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Zarathos

Zarathos

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Zarathos
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  • The issue with killers who camp and tunnel is that there is no catchup mechanic. Don't get me wrong survivors have the same problem its just a survivor will try and use the hatch to escape instead of tunneling and camping. There is no incentive to spread out your hooks as killer bar bbq. This is a fundamentally bad design decision. A good way to fix this is to have the killer generate a mori that can be used once on any survivor if the killer achieves hooking each survivor in game once. This incentivizes the killer to spread out his hooks and also allows them to reduce gen pressure whilst behind.

    That being said survivor in a 1 v 3 environment or 1 v 2 is so abysmally impossible giving the corresponding killer buff would be foolish without increasing survivor gen repair and heal speeds. As survivors die the buff increases so survivors are encouraged to still push the objective instead of camping hatch. Dbd need to focus on shipping these changes simultaneously.

    If this change is to dramatic why not make rotating alternate trial "swift trial" whatever you want to call it. test the gameplay there and if it doesn't work out the main trial gameplay will be there. Its kind of silly dbd has only one game mode when you stop and think about it.

  • Perks overall need an overhaul. Remove tiers from perks (this also means you can makes perks without worrying what tier 1 tier 2 or tier 3 does). I'm sitting on a full rooster of decked out killers and I wouldn't want players to be going through the same grindy gameplay to get theirs. Sure you can argue engagement time reduces because people have to grind less for there gear but with the new influx of players bhvr is likely losing more players on the retention front because the grind is so pointlessly brutal. My friend wanted to get into killer but he was put off by just how long it takes to get a decent set of perks especially for the inflexible killers like huntress.

  • It really doesn't matter what you do with eruption kicking gens is a massive time sink, lost distance and generally is hyper inefficient. Eruption and gen slowdown needs to have more passive like effects. Surge was a good idea they just made the cooldown excessive and the regression to low. Ruin is the only real gen slowdown I can advocate because every other regression perk is just so bad.

  • To wash your palate of awful clown gameplay. I'm kidding but other tomes have random killer challenges. I assume to spice up the solo queue so people try the less played killers.

  • Compare to other perks like well make it or hell even inner strength its pretty terrible. There's a lot of perks in dbd and it kind of hard to beat the top tier stuff. Your adrenalines, exhaustion perks, prove thyself and just faster healing perks. If the situation is so dire you find your healing yourself at a slow speed then you have already lost that game. There is exceptional circumstances where it helps but its never turns the game as hard as a well timed exhaustion perk, a faster healing speed or pushing gens harder. Sure some perks will have more narrow restrictions to get access to there power but the sheer game changing potential perks like ds adrenaline, etc makes self care a flexible and inferior choice.

  • I mean fundamental modifiers. Not some awkward challenges that actively promotes greifing your team. Because tomes bro. Again build small subgames modes that encourages and makes other playstyles more possible.

  • I have been saying we need a rotating game mode list. Something to break up the monotomy of the main game trials. The modes dont need to be massive overhauls just simple weird ways to mix up the formula whilst keeping the main game available.

    Random perks for two weeks then maybe quick fire mode. 3 gens two hooks to kill. A stealth/chased based dbd that involves a single survivor having to survive long enough for hatch to spawn. Yes some of these ideas are probably bad but the magic of alternative game modes is you will always have the main game available. It has zero risk.

  • @M1MASTER said:

    Yeah, the overheat wasn't really a problem before they decided to nerf it for whatever reason.

    I don’t even think it should be removed entirely, it should just prevent you from camping someone with the chainsaw 99ed and that's it.

    All they had to do was implement a leatherface version of billy threatening the saw. With the consequence of holding it too long being that he will enter overheat.

    The fact he generates heat whilst circling the map is a big no. But again its billy who cares right. Behaviour messed up taking an all time classic killer and deliberatly vandalising there killer even though 99% of survivor and killer players loved playing against him. Shame on behaviour.

  • Wiat irir head still exists? It looked like bhvr decided patched it out of the game tbh. There were so many directions they could have went with this add on iri coin instadown range. Super fast speed hatchets at the cost of extra hatchets. But they made the change that involve the player opening lockers for 90% of the game. It was a pretty big miss on there part.

  • @D3spair said:

    Nemesis current Add Ons are so underwhelming as you're better off not using them as you're only gonna get disappointment.

