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YukariTheAlpaca

YukariTheAlpaca

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YukariTheAlpaca
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  • I love seeing console survivors in my lobby when I play killer. Usually means I am seeing some potatoes.

  • Chase time is not the issue. The issue is map sizes and gen speeds. Most good killer players can get quick downs yet still lose due to the fast gen speeds. Do I want gen speeds reduced? No. Survivors need another required objective than just slamming gens and opening gates. All of your "suggestions" just punish good survivor players for playing well.

  • I think this killer has a good idea for a base but too many abilities with some overlapping effects. For instance, Blood Chain just seems overall better than Blood Grab and I feel the abilities should be simplified and cover multiple options rather than have like 4 abilities and making things too complicated. I have some ideas for abilities and both have multiple uses:


    (10% Gauge) Blood Daze - Aim at a spot along the ground (up to 32 meters) and quickly summon a blood pool with a radius of 3 meters. After being placed, a timer will count down from 1.8 seconds. After the timer elapses, the pool explodes; stunning all survivors within it's range for a variable amount of time depending on how far they are from The Vampire. Blood Daze can target floors through walls but the floor must be on similar elevation to The Vampire. The stun duration changes as follows:

    32 to 28 Meters: 5 Seconds

    27 to 16 Meters: 3 Seconds

    15 to 0 Meters: 2 Seconds



    (45% Gauge) Blood Hunt - Press and hold the alternate ability button to cause all Injured survivors to be revealed by Killer Instinct for 15 seconds as well as causes all Injured survivors to suffer from Deep Wounds.

  • Best thing to do? Just get rid of ranks and MMR entirely. If you won't embrace any kind of competitive balancing, just make it a free for all like most casual games do. Add VOIP so randoms can talk to each other (survivors can hear each other only).


  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2317408#Comment_2317408

    Ah, fair enough. But that begs the question: What's the point in flying any higher than, like, waist-height? Wouldn't that just make him a Demo with less counterplay?

    Flying higher would allow you to get better vision on survivors, as for flying at a lower altitude, it could be strong to do so depending on the situation. The Consumer can only move forward in flight and with since not all obstacles have the same heights, it may make it more difficult to move around in chases without getting caught on things while flying. I feel it would be preferable to stay at a decently high height until you are close enough to make a potential attack, especially since you can use your higher altitude during flight to cut off survivors while they are pathing away from you.


    The counterplay to him is trying to out-move him in tight spaces, since he has a drift, it makes controlling him while closer to the ground much more difficult. The flight attack, though powerful in the right hands, can still be dodged similar to a Demo lunge, but without the ability to always aim the attack properly due to always moving forward as the Consumer during flight. It requires quick thinking. The difference between him and Demo is that Demo can properly aim his ability at any time where Consumer cannot due to always being on the move while at the same time being on a time limit where the power duration may end before a good angle can be made.

  • Clown still remains unfixed. The slowdown on entering the gas only activates if the gas has been alive for more than around half a second.


    This makes him unable to properly use his power in most instances.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2316467#Comment_2316467

    Would he just bonk into the roof? Would he be able to dip in height a little to make it through the doorways on Lery's?

    He has full pitch control.

  • @Jallybwan said:

    It's like a cross between Demogorgon and Nurse - might be interactive, might be bullshit. I think this is probably the most balanced flying killer idea I've seen. How would it work on indoor maps?

    Indoor maps would definitely be difficult for him but if you get good enough with flying you could probably still be deadly.

