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Zarathos

Zarathos

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Zarathos
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  • The inherent problem with making reliable techs for spirit is that it will all9w survivours to play around her power and tjen sjebecomes no different the a pig trying to dash attack or a leatherface saw.

    The key word reliable is going to crush peoples ability to play her. Shes strong because its a guessing game where spirit has an advantage with noises and tracking spmething you can sort of weaken with iron will.

    Killers need to be strong like spirit in order to compete adding some audio queue or sfx that makes the spirit position obvious will turn her to an m1 killer as her power will onpy work on those who cant use the created weakness. Billy is falling off hard in high ranks and the only killers going strong is nurse and spirit (huntress might be making a comeback with the lullaby change).

    Mark my words the minute you give survivour any means to detect spirit on loops is the minute you will push anpther killer out of high tier play.

  • @Milo said:

    SPINE CHILL!

    @Milo

    But how will i fit spine chill on my tank survivour build. Adrenaline, bt, dead hard and decisive. (sarcam) Seriously killers have been mastering the ability to use audio to there benefit. Gf still has loud rubber noises and his footsteps can be pick up on. Grass noises and such also help.

    I know certain players dont play the game to this level but with practise youll be able to improve on more then just looping and actually shock horror read and manuver around killer without a tr.

  • Used to, not anymore the community has too much nasty elememts. No one uses chat to be respectful or friendly just spend most chat trash talking so if your team screws you i have no sympathy. I wont be disrespecting or trashtalking but i will sacrifice you. The pip system makes pipping a nightmare so letting one go at red ranks can potentially safety you if you let a survivour go.

  • A core aspect to nurse counterplay is taking the reactionary element out of her kit forcing her into a position where she has to guess her blinks. Ive faces my fair share of red rank nurses and you need to stop healing sometimes. Most survivours cant play without two health states which is why nurse is dominant. But trust me if you just pushed gens instead of healing you can crush her.

    If shes slugging dont rescue until the nirse is fprced to leave the area of a slugged person. Rember your abpg's always be pressuring gens. If your dead set on saving slugged survivours when the nurse is close you will lose. Spread out and hammer out those gens. The only killer a good survivour needs to fear is spirit and nurse. So build to combat them specifically.

    I agree with omegablink nurse removes the guessing game and needs to be nerfed but base nurse with most other add ons can be overcome. One additional note. Stop using pallets arpund nurses they never work against good nurses never vault either its free map info and plants you on the ground for an easy down.

    Finally the ohtofu video mentioned had fundamentaly weak survivours one featuring an afk with someone giving up on hook. The othe dced like a petulent child when she still had two more hooks to go. The only one who performed admirably was the meg around shack who demonstrated the counterplay you can use to buy time for your team.

    One player can't save the game the team needs to come together and hammer out gens. Use measured altruism. Depip squad continously proved it can be done its up to survivours to adopt a different approach to nurse.

  • Quick fix not complicated make it so we can adjust the volume on chase music and in game sounds separatly. Honestly audio sliders should be more customisable.

  • He has to deal with two health states with this change and waste time amassing token this will never scale to red ranks. Your creating a timesink for a single hit. This idea is worse then current gf.

    As for instadowns feeling cheap I fundamentally disagree. From both a killer and survivour perspective the stealth instadown is a huge tension builder. Does billy or bubbas instadown feel cheap no there earned.

    Gf has to maintain line of sight and approach cautiously so he can stalk effectively his counterplay of stealth breaking is imo terrible since it makes him a worse myers. With none of the advantage myers has. His power needs less counterplay.

    Its also frustrating since you hand control of your power to survivours. Sirvivours can deny his power by breaking los and forcing him to sink more time into stalking. If iwas to add counterplay id make his stalk gradually decrease over time and even then this change might be unnecessary since he would likely still be mid tier due to a lack of mobility built into his kit.