    Marvins blood is straight brokenly powerful. The rest are awful.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2372087#Comment_2372087

    You'd be surprised. People think that zombies are OP simply because of the idea that "Now we have to deal with a killer AND zombies?!" "It's too much!" If the zombies had 2 speed add-ons at base and weren't stupid, then maybe I'd agree, but these guys are ridiculous in their zombie takes.

    I'm kinda annoyed behavior spent some of nemsis power budget on ai zombies. Imagine if we had got his infamous rocket launcher as a one use payoff when you max out nemsis to tier 3. Or adapted one of his mutations. Made his tier 2 or tier 3 injure on non infected survivors. Obviously they need to change marvins blood because tiering up wise its way to fast.

    Zombies have continously disappointed me which is fine I don't think anyone would like to see these zombies actually be good. You could improve the zombie ai but implement the grab sequence anytime the survivor would down so zombies cant down survivors unless they fail a skill check but can pin the survivor. Even then it might just be frustrating anyhow.

  • @Customapple0 said:

    Remove tombstone piece, it’s his most broken addon. You can just delete survivors from the game without even hooking them.

    Tombstone + Tuft of hair…I don’t have a problem with it but it can be boring for both sides, either all 5 gens get done & survivors leave with no altruism or boldness points and no hook points for Myers, or Myers gets T3 & demolishes all the survivors, again with a lack of points for both sides.

    While i agree tombstone can feel unfair it would be a big blow to myers and dbd to see the entire gamplay of tombstone disappear. It has its counter of lockers and tbh the only way tombstone actually works is using tombstone piece where you have narrow oppurtunities to kill. The pink addons requires some serious inefficiencies for survivor to lose to it.

    I wouldn't mind if a tier 3 tomestone warning came up additionally but even then it would likely be popped on top of the survivor. Its one of the most unique killer experiances you can have in dbd and im sure there are plenty of players out there who would be saddended to see it go.

    Base myers I would love to see him get group stalk back or more likely a slowly regenerating evil within stalk energy.

  • @gibblywibblywoo said:

    When you get a match without latency and her hatchets are actually fair it can be one of the most fun killers to play against. But yeah, latency makes her incredibly unfair sometimes.

    They did shrink her hitbox once before but quickly reverted it. Though as someone who actually played her back then I thought it was a fair trade consdiering there was still a latency problem.

    There no way you played it back then because if you did you would know SURVIVOURS COULDNT BE HIT MID VAULT ANIMATION. yes caps is annoying but it needs to be stressed how badly they messed up those hitboxes. Huntresses also is affected by her jatchet hitboxes as terrain will frequently block her own hatchets.

    That and 90% of modern maps have been stealth nerfing huntress with time sinks like breakable walls and increased number of indoor and large maps. If they come back to huntress nad her hitboxes I hope they do sething about how awful she is to play in maps like hawkins lery rpd etc.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362561#Comment_2362561

    My suggested change was to remove it from the game completely and reduce the chapters to 3 per year so they will have more time to develop them and not release these messes that have been the past 5 chapters (except blight?)

    Money is spent on the character. That's money paid for a good they can get away with alteration but straight up removal with a refund is an incredibly messy affair. They need to at the very least keep his character design and knife throwing messing with the rapid fire would be dodgy but necessary to fix this killer from a design point.

  • Pre-nerfed legion this isn't even close. The wide spread dc's pre-nerfed legion generated was on another level. Hag, spirit no way in hell they could hope to even match pre nerfed legion. That or og iri head huntresses.

  • Wait what were the trickster changes being suggested that weren't reducing laceration. Bar baseline ricochet idea and some really dumb mend time delay (because that worked out so well for legion). I woulda went with bringing tricksters speed of attack down with significantly less required laceration hits to down and ricochet but I guess they want to keep his rapid fire playstyle seems like a mistake to me.

  • Really any killer at all bar trickster and twins they both can go to the bargain bin land of inferior/dull killers to play. Unfortunately at rank 1 on the 15th of july around midday my lobbies don't exist. I literally can't enter a killer game. #########.

    Edit Correction after 30 mins I got a game. I have no words.

