Xpljesus
Xpljesus
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Yes lets just settle for making the game objectively worse cause complaining/negativity = bad :(
No idea what your second point is, no update ever made the game globally worse in such a way that people would want them reverted, so it doesn't really apply here. I literally just have people in a discord call tell me if health states change now because I cannot properly focus on it myself, it's way more subtle, with the old UI you didn't need to do this. Still waiting on a justifiable reason to stop complaining when my game experience got far worse for no good reason. Would you complain if they decided to delete the Clown and replace him with something entirely different in every aspect? I'd hope you didn't, I'd hope you only said positive things and kept your mouth shut. If you for some strange reason did, I'd just tell you to stop complaining, many survivors don't like Clown so it's good for the game's health overall, or even if you for whatever reason don't believe that, this patch shows that we can make changes for no actual good reason so not like it matters, you'd still say don't be afraid of change, right?
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@ShadowRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1929649#Comment_1929649
They confirmed they can’t revert it
Where did they confirm this, because it gives me hope they atleast considered it which would imply they know how awful it is and want to address it
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@Karao_Ke said:
The only decent change to the new UI is the portraits. Other than that, I have literally not seen a single person complain about the UI ever which makes me wonder why the hell they thought they needed to change it.
I mean sure, maybe they wanted to be innovative & make the game look more "sleek", but nobody asked for this. Nobody.
What's funny is the closest thing to UI 'complaints' we ever got were just potential enhancements to it, like survs have more info about eachother to improve solo experience, you can see when anyone is in chase rather than just obsession, or all players can see a hook counter below an individual players widget. None of these things were actually added, other than the latter, but only to one side
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/1929036#Comment_1929036
Didn't you hear? If they gave Killers this information they'd tunnel more. According to BHVR.
As if tunnelers don't already know who they are tunneling.
Also the illogical logic of 'we want killers to think about this and track it themselves' yet you could make the same argument for killers not having any hook counter atall, at that point I don't see why you wouldn't just go all in or not do it atall
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1929010#Comment_1929010
but we got an overall hook counter...
you know, the thing EVERYONE asked for!
our hook counter is just so much better than that boring individual one Survivors have.
I like how in the video they did they implied that anyone actually would care for or wanted this, when to anyone who has actually played the game, a widget showing how many times an individual survivor had been hooked is the actual thing, worst part is you can't turn this ######### off
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@InsaneCoaster said:
If they don't revert this change by the next update, then I'll probably lose what little hope I have for the Devs listening to feedback.
I get that removing new changes they've implemented in the PTB in time for the main update is difficult and time-consuming, so I'm willing to wait for one more update to let them do what they have to do.
I seriously hope they listen though, but you know, it's BHVR.
Yeah that is one thing, this new UI if it stays will make me quit the game, already went into detail the many things that make it that drastic, but it isn't just so simple as fixing it in days, they need time - However if they haven't either fixed or said they plan to make changes of it by the time the next chapter is out, that's when you should start to get concerned, it's funny though how they've made popular changes such as changes to moris, Undying, DS, proposed object changes and gotten so much goodwill from them, yet it'll all be completely thrown away if they stick with this UI
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@OniWantsUrLocation said:
They simply have their own plans. In a few weeks, everyone will have gotten used to the changes and will no longer talk about them.
nah, it's genuinely so dogshit that this won't go away, I get what you mean, it happens with Twitter, YouTube, Twitch etc. People complain about new UI and get used to it eventually, but this current UI is so awful it's enough to make me quit the game entirely if it isn't changed, had to disable discord overlay, no custom perk icons, gen icon is tiny, can't notice score events anymore, have to look where I never would to see surv status, can't tell surv status at a glance like you used to be able to, can't notice hook timer/deep wound timer easily, these things add up and are bad enough to make me quit if they are unaddressed, this UI does absolutely nothing better than the old UI bar character portraits
Edit: Not to mention removing the ability to press escape to have the game hold M1 for you, a fantastic QoL feature that got nuked for no good reason, Asylum being clearly unfinished with many texture rendering glitches, and both having horrible invisible clips that weren't on old maps making looping really frustrating when you keep getting stuck on something you shouldn't (this is also present in the filler pallet next to a gen tile in Autohaven, and also isn't fixed, they clearly prioritise 'aesthetics' over gameplay here) - Subjectively aswell I'd say half the 'graphically updated' maps actually look worse than the originals, Asylum and The Game look awful, Autohaven/Macmillan are alright but still a downgrade, Badham/Ormond are actually good. It's at the point where, sad to say, it really feels like they're trying to sabotage their own game/degrade the user experience, which is obviously not true, but I am open to the fact and believe they genuinely don't care about it, all these recent UX changes cater to bringing in new players and make all the veterans want to quit, so in likelihood probably not the devs themselves fault but demands of the higher-ups as this design model will increase income, even if it means making the game worse to actually play
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I've seen a Nea use Urban, Balanced Landing, Sprint Burst
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1904894#Comment_1904894
Not sure what you were trying to say there.