  • Big maps affect all killers who arent billy nurse or spirit. As pressuring gens is a core aspect of excellent killer play becomes impossible with 115% ms killers. Mount ormound, yamokas, temple of puragation all recent maps all large. Devs need to stop making low killer interaction maps.

    Reduce the size of maps they are a plague for 80% of your rooster and promote patrol like gameplay instead of killers actively seeking out chases. This has been said again and again but it needs to be hammered home as it is a very obvious design theme running through most modern dbd map designs.

    Special mention to mount ormund whos loops have no means to fire hatchets over rocks making her 110 ms 4.4 ms problematic.

  • Considering ohtofu put up a video about nurse being broken its inevitable we see a nurse nerf. Seems like behaviour is selective about who they listen too. They need to seriously balance red rank survivours otherwise you will have a mass exodus of killer players if any of the top tier killers are hit.

  • Seems pretty reasonable the buffs here. Not sire if its enough but some small buffs like this would go along way to building legion as a killer up.

  • It cam be weaponised if your savvy if the dying light target is hiding you can deliberatly push for a ds to switch the obssesion to a more easily eliminated player. Espicially tombstone myers who can 99% tier 3 and proc ds just to kill the newly switched obssesion. Yes you eat a ds but that dying light proc is well worth it.

  • Walk at a sufficient distance from the spirit using debris and cover to give you an oppurtunity to run whilst shes trying to figure out your position. Position your walk movement so you can reach a close by pallet if she spots you after phasing.

    Spirit is not an easy match up and its primarily why i run iron will along with the number of jukes you can get from iron will. This is a tough matchup but your goal shouldn't be to lose her but confuse her long enough to reach a pallet close by. Once she expends her power shes a 110 ms killer which makes looping her significantly easier.

    Shes also a different killer to face in competitve ranks other then billy and nurse. For eu players its either her or nurse i do not want to see this killer nerfed as substitutes for high rank killers is nurse only in eu due to billy not quite cutting it in red ranks. Try counterplay siggested above and be patient around spirit plenty of survivours can loop and juke a spirit with practise look at marths survivour gameplay vs spirit for a guide on how to adequatly counter the spirit.

  • The issue i have with bt is it gets survivours on gens faster. I agree its good to counter camping killers but making it one use would promote being more careful with it. Killers need survivours on the hook to slow the game down and prevent survivours from pushing gens so aggresively. Making it so you have to time the bt for key moments means a killer can at least slug the hooked person to pull people off gens.

    As for adrenaline its always been a powerful perks and honestly allows survivours to again push gens without worrying about healing. Keep the sprint burst as is but the health state needs to go. Keep the get off the ground aspect. But make it so you dont heal from injured to healthy. Adrenaline no doubht still be meta but it would at least slow the game down.

    Games go too fast everyone says it and it primarily because hook pressure denial of bt and adrenaline allowing survivours to rush gens while injured.

  • Feels too much like a mix of trapper and clown which last i checked was low mid tier killers something has to fundamentally change with dbd if they want trap based killer that arent hag.

    Set up time dosent exist in dbd and these types of killers need set up time.

  • Skill checks off gens is fine skill checks from healing is a major porblem and holds back freddy massively. Just make healing skill checks no longer break you free from freddy.

  • His snare do are they destroyed if a survivours moves over them?

  • @jeyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/553424#Comment_553424

    Killers have so many good perks that its hard to choose from. Like any meta it has its top tier perks.

    Survivor perks are just all mostly useless and boring, doesnt matter what you use for the most part.

    @jeyers

    What are you talking about? It might seem like killers have a lot of options but once you start hitting high ranks more and more builds start to close off untill you start seeing the same killer builds every game. Survivour in comparison has significantly more viable options since survivour at base is already incredibly strong due to map design.

    The gameplay is always the same with survivour and thats probably what you find so dull. Loop do gens make saves and heal. The most excitement you can have is maybe with flashlight saves or hatch plays. Survivours need a more dymamic objective options then just doing gens.