  • In its current state its covering way too much distance. But looking at the ptb changes it seems to be going to a healthy spot. Even then I think dead hard is important to have as a survivor. I actually find the survivor role lacks nuance and is in desperate need of more perks like dead hard and deception. Something that rewards good timing and excellent positioning or manipulates information in a meaningful way. Yes your myer's and trapper will have an even harder time but the quality of current killer kits should not be balanced by terrible map design survivor should have more nuances and tricks.

  • @SocialRespect007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2362098#Comment_2362098

    if you get in bad situation in the game is only because you made mistakes in the game, you need to understand that killers right now are the power role, not survivors, killers are as strong as 4men swf, thats why solo players are mad and thats why a lot of solo players are going to play as group instead of being alone because the game is unplayable for solo, this is my last comment so i will make it short.

    everything in the game beside map rng latency match making and bugs that need to be fixed, beside of all of that, the game is fine and its pretty balanced(around swf not solos).

    Map rng dictates games massively. There are a lot of maps where you will lose unless the survivors royally botches it. Fractured cowshed is a low hanging fruit but its not the only one, rpd, mount ormound, midwich, red forest all are extremely problematic for there size alone. There is also the killer you play. Anyone who generalize all killers as being strong is missing the gap in power levels between the good and bad killers. Good killers like blight, nurse and spirit are powerful and definatly can compete but myers and crapper is gonna have an awful time. Middle of the road killers struggle massively too. I'd advise killer players who struggle to bite the bullet and stop playing low tiers killers if you want consistent excellent games. i have seen many players say there pig,legion,trapper etc mains and express frustration at how unfair dbd is.

    If your against good players playing good quality killers with mechanical depth is important. Anyone who still thinks a pig or trapper has a good chance of doing well is deluded. Now this is assuming your playing against good dbd players.

  • @dannyfrog87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361696#Comment_2361696

    its always like that relying on survivors to make mistakes if they dont well we all know how that goes .... if rng etc is in their favour killer with no mobility is going to get flattened. wrecked lol

    Lose to a survivors well timed pallet drop or exhaustion perk use fine fair. Lose to a breakable wall or blatantly unfair map rng no that's a pathetic excuse. This isn't a survivor having poor reactions or tight core gameplay its beating your opponents with the very basics map knowledge which as far as skill expression goes is an utter disgrace.

  • "Can you guess which maps getting reworked?" tweet was the funniest thing. So many were holding out hope hedge land would get a proper change. I still remember when they said they reduced the size of the fences and a day after you could see zubat and scott staring at the great walls of Haddonfield. We are at a critcal mass of awful maps. The map design team need to seriously evaluate there design principles they have learned nothing considering the rpd map has god damn infinites.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361629#Comment_2361629

    What do you mean? There is at most 2 walls you need to break on badham. Heck, the breakable walls on badham remaining closed is in general a bonus to the killer. The only killers that benefit from breaking all the walls are killers with speed and mobility on their side.

    https://forum.deadbydaylight.com/en/discussion/266285/badham-needs-a-rework

    Dont use Myers' current state to blame maps. All Badham maps are quite balanced. Myers' will likely receive a buff. Reworking Badham based on Myers would end up with Badham needing a rework again after the Myers buff.

    So in general you need to break 5 walls all spaced out decent distance so its gonna lose you a lot of early game time to break them all or slow down your chases quite dramatically if you need to break them during chase bar using wall breaking/ignoring killers. The wall by one of the doors by the exit gates, the two leading up for time efficiency as killer, (time spent traversing faster is worth more to you then the survivor having more maneuverability). The two middle doors so the vault doesn't horribly impede your ability to keep up with the survivor's. A lot of these ways to turn the doors on the survivors requires massively inefficient play on the survivors part which is just unrealistic past a certain point.

  • @CornHub said:

    Well nvm i guess people still don't like it. Hopefully with time people can learn to appreciate it.

    It actually got worse did you know there are vaults that are infinites(obviously 3 vaults blocks them) for m1 style killers. The hooks are horribly layed out so its impossible to find a hook at times. Ya they messed up bad. That being said the exit gates are well spread out for egf which is nice, trapper can do some silly stuff with locking down pathways which is nice for a killer who is largely the but of every dbd joke. I genuinely think the map design team need a word this is the third map in a row they messed it up. Ascetics is great but someone who knows how to play the damn game needs to point out the broken loops and vaults that make half of the killer rooster just terrible to play these maps. As per usual giant maps are bad for dbd less killer interaction between survivors is a major negative. Big maps makes map traversal a chore promotes mind numbing camping playstyles. Cope on dev team at this stage its deliberate or worse blatant incompetence.