but your data of previous PTBs doesn’t prove there is a delay. Just before your examples they always had 2 weeks and changes that so there is precedent of them changing those release patterns. And again, nothing was ever officially confirmed. and we are certainly not talking about internal delays here.
Datamining actually factually confirms 2nd Feb was but is no longer the intended release date. Should be the 9th. I call that a delay.
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They're like mid-tier, not the worst, not the best, but not really interesting or fun, the most important factor by far shown by statistics for killer performance isn't their strength whatsoever, it's how easy they are to play, sole reason Freddy (easiest killer) is #1, Clown is above Huntress, Blight, Nurse etc. The Twins are fairly complex, they involve things like decision making which most people in dbd can't/don't want to do, so they are not very interesting
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How about get better at the game rather than spouting this cringe complaining people are playing with their friends, playing not on comms is boring as #########, interaction with friends for myself and many people is the most fun part about games.
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@Blueberry said:
In near 5 years of playing way, way more than the average player I've seen less than a handful of hackers, probably like 3.
This makes me highly skeptical. We get a lot of players that came to these forums complaining of hackers when most of the time it's just a lack of knowledge in the game, ping related, or simply the killer getting lucky in his guesses.
2k hrs in the last year approx and I've seen one ragehacker and suspected one killer had ESP, I swear this isn't just a DBD thing though, every game I play people complain about cheaters pretty frequently and I just... don't get them
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Badham is super boring and survivor sided to me, but I would say Mother's Dwelling overall takes the spot of best survivor map.
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@RamblinRango said:
To be fair you can't expect every system to be completely reworked to make it easier on new players/people who don't have time, what about everyone that did grind for those perks or played long enough to get their perk in the shrine? They would feel forked over
Eh, I have all perks on all killers and like 6 survs, I'd rather they just made the system better for everyone - Like this survey we just had - 'would you recommend Dead by Daylight' - I actually can't solely because the new player experience is so god awful, no other thing prevents me from doing so than the fact you have to dump several hundred hours & buy numerous DLC just to be in a good position
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1881185#Comment_1881185
Here is what Peanits said:
We only consider it to be holding the game hostage when there is no possible way for the game to end.The killer did not prevent the game from ending, your team was. They had the opportunity to open the gates and leave.
Yeah by definition of the rules it isn't holding hostage, same with Thompson House which me & some friends did a good tens of times each, but one of us did get a 1d ban for it anyway. They should really update their rules regarding this, they do actually consider it bannable even though according to the rules it's legal
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Blight, Nurse, Huntress, Oni
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@Gods_Lil_Reject said:
I've been one of this game's biggest cheerleaders. I have over 1000 hours in the game, I've bought every DLC, and a skin for every Killer w/ the exception of The Twins. Believe me, I've spent plenty of time and money on this game. I've been willing to defend the devs/BHVR for a long time now, but even I'm getting rather tired of their lack of communication, misguided direction, and blatant laziness and greed. I used to play this game 24/7, but now I only play when something new is being added or when the rift actually has something decent to offer.
I despise posts of people saying they're quitting the game, as it just comes across as entitled and narcissistic, but I'm honestly starting to see why. The Twins and 2020 Halloween Event were absolute disasters, and I'm very unimpressed with the changes brought to the PTB, which brought about a whole host of bugs as per usual. I understand the constraints brought on by the pandemic, but it seems to have only worsened the company's bad behavior. I will continue to love and support this game, but right now, I feel extremely let down.