  • From what I know and evidence I have gathered from gameplay in Dead By Daylight lead me to believe that DBD uses one raw script that loads every single character and perk asset in the game regardless of if they are being used in the match. This means that, for example, Huntress assets like her hatchets and her point gain events are loaded even if Huntress isn’t present in the match. Having a single long script with every character’s data causes performance issues when a character is called into play later on due to the game having to find their data in the script to call upon. Eventually, performance degrades to such a point that the game may stutter until it finds the correct character data to load into memory. Games with multiple characters usually compile seperate scripts of data that are loaded depending on if said character is in play; this is not the case with Dead By Daylight, since this game was built on “blueprints” made generically by other UE devs; which BHVR has just cut and pasted together into one script. The optimal loading method is to have all killer and survivor perks on one script, and all killer powers on individual scripts that can be called upon when that killer is present. If you notice, depending on what killer you are playing, the game may perform with more stutter or less depending on where the killer’s code is in the script. Also, the game stutters worse depending on what survivor is loaded into the lobby, with the four original survivors with their original clothing causing the least amount of stutter. This terrible one-script method allows hackers to spawn in and use different killer powers regardless of if they are playing a different killer. Normally, spawning in a different character asset not present in that level would crash the game. Look at Left 4 Dead 2, before the "Last Stand" update, spawning the bride witch on a stage she is not present on by default would crash the game.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2181776#Comment_2181776

    hmm i dont know, i honestly think, if hatch is used once and closed by killer, it stays closed for the remainder of the game mabye? keys are hard to nerf, because either you give them more usefull addons more aura reading ect or like heal from exhaustion faster when holding a key with an addon ect..., and take away the hatch potential then they would be great honestly, but if you nerf them 2 much, they become useless

    So like... How moris are now? They are basically useless. Why not keys, too?

  • @nutmilk420 said:

    I've been saying exactly the same things! He needs to finish his chases quicker or somehow be able to apply way more gen pressure/slowdown. I'd also love to see the undetectable effect worked into his ability or addons. I use trail of torment all the time w him and being undetectable actuly makes his throwing knives way better, I think this is cause you can mind game them around corners and get a couple extra knives in. Im really pushing for Removing the red stain while aming knives or something to that effect if not a reworked addon that can make you undetectable. But yea i 100% agree the tricksters main downfall is his ability dose not end chases as fast as it should.

    Undetectable is pretty bad if survivors know how to use their camera. Reducing the needed laceration hits is a much better option.

  • Finding people is not a problem in this game. The "minefield" of which you speak is basically useless. This is a killer with basically no power other than an instant down after large buildup.

  • This may be one of the only 3 custom chapters I liked that someone else made.

  • Survivor "gameplay" is in the toilet because survivors in of themselves are just skins. If each survivor had some sort of unique ability, it could warrant the large quantity of perks that don't really affect survivor gameplay. Once you learn one survivor, you learn them all. It's the number one reason that survivor is so easy to play compared to playing killer. Don't get me wrong, survivors are still the power role by a large margin, but that is due to the atrocious map and overall time balance. If your killer does not have a good mobility tool in their kit then you are likely to lose due to the ability to quickly swap targets and apply pressure. If survivors happen to be skillful and coordinated, not even slugging will help you, as the time it takes to rotate and apply pressure to another survivor would have resulted in the original slug getting up. All in all, the core issue with this game is the core itself; It's too basic. If all killers without a mobility tool had some kind of standard mobility tool, the skill ceiling between them would be much closer together. If survivors had different abilities like killers do; than survivors would be more fun to play AND have a higher skill ceiling.


    TLDR; Game is boring because it's too basic and easy.



    (Someone literally programmed a bot to play this game because of how basic it is.)

  • @Karao_Ke said:

    He's just about the worst killer in the game right now & is in a desperate need of buffs -- but reducing his knives damage to 4 is a terrible idea. Here's why:

    • His knives aren't hard to hit in open areas and can down you almost instantaneously. Reducing the number will just turn him into a ranged Bubba.

    Now you may ask, how do we buff him then? I personally don't know the best way to do it, but I might have a few ideas:

    • As you mentioned, turn down the recoil a smudge. I don't see them removing it entirely for the fact being he throws many knives at once compared to Huntress who only throws one hatchet at a time.
    • His Main Event is extremely underwhelming. Instead of slowing him down to a handicap, it should speed him up. There's no point in using it unless the survivors get caught with their pants down in an open field considering they can easily loop it out.