  • These damn walls make my non nemsis, demo, nurse games incredibly annoying. Some are not as bad badham is not as frustrating but then again that map is a joke in general.

  • Don't forget them breakable walls got love them time sinks.

  • As many have said above more time the trapper is actually chasing is more exciting. What's boring about trapper is how every game is over before he's even started. honestly trapper needs more then more traps. He needs to on the chase rearm traps from a distance power. Of course it would have an animation, cooldown and a slowdown of ms in chase. Walking up to reset traps is nightmarishly frustrating and playing against a trapper with iridescent stone whilst difficult is at the very least engaging. Giving the trapper the ability to reset traps from a distance baseline would massively help him out and open some cool new plays. It would also allow trappers to fake or block previously disarmed areas that the survivor needs to lookout for.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361414#Comment_2361414

    "If you want a more meaningful nurse rework blinking through walls and door might be where she needs to take a nerf."

    I wouldn't be against it requiring 2 charges to blink through obstacles (i.e. non-lineofsight blinks, through vaults and stuff like that would still consume only 1, 2 if it's flat out blinking through walls. Or a lowered timer before getting fatigued for blinking through stuff.

    But as @ilovedbd123 mentionned.. being good at playing Nurse is the reward for taking the time to learn to play her. She has a pretty high learning curve but it's so rewarding when you can start getting hits without the survivors feeding them to you out of pity. I remember when I started playing her, I used to get at most 1 hit in a match.. sometimes none at all. And then I started getting better. I'm not great, but I can handle myself. But I feel like transforming her into one of those other teleport killers' clone is not the way to go.. What next, have Spirit set "portals" before being able to phasewalk, but only from those locations?

    Trapper needs the rework more than Sally does.. She already got an add-on pass, and they tweeked her power a bit.. Trapper meanwhile only had the resetting a trap without picking it up.. he's in desperate need for love. But yeah I know this is about Nurse, not Trapper.

    Priority wise 100% agree there not enough of a nurse player base for her to get a rework. Trapper is definitely hurting for some changes although admittedly the indoors map have benefited him somewhat. In rpd you can lock an entire path with a trap which is rather humorous. I'm not a fan of skill making an entire opponents role as being meaningless but I do understand nurse is the stress ball a lot of killer can take advantage of when the mechanics of certain maps break the game.

  • @CaptainRaider said:

    https://forum.deadbydaylight.com/en/discussion/comment/2358319#Comment_2358319

    My idea was mainly to replicate the feeling of playing jumpscare myers and make her a haunting, shambling, jumpscare killer. Though I like your idea as well. My only gripe is how they nerfed Nurse in the wrong ways and didn’t really make her easier to face for survivors, same thing with the freddy nerf; where they nerfed the wrong things and freddy is still as strong as he was.

    Whilst I agree making a killer clunky is not an ideal nerf your suggestion while admirable is leaving behavior to assign designated teleport positions. That is a major hell no. For context examine trapper trap spawns they are random and awful behavior should not be trusted to assign spawns. If you want a more meaningful nurse rework blinking through walls and door might be where she needs to take a nerf. Maintain the blink as a gap closer but make it so terrain that would normally obstruct movement blocks the nurses movement. Compensate with a speed buff, fast charge speed or reduced fatigue. Try a variety of ideas but the core of nurses imbalances is the ability to blink through walls windows and pallets. That being said garbage map design as of lately has been really encouraging me to move away from killers who play a a blatantly frustrating loop game (looking at you rpd infinites). Nurse has been a ray of solace because at least I'm not at the mercy of awful downright terrible map design. Did I mention maps are terrible holy crap do they need to review there map design principles.

  • Comeback mechanics in dbd are trash. Any game worth there salt allows skill expression of a player to be rewarded should they struggle from behind and perform tasks that allows them to comeback into the game. 1 hook each unique survivor get a free mori for next down It gives the killer a chance when playing from behind. Survivors when they lose a player shouldn't be screwed they should have faster repairs and healing so rank 15 larry doesn't end up messing the game up because matchmaking inevitably failed again. But of course all these ideas would be god damn perks before they actually implement some baseline gameplay improvements. To improve the general snowball nature of dbd.