  • The key issue with current emblem systems is it dosent recognise use of power as awarding a hit for a variety of power based abilites. The plague corrupt purge awards zero chaser. This applies to trappers traps. Chainsaw/instadown killers are awarded points for a single hit as opposed to doubling the points value for downing with your power. Meaning using an instadown effect costs you chaser. Once these are sorted the chaser emblem should function normally.

    Gatekeeper current point system is nti suited for trap early game set up killers and should instead operate off a deathgarden like victory condition. Killer gains gold gatekeeper for making games last X length of time and an iridescent if the game ends without all gens being completed.

    Devout should grant iridescent if the killer kills 3 survivours this means killer no longer have to slug for the 4 k to pip as egc in its current state is a coin flip for survivour and killer. Whether or not the gates are far away or close or if the hatch spawns close to the survivour if it isnt in play.

  • You had 60 seconds post unhook to get away. If the killer downed you and didnt pick you up you can be saved. For savvy survivour players if someone gets tunneled hop on a gen close by and force the killer to react so you ally can pick the tunneled person of the ground. If the killer chooses to wait out the 60 seconds then you get a free gen. Rinse and repeat until the killer losses all the gens and only kills one person because you can gen rush a tunneling killer.

    Remeber dbd is a 1 v 4. The emblem system requires a killer to at least kill 2-3 survivours to pip. If ibe player could consistently run a killer for 5 gens with ds then we will wnd up breaking the balance of the game.

    in DS Comment by Zarathos
  • @Milo said:

    @Zarathos Wouldn't making the map smaller increase pallets nests?

    @Milo

    Yes but it allows the killer more freedom to drop a bad chase and focus on pushing others off a gen in a dead zone you created. As a player above stated its the number of safe palllets that are a problem not the number of pallets.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/550397#Comment_550397

    And when they do shrink them billy/spirit/nurse dominate even more.

    @darktrix

    How? Mobility has never been a problem for billy or nurse it dosent Change anything for those killers except makes it harder to spot survivour since a smaller temple map means more debris and cover to hide yourself.

    I get the impression you dont know what your talking about. More cover less open areas means harder times for billy and nurse it also means survivour can make saves faster without losing to much time crossing the map. Meaning more hands on gens. Is billy or nurse stronger on lerys then any other map? No because you have access to vaults and cover allowing you to hide or loop more effectively. Actually use reasoning and logic before making a knee jerk stupid statement.

  • Temple of puragation is solid as a map minus it being a GIANT MAP. If the map size wasnt so ridiclous. Just give it the old swamp map treatment reduce its size so pallets will be less but more accessible. Alas dbd team tend to grasp these concepts slowly considering the past 3 maps were giant maps that require a billly/spirit/nurse to gen pressure

  • Survivour lobbies have been relatively ok for me anyways i play around eu so it could be different in other regions my killers tend to be in all ranks greens purple rarely a red rank killer. I'd be sitting around rank 5 to 4. Queue for killer remain fked due to reasons i assume relates to ghostface since this happens every new killer release.

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/549216#Comment_549216

    @Mister_Holdout How dare you propose such a hideously killer-favored suggestion? Improving map design? But that'd make weaker killers more viable, further promoting killer variation throughout all ranks!

    @se05239

    Can you imagine the thought of seeing a, wraith in a red rank game thought disgusts me. No you will play against spirit hags billys and nurse and you will like it.

  • They changed the matchmaking to promote variance in ranks at the behest of a few whiny streamers who wanted to see some variance in there games besides just the top tier killers instead of pushing to make some of the low tier killers competitve. Because of course behaviour isnt in anyways compromised by a circle of surviour mains dictating how the game should be. If anything is wrong in my statement correct me id love to see you explain how the matchmaking has worsened in the past few months.

    Match the higest ranked survivour in an swf to an equivalent killer. Its that simple. You wanna play with the big bois you gotta play on the same level.