    I still think he should stay as a 110% movement killer as well as keep his slowdown when he brings out his knives. That way while he stays similar to other killers such as Huntress, his own damn power doesn't discourage him.

    He'd still be useless. You have to remember this is a ranged 110 killer. The only way these killers get pressure is by chases and slugging. Scrap the knife damage change. Make it so his speed isn't reduced while readying or throwing knives. This way he can be the barrage killer he is supposed to be.

  • @sesawyer3127 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063086#Comment_2063086

    Because as everyone else has stated there is nothing this killer can do that Huntress and Slinger cant do better,,,,your just trying to make him so easy to kill that it is crazy lopsided. You have to work at the kills just like I have to work at avoiding Huntress and Slinger.

    What about 5 knives instead? Also what is there to figure out? on just a DPS standpoint he is worse than the other ranged killers.

  • @BioX said:

    you coming with conclusions a day after release: pretty bad

    Care to explain what Trickster is good at that Huntress or Deathslinger cannot do better?


    The killer literally is just a worse version of Huntress. What is there to learn? Like, definitely worse statistically speaking. His DPS is lower than both and shares the same movement speed.

  • @sesawyer3127 said:

    Why not just one knife to kill and no recoil,,better yet, why not just a stare to kill a survivor?? C'mon,,,you are prob one of those killers who will tell me to "git good" because I think it is lazy game play to tunnel and camp huh? Why can't killer mains take their own advise and "git good"??

    Thank you for contributing literally nothing to the conversation. Care to explain what Trickster is good at that Huntress or Deathslinger cannot do better?

  • This chapter idea is a "Hex: Bad Joke".

  • Alright, all that is left is addons.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/232559/wip-figure-in-the-woods

    The augmentations seem fun, but easily abusable.

    I really like the idea of a killer that can walk on walls and ceilings and uses jumping to get around, but I feel like they need to be fleshed out more story-wise.

    Being stuck somewhere for days with no food can cause even the most strong-willed of people to act like monsters. When Laura and her husband, Zachary, went on vacation to relax in a small cabin in the woods of Canada, away from their busy business lives, Zachary made sure to avoid bringing any technology; claiming it to be an "unplugged vacation to truly relax". Only a day after arriving to the cabin and settling in, what was once a nice light snow day had become a nasty blizzard in the evening. Believing that the storm would pass by morning, the couple went to bed comfortably after a nice romantic dinner, celebrating 20 years of their marriage. Upon waking, the entire building was covered in heavy ice, which must had hardened further over night. Scared and confused, Laura began to cry as her husband attempted to open a window to try and break the ice. Zachary began hitting the ice with a hammer, but it was no use. Trying to comfort Laura, Zachary stated that "someone would realize we were gone", and so, they began to hold out, rationing their food until rescue would eventually arrive. After only a week, the food supply had run out, and the two became increasingly hungry. Laura, having lost her sanity, came to Zachary late one night and slit his throat in his sleep. Finally able to satiate what seemed like endless hunger, Laura ate the corpse of her husband. Once she was full, she realized the snow had cleared and she could finally leave and return back to her busy life in the city. "Wait" she thought to herself. "Life is so much simpler out here, and the food is delicious". Laura had made up her mind. She would live in the cabin. Laura's first days in the cabin were spent hunting small animals like rabbits, but the taste of them was... Off. Laura didn't feel the same satisfaction the her husband's flesh had given her. Laura had begun to realize she liked the taste of human meat, and just the thought of it had made her become hungry once again. Tricking hikers and other people to "come to the cabin and help her husband" day after day, she would kill eat them raw, only to become hungry once again. Only one taste of human flesh was enough to drive her for more. Once the police had finally noticed the increasing disappearances, they went to investigate the cabin only to find it completely abandoned. Laura, however, had found a new home in the fog, and with the Entity's gift, she had become something more than human. A form to fit a hungry being.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/220220/chapter-idea-blood-trail

    The power is very interesting, I love it. With the specific numbers it also seems like you put time studying the game to make them as balanced as possible, as well. The only issue with the Hunter himself is the name, seeing as the Huntress is already in the game. Maybe The Archer instead?