I've not made a post myself, but I've lost interest and in the last ~3 months my playtime has decreased by 4x on avg, I launched for the first time in 10 days for this PTB and after 30 mins of that concluded I'll likely hardly/not be touching the game until atleast the next chapter, not that I have faith I will (didn't even buy the twins, first I've chosen not to) but just because the updates are while ridiculously slow, also consistent, so atleast I know when the next content drop will be. I totally understand people who make quitting posts, there are many many many valid reasons to quit solely because of the dev practices
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1871081#Comment_1871081
CD Projekt Red (Cyperpunk 2077, Witcher) focused too much on getting new players with their Gwent game, had to completely remake it and lost a huge portion of their playerbase. First they lost their core players because they catered to the newer/casual players, which made the game too easy - it's a strategy card game. Then, because they took this design strategy so much to heart, they made the choice to completely rebuild the game from the ground up. Most of the core players came back, but they lost a big portion of players.
To me it seems like BHVR is going down that path, making the game easier for survivors, especially newer ones; while also making the game more challenging for killers to do well. I've seen a lot people posting that they're ready to abandon the game - they're long time players, too. Sometimes I even sit there staring at my perks trying to find a new fun build, but I know if I don't run a bunch of anti-gen perks I'm gonna get stomped for the most part unless I play Nurse/Spirit/Billy.
Sometimes I think it's not that they are getting lazy, or don't want to make their game the best it can be... but it's that they're hitting a ceiling with their skill levels. There have been Dev streams where Devs have literally said that 'the math is too hard to implement this.' Granted, it was one guy, and I'm sure they told him not to say that ever again. But it makes sense to me considering that they are focusing on cosmetic things lately, and other technical issues seem to remain unresolved.
Yeah to me BHVR don't give a ######### about veteran players and their design decisions all back that up, I think many will be quitting sometime this year if the game continues in its current trajectory, although that loss will not just be be nullified but completely offsey by the gain of newbies, so ultimately it isn't in BHVR's interest to actually care, hence why they don't
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@Altarf said:
You've said in an earlier thread that you use coulro and sloppy on slugging builds. DS isn't very impactful in those builds. DS is impactful on killers that don't mass slug.
Do you really expect me to believe you're getting constant 3-4k 12 hook games while eating every DS without meta perks as Clown? Really?
Yeah as a killer main who thinks DS isn't a big issue for me and wins 95% of games, I also happen to slug a lot, infectious fright is literally my favourite perk in the game. DS definitely isn't a problem when your playstyle is similar to myself and OP, I personally find this style way way more fun and pretty effective, but for people who don't like it, it's a totally different issue
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@Mister_Holdout said:
I prefer this...
https://us.v-cdn.net/6030815/uploads/2LI5PCJ8II1D/dbd-new-ui-hub.png
This is the features of the proposed new HUD done right. I love it.
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@Shirokinukatsukami said:
Well people started using tons of keys after the mori nerf. They figured it was coming so they got it out of their system and their inventory.
Me? I still have hundreds of keys stockpiled, probably never going to use them. The only keys I use are green keys and I just put weddign rings on them. Super annoying though because the killer will swap in Franklin's 50% of the time and tunnel me out of existence even though all I did was use an aura add-on.
Using a green key is just the same as a red one, the killer has to adapt around it, I have lost several games where a key existed but was not used just because the impact of a key existing changes your playstyle and decision making drastically.
Now what they should do atleast is, give the green key a different visual to ones which can open the hatch, then using a green key would go from equally as bad as a red one to fine.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1859158#Comment_1859158
How was Lullaby buffed? All I know is IIRC there's no notification until you get the first stack.
But now Lullaby doesn't work with Snapping Out Of It, and most people who ran Lullaby was for "Putting the "Skill" in Skillcheck" Doctor who combo'd it with Overcharge and Unnerving.
That’s how it was buffed, it doesn’t reveal until the first stack. Lullaby didn’t make the snap out of it skillchecks difficult whatsoever, they’re just too big anyways, it made the overcharge skillcheck hard, that’s pretty much why you ran it. Even if you disagree, I’d say this ‘nerf’ (far from gutted) is still less significant than the gain
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1858437#Comment_1858437
I feel putting the survivors at the top left clutters the screen and with the portraits they can also cover seeing any smaller details like and arm or part of an item behind a tree or rock etc in the distance.
Maybe since Huds will have options now for size scaling at least they could also add in an option to keep using the current one with the added hook counters on them or allow us to put this hud in the same place so its out of the way.