  • @CoffengMin said:

    https://forum.deadbydaylight.com/en/discussion/comment/547657#Comment_547657

    was actually , it doesnt instantly completes an objective anymore unlike moris

    @CoffengMin

    Wait you can mori instantly after down? Oh wait they nerfed that as well. Proper mental gymnist we got here. Also old bnps made it so the only challenge ypu faced was finding a gen and using the toolbox. Killer has to down you which is not as easy as it sounds once you have improved your looping. Yesterday i was able to loop a ghostface for 4 gens before he finally downed me. Obviously it takes practise but assuming a killer downs easily in comparison to pressing m2 is a pathetic comparison.

  • @wisdom said:

    I get that killers want to defend the few strong things we have, but ignore we want the gam game be fair and balanced we do have to make concessions.

    aside fro being less likely to pip of you mori a survivor, there really isn’t a cost to an ebony mori.

    when you’re total number of downs in a game needed to end the game goes down by 30%, can you really justify that’s as fair?

    and i get that it is an expensive offering and should be powerful. And as an offering it is a limited resource. That’s not enough justification to say that it is fine being well above curve in terms of power compared to other things in the game.

    you know what a nice change to ebony mori would Be that keeps it’s power incredible, while also promoting fun play and that I think most people would agree is fair for its effect?

    keep it the way it is, with ones caveat. You cannot start using your mori until every survivor hasn’t been hooked once.

    @wisdom

    Fitting name i like the idea. Making moris require you earn its activation creates counterplay and makes it maintain its power as a threat.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/71688/wglf-buff

    I mean, I just want to see it get a 200% BP boost again, and possibly have it grant stacks on fully healing someone.

    @Luigifan64

    Never ever again. Old wglf used to get survivours farmed a hell lot more often then now. I have been on the recieving end of being farmed by survivours who had bt and just literally unhooked in front of the killer. It was way more common when it had the crazy multiplier. Survivours ruined it for others and they cant ever again be trusted to have that bonus.

  • Myers power dosent switch off and anything ghostface can do myers can do better. The snowball is key to success as killer and gf single target approach takes too long and is imo to slow fo dbd. Not too mention myers dosent get rekt by OoO or other detection perks so without a doubht myers is definatly better.

  • Myers design come immediatly under threat as nuances such as tombstone will need to be removed. The core problem with most mid tier killers is mobility plain and simple. Killers need a fast travel. Make certain locations on the map as points you can teleport too with a cooldown and make the point easily recognisable. While survivour have line of sight on you you cant teleport to another location.

    Make it so the bell on the teleport structures emits an 8-16 meter ringing noise to let the survivour know the killer has teleported close by.

    Or hear me out STOP MAKING GIANT MAPS. Seriously is it any wonder why killers like billy nurse and spirit are strong but standard m1 killers suck. Maybe its because the time lost navigating the map. We got yamokas, mount ormound and temple of puragation cut it out behaviour.

    Corn needs to be dealt with so the killer cant be seen over the corn to help stealth killers. Perform better on those maps as well. Some loops are obnoxious but believe me when i say the problem wouldnt be as prevalent if i didnt spend 30 seconds crossing the maps to check on a gen.

  • Default best perk set up.

    Iron will this perk makes evading spirit possible. Allows you to more effectively juke killers who are reliant on using your pained moans for tracking.

    Ds this perk will hit a lot of killer players who are desperate and are trying to push a player out of the game. If you mess up you can often get this perk off as a bonus.

    Balanced landing or dead hard bl is weak on a few maps but where its strong its really strong thx to the passive fall stun negation. Dead hard is more reliable as it works on all maps but on drop down maps bl is better.

    Adrenaline adrenawin whatever you call it. This perk almost guarrantees a decent survivour will escape once the last gen is done.

    Self care is a timesink so i advise learning to play without self care as healing yourself is often a luxury you wont have.

    Borrowed time makes saves easy guarranteed and is just overall a fantastic perk.

    Everything else is either fun to mess with or too specific to be reliable. As survivor you have a lot more room to mess around since your base kit and some map designs make looping and juking very easy.