    Dbd has always had trouble retaining players both long and new and a lot of that is on the game snowball nature. Imagine your core game turning players off because they lost so bad that 5 or 3 gens were still up. Getting hit by basement hag or losing a game where you only got at most two hook or three hooks. I know yall don't give a damn about the noob struggle but at least practice some self awareness here. The best part about addressing these snowball areas is they don't even need to be forced into the main game. You could introduce alternative game modes that messes with the dbd formula risk free. Number tweaks objectives changes all alongside the normal trial experience so people can actually see dbd from the different perspectives. Map focused game mode's that reward specific builds for survivor and gives consistent killer experiences. Wouldn't it be nice to have a open map focused queue, or stealth orientated queue rotation style game modes. No they don't all have to be up just one variety every two or three weeks.

    This is baseline in a lot of games I don't understand how dbd which was the 8th most played game on steam can't add alternative game modes. Freaking halo has less then half the population and it can still run a variety of queues what's dbd's excuse?

  • The core issues is that dbd as a game does not promote a good place to learn how to get better. There is virtually nothing to stop tunneling or give the survivors opportunities to hone there chase prowess unless they deliberately seek it out(even then the killer will ignore you and chase someone else). Mmr might fix the high levels of play but like every other competitive game it will massively hurt the casual experience of the game. MMR has no business being in a game that is built for casual and is by design broken at higher skill levels. I dont get competitive dbd its mind numbingly boring. I dont get excited by nurses and comp teams cheesing the game.

  • @[Deleted User] said:

    The most powerful thing you can do as micheal is get really close to a survivor in chase, pop tier 3 and instadown them. If stalk regenerated this could keep happening, that wouldn't be fun.

    Also i personally think the tombstone piece removing "stalk points" essentially is also fine because getting killed as soon as you see the killer is very oppressive and that kind of play should not be rewarded.

    And don't forget that his character information states he is a hard difficulty killer. I know his power seems simple but you still have to consider thats what the people who made him think.

    There a difference between difficulty and actually being terrible. Myers is not a complex killer. Being able to instadown is nothing new to the rooster and being able to hit it more consistently would do a lot to help a killer who has been eating a lot of l's. Remember myers was designed in an era where breakable walls weren't a thing and map sizes were more reasonable.

  • Tentacle smashing doors like your meanest mofo that ever lived as Nemsis is exhilarating. It also feels good your shaving some time wasted meaning its a win win for me.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2327999#Comment_2327999

    Um yes new maps. All the maps you mentioned there are my favorites: Lery's, Hawkins, Midwich, Dead Dawg and RPD. I prefer indoor maps; they're scarier to me and more fun. Looks like you might be a Hunterss main though So i can see why you dislike them, but thats all the more reason why we need more maps: wider variety of maps that favor different Killers in different ways.

    Ah yes I love loading into a map where my power is awful. Why don't we keep making more maps that effectively immediately define how screwed a killer is. Nothing more exciting then lerys blight right. All I get from this statement is you want nicer wallpaper at the expense of absolutely gutting half of the killers available. At the very least make it so certain maps don't appear when your playing certain killers. The game proved we can have good indoor maps just don't make them narrow hallways its really bad for dbd especially when it means the killer has no nuanced way to cut off the survivor so the games just boil down to hold w and pray. Your fun is coming at the expense of a third of the rooster. That's not acceptable. A player wants to have some sensation that they can have some impact if they load in observes the surrounding's and realize the games already over that's not acceptable. Hell even if you somehow pull a w from it were you really playing the blight or was it just trapperless trapper with a cane.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2327682#Comment_2327682

    How do you loop something you can't physically react to

    There are people that play game's like apex, hunt and league that would laugh this statement off. There are players out there who can juke and evade at the drop of a hat. Evo moment #37 demonstrates just how fast we can react to different stimulus. In other games a fast moving projectile evasion is considered a read, in dbd its apparently luck. Really speaks to the kind of people that play dbd vs those who branch off and play more challenging game's.