    Piercing Strike doesn't do too much other than slow actions, which is fine. It's simple and it works, it's a good perk.

    Fear Shocked is a more generic, but also easier to remove Mindbreaker. It would be pretty good on Stealth Killers, but it shouldn't activate if they enter that range in a chase. It's already just a better Mindbreaker, so making it have that stipulation would be good in my opinion.

    Hope Drought is incredibly interesting, I like it! Also the backstory of Alex is a yikes, and really fits with this perk.

    I don't really see a problem with Tough Upbringing, but I don't overly care for it for whatever reason. It's perfectly fine though. The only thing this really needs is an indicator to the Killer that it's been used, like Dead Hard, like an entirely different vaulting animation.

    Studied Approach is fine, but why doesn't it just use Tokens? It also has a pretty small upside in my opinion. Maybe 40/45/50% faster instead? It's only for 10 seconds and for a slow vault so it doesn't matter at all unless it's a big increase. If I were pushing it I'd say maybe 50/75/100% faster.

    Brute Force is good, but it's needlessly complicated. I'd recommend making it so it's just an exhaustion perk that allows you to permanently make a breakable wall into a window that the Killer can break. At current it's perfectly fine, though, just again needlessly complicated in my opinion.

    I disagree with the suggestion of a Dead Hard rework. This rework specifically isn't good at all in my opinion because it's too similar to Tough Upbringing. If any perk in the entire game needs a rework, it's Decisive Strike. I rarely see this perk prevent tunneling. It's just 60 seconds of invulnerability. If you don't want a DS rework, then try Unbreakable. There is no reason to rework Dead Hard.

    I have made some adjustments that will hopefully improve the chapter. Above is the changelog.

  • -------------------

    Changelog

    -------------------


    - Dead Hard rework removed and replaced with a Decisive Strike rework. Below is a list of all reworked perks for the chapter:


    • Decisive Strike - Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable for the next 40/50/60 seconds. While Decisive Strike is active and you are being grabbed by the killer from the Dying State, press the active ability button to force the killer to drop you as well as cause them to be stunned. Upon stunning the killer, you will be teleported as far away from them as possible. Stunning the Killer by using this perk will result in you becoming the Obsession. The Killer can only be Obsessed with one Survivor at a time. Decisive Strike can only be used once per trial and is automatically deactivated once the exit gates are powered.


    (Original) Decisive Strike - Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds. While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds. Succeeding or failing the Skill Check will disable Decisive Strike. Successfully stunning the Killer will result in you becoming the Obsession. Increases the odds of being the Obsession. The Killer can only be obsessed with one Survivor at a time.


    • Tough Upbringing - While in a chase, and attempting to vault a window or pallet, press the alternate ability button to activate this perk. While active, you gain the Entity's Thorns status effect for the duration of the vault. While affected by Entity's Thorns, if the killer were to damage you by any means during your vaulting action, they are stunned for 2 seconds. Activating this perk will cause Exhaustion for 60/50/40 seconds. Cannot be used while Exhausted. (Entity's Thorns is revealed to the killer by an audio cue and a visual thorn-like effect covering the survivor.)


    (Original) Tough Upbringing - While in a chase, and attempting to vault a window or pallet, press the alternate ability button to activate this perk. While active, you become temporarily immune to damage during the vault. While immune to damage, if the killer were to damage you with their main weapon or grab you during your vaulting action, they are stunned for 4 seconds. If this perk is used and the killer is not stunned during the animation or no attempted damage was dealt, you are stunned in place for 3 seconds. You cannot interact with anything while stunned. Cannot be used while Exhausted. After activation, causes the Exhausted status effect for 60/50/40 seconds upon use.


    • Fear Shocked - Your presence invokes fatigue into your prey. While in a chase with a survivor and within 4/5/6 meters of them, they become Exhausted for 2 seconds.