  • Here the thing people werent arguing gf was op but that his weakness wasnt working properly. The problem is making a killer weakness that he can have his power switched off dosent work when you look at dbd in its current state. Behaviour created and enviroment where only chase brute force killer can triumph. Stealth dosent work.

    Maps are to big, games go too fast to be messing around with stalking or taking awkward routes or approaches to get a potentially strong stalk. Every single stealth killer is smack bang in mid tier not a single one of them is top tier. Why?

    Survivours perks make it so if even you did make a strong stealth killer perks like spine chill, object of obssesion and alert will make these killers weak. Survivours camera is too wide to allow the killer the oppurtunity to sneak up on a survivour. Too many open maps that give an inherent advantage to survivours seeing the killer coming. Corn maps for example block stalk effects blodd lodge makes any attempt at protecting middle gens with stealth stalk approach impossible.

    Big maps make reduced movement speed while crouching incredibly time consuming contributing further to additional gen time. Survivour mains made it clear with the last batch of gf nerfs that they have no idea how to create a top tier killer without nerfing him to a point where he gets slotted back into mid tier as long as player continue to push the break gf stealth mechanic the more liiely they will see the same killers in red ranks. Gf is a dead purchase for competitive killer players. Don't buy into the con.

  • I can hear it too as survivour. Its really weird. Probably another big there about a dozen new bugs this patch.

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/540657#Comment_540657

    @Zarathos I don't mind dying at the end but when no gens are done after such a long time THEN I get 1-hooked, it's really frustrating. I use to enjoy playing both sides. To me, survivor was more chill but lately, the survivors I'm with are full potato. I even has a Dwight and a Nea hiding away from Ghost Face by sitting behind a log on the swamp map. I could literally see both of their faces clear as day. Just chilling there. Both got marked. This is at Rank 4. Like ######### are you doing? What happened to Rank 4 being skillful? I could post and post and post videos of my teammates at this rank just playing like rag dolls. Either staring at nothing, urban evasioning EVERYWHERE or throwing down pallets when even the killer is 7 steps away and they keep running without even looking back. It's sad, Man. I played Killer last night. A Piggy Pig and had a blast at Rank 6. 1 got away (door) but it was really fun chases, nice mind games and she got me good at a t-wall and l-wall combined when I tried cutting her off using my dash. She snuck off and I mind gamed myself lol. It was a lot of fun. I'm just glad that there are 2 roles, instead of 1.

    @AStupidMonkeyy

    Ever notice how fked up the matchmaking is. Well i have a theory as for that. Back when deranking was a big disscusion players were complaining that there variety of killer players and killer played was low so to compensate for this the devs said they would take a look at the matchmaking.

    Low and behold several months on the matchmaking is fked with rank 12s creeping into rank 6 killers with a rank 2 survivour. This was intentionally done so high rank players would get weaker killers but it also means good survivours are gettting matched with bad survivours.

    This is something I have observed in both my killer and survivour games and for most people they prefer it this way. This might be why your survivour games are more stressful as high rank players lije yourself arent being matched with survivours of your rank.

    This is a theory but how else do you explain the frankly broken matchmaking.

  • Eh at least your queues dont go to ######### when a new killer is released.

    Play more selfishly, focus on improving on stealth gameplay and hammer them gens out. If your getting one hooked avoid chases near the end of the game. Focus on losing the killer using perks like iron will, quick and quiet, lithe or dance with me.

  • How to earn mettle body block killer 3 times while there holding a survivour. Make smart saves with bt. Or just block the killer from hitting an injured survivour. Mettle dosent just happen you need to earn it the requirements arent hard either.

  • Myers snowballs way harder with tier 3. No stalking invldvigual survivours. The lunge range increase is clutch as well. A well timed tier 3 myers can start some amazing 4 man slugs. Myers also has some of the most fun add ons like tombstone piece and infinte tier 3.