I know they said they are updating it as the old one was restrictive for certain future plans but a simple vertical/horizontal option with scalling along with being able to position the new one on the screen where one would like it. Its being referred to as a widget and most of those work that way.
I feel with the placement I personally would have to make it so small most of the features won't be as usable as they would like them to be.
The portraits look OKish but I don't feel like they are necessary as what to stop people from all playing the same character? This sort of negates the info its meant to give since its back to name remembering which tbh I never had any issues with. Then we have the red injured status which right now looks like it was made in MSpaint (not final i know) and to tone that down I don't think it will give the same immediate glancing info as the injured icon did. Then as others have stated it will be harder for colour blind players so that really needs more thought.
Yeah the issue with the injured icon thing is it's harder to notice at a glance, we need it to change shape in some form
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@Raptorrotas said:
It feels weird to have that small killer power icon in the bottom left corner. Its kinda like some "bad" reminder which killer you're playing. It didnt feel out of place when all the info was compacted in that corner in the old HUD. Ammo count / charge / state of ability / might need a newer design or place. Maybe next to the perks?. I think even back with HL2 there were options to add hp/ammo next to your crosshair in a "subtle way". But i guess crosshairs or something in the general middle of the screen might be too good for our shooty killers.
The problem with the new HUD is also that they moved all the info all over the screen.why for example is the Hook counter not next to the gen counter, As theyre both goal specific.
No reason not to implement a crosshair when some people have monitors that support them anyway. Same with brightness options and the like, if some people can and do use them, and others are unable to, the most fair thing to do is either find a method to get rid of them (not possible) and therefore subsequently give them to everyone.
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@Mandy said:
Can you be more specific in your comments please. It's really hard to take feedback on board when it's just "this is awful" without any explanation of why it doesn't work.
General: The UI is unnecessarily spread, while the new system tries to add more (and the portrait thing is nice, the hook counter needs a rework to actually be beneficial for killer but is in the right direction) it actually just makes an overall worse UX due to the spread of information, it was much easier having key things such as portraits/status, gens, AND power/item in the bottom left, now they're spread everywhere. Additionally, scoring events were also in a nicer more readable location in the middle right rather than top right.
Hook counter: The way the hook counter is implemented is frustrating as it's not the utility that people asked for/wanted/is actually useful. The usefulness of a hook counter is to see how many times you hooked a specific survivor, ex Nancy has been hooked twice, Steve once, the others 0x. A total hook counter is absolutely meaningless and would actually be better replaced with nothing atall, it doesn't give you information that's actually important or useful, knowing you have 6 hooks doesn't tell you which of the 4 alive survivors is the one on deathhook if you forget. My primary feedback would be, make it so each individual survivor had a times hooked counter next to them, but if that is unfortunately not possible, my secondary feedback would be allow us to turn off the hook counter since it gives zero beneficial information, so there is no point in having it on the screen. - I already wrote the prior paragraph but just saw the video where it shows this IS implemented for surv, which I didn't initially pick up on, however I will keep this in just for the sake of having thought process to work with and understand, so this turns into simply just add this for killer, that's the actual useful part of the hook counter.
Health states: Small thing, but when a survivor is injured, their portrait just gains a flashing red effect - this makes it harder to instantly recognise at a glance whether a player is injured, so I'd suggest something to make an injured player stand out more, however the thing that would do this is a change in shape as this is much easier to notice than a change in colour at a glance, basically that'd come down to removing the portrait for injured survivors being a consideration, if no other method to help instantly showcase this is found
Meta: The current character portrait location is inconvenient for users of the discord overlay. While discord is a 3rd party application, it's widely used towards an essential part of the Dead by Daylight experience, so I imagine a large enough number of players would appreciate this being taken into consideration
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@Yamaoka said:
Hold up. Not saying the dedicated servers are great or anything but you clipped that during Kill Your Friends.
Doesn't Kill Your Friends still work via P2P and runs off of the inviting person's connection ?
KYF 100% uses dedi servers but I technically don't 100% know if hit valdiation is enabled on them, can only assume
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@VSchmitt said:
https://forum.deadbydaylight.com/en/discussion/comment/1859158#Comment_1859158
I'll not even bother.