    (Original) Fear Shocked - Your presence invokes fatigue into your prey. Survivors within 4/5/6 meters of you become Exhausted for 2 seconds.


    • Brute Force - Start the trial with 2/3/4 tokens. Spend a token by approaching a standing Breakable Wall to channel the Entity's mercy and be allowed to vault through it without breaking it. This perk cannot be used without any tokens.


    (Original) Brute Force - For each second you are in a chase, gain a token up to a maximum of 30/25/20 tokens. While at the maximum amount of tokens, this perk becomes active. While active, call upon the Entity to convert unbroken breakable walls within 6 meters of you into survivor-only window vaults for the next 6/7/8 seconds. Converted breakable walls cannot be vaulted by the killer and must instead be broken.


    • Studied Approach - Your ability to effectively study the killer and your surroundings grants you an advantage. This perk starts the trial deactivated. While deactivated and looking at the killer within 20 meters of them but not in a chase, looking directly at them will cause this perk to gain "charges" each second up to a maximum of 20 charges. Upon reaching 20 charges, this perk becomes active. While this perk is active, your slow and medium window vaulting speeds are increased by 30/40/50 percent for the next 4 window vault actions. After the next 4 window vault actions are made, the perk is deactivated again. While charging this perk, your location is revealed via killer instinct.


    (Original) Studied Approach - Your ability to effectively study the killer and your surroundings grants you an advantage. While within 20 meters of the killer but not in a chase, looking directly at them will cause this perk to gain "charges" each second up to a maximum of 20 charges. Upon reaching 20 charges, this perk becomes active. Upon entering a chase while this perk is active, your slow and medium vaulting speeds are increased by 10/15/20 percent for the next 10 seconds. After the 10 seconds expire, the perk is deactivated again. While charging this perk, your location is revealed via killer instinct.

  • @Dr_Trauts said:

    This is great!

    Thanks!

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1787781#Comment_1787781

    • If the killer has half a brain they won't allow a survivor to do that. That's like saying obstacles like those prevent billies and bubbas from getting downs.
    • You know he can hit ppl in lockers right? That's not stopping him anyday now
    • Good twin players will either use him to go for injured ppl or go and down them if they keep hold of him. You also know that if someone has him on them they are out of play in that match for the next 45 seconds right? I more often leave him on ppl rather than recall him because I know that I don't have to worry about what that survivor could be doing and only have to manage 3 others, especially when one of those may be on the ground or hooked. Talk to me once you've spent almost a minute out of play in a game unable to do anything and see if you enjoy it.
    • You shouldn't be running crossmap with victor. If you know a survivor is on a gen, get closer to the gen maybe 30 metres, swap to victor for no terror radious, hit the survivor with victor then swap to charlotte and its a pretty easy down.
    • That's on you if you miss someone, either you were outplayed or you messed up. Look at the room for improvement.
    • Just walk off if you land on terrain? Do you know how busted that would be if he could just climb on top of things and loops? Then you couldn't destroy him at all.

    If you think the twins or victor himself are weak, then come 1v1 me with victor and see if you can last more than 20 seconds without being hit by him.

    There are so many other strengths and insane points about the twins which I could go into as well. The fact that Victor is a 150%, stealth demogorgon with a lunge that can go over pallets and windows, double the length of his and with an insanely large hitbox bigger than huntress's hatchets. Then theres the ability to camp hooks, slugs and gens with eachother. If you put Victor next to a slug or a gen or a hook, then the survivors can literally not go to those things without the killer spotting them and them taking a hit. Can you imagine the strength if you had sloppy, everyone was injured and victor was near a hook or slug? You literally would not be able to save them. Also victor has great map pressure having no terror radious and a base 150% movement speed.

    Stop focusing so hard on their weaknesses, which every killer has and must have btw, and look at their strengths, achknowledge them and play to that ability.

    What strengths exactly?


