby said:

    What do you guys think of this rework?

    Predator: Your tracking skills are Uncanny.

    After a Survivor stops sprinting, they will leave Tightly Packed, Blue scratch marks for 1/2/3 seconds.

    Keep the tightly packed nature of Current Predator, but push it into the new Blue scratch marks to help point Directly where the survivor Walked to after sprinting

    That actually ain’t a bad idea. Would be a good anti stealth perk.

  • Here’s the thing, if you are snowballing and happen to come across someone with an active Ds, big deal. You are already obviously destroying the survivors and I don’t think one stun is gonna hurt that much. Oh and remember you can just leave them on the floor if they think they r invincible and start getting cocky. Not hard. Then you can easily come back to them later. I don’t think you have played with the old DS have you. That basically prevented you from hooking the obsessions unless a hook was nearby, and there was always a chance you could get stunned by non-obsessions randomly if a hook wasn’t nearby.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/discussion/comment/1625283#Comment_1625283

    Some rock loops on Shelter Woods are small vertically, so they don't really have mindgame potential. They can also be long horizontally and the killer will be forced to break the pallet.

    The ones that are short vertically usually have many trees which you can easily suddenly change direction as killer and catch the survivor. And idk what one is long, there’s only one longer loop I can think of and that is still quite short in comparison to standard loops.

  • @[Deleted User] said:

    Shelter Woods is RNG land. It can be very killer sided with maybe two jungle gyms, but it can also spawn a lot of safe rock loops and have a lot of jungle gyms with not even TL walls. I do agree it needs a middle building tho.

    But Ormond is unexcusable.

    None of the rock loops are really that safe. They might not be bad pallets but they are Mindgameable and you don’t need to break them if you rlly don’t want to.

  • @SnakeSound222 said:

    Well, at least it’s just a text error and the in-game effects haven’t changed. Yes, it’s a really strong add-on, but it’s not OP. Too many Survivors freak out about having their aura revealed and don’t want to learn to loop even a little bit or try to act like Blight’s always running this add-on (like with BBQ).

    The thing is addons that force changes to the survivor's playstyle should be at least purple, if not red. Otherwise you would need to be adapting for every single addon on every killer. I think it would be fine if it was buffed up rarities a bit. Idk if a nerf is the right thing to do.

  • Stop jumping on the this killer is weak unless they r broken like pyramid head or deathslinger bandwagon. Just wait at least a few weeks before you start making claims like this. Remember when spirit first came out and ppl thought she was bad?

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1600048#Comment_1600048

    Ah I see. So then how would we stop that? I play both sides, and I main deathslinger and I find him really fun to play as a killer and I find him fun to play *against* as a Survivor as well. But at the same time a part of me doesn't want him to be touched at all since I'm afraid that some changes people suggest sort of scare me since I have a play style that might not adjust too well with the change. I'll try to adapt, to the best of my abilities but I don't want to get to the point where I just completely drop him like some did to Billy because of his (inevitable?) change/rework. And when I play against him as Survivor I don't want to face a deathslinger to the point where someone is struggling or the change would interfere a lot with their gameplay, because since I play as him I feel like I have a knack on what the opposing side might do.

    Yea this is the hard part. For killers like pyramid head theres some rlly simple and small changes which could be made to improve his QOL. Deathslinger however would need a complete rework/overhaul. Tbh i was never fond of the idea of having a gun in dbd cause it rlly doesnt make sense to me. You could do what they did to legion and make his power only work for healty survivors but also make it easier to shoot ppl and move at 115% speed. But i dont rlly have many other ideas. Maybe if you were to use that idea you could make it so survivors shot have to go do somethign to waste time like the doctor's snap outta madness or something like that.

  • @Shenanigan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598193#Comment_1598193

    What power could deathslinger offer that gives him map pressure, map manipulation, Survivor locating, adding on pressure etc. He has nothing but g u n.

    Surely you can allow him to make up for that for ending chases quickly. Deathslinger doesn't have any anti looping abilities other than possibly shooting a Survivor before they get to a pallet. He should at least be able to end chases without having to be punished. Plus it seems like nobody had a problem with deathslinger when he was out up until now. Why the sudden hate for him after he's been out for months?

