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Zoldyar

Zoldyar

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Zoldyar
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  • @Liruliniel said:

    Bring Unbreakable. People need to learn to deal with a Oni. Lucky Break and No Mither literally nerf him. If you keep playing the same against newer killers as older ones your going to be underperforming. The newer Killers seem to be forcing Survivors to adapt anymore.

    He gets 100 max blood orbs on the map and than they start with a cycle of oldest replaced for the newest ones.

    Unbreakable works once and the other two perks doesn't stop blood orbs. It also doesn't help your team nor yourself out.

  • @ad19970 said:

    So I've seen posts from people claiming that Oni still has no counterplay. Which is why I wanted to make a thread explaining why I don't think this is the case with Oni. Just going through a list of counterplay possibilities Oni has in my opinion. At the bottom is a short summary of the counterplay I think Oni has.

    Frirst of all, the classic counterplay of using pallet and window loops exist, and I am surprised people think those are no counterplay. While dashing, Oni can not turn more than 90 degrees at once, and that is only if he has enough space to turn while strafing so when he needs to turn 90 degree he is already looking in the direction while strafing. That's why there is a difference if he is dashing at you from farther away while you are at one of these pallet loops, or if he is already standing right on the other side of the loop.

    If the case is the former one, than it's a bit harder to avoid his lunge at the end because he'll be able to strafe for longer and get into a better position to turn tighter. If survivors are already at the loop, it forces survivors to try and predict which side he will dash along to run around the other side in order to gain enough distance to avoid his lunge. In most cases you will be able to tell early enough which side he will dash along though.

    If Oni starts his dash while already being at the loop, most loops are not long enough for him to properly turn into the direction he wants to turn while strafing. If loops are rather wide on all sides or more circle shaped, his dash is useless at those loops. For example the pickup truck loops on Autoheaven Wrecker maps.

    However, if the loops are very narrow, only having two long sides, like certain rubble loops on the Autoheaven maps, he can dash, and when he needs to turn about 180 degrees, do a 180 degree flick, which can hit a survivor thanks to the range. I don't think this is uncounterable, instead you just need to try and predict which side he'll dash along, since his charge has a set amount of activation time, so you can run in time to gain enough distance to him when he uses his lunge. His flick I believe will be nerfed though so he probably won't be able to do 180 degree flicks anymore anyways.

    However, his dash is very loop dependent. It can be very good at jungle gyms, but survivors still have counterplay by taking tight corners he can't turn to, depending from where he is dashing. Loops in general can be used against him though, no doubt. At loops like the T-L wall for example, his dash is pretty useless. On the other hand, long window loops that are normally brokenly safe, like the two Windows loop of Wretched Shop, are useless against him since he always has enough distance to strafe at each side of the shop, so when he reaches a 90 degree turn, he'll be able to look in the direction he needs to turn to thanks to his strafing.

    What does make him very strong is that he can break pallets a bit faster and then catch up to survivors with his dash. Survivors do get some distance to him though while he breaks the pallet, giving them the potential to reach another loop, since loops are generally close to each other. If you are at a loop at which he needs to run you around, you can try and react to him charging his lunge when he thinks you are dropping the pallet, simply continuing with the loop and not dropping the pallet so he lunges at nothing. This can be a bit of a mindgame if he's close enough though, since it's also possible for him to charge his lunge and hit you if he predicts that you are not going to drop the pallet.

    However, in the cases of him breaking a pallet and dashing towards you, your counterplay as a survivor does depend on what kind of a loop you are running to, how far exactly the loop is from the previous loop, from what direction you are running to the loop and from which direction the Oni is dashing, since these loops can have very different structures, and have an impact on how likely you can dodge Oni's dash lunge. But maps have always had an impact on how much counterplay you have as survivor against any killer. This is why you could consider Shelter Woods to be really good for Oni, while he struggles on maps like Lerys.

    There is more counterplay. If you don't have any near pallet or window loops, and Oni is dashing at you, you still can use objects to run in the direction he is coming from along the other side of the object, so he is forced to stop his dash, suffer a 1 second cooldown and then chase you normally. Of course he'll most likely still get you, but there's a small chance that this does help you reach a loop you wouldn't otherwise have reached, and even if you don't reach another loop, you are still wasting more time of him, which is exactly your goal as a survivor.

    Also, in some surroundings, you can try and lose him, which can be huge since his power doesn't last that long. If he doesn't down any survivor with the use of his power, then that's a huge momentum shifter and can really hurt Oni.