    Also, I would love to 1v1 you (in a teamplay game, of course, because 1v1s make sense in a teamplay game) if you do not get stuck in the floor as Victor.


    XD

  • @Withered8 said:

    If you play well with victor and don't miss, which isn't too difficult, his chase potential is insane, able to stomp pretty much anyone in a 1v1. Survivor's have to hope that he misses so they can kick him.

    • The survivor can just run a circle around a stack of tires (or any thin debris for that matter) and Victor can no longer do anything.
    • The survivor can just go into a locker.
    • The survivor can just let him get on their heads and remove the killer's power for the next 45 seconds, basically eliminating the killer from being able to do anything. (Seriously BHVR? this is the recall timer?)
    • By the time you get a down as Victor, you will need to basically walk across the entire map to pick them up and hook them most of the time. Basically wasting most of your time in an already short game since survivors will probably be genrushing you anyway.
    • The survivor can also just kick him in his ugly little face after he misses or hits a nearby teammate.
    • UH OH! looks like Victor got caught on debris. Time to die (Why is he so limited to what he can and cannot walk on? Any potential fun you could have as him like setting up cool jumps or taking advantage of the terrain is removed. It isn't like its not able to be dodged anyway and Victor cannot basic attack.)

    Playing "The Twins" is basically playing a trapper with no traps who has the ability to slowly transform into a Demogorgon who cannot pick anyone up, vault windows, break pallets, damage generators, or even open lockers. How does this sound strong in the slightest?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665419#Comment_1665419

    If the Killer is chasing someone for 5 minutes and all Gens get done, this is not the Gens being too fast, this is the Killer being too bad. Sorry to say that, but its up to the Killer if they decide to chase for 3+ Gens instead of dropping chase and searching for another Survivor who is overall weaker at Looping or is in a more unsafe area.

    You act as if it will make a difference. It is not about chases. Chases are usually pretty quick for me, but it doesn't matter. The gens will always get done quickly if survivors play efficiently. Killers do not have enough time to both chase AND patrol. Do not forget that most of the time killers cannot afford to swap targets as healing is pretty easy and you NEED to get pressure to do anything. Survivors are not afraid of the killer most of the time and will just do the gens while injured. Only against the top 3 killers do good survivors heal.


    Also, if you read, I said EVEN if a survivor is getting chased, not only WHEN getting chased. Most good killers have no problem getting quick downs. If you think that killers should just "play Hillbilly/Spirit/Nurse/Hag" as the answer, those killers are not even playing the same video game as the rest of the cast and it doesn't solve the problem of gens are too fast for killers to do anything regardless of how they play.

  • The illusion that genrushing is the killer's fault is absurd.


    Survivors can complete their objective in under five minutes even if one survivor is being chased. How is a killer supposed to apply enough pressure to stop that when most of the cast doesn't have mobility? If you are not playing the top 3, you stand almost no chance. People playing the top 3 killers are really just not playing the same game. It is simple math.

  • Honestly? DS isn't as much of the problem as it is the hook system in general. Killers should not be notified where a survivor is hooked or when they are saved. Killers waste time picking up a survivor and hooking them. Killers should teleport survivors to a random hook a set distance away similar to Cages of Atonement. Then we can give DS a different function, and maybe increase the time it takes to unhook survivors, making it a better stall tool to hook them rather than slug them. I had an idea where survivors would die on the ground after going down and just respawn at another location until running out of lives. Let us review scenarios that are created by the awful hooking system:


    • Camping
    • Tunneling
    • Face Camping
    • The feel that killers need to patrol nearby to secure a kill towards their objective.
    • Less time to apply pressure to the (already insanely fast) generators, since they need to pick up and hook said survivors.
    • The fact that on the survivor's end, the game basically pauses until rescue.
    • The fact that on the killer's end, the game can basically pause until the survivor dies or someone attempts to save.