    When a killer gets released you don't instantly decide oh hes boring to vs and badly desgined. It usually takes a few months. Look at old legion and spirit for example, killers which ppl thought would be incredibly weak. And that's the problem with deathslinger, that his power has nothing to help him outside of chase but in chase hes stupidly broken.

  • @Dr_doom_j3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1597550#Comment_1597550

    Right, but the wind-up is balanced. That's like saying she should have that AND a major slow down if she chooses not to throw it. Basically they don't want him to have the ability to bait, which huntress definitely has, in addition to being able to hit you from any distance..

    Also DS is even worse off than PH, he only has a strong chase. I hope you don't suggest DS get a nerf too?

    Look there’s a difference between being strong in chase and being broken in chase. Nurse and huntress are both very strong in chase where as I would argue pyramid head and deathslinger are broken in chase. And funnily enough you can down ppl much faster as nurse and huntress compared to deathslinger and pyramid head, Broken in chase isn’t nesceserily about the downing speed but rather about the ability for survivors to have fun and counter the killer whilst in chase. And huntress doesn’t need a cool down when she puts her hatchet away because winding it up and putting it back again slows you down enough that you can’t use it to catch up to survivors.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1596869#Comment_1596869

    Give me one good reason why a SKILLED killer should ever be beatable in a 1v1.

    Because otherwise no one would want to play survivor. I’m not saying you should be Able to loop a skilled killer for 5 gens but it should all come down to who plays better in each chase not who has the strongest loop/killer power, the reason why as well as against deathslinger and pyramid head I’m also strongly against infinite’s and god pallets(excluding shack which I think is the only god pallet there should be on each map)

  • @Dr_doom_j3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1597242#Comment_1597242

    That would kill him. You punish him for using what is already a mediocre kill option compared to what any other range killer has because no other killer of that style has that kind of a restriction. You might as well ask for Doc to have his old build back but with the new TR rule.

    its already a risk against good survivors to use jotd because of you get faked out you lose so much ground. If he can’t counter that by faking you out, you’re basically killing his potential off loops because now he’s punished for trying to sway you from running in straight lines to whatever tile you want.

    Then he gets to a Pallet loop and has to choose before you even get there if you’re going to actually go through the loop, actually throw the pallet down or not. So now as PH you have to decide if you should even ready your shot because the moment you put your sword in the ground you have a nurse stun coming. The survivor knowing this will just react to what you do and decide if they should or shouldn’t throw it down, because they have all the information and safety to know you can only m1 them and if you weren’t in m1 range already to expect a pallet hit on you. There isn’t anything you can do without them knowing what you’re going for, and that predictability will kill the character.

    if you took away huntresses ability to hit shots greater than 10 meters, gave her a stun for raising her hatchet to bait mistakes (severely capping her strength in the open, which is one particular area she should shine) and made her run faster, would you call that a good killer?

    Huntress already has a tremendous slowdown when she raises a hatchet AND a warning cue/ time to dodge her attack. That’s what makes her balanced compared to deathslinger and pyramid head.

  • @Kira15233 said:

    Thank you for the massive bait you filthy survivor main, he actually lacks information and btw, HE IS SUPPOSED TO BE A LOOP ENDER ffs, stop crying for nerfs and deal with it!

    No nurse is an example of a good antilooper. This guy can still get looped but prevents survivors from actually doing anything when it comes to windows and pallets. So you just run around and pray that they miss their shots.

  • @seki23 said:

    im agree especaisly on SWF, also i think it shouldnt work against Freddy is like a permanent wallhack.

    nahh serves u right for playing freddy. Plus it probably wouldnt affect the game that much considering how powerful he is.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1583467#Comment_1583467

    There is a difference between ability to dominate and just ignoring all the game mechanics.