    Both are similar but there are pors to myers that ghostface cant access.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/536156#Comment_536156

    Although, my post only contains a possible nerf. There is still the fact that the detection is broken. This killer has a bunch of stealth power. I do agree OBO, Premonition etc. should not proc with any stealth killer. It doesn't mean that his current state is even close to fair play. I play killer frequently, however, I had to play survivor a bunch during the ungodly queue times for killer. He simply didn't deserve the exposes he was getting. While others were broken and screwed him over. I am saying they need to fix that. The exposes he should be getting by being stealthy should be what rewards him. Without those alert esk perks this killer was tense to play against. Which was a cool factor. However, with his power randomly saying yes let's give the killer an insta-down rather than break him out like we should was simply unfair.

    @Jdsgames

    So your saying they should forcefully limit his power so he cant expose you unless he plays stealthy in a game where there are a dozen anti stealth perks, maps like blood lodge nulify any potential stealthy approach and even after he exposes you tye survivour still gets an indicator there exposed if they somehow fail to spot his footsteps or leather noises with your giant survivour field of view camera. Maybe just maybe you might leave his power as is instead of forcing a playstyle that dosent fundamentally work

  • Nurse and spirit top tier slug masters. They get downs fast and can suprise rescuers with there power. There also good on the chase no m1 nonesense.

    Recomended perks coulrophobia, nurses calling, infectious fright and distressing. Ruin can be susitiuted for infectious firght if your not used to slugging and have a weaker chase game.

  • @Micheal_Myers said:

    Based on No0b3 & Ohmwrecker's Video, Ghostface definetely needs a slight nerf. Like, don't get me wrong we all hated how the OG Ghostface in the 1st PTB was soooo weak.

    But, in his current buffed state he is now a secret, hidden, Unstoppable Myers/Pig.

    (Plus The preschool Map has the Hole in the ground bug in their videos lol...)

    Soo They are most likely going to slightly nerf him to be able to be combat-able.

    EDIT: Anyone who states otherwise only plays killer and rarely Survivor.

    @Michael_Myers

    You havent cracked ghostface power yet have you? I've been playing nothing but survivour and let me tell you ghostface power loses massive strength when you can just run behind some debris and deny stalk forcing them to lose time stalking and requires them to cross farther distances to catch up to you since stalking slows down the downing process. When he exposes me i have already reached a good loop and can begin the m1 killer looping tech handed down by our survivour forefathers.

    Hes an m1 killer who exposes you and they want to make it so his power gets switched off by survivours on the grounds that his power dosent turn off fast enough. Honestly you players make my life hell in high ranks because all i get is nurse and billy and frankly im sick of seeing every new killer who shows up in my ranks get kicked out by low rank survivour struggles.

    Were you watching noobs stream because if you did youll see he got stomped every game he didnt bring a mori. The vids he did dominate in were against green rank players no suprise he stomped them I could do that with freddy ffs. I'll say it again and again its not even the first week. Give him a 3 weeks at least when the survivours have found the playstyle best suited to deal with him.

  • @Atrushan88 said:

    From my experience in playing him today, he seems totally fine. I have plenty of time to get out of sight before survivors reveal me, and that isn't even being nerfed. It's not even a full nerf. It's a power neutral change, and I'm sure if survivors go back to revealing him without even looking at him again, they'll fix it. The only thing they're doing to nerf him is making pallet stuns break him out of stealth(they should, I mean he's already chasing a survivor so he's not really being stealthy, and in that case usually the survivor already is marked), nerfing the stalk rate add ons slightly(I've done fine stalking without them, in fact I have been using power recovery add ons to be able to stealth again quicker), and making the detection area slightly increased for survivors who are attempting to reveal him. They're buffing his killer instinct BASE AND ADD ONS, so if you DO get revealed you can see the survivor who revealed you longer. It seems pretty power neutral and I think he'll be fine.