    As much as people hate Deathgarden, the game's original life system kept the gameplay fast paced and fun for everyone. Hooking feels like a chore for both sides. With a life system in DBD, the above scenarios would not exist and the gameplay can be kept fast paced. My solution to stop slugging and add potential stall is by keeping hooks as stall tools. Hooking a survivor would not kill them or make them spend a life, but (with a major increase to the time taken to save someone from a hook) could be used as a stall tool. If no one comes to save, hooked survivors can attempt to struggle off the hook a set amount of times before they automatically jump off themselves. Boom, no need to change most of the perks in the game, and DS can stay how it is but is not a crutch.

  • The drawing looks like it was made by a 5 year old.

  • @RakimSockem said:

    When people actually have time to learn the killer and all the different places to bounce off of, I think he actually may have as high a skill ceiling as the Huntress, maybe even higher. It'll be insane on indoor levels too

    HOW?!?!?!


    He has almost no normal turning control, he skates across the ground with exaggerated movement if he does try to turn, and his lunge has a maximum rotation cap that can be easily avoided.


  • @nytkim said:

    You are not even close

    Feel free to contribute and I will add to the list.

  • @Veen said:

    I refuse that certain mori have to be tweaked to meet a certain time requirement, it would make the work too tidious and an uninspiring result for to-do and further moris.

    If mori times were variable, that would mean that some moris would be extremely long while others would be too short. Which means that some killers would get into the fray quicker than others.

  • The attack indicator will make sure that PH never gets a hit if the survivor has good reaction time and a brain.

  • You do know that most killers are 115 percent movement speed, while survivors are 100 percent? Survivor perks are overpowered and the killer perks are some of the worst I have ever seen.


    You literally cannot ever catch a survivor if they have stamin-up. These survivor perks are some of the worst perks I have ever seen balance wise.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199238#Comment_1199238

    If it takes you 80 seconds to down someone then we shouldn’t even be talking about gen efficiency. It should take you 10 seconds to down someone. You hook them, one person has to stop doing a gen to go unhook. You go chase someone else. Now you have THREE people not doing a gen. Down that person in 10-15 seconds. Repeat. You are NOT a red rank killer. You are green and it shows.

    You misunderstand, first, you need to find a survivor, then chase them, then hit them twice, then pick them up and hook them, then find another survivor. That can take longer than 80 seconds. Do not forget you also need to patrol to find someone. I get red ranks every season as killer, so you must be pretty mistaken.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199202#Comment_1199202

    You’re confusing mathematically efficient with in-game efficiency. It is still more efficient to double up on gens and finish it before the killer can get their and pop it or kick it. You have no idea what you’re talking about. And I do not believe you are a red rank killer.

    Are you serious? The killer cannot chase 4 people at once, usually, 3 people are on different gens and can get them all done while one person gets chased. I don't know what more I can tell you.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/142335/message-to-the-devs-the-problem-is-not-survivors-repairing-together-it-is-when-they-are-not

    You have no idea what you’re talking about. And I don’t believe you play killer on anything above green ranks.

    I would rather everyone on different gens spending an entire 80 seconds so I can use pop and not have gen after gen pop if I guess wrong as to which one they are on.

    I think it may be you who is always in green ranks.


    Every match at RANK ONE that I play as Killer usually involves all survivors working on different gens at the same time BECAUSE IT IS THE MOST EFFICIENT WAY TO WIN.


    Think about it, if all 4 survivors are on different gens, that could very well be 4 gens done in 80 seconds. Does that not sound efficient to you? Pop only works on one generator at a time, so you are not going to be popping 3 or 4 gens with one use. Heck, even when my friends and I play will all go on different gens and usually always escape in record time. But I guess those killers just do not apply enough pressure, right? you are the one exception to the meta and never see that kind of play, right?

  • @BigTimeGamer said:

    do people not realize how split survivors is actually the worst feeling?

    "just pressure 4head" doesnt work for that, and if the first chase goes a little too long, up to 3 gens can pop before hook 1, but yea, just try harder LOOOOL

    I guess not.

  • @Peanits said:

    I don't mean to disagree with you by any means, because yes, survivors are most efficient when they're working on separate generators. Though that isn't what we were aiming to change with this update.