    Yea i get that her ignoring game mechanics can be pretty annoying, but you can still counter her, even a good one. It's just that the survivor skill cap to counter her is way higher than when you are vsing any other killer. Everytime you dip behind an object you force her to guess if you are gonna keep running on or double back. Oh and pallets are suprisingly effective against her especially if shes on her second blink and you stumble into one. You can pull it right as she comes out of the blink and stun her as long as you read which side shes blinking to.

  • @4scoreand7skinsago said:

    https://forum.deadbydaylight.com/en/discussion/187139/killer-changes-reworks

    Trapper- I agree he needs base kit trapper bag if atleast 2 not sure about iri stone change though

    Wraith- Definitely needs a boost to his base kit so that he's not so addnon reliant, windstorm I like depending on which rarety you make base kit.

    Billy- I'm truly depressed about him getting the double nerfs he got, his add ons definitely needed a pass over but his base kit was fine but like you said BHVR has made it clear the overheat mechanic is here to stay and that they want you to feel it.

    Nurse- I disagree that she's in a good spot, she's incredibly difficult to learn yeah but if you do shes completely broken. The dream is to make her more accessible while lowering her high end since it completely breaks the rules of the game.

    Myers- idk about this one tbh

    Hag- yeah a few of her add ons are a little busted but I dont think she needs a buff in any sense.

    Huntress- Iri hatchets definitely need to be reworked to do something completely different or made not to stack with increased harchet add ons, not sure how I feel about the exhaustion add ons though.

    Doctor- I agree hes in a good spot.

    Freddy- I think they need to remove any passive slow down add ons and see where he's at then

    Pig- I've always liked the idea of taking the rng out of the helmets by making it so you have to go too 2 different boxes personally, and then a buff to her dash either in how quick she can execute it or how fast she moves during hercharge would be nice.

    Clown- def needs a full rework but also no idea, maybe sabotaging pallets or windows with like jack in the boxes Idk.

    Spirit- Needs to give survivors some amount of feedback so that her counterplay isn't just flipping a coin, and if she's kinda a week at that point you can even buff her then but see where she's at after giving survs something to go off of as well.

    Legion- Imho they need a full rework maybe something that actually plays into there being 4 of them instead of just children from the corn that can run fast with a box cutter, but with the way they can vault pallets and windows they can't increase legions lethality without breaking them.

    Plague- I'm fine with where shes at.

    Ghostface- Needs a little more consistency with being broken out of stalk other then that though he's fine.

    Demo- Shred is fine but I do think an upgrade to his portals would be nice.

    Oni- Pretty much completely agree.

    Deathslinger- I think just giving him a normal terror radius would be a good place to start then see where hes at then.

    Pyramid head- honestly my only real complaint is that his steering while his sword is down is really awkward maybe just make it so your camera isn't locked vertically and only horizontally. Also id prefere if his trail stayed longer base.

    Yea pretty much agree with this except for nurse. I think its great we've got a high skill killer who can dominate, so few ppl play her these days and the number of good nurses out of those who play her is even lower. But that's a convo for another day.

  • I enjoy her, I usually cleanse now as its funner vsing a plague with their power. If survivors dont cleanse though i wouldnt say it nescaserily weakens her. She's still got an insta down, stridor a million and can always grab her free fountain if she ever needs. Monitor can be very dirty with her.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1583390#Comment_1583390

    I agree with you on that. Maybe base Trapper should start with 2 trap if not 3. That would help a tad bit on his early game and maybe add the Deep wound effect so that people who are far from Trapper actually waste lot of time. Maybe an add on that injure survivor who try to break his trap would be fun too->forcing injured survivor to do it or risk getting injured yourself.

    Yea small buffs like that will definitely help him. Wonder if he'll be the next killer on the devs rework list. Although i got my money on huntress as she's the only killer without the standard addon form atm i think.

  • @HollowsGrief said:

    Legion, he is such a boring killer. Please give him the Freddy treatment, because he is such a boring killer to vs, and extremely weak to top it off.

    Idk i actually really like the new legion. I find him very fun to play if you just want a chill round, isn't too bad strength wise and you can loop him like an m1 killer.