You shouldn't, I reckon you need all your energy to be sweating out pub matches with ruin undying lol
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@VSchmitt said:
The thing is, if Almo, the lead in the balancing team, don't know how to counter one thing, this will be nerfed. Even Huntres Lullaby got gutted, Undying lived a long life, now it may rest in peace with old ruin and 15s taken from Pop, god fobid killers having any kind of good perks.
Huntress Lullaby got buffed overall, Pop is still very good, Undying Ruin is still very good and Devour as well as your beloved, ‘gutted’ Lullaby now also have synergy
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Done testing myself playing on VPN from UK to Australia, hit validation does nothing, higher ping is still extremely favourable
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No idea why this addon wasn't nerfed 11 months ago atleast. It's just outright OP.
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@lowiq said:
https://forum.deadbydaylight.com/en/discussion/comment/1851502#Comment_1851502
You mean the same streamer that only loses to four 1 Man SWFs?
My take on the game is that DBD rewards you for being good - especially on killer since you don't have to worry about teammates. There's no other PVP game where you can consistently have a 95%+ win rate, even if you're hard smurfing. At the end of the day, whether you're killer or survivor, this may make the game seem unbalanced if you are not "good", but a lot of perceived balance issues are actually due to players who lack skill getting screwed by matchmaking.
That would be the one, and I do agree with your perception although I'd say that the avg teammates are so bad that there are pretty often solo games it is just not possible to hardcarry enough no matter how good you are as an individual, killer ability is clearly rewarded though, and good killers can win tens of games in a row, and I've seen as many as 213 on Huntress, 186 IIRC on Nurse but could easily see that rising at some stage
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@Clevite said:
I believe this game is killer sided except against the highest level of skill and cooperation.
I myself 4k in red ranks much more than I 4 man escape as a solo, also red ranks.
It really comes down to chases and genny commitment. But, let's be honest, how often do we see this in solo q? So, 4 optimal survivors will make it survivor sided if they are wasting a lot of the killers time and pounding gennys.
If killer is winning chases quickly , hooking, and prioritizing genny protection while survivors play a bit too cautious, then killer wins 90% of these games.
Same take, I have atleast a 90% or so 4k rate and I don't even use ruin, undying or pop. People talking about balancing so the killer can win 'playing fair' and the likes, not camping/tunneling/slugging - they never seem to think that you are supposed to play like this and if the game were rebalanced in this manner, the 'sweaty' people playing in this manner would win super easily. I've not lost a game other than AFK Wraith in like 2 months now, although I'm not playing nearly as much as i used to since Chapter 18 was such a disappointment, shows the game is not so imbalanced if you're decent - reason I've not lost? Not went vs a good team in that timeframe, rank inflation just gradually gets worse, crossplay definitely lowered the level aswell, no idea who these people are claiming to often go vs good survs when it just never ever happens for me.
Now there is one streamer I see regularly claim to go vs 'the 1%' - nearly all players I see said streamer put in this category are anywhere from below average-average players in my view and are in most cases pretty bad and easy to beat, - now funnily enough, said streamer is clearly worse than me at the game and while above average, far from actually good, so the whole 'sweatsquad' and 'survivor sided game' thing could be due to perception from the player's ability, as the matchmaking system is so god awful you're basically able to play against literally everyone excluding mostly a protected rank 20-15 bracket
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@ProveKa said:
The pings of the killers are just the ping bar in the game, it has no function.
Being able to dodge a killer in lobby who has high ping would make the survivor experience massively better.
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Only at the highest level (which doesn't include public matches with crossplay on). Standard pubs probably favour killer on average in my experience, but crossplay off/tournament matches favour survivor heavily. But in red ranks I only get a proper good team once or twice every few weeks or so, so atleast 95+% of matches are easily winnable
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@Milo said:
I understand why it should happen, but I don't understand your reasoning at all.
It's just ######### to have to waste a perk slot because if you don't you risk the game being unplayable as surv
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@SocialDistomancy said:
remove the dedicated servers so killers, being the game is probably still programmed to favor them in local hosted matches, can run ping throttling and IP filtering software tot urn the game into a nightmare again? or so that pssed off swf that manage to get beaten can ddos the killers again being able to easily get their IP with literally no effort? I'd take even ######### dedicated servers over that bs, I'd even take the way time warner used to throttle me while playing league when I lived in NY over that bs
I mean the killer can still use a VPN to gain a massive advantage anyways. 'Hit validation' didn't change this in any aspect from my testing.