    And then there is of course also stealth. If you hear his power go off, you definitely need to be more cautious and try and hide from him as long as possible. The longer he doesn't find a survivor, the more his power is wasted.

    I have seen people complain that there is very little potential to outrun him long enough to outlive his power duration. This is true, no doubt, at least if he finds a survivor early enough after activating his power. In the majority of the cases, you won't be able to survive long enough against a good Oni until his power depletes. But this needs to be like this. If there was a 50/50 chance of Oni not being able to down anyone before his power deactivated, he would be really bad. He's really weak without his power, and having to collect Blood Orbs, while not being able to down survivors 50% of the time he uses his power, only to continue to have to collect more Blood Orbs to get your power up again, would be awful for the obvious reason that he would not be able to combat gen speed at all.

    This is another important aspect to keep in mind. A killer needs both good chase potential and good map pressure to combat the fast gen times, and Oni has very good chase potential and map pressure while his power is up, but doesn't have this while his power is not active. That's why I think he is very well balanced at the moment. His chase potential and map pressure is really good, but he does have that counterplay to him so that survivors skill can affect the outcome of the match. I do think it's fine that his flick will get a small nerf via the bug fix, but that's the only change his power needs in my opinion.

    The one change I would like to see is to have a down remove like 13 or 14 seconds of his power instead of 7, and instead hooking survivors now drops 8 or 10 Blood Orbs instead of 2, so his slugging potential is not quite as good as it is now. I think this change is needed since being slugged frequently is just not fun.

    The reason I made this post is because Oni is probably my new favorite killer, and I don't want him to be nerfed so that he becomes unviable. This is my opinion of course, and what counterplay I believe he has.

    I hope my explanations are understandable, since English isn't my native language so I struggle with explanations often.

    Short Summary of the Counterplay he has:

    • Using Pallet and window loops while understanding how much he can turn while dashing and lunging, dependent on the size and structure of the loop (explained in paragraphs 2-8)
    • Wasting as much time by using and running around any kind of objects to force him out of his dash (paragraph 9)
    • stealth and losing the killer(this is normal counterplay against any killer but it's more important against Oni since his power only lasts a certain time)

    @ad19970 said:

    So I've seen posts from people claiming that Oni still has no counterplay. Which is why I wanted to make a thread explaining why I don't think this is the case with Oni. Just going through a list of counterplay possibilities Oni has in my opinion. At the bottom is a short summary of the counterplay I think Oni has.

    Frirst of all, the classic counterplay of using pallet and window loops exist, and I am surprised people think those are no counterplay. While dashing, Oni can not turn more than 90 degrees at once, and that is only if he has enough space to turn while strafing so when he needs to turn 90 degree he is already looking in the direction while strafing. That's why there is a difference if he is dashing at you from farther away while you are at one of these pallet loops, or if he is already standing right on the other side of the loop.

    If the case is the former one, than it's a bit harder to avoid his lunge at the end because he'll be able to strafe for longer and get into a better position to turn tighter. If survivors are already at the loop, it forces survivors to try and predict which side he will dash along to run around the other side in order to gain enough distance to avoid his lunge. In most cases you will be able to tell early enough which side he will dash along though.

    If Oni starts his dash while already being at the loop, most loops are not long enough for him to properly turn into the direction he wants to turn while strafing. If loops are rather wide on all sides or more circle shaped, his dash is useless at those loops. For example the pickup truck loops on Autoheaven Wrecker maps.

    However, if the loops are very narrow, only having two long sides, like certain rubble loops on the Autoheaven maps, he can dash, and when he needs to turn about 180 degrees, do a 180 degree flick, which can hit a survivor thanks to the range. I don't think this is uncounterable, instead you just need to try and predict which side he'll dash along, since his charge has a set amount of activation time, so you can run in time to gain enough distance to him when he uses his lunge. His flick I believe will be nerfed though so he probably won't be able to do 180 degree flicks anymore anyways.

    However, his dash is very loop dependent. It can be very good at jungle gyms, but survivors still have counterplay by taking tight corners he can't turn to, depending from where he is dashing. Loops in general can be used against him though, no doubt. At loops like the T-L wall for example, his dash is pretty useless. On the other hand, long window loops that are normally brokenly safe, like the two Windows loop of Wretched Shop, are useless against him since he always has enough distance to strafe at each side of the shop, so when he reaches a 90 degree turn, he'll be able to look in the direction he needs to turn to thanks to his strafing.