  • @BananaBlooD95 said:

    Trapper: ??? He's at best decent with his best add on, otherwise he's a ######### tier killer

    Wraith: I agree

    Billy: No change needed imo

    Nurse: No change needed

    Myers: Never played him but some of his add on make some really interesting playstyle.

    Hag: I think she's in a good spot. She's not week and she's not OP. She have some strong add on.

    Huntress: I kinda agree, she still have a strong learning curve before people get really good with her.

    Doctor: No change needed

    Pig: Can't take out RBT on first box the RNG on her RBT is meh. She need more movement speed when crouch so she can do some mind game at loop.

    Clown: He need something else but I'm not sure what. Maybe a system similar to doctor where survivor yell randomly and give their position to clown. Or somekind of trap he can place that can't be deactivated and would do the same thing as his regular bottle. I'd keep his current power and add something else.

    Legion: Same as you, he still will be an ass to play against but he's still wont be strong.

    Plague: No change

    Ghostface: The reveal need to be fix, otherwise no change.

    Demo: Shread charging speed buff to 100%ms and/or maybe longer undetectable when using his portal so he can place portal far enough from gen so people don't really hear him and he can sneak up even if he make so much noise with his feet.

    Oni: Don't know, never played him nor did I play many game against him.

    Deathsligner: Meh, he have 0 map pressure, if you nerf his gun like longer time to aim (he already have ton of cooldown) you need to give him more movement speed and most of his add on are meh in my opinion.

    Pyramidhead: Never played him nor did I played a lot against him but from what I've seen I kinda agree.

    Yea sorta on the same page as you. Killers are definitely getting better and closer balance wise as the game goes on. Except deathslinger, god whos idea was that to add him to the game. Horrible to play cause u get genrushed, horrible to vs as its boring chases.

  • @wownicedeadhard said:

    I'd never thought I'd see the day where Trapper and nerf were in the same sentence. 😂

    Aha i mean when u put it that way... I just wanna see the removal of broken and op addons because i hate having addon reliant killers. Nerfing addons also means u can buff the base which is what i want for trapper boi.

  • Like alot of ppl, deathslinger and freddy are the worst offenders for boring gameplay for me. Followed closely behind by PP head and spirit. These two arent as bad as sometimes you can have some good moments with them but its all down to the killers skill and nothing on ur part.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1578088#Comment_1578088

    Ok yes the general tiles like T-L walls or the one pallet gyms are mindgameable, though the jungle gyms aren't really, at least as long as the pallet at the one pallet gym isn't dropped yet, that's true. However in my experience there are almost always a fair amount of the unique pallets on those maps as well, which can't be mindgamed. I'm not quite sure which scrap pallets on the autoheaven maps you mean, but I don't think that all of the rock pallet loops are mindgameable. I'm pretty sure that as a survivor I can see over most of the pallet loops, at least on one side, so I can see where exactly the killer is. They don't really seem mindgameable to me.

    I'm not sure thogh which pallet loops are long on Badham. I know there are a few pallet loops on Badham outside the main buldings that are too big to be mindgamed, but the majoritry of them are either small enough or have line of sight blockers to be mindgamed. The building pallets are certainly a pain in the ass, and are not mindgameable. But there aren't too many of those. So I personally still find the Badham maps to be better balanced than the original maps.

    Plus don't forget, the next update is reducing the amount of safe pallets in the house with the garage and basement from 2 to 1 and are adding a few breakeable walls, one of them stopping survivors from being able to use the window loop on Badham multiple times. I think after that update the Badham maps will be perfect.