    @Atrushan88

    The only buff is a reveal. In the grand scheme of dbd that scales poorly into high rank play. Lethality mobility is the defining strength of a killer. The nerfs hurt ghostface a lot. I dont mind the pallet stun change but fast stalk is there to allow you to compete with higher skilled players, who can deny your stalk using terrain and gain large distance very easily requiring you to refresh the stalk to stand a chance of getting the instadown.

    Very similar to fast saw billy fast wind up huntress these add ons are meant for red rank play. This is a hotfix hitting ghostface before even a week has passed. If even after three weeks had passed then maybe id agree with some of these nerfs but this nerf is coming before established survivour counterplay is figured out.

    For reference plague as a killer weakness was cracked after a months worth of play. People realised deny corrupt purge and don't heal will allow you to destroy her. Not enough data not enough time. This is a freddy job plain and simple and if you disagree rebutal these points.

  • Quick question how many stealth killers at top tier? Myers, pig, freddy? They need to push stealth killers or fundamentally change DBD to make them competitive. Hot take here but maybe ghostface power shouldn't break so easily. Everyone thinks ya a stealth killer should be rewarded for being stealthy but there are too many tools for survivor's to counter stealth game play. OoO,spine chill,listening for footsteps and a giant advantage the fact you have much wider field of view. The only semi stealth killer that works is spirit and that's because you cant see her. Mark my words the minute they make his detection function properly he will be put square in the middle of mid tier killers and were back to the same complaints of red rank survivors going I'm deranking because I hate playing against nurse and billy.

    Ghostface already has a large number of weaknesses. Hes an m1 killer who can at best hide his red glow if his power isn't on cooldown which it will be with your suggested changes. His power is a timesink once as a survivor you cope the fact that he cant stalk past trees corn or any debris that obscures you as a survivor. He has no mobility to get too and from gens which is practically mandatory in high tier play hence why all top tier killers have so form of fast mobility i might add in a game with significantly increased map sizes.

    I feel like none of you grasp what it means to make an actual strong killer and now that we might actually have one you want him nerfed before survivors have even had time to adjust. Remember plague and her corrupt purge how everyone thought shes too strong and then everyone just stopped giving her it and focused on rushing gens maybe just maybe players need time to figure him out before we start dropping the nerf hammer (cough freddy cough). Ghostface might have a chance to reach top tier status but if you keep pulling killers down like this the same red rank problems will exist.

  • @C3Tooth said:

    Hell, this mechanic should be default for Survivors, because every Killer should be punished for tunneling without requiring DS.

    We dont want a game as a survivor than you can not earn 5000BP because Killer keep chasing you for a kill to make it 3 men. We want 4 survivors should be equally hooked, not 1 survivors dead in under 3mins for this tunneling thing.

    @C3Tooth

    So should ruin or corrupt intervention be on by default so two gens dont get done within the first chase. Self care should also be on survivour by default. Alas behaviour won't do this.

  • Nurse and billy are said not to require ruin since chases can be ended and started very fast. If your tracking is weak or your chases are decent length you will need ruin. Slugging is standard high tier play in general. Not necessarily a 4 man slug but slugging a single survivor and moving on to a target close by goes a long way to 4king. Because nurse ignores pallets she doesn't have to deal with the early game struggles every killer faces. Her ability to down you is all dependent on you and how you handle certain maps. Ruin for most killer exist to help combat the insane advantage survivors have at the start of the game.

    In the end ruin is primarily for nurses who need more time learning the killer once you have a solid grasp of the killer taking off ruin will give you more of a challenge and keep your nurse games tense. Unless you just want to stomp your opponents. It leaves you vulnerable to the 1% actually insane swf teams who knock out 4 gens in 3 mins with ruin. But since there occurrence is so low preparing for it is unnecessary unless you have faced these people before and recognize them in your lobby.