    What does make him very strong is that he can break pallets a bit faster and then catch up to survivors with his dash. Survivors do get some distance to him though while he breaks the pallet, giving them the potential to reach another loop, since loops are generally close to each other. If you are at a loop at which he needs to run you around, you can try and react to him charging his lunge when he thinks you are dropping the pallet, simply continuing with the loop and not dropping the pallet so he lunges at nothing. This can be a bit of a mindgame if he's close enough though, since it's also possible for him to charge his lunge and hit you if he predicts that you are not going to drop the pallet.

    However, in the cases of him breaking a pallet and dashing towards you, your counterplay as a survivor does depend on what kind of a loop you are running to, how far exactly the loop is from the previous loop, from what direction you are running to the loop and from which direction the Oni is dashing, since these loops can have very different structures, and have an impact on how likely you can dodge Oni's dash lunge. But maps have always had an impact on how much counterplay you have as survivor against any killer. This is why you could consider Shelter Woods to be really good for Oni, while he struggles on maps like Lerys.

    There is more counterplay. If you don't have any near pallet or window loops, and Oni is dashing at you, you still can use objects to run in the direction he is coming from along the other side of the object, so he is forced to stop his dash, suffer a 1 second cooldown and then chase you normally. Of course he'll most likely still get you, but there's a small chance that this does help you reach a loop you wouldn't otherwise have reached, and even if you don't reach another loop, you are still wasting more time of him, which is exactly your goal as a survivor.

    Also, in some surroundings, you can try and lose him, which can be huge since his power doesn't last that long. If he doesn't down any survivor with the use of his power, then that's a huge momentum shifter and can really hurt Oni.

    And then there is of course also stealth. If you hear his power go off, you definitely need to be more cautious and try and hide from him as long as possible. The longer he doesn't find a survivor, the more his power is wasted.

    I have seen people complain that there is very little potential to outrun him long enough to outlive his power duration. This is true, no doubt, at least if he finds a survivor early enough after activating his power. In the majority of the cases, you won't be able to survive long enough against a good Oni until his power depletes. But this needs to be like this. If there was a 50/50 chance of Oni not being able to down anyone before his power deactivated, he would be really bad. He's really weak without his power, and having to collect Blood Orbs, while not being able to down survivors 50% of the time he uses his power, only to continue to have to collect more Blood Orbs to get your power up again, would be awful for the obvious reason that he would not be able to combat gen speed at all.

    This is another important aspect to keep in mind. A killer needs both good chase potential and good map pressure to combat the fast gen times, and Oni has very good chase potential and map pressure while his power is up, but doesn't have this while his power is not active. That's why I think he is very well balanced at the moment. His chase potential and map pressure is really good, but he does have that counterplay to him so that survivors skill can affect the outcome of the match. I do think it's fine that his flick will get a small nerf via the bug fix, but that's the only change his power needs in my opinion.

    The one change I would like to see is to have a down remove like 13 or 14 seconds of his power instead of 7, and instead hooking survivors now drops 8 or 10 Blood Orbs instead of 2, so his slugging potential is not quite as good as it is now. I think this change is needed since being slugged frequently is just not fun.

    The reason I made this post is because Oni is probably my new favorite killer, and I don't want him to be nerfed so that he becomes unviable. This is my opinion of course, and what counterplay I believe he has.

    I hope my explanations are understandable, since English isn't my native language so I struggle with explanations often.

    Short Summary of the Counterplay he has:

    • Using Pallet and window loops while understanding how much he can turn while dashing and lunging, dependent on the size and structure of the loop (explained in paragraphs 2-8)
    • Wasting as much time by using and running around any kind of objects to force him out of his dash (paragraph 9)
    • stealth and losing the killer(this is normal counterplay against any killer but it's more important against Oni since his power only lasts a certain time)

    I agree with one thing you said and disagree with the rest.

    Due to him getting a nerf on how quickly he can destroy pallets and recover, it has gave suriviors enough to extend the chase to give their allies enough time to do gens. So the pallets and vaults are now an actual counterplays as long as the surivior is lucky with there rng and there are pallets near by.

    However, sleath isn't a counter because there are add ons and perks Oni can use to counter it.