    Yea I agree the new changes will be nice, especially since the infinite’s will be gone, it’ll still be a pain tho following people through the main buildings and it just takes forever to catch up to people in those mazes. Personally I just find window loops far more enjoyable and counterable rather than pallet loops which is what Badham has a lot of. I would prefer to chase someone at shack rather than anywhere else on that map ngl. Oh and with the rock loops yea there are vantage points where the survivor can see the killer but there are also sides and parts where they can’t se much, so it is possible as killer to push them to the parts they can’t see over well and then mins game. Plus the rock loops are relatively short as well.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1575506#Comment_1575506

    I personally don't agree with that. I actually do not see how the tiles on the original maps are mindgameable. Almost all of those pallet loops are too big for the killer to properly mindgame, the killer just has to run around the loop until the survivor drops the pallet and then break it. Those maps have a few loops that I guess can be mindgamed, but most of the loops unique to those realms are not mindgameable. Killers with anti loop powers can of course deal with those loops much better, but killers that are just an M1 killer in chases have no mindgame potential at those loops.

    Badham does have a fair amount of god pallets, although it's being reduced by one with the next patch, but the majority of pallets in the outside are actually mindgameable by the killer and survivor, giving killer counterplay at those pallets without having to break them immediately.

    Any of the maze tiles which have high walls can be mindgamed, especially at high level. All you have to do is turn around and stand still behind a wall or fake the moonwalk. Little tricks like this wont get people everyone but they will throw people off and allow u to get them. The amount of times ive gotten someone at a long wall by pretending to go around the side by looking sideways and then vaulting is insane. I do agree that most of the unique pallets are unmindgameable but there are far less of them and they are alot shorter than those on badham and other maps, with a few exeptions ofcourse. The scrap pallets on azarovs are very short and you can easily catch the survivor by faking going one direction or turning back and catching them as they drop the pallet. Rock loops on all of these maps are mindgameable. You can do stuff on alot of the hay bale farm loops. There isnt really any spots on these origional maps which you intentionally avoid, apart from maybe the centre of sufo pit which is a bit yikes. Badham on the other hand you never chace an experienced player in any of the houses or the preschool as its w gamer haven and very boring gameplay. I would rather be moving around at jungle gyms and trying different things and getting looped rather than following a survivor through the boiler room and around those infinites on the houses.

  • @Pennywise said:

    Isn't he trying to get 50 wins in a row with all killers? Not surprised with Hag, she is one of the best designed killers + Otz skills and he will win most games.

    If he puts his mind to it he’ll be able to do it with most killers with relative easy. Will struggle with the really low tier ones though like clown and wraith.

  • @ad19970 said:

    I still do think that at least Legion is not viable at the highest level of play, though that's just my opinion. I could imagine Otz getting a bit lucky with his teams and matches, simply because matchmaking is somewhat screwed at the moment. But I do agree that killers are now in a much better spot than they ever used to be, and that some people exaggerate heavily on how bad killers have it and on how defenseless killers are against fast gens.

    I do think one reason as for why so many people still feel like gens go to fast is simply because killer mistakes are more punishing, especially early on, so a few mistakes may let survivors do gens real fast and lose you the game. And so people feel like gens go too fast, even though not making those few mistakes or getting outplayed a few times could have made the entire match progress and end much differently. Another reason is the lack on feedback when it comes to map pressure, as it's very hard to tell if you applied good map pressure and what you could have done better to maybe prevent the one or other gen to pop.

    I'm not going to say that the game is perfectly balanced. I still do think that at the highest level of play, survivors do still have a greater chance of winning than killers do, but that of course depends on what killer and what map. But I agree that the game is in a pretty good spot balance wise at the moment, and that there certainly are a fair amount of maps that are now pretty well balanced with the gen times in mind, like Coal Tower, Wrecker's Yard, Badham maps or Dead Dawg Saloon, and there's a fair amount of really good killers that have a chance to deal with the fast gens in this game now as well.

    I agree but Badham balanced? With over 5 god pallets and multiple infinite’s? I don’t think so. The original three realms are probsbly the most balanced of maps, as tiles are almost all mind game able and there’s pretty much only one god pallet on each of these maps, as well as no infinite’s.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574331#Comment_1574331

    Surge is not viable at all.

    Pop and ruin are not second chance perks, because you can't stop Survivors from pushing gens while you are chasing another Survivor, you can't split in two killers.