  • @βLAKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/528495#Comment_528495

    I disagree on your statement that the endgame is in a right place because all it did was shift the power to the killers (before it was survivor side sort of since survivors could just sit on hatch before the endgame changes), I mostly figured the endgame should be equally balanced for both sides while still maintaining a competitive/fun aspect for the game. Unfortunately, the way I see it today is if the killer found the hatch first and closes it then it's almost a guaranteed win because then they could camp the gates. I guess you do have the counter to this by having a key at hand before the trial, but not everyone is going to bring a key in every trial (that is assuming they survive until the end). However, I do agree with your point about my idea being an impossible mission and that got me thinking of a couple of ideas so here it goes:

    Once the endgame timer has started, the basement chest will have a guaranteed key. However, if the survivor holding the key disconnects or leaves via exit gate then the key is returned to the basement chest that will still be opened.

    Another idea: Exit gates will have tremendously hard great skill checks (similar to DS and Overcharge) that once successfully hit they will boost the meter for opening the exit gate. However, if a skill check is failed there will be 0% granted and and it will notify the killer (similar to Hex: Ruin, just with a notification added).

    I agree with your idea to generate a key but you should aquire no extra seconds to do this. The timer as is ensures you commit to one strategy anticipating the killers decision. Will the killer shut the hatch then stand next to the farthest gate.

    Will the killer be checking the doors then head to the hatch. Its a guess/prediction on the killers play. Having a third option being a basement key with the current timer means you have to commit to that stategy which imo balances the idea.

    Also skill check based advantages can honestly go in the bin. Skill checks arent hard as they exist now. They provide no scaling difficulty and regardless of how small they make it survivours will hit it since skilll checks always operate the same way minus a doctor being in play.

    The key should be temporary just in case someone finds a way to farm them. So it will drop or be consumed upon opening the door. Last thing we need is an influx of keys in this game as is the item is in a questionable state.

  • MAKE MAPS SMALLER. sorry for all caps but behaviour has to stop making low interactive maps like yamokas mount ormound and temple of puragation. I swear i win half my survivour games just because the maps i get are massive stretches of land unless the killer is playing a mobile killer. Cough, cough billy, nurse and spirit.

  • Stbfl, enduring, ruin and spirit fury. Not sure how you play doc but i find shock should only be used to deny a pallet or vault. There is little to no value shocking a target to madness 3. It eats too much time and costs you far too much gens.

  • @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/526346#Comment_526346

    Balance moris is easy. Like Overcharge: "a tremendously difficult Skill Check" to escape

    @prayer_survivor

    Hell no skill checks should not deny a mori. You know old ds despite having the exact same skill check was hit 95% of my games. I'll address how i would handle moris and instas.

    Moris should have no advantage minus killing a player who is on death hook. This still has some advantages not using a hook or making save that point on impossible. Make each mori dictate how many can be moried on death hook. Yellow = 1 mori Green = 2 mori's Pink = 4 mori's.

    Instas need to lose the full health state and have the needle be the only thing giving a survivour a health state injured to healthy down to injured. The styptic should give the survivour a bt effect once applied. Similar to bt it lasts a certain length of time allowing some counter play from the killers side and it also creates a mindgame for survivours where it can bait the killer into thinking there about to down a player only to find out that survivour has styptic just before taking aggro.

    Dont get me wrong what i am suggesting is a nerf to these items but if both moris and instas were nerfed simultaneously it would imo be better for dbd as a game.

  • Makes stealth killers redundant as map awareness and information is passed across all survivours. Then there is the potential swf OoO abuse that can occur. You also have significantly optomised gens making gen kicking quite redundant. I acknowledge the argument for its a challenge but a lot of killers really cant be played in that enviroment until swf is tweaked to have some consequnces to make it more combatible for a low tier low mobility killer.

  • Its the detection rule ghostface will never work whilst the detection counterplay exists. As survivours are trained by default to keep an eye out for killers so breaking his night shroud will never scale into high ranks unless they make it extremely hard to do so.

  • Amen brother. My worry isnt an immediate nerf to ghostface but a nerf post people picking him up in the store.

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