    Running around on objects also isn't a valid counter because of you customise your control in pc you are capable of doing a 180 degrees turn(before the nerf he could do a 360 degree turn). So pretty much if the oni user is skilled enough he can hit you from any angle, just like a Hibiily player if the position themselves correctly. I guess you can say it's also counter play if you are up against someone not skilled at using him.

    So there really is only one actual counter (pallets, vaults and e.t.c) which kind of rely on rng for the pallets or Windows to be near each other before the time oni can catch up to you.

    So in some cases people can say there is no counter play because it relies on luck with the pallets(also the killer not destroying pallets that are near each other from another surivior looping him), but in the same time there is counter play.

  • @qwopper47 said:

    Seriously, anyone else think the Oni is [BAD WORD] 'ing loud in the shop and the char select screen?

    His grunts are so damn loud I have to mute my game. It's actually annoying. Why devs, why?

    It makes sense that he has loud steps due to his size.

  • @I_Face_Camp said:

    First off I wanna make it clear I play both sides of DBD survivor and killer. I play every killer and I play them in alot of various ways. However some of my favorite are camping builds which I sometimes run. I consider myself good at camping and overall a good killer, mind gaming, pressuring and everything else involved. I know ranks dont mean everything on this game but for reference I'm a rank 1 killer so I play against high rank survivors. I camp for 3 main reasons: fun, wins, and entertainment. Fun: Like I said before I have various builds on multiple characters for camping. It's a different way to play than just always running around trying to pressure survivors off gens and running around safe loops. It's fun to hide as Leatherface and jumpscare survivors as they come to peak inside the building, plant traps around a perimeter with Trapper, set up an ambush with Piggy or Ghostface, or come around the corner and immediately pop Evil Within with Myers startling the survivor. It's a different way to play DBD which keeps things fresh. Wins: I'm gonna be that guy but it really is a strategy. I never lobby dodge or change my setup once in a lobby (addons, killer, perks, etc.) so whatever the survivors bring I deal with. Sometimes the best option to ensure a win is to camp. Simple as that. Entertainment: When I play survivor, i never and i literally mean never, send a salty message to killers. If they camp me or tunnel me I accept it and move on. If they do it well I'll send a GG or a "I like that build" etc. But when I play killer I constantly get grouchy survivors messaging me hate and I must say, I absolutely love it. I find it very entertaining and I love trolling them to get them even more angry at a video game. Those of you that do this are complete cucks btw. It doesnt matter how you play DBD, camping or playing "the right way", winning or losing you will receive these messages. But there is also a light side. Some players, very few, will message gg and other nice comments even if you camped or whatnot. These people are the hidden gems in the community.

    Camping itself isn't what I will call "fun" because it allows you to ruin a person's game experience while allowing you to rank up and the other person to rank down. So if you are a rank 1 player, a killer can face camp you until you die which somehow will become the person's fault and will rank that person down to rank 2. This isn't me blaming you and telling you what to do because the game does agree with face camping(for some reason) and you should be authorised to do what you feel like is having fun in a game (depending on what it is). I'm just saying why face camping is unfun (not saying that's the only unfun part about the game).

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/900861#Comment_900861

    "You talk about the surivior goal to waste the killer's time to win, but how can they if the killer is always going to end chases quicker than they can do gens?"

    That literally is not what happens at all. Survivors can currently do gens vastly faster than a killer has time to complete his objective.

    "If all killers was buff to be a 4 vs 1 then how do you expect noob suriviors to win or to understand the game?"

    They practice and improve at the game like any other game. You balance from the top down, not the bottom up. This is how every other successful game functions.

    "The kill rate already shows killers doing well of getting a likely chance of 2 kills each game, so imagine what the game would be like for noob suriviors if killers were buff even more."

    No, the devs have already stated you should NOT be drawing conclusions from this data as it is HEAVILY flawed and inaccurate. The devs have stated this over and over and over on these forums but posts like these keep coming. There are a multitude of factors this data does not take into account which is why the devs have said this.

    "Not only that, but how is it fair for a rank 20 killer to be comparable to a rank 1 surivior?"

    No one is comparing a rank 20 killer to rank 1 survivor.

    "By them eliminating the 1 vs 1 aspect of the game, then any killer of any rank can beat a rank 1 surivior team"

    No, just because the game would be balanced around a 1v4 does not mean no skill is required to win the game.

    "So how is it fair for a person who spend hours on the game to lose to someone who spent one hour playing?"