    Ds Unbreakable Dead hard , with the exception of borrowed time I'd say, are all second chance perks, because they allow you to recover from a situation where you played bad and deserved to be punished. (Jumping in a locker because you're invincible for 60 seconds, getting downed, failing a mindgame at a loop)

    Surge is viable if you use it on the right killer with the right build.

    You say that it gives them a second change for playing bad but you've also played bad for tunneling that survivor or going for them, especially if you know they were recently unhooked.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574360#Comment_1574360

    I'm blaming ds not because I need to tunnel people but because of how it works right now which is old ds but for 60 seconds after you a survivor gets unhooked. Then that Survivor behaves like a super hero, heals, and forces you to grab him while he's unhooking another person, because you must end chases that fast if you want to have a chance, or otherwise hit, then rescue injured, and then he uses unbreakable with maybe even soul guard. The rescued Survivor goes across the map healing and you're there wasting a huge amount of time.

    If survivors start acting cocky when they have ds then its actually HELPING you because they aren't on gens. Isn't that what u want? You can always just eat the ds or leave them on the ground if your that paranoid about it. Plus if you run into someone who was recently unhooked after you hooked someon else, just don't go for them. Simple as that. Try downing the other two survivors or applying gen pressure or using ur killer's power.

  • @Leonardo1ita said:

    @Peanits @Almo ? If you ever played as hag you'll notice how the perk is not just an anti tunnel perk, but a massive time waster that allows survivors to always play super aggresive, jump in a locker, bodyblock hits even injured just to waste time, and completely go out of the purpose of the perk. Get multiple downs and out of nowhere and don't risk anything because they have unbreakable, or get grabbed and tak because maybe they have borrowed. There are so many situations where you can't snowball anymore just because of decisive strike, so my question is if you're looking into changing it or not, and if not why not

    People need to stop going after DS. There are many other issues on both sides which are far more important for changes. You say that survivors can play agressively if they have ds but if they are playing agressively they aren't on gens, so it's actually helping you. It's not that hard to either eat a ds which is less than a 5 second stun or just avoid picking people up within 1 minute of them being unhooked. If your downing survivors fast enough that you've downed everyone else and have been ds'd, then clearly you are in an incredibly strong position already and it's not gonna make much of a difference to your overall outcome of the game.

  • @BlackMercury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1574054#Comment_1574054

    The nerf was a reduction to the rate of heat dissipation while not charging, it only affects the speed at which his chainsaw cools down while you're not using it. So the only thing it affects is getting slightly less cooldown in the small time between flick attempts, the amount of time you can keep your chainsaw up to mindgame with is unaffected, except that you might have a few more points of heat when you start.

    Yea but the heat gained when revving was bad enough as it was. Now you don’t loose that heat fast enough when on cool down to be able to constantly be revving, unless you stand and wait at a loop for 10 seconds after each time you try to flick. I havnt seen a single flick billy since the changes and I don’t think I will for a while.

    Also you play on OCE don’t you? Think I’ve seen u around

  • @BlackMercury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1572771#Comment_1572771

    Flicks are utterly unchanged. Even if you are nonstop attempting flicks it's gonna take a couple of gens worth of attempts to overheat. And even if you do somehow manage to overheat you can always put on a cooldown reducing addon while you're learning to flick.

    You know they nerfed the cool down recently right? It now takes somewhere around 30 seconds for your chainsaw to cool down now if it hasn’t fully overheated. Revving will destroy your chainsaw in really short periods so you can’t constantly rev at loops any more, which means flicking shack and jungle gyms is insanely hard. You basically have to commit to a flick now and you don’t have time to mind game it.

  • I just get annoyed because there’s so many obvious things which need hangers and nerfs on both sides. Keys and Morris should be top priority. They need to be reworked or removed. Then there’s basic and simple changes to killers which will fix them and make them better. These include things like a cool down for pyramid heads sword in the ground, the ability for trappers traps to teleport into his hand occasionally and the removal of exhaustion addons. Then there’s things which I think needs complete reworks and changes like deathslinger, a few busted windows, the game map and badham( although it’s gotten some nice breakable walls and a few changes in the Ptb which have helped to remove the infinite and reduce the strength of basement house.

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