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How about enabling global voice chat that the killer cannot hear under any circumstances, that'd be far better.
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Yet to see this happen in 2100 hours
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1814708#Comment_1814708
Thats not even remotely true, granted there are plenty of lacking players but they improve..its folly to balance around players that won't always be that poor
Pubs are easy enough to have escape/killrate of more than 90% if you're fairly decent. Most players are awful, just how it is.I don't think the top players should be balanced around, as I think the game is survivor sided at the top level but this not the case in public matches which I'd say are pretty well balanced, but it's absolutely inarguable that statistics like killrate are indicative of a killer's strength, and funnily enough most killers I'd describe as difficult (such as Nurse, Blight, Demo, Huntress) who are really good when used by a good player but poor when used by an average player, fall below the likes of Clown, Myers, Pig, weaker killers in need of buffs. I mean the easiest killer in the game is #1 too, even though he is definitely not the best, I don't really have more to say because atleast to me the patterns are very obvious.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1813687#Comment_1813687
Ease Of play does not coronation to power
Ease of play is blatantly more important than power when it comes to killrate though. Most people who play dbd are not good at the game
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@Dustin said:
If Freddy's killrate is high it's likely because people just suicide on hook against him. Even in my rank 1 games people suicide against him because they find him boring to play against. His current power is good but imo it needs some refining to be more engaging. Everything is there it just needs to be made more fun to play around. I still feel like the Dream Pallets are the more fun game mechanic to play against. That's why I kept saying the snares and pallets should be available at all times and share the current charges he has now. Would require Freddy to manage resources more but that's just me.
Freddy's killrate is high because, as is blatant from the structure of the killrate statistics, the ease of playing a killer is FAR more important than how strong the killer is. That's why Nurse/Blight/Huntress/Demo are well below their level, why Clown is above all of those, why Pig/Bubba are high up, why Freddy is easily no.1 as he's by far the easiest to play.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1813583#Comment_1813583
I already said that, so you’re not adding anything at all sorry.
Well you said may and just had an assumption, but you obviously don't know for sure - so I am just confirming this from experience
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Will just add this is entirely a controller issue, and all of these things are a total non-issue on PC
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@Mooks said:
Wait.. you didn’t get bullshit hits on pallets before?
i didn’t notice a big difference, but I didn’t play that much survivor games since it’s activated and it should only be affecting games with killers that have high latency..
I did, but not ones this bullshit or nearly this frequent, it's far far worse than ever
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@Aneurysm said:
It's felt fine for me (usually get around 40 ping) except for one survivor game where I assume I got chucked on a different server and I had 100 ping, that was less fun.
I've played 4 games, went down 6 times in those games, 5 were because of lag, and while it could happen before, never to this scale or this bad. No point playing when my input is virtually irrelevant and the gameplay is completely frustrating so even though I am a 60/40 killer main anyway, I'll have to totally quit surv if this is the new experience.
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I agree killer is more relaxing, you have much more control. The killer has all the power to dictate whether survivors can have fun, with their killer pick, playstyle etc. All survivors can really do is (really rare, like once every 2 weeks) bring extremely stacked perks or more commonly, a map offering, which you can just alt+f4 anyway. I only play 4 man too if I can help it because randoms are so dogshit it's incredibly frustrating.
IIRC you are on Xbox, I know on PC you can enable crossplay off if you want harder games, sadly I doubt this will be the case for yourself though.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1792953#Comment_1792953
Game has not been giving me corrupt so I've been kinda getting big mad tbh lol.
I run Corrupt on some killers, surgeveillance on others, don't use pop or ruin - I use bbq monitor infectious nurses on blight tho, monitor atleast helps make blight more playable due to the abysmal camera height
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1792633#Comment_1792633
I haven't brought myself to use that setup.
Yeah it's just dumb af, it's not required whatsoever in pubs anyway lol
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1790590#Comment_1790590
17 4ks on day 2 that's insane I'm gonna be honest. Even after the buff he has an immense learning curve.
After like 3 games of him, I didn't lose a single game playing Blight for days, and had more 5 gen victories than ever before, I stopped running Ruin Undying after about 3 days cause it was (and is IMO) overpowered.
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@[Deleted User] said:
I'm still waiting for Haemorrhage to do something useful
IMO Hemorrhage should be what bloodhound does + current effect, Shadowborn should be a menu setting & Wraith should get a full perk rework