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2327892#Comment_2327892

    Much worse, yes. But not unplayable and he can still win. Fact is, some maps suck for certain killers and other maps are great for them. What DbD needs is a wider variety of maps that is also balanced layout-wise. In fact, this game just needs more maps period. I'm sick of doing nothing but Coldwind at red ranks.

    No more maps please every new map is just awful. Holy crap. What has it been now ormund, rpd, midwich, Dead dawg saloon(though I like its layout feels way to huge imo). Don't even get me started on breakable walls good lord. I like the new map looks and design but I have yet to see one actually be good gameplay wise.

  • That's why we play slinger, spirit, ph, nurse, blight etc. Because one crap chase loses you the game. Baseline decent survivor player (which are way more common than you think) can loop you for ages. M1 killer will get you as far as purples after that you will be rolling the dice on hoping you hit a weak team because if there anyway decent you lose.

  • Issues is you have to add mobility into every single killer otherwise there 1 v 4 potential is awful. This is mostly due to the absolutely awful amount of massive maps which is continuously increasing every new map. Which makes just holding w extremely effective which is frustrating. This is not even talking about the sheer number of obstructions that has gradually been adding more los blockers that hurts the so called "fair" ranged killer like huntress worse. This puts ranged killers in a bit of a crap position. They don't have the speed to keep up with the 1 v 4 challenge. You can say a lot of modern killers are unfair in the 1 v 1 but if you examine map design (breakable walls, large numbers of safe pallets, giant maps, additional obstructions) you can see most maps are built around the killer having an overwhelming powerful advantage. There are many survivors I have encountered who abhor killers who are always on them and prefer killers who are less mobile. Makes no sense to me figured the chase would be what players would want from dbd.

    If you did peel back the power of a lot of these unfair killers then the killers would have to deal with the abyssmal map design. This game needs a massive overhaul. However the direction there choosing for modern killers and map design is deliberate make no mistake. It would be best if they addressed these issues in one patch but considering it would require map overhauls and that not factoring in general survivor skill improving which if like me you played this game for 2 years will know the quality of survivor is so much better. (granted it has dipped lately due to what I assume is console performance issues). In conclusion dbd is maturing as a game and what has worked no longer works and a new type of design is required.

  • @brokedownpalace said:

    Good luck getting gens done if nobody ever gets unhooked.

    Good luck getting the objectives done when 3 people are competeting to get the same rescue and the game completely jumps to a standstill because ya gotta get them stacks.

    Wglf altruism requirement is something that needs to stack faster or require more flexibility beyond giving free pressure. I swear half of the games where I see the entire team repetadly going for a save its because all of them are running wglf.

    Which hey great for me but pretending this is fair in comparison to bbq is ridiclous. That being said it might factor into how the devs create some appeal to play killer considering the role is by far deeply frustrating at times. Make wglf stack off full heals and job done. Its more reliable then janky protection hits and encourages actually looking out for teammates instead of hook rushing a vulnerable survivour into a bad postion.

  • This entire thread is assinine. People are still playing dbd to win. That dosen't mean survivors will slow the game down for you nor will the killers go easy on you. So many entitled moaners. Play the damn game get your points and if the killers or survivors are putting you on tilt take a break there will be plenty of cake going around after the event.

    I'm going to do what I always do play my games complete my rifts and ignore the petty squabbling. Time is bp, don't waste it. Play to win, suck up any annoying losses you take and move on.

  • They should really half the size of the map into an west and east wing. If the map is so huge and performances intensive then it needs to be smaller. it will also give us a map where we interact with the killer and not spend large passages of time trying to navigate a massive poliece stations with multiple level's. This is extremely unappealing.

  • I mentioned this before going to say it again. Give killer an og green mori upon hooking 4 unique survivours. Give survivors a bosted heal and repair skill dependant on the number of dead survivors.

    Were two fold hurting tunneling. We have an incentive to spread out hooks. Pushing to tunnel out a survivor will boost the repair/heal speed of other survivours. Rather then implement this immeidiatly run an experiment or an alternative game mode to test it. This allpws fir adjusting the requirements to earn mori of increase/decrease the increased repair/heal speeds.

  • The boggest trickster were the dbd chumps who paid for him. Thats not fair admitadly his teachable are actually pretty good. But triclster is a joke s0 many simple changes like base line richochet reduced knives to injure/down to 6. Bank main event like myers tier 3. Any of these ideas could have given him a purpose now it looks like he'll need a fill scale freddy rework. Alongside the twins ofc.