    What we are looking to get rid of are the situations where a generator goes off before you could possibly get to it. Things like spawning in the opposite corner of the shack in Ormond and having all four survivors spawn in the shack. Outside of one or two killers, there's no conceivable way you could have gotten there in time to stop it from going off.

    The goal is to give you the tools to go stop that generator from being powered, not to stop generators from being powered when you're not stopping them.

    That isn't an issue, Peanits. So what if one gen popped all the way across the map that quickly? That means that all 4 survivors are on that generator. The problem comes after, when they split up onto different gens.

  • @brokedownpalace said:

    But they're nerfing loops and forcing maze tiles to spawn apart, meaning you will down survivors faster. One thing at a time, please.

    Let's try playing with the new changes before we say it's not enough.

    Chases and downs were never really an issue. Even with quick downs, no matter how quick, generators were able to pop even faster.

  • @Aven_Fallen said:

    And yet the most complaining came when the first Gens got done fast, because Survivors spawned together. So the Devs are basically reacting to the complains on the forum.

    Its sad, because that is the opposite of the real issue. These changes will only encourage the above mentioned strategy.

  • @Onyx_Blue said:

    @YukariTheAlpaca that's not anymore helpful to me. You gonna be more specific as to what you'd improve?

    The Virus is useless, not only does it take such a long time to take effect, but its also useless once survivors cure themselves, meaning that half of his power can be removed and will never take effect again. As for his "dash" attack, it is just a worse version of Demon Dash due to not being an instant down, but at the same time, almost impossible to counter due to full movement control and cannot be stopped by pallets.

  • @Onyx_Blue said:

    @YukariTheAlpaca what in particular is weak?

    Literally every aspect of the killer.

  • The killer is way too weak.

  • @Peanits said:

    I say this as a Huntress main, hitting people when the hatchet flies way over their head was silly. The hatchet wouldn't be anywhere near them, but it would hit anyway. It was also inconsistent with crouching since crouching would make your hitbox shorter.

    So it it just the crouching hitbox now for those actions?


    This game only has two hitboxes. It is also not like these things were unavoidable. You could just stop that action and crouch. It added a learning aspect to understand what you could and could not get a hit at. Now Huntress is even more basic.



    She also needs help. If good survivors know how to run the tiles and have good reaction time, you are never getting a hit.

  • @Peanits said:

    I'm assuming you meant to say that the EGC should not slow down when someone is downed or hooked? In that case, no, that's not the intention behind the EGC. It's meant to force people out at the end of the match when there's nothing left to be done, not force them to leave someone on the hook because there's not enough time to save them.

    Why not, though? Why can't survivors ever be allowed to be put into a stressful situation? Why is it that there must be so many second chances for survivors' mistakes? The closest killers have is NOED and that isn't even confirmed if survivors break totems. Meanwhile, no matter what, survivors WILL get Adrenaline, or Borrowed Time, or Decisive Strike. Of course, you can say, "just wait out Decisive", but they will just go in a locker and I have now lost potential pressure. Or "chase the savior" Okay fine, now the person with DS is on a gen and I have again lost pressure. Did the survivor make a mistake at a loop or Mind-game? Don't worry, Dead Hard is here to save the day. Borrowed Time rewards poorly planned hook saves and allows survivors to probably just get Deliverance for free, which again, is another perk that punishes the killer for allowing people to get saves, and reduces his pressure. Survivors already have their most powerful tool: the camera. Utilizing the camera well can shut down almost any mind-game in existence. I also noticed that many survivor perks have synergy with each other, meanwhile, killers' perks do not. The only I can think of is Enduring and Spirit Fury, or Surveillance and Ruin.


    I find playing survivor is probably the most easy and boring thing to do right now. The solution BHVR has to "fix" the game is that they are going to add breakable walls? That isn't the problem. The problem is that killers have no time to do anything. Chasing isn't the issue, it's the map size and gen speeds.

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