  • This is your 50th announcement that big maps are bad for dbd. If an immobile killer has to drag his ass across the map to start a chase that will involve the other player literally blowing health states for just more distance. Add spread out teammates pushing gen's with breakable walls creating massive distance, demanding your time and a lot of really really bad map designs man I wonder why killers complain so much XD. You don't play both sides or at the very least don't play enough. Anyone with an ounce of recent killer experience will tell you this crap is obnoxious. Holding w is an asinine way of expressing dbd problems I agree large maps are the issue (rpd station could have had a west win and east wing which would have spared the console players from the map crashing). Most content creators don't care for addressing the 1 v 4. There more obssessed with individual chases mattering despite survivors having 12+ lives with a sprint burst for every little hit you land.(yes variables with other killer's) There are to0 many lives and hook states to allow for the utopian every chase matters.

    No one wants gens to go longer so why not promote spreading chases out by giving the killer a mori if he individually hooks every survivor once. Give survivors a catch up mechanic so they can operate at faster speeds dependent on dead survivors and you might have a dbd game that isn't all about the snowball. All we need in dbd is some comeback mechanics and less lopsided games but no lets just continue espousing nonsense about unfair killers and survivor's playing the game in a tactically sound manner.

  • Just had it in a lery's map as deathslinger. Won't be long till it gets publicity.

  • With this fantastic perk any bp grinding wil be simple as 2, 3, or 4 individual hooks.

  • Swf does get blamed for a lot of core game issues. Take for example 4 survivours spawning on 4 different edges of the map with a gen beside them.

    Then theres the small minority of swf that talk so much crap post game. Couple of solos are less likely to whine vs the obnoxious loud mouthed swf who still hasent gotten over there icon getting banned. Which is a shame since most post game chats tend to be fun to banter with otherwise.

    Even my own swf group plays into this mentality of whinging post game and of course the other team member feel the compulsion to back them up. I really hate the social dynamics of swfs vs the killer role its reinforces so many negative stereotypes. Then you got slimy crap like dcing to give hatch admitadly not that common but when it happens oh boy does it feel crappy.

    Time is a major issue for a lot of killers vs swf. The game is more and more starting to balance around swf at the cost of solo queue (which desperatly needs a ping system) .

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2300459#Comment_2300459

    Well solo q is only bad when ur good but in low ranks. (So say your skill is rank 6 but your in rank 15 or somethin.) The higher the ranks the less people are dumb.

    That works for the first and second week of rank reset. Then the rest get to the top and its just miserable.

  • No but one bad dbd game can sour the mood very fast. Its up there with league when it comes to a loss just being so much more frustrating then any other game at least for me and my friend's. Especially when a solo does something so dumb it gets us all killed. At least with pings there will be less incidents of randos screwing over 3 stacks or 2 stacks.

  • @DoomedMind said:

    Well, nobody plays him because he's so weak. His only good point is his short terror radius, but that's all... His main event is so much weaker than oni's blood fury, but he can keep it for later.

    His power do the same job of the Huntress' hatchets but takes longer (same with Plague).

    So um yes, he's never played. My bad, because I really like his design, laughing and character, but hey, guess I'll stick with my good ol' Nurse :')

    Seriously, fix him. There is D-Tier, and Trickster-Tier....

    Quick question which is worse og freddy or trickster? I know they both get there own tiers but its kinda funny to me.

  • No overheat has to go. They tried messing with overheat in various ways but its a terrible idea. Eventually after exhausting every possible way to play with overheat, eventually after getting the same complaints over and over again, eventually when they want to release a premium billy skin they wil have to suck it up and rip the mechanic out.

    Do not give an inch to overheat its bad for billy in so many ways and addressing any of the issues or mittigating it is only obscuring its lack of need in dbd. It does nothing but

    A. Push new players away from actually practising his saw and expermenting with it on various loops, B. Reduces the time allowed for practising map navigation (one of billies most enticing pleasures).

    Behaviour tried everything to make overheat work and its clear across the commnunity they failed.

    They vandalised there own property and should stop ignoring the community and actually show they care. Bring billy back to his former glory rework the insta saw add ons and be done with it.

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