    That literally isn't what happens at all. We have a ranking system. Yes it is a flawed ranking system, but what you saying isn't what happens outside of a swf.

    "The whole point of wasting time is the 1 vs 1 aspect of the game, so taking it away. There is nothing a surivior can do to waste time more than a minute if all killers were buff more."

    I have literally said that the point is to waste the killers time, I have never said to take that away. A minute? Seriously? If the chases lasted a minute ya'll have completely incinerated that killer with 0 kills unless he stands in front of you facecamping. The game was not designed for chases to last even remotely close to one minute. If you look at chase times compared to gen times this is clear. If your chases are lasting that long and ya'll aren't completely destroying the killer then you are playing at low ranks and your team is doing absolutely nothing.

    "You are also wrong about killers not getting 4k each game because if we look at the statistics, it clearly shows all killers being capable of getting more than 2 kills and 2 escapes. So if they were to buff killers to a 4 vs 1. Then it's common sense to assume the kill rate of all killers will increase massively. Especially Freddy and Spirit who has a 75% chance."

    It has already been said that these stats are NOT accurate and you should not be drawing conclusions from them, said by the devs. Stop trying to use these flawed stats.

    "Individual experience is another reason for the 1 vs 1 aspect because what's the point playing a game where no matter how much experience you gain, you will always lose to a rank 20 killer."

    That is not what is being said whatsoever. Making the game balanced around a 4v1 does not make you auto lose to a rank 20 killer. That's just ridiculous.

    "Not only that, but when in chases you chances of lasting is like 20 seconds."

    You do realize that with how short gen times are that for a killer to have a chance of winning he would have to down survivors in 20 seconds or less on every chase right? What you are saying is unreasonable is literally the requirement the killer has to have a chance of winning.

    "Not only that, but the killer won't gain any enjoyment out of it because there will be no challenge to them."

    Oh you mean as opposed to now with all the "fun" the killer is having getting looped for 5 gens? You act like the killer experience is fun in its current state.

    "So no one should say the game should only be focus on a 1vs1 or 1 vs 4. It should only be focus on both because thats the closest way of making it balance."

    The game IS a 4v1, so it should be balanced around a 4v1 this is simply common sense.

    Based on your opinions I do not believe you play both sides at high rank. I think if you did your opinions would change a lot.

    "That literally is not what happens at all. Survivors can currently do gens vastly faster than a killer has time to complete his objective."

    That's untrue because if that was the case then all killers wouldn't have an average of over 50% kill rate.

    "They practice and improve at the game like any other game. You balance from the top down, not the bottom up. This is how every other successful game functions."

    You said the game should be a 1 vs 4 aspect, so how can they improve when there is no 1 vs 1 skill required for them to play against a killer? So if you are saying they should improve and be capable of holding the killer for a longer time, then you are agreeing that the game should have a 1 vs 1 aspect.

    Not only that but how can they improve when the killer is constantly ending chases with them quickly? They are getting little to no feedback on what they are doing wrong because a killer is always meant to win chases from what you said. So how can they improve when they know there chase time would only matter against the killer they are playing with. So when up against a rank 1 or 10 killer, they know they have no chance because a killer is capable of ending chases quickly or winning it regardless of how good the surivior is.

    Also since you want killers to get buff for the 1 vs 4 aspect, then killers such as the spirit would have a quicker chase time. Not only that, but killers that are already capable of having a high win rate, would just become even stronger which would just make being a new comer to the game even worst.

    So you want the game to be focus on red ranks and swf. So how would solo suriviors and new comers stand a chance when all killers of whatever ranks, when all killers can beat a rank 1 surivior team. This would just make it impossible for new comers and solo surivior team to be able to win. In that logic of players improving, then couldn't you say the same for killers on how the game currently is? Afterall, they just need to improve and get good at the game.

    Dead by daylight is different and unique to every other successful game. It isn't meant to be a competitive game, which is also why there is no tournaments unlike other successful games such as fortnite, black ops and e.t.c.

    "No, the devs have already stated you should NOT be drawing conclusions from this data as it is HEAVILY flawed and inaccurate. The devs have stated this over and over and over on these forums but posts like these keep coming. There are a multitude of factors this data does not take into account which is why the devs have said this."

    That still doesn't ignore the kills a killer is getting from each game. Not to mention if you don't want to count that data, then I can just bring out other data the devs have released such as:

    Screenshot_20191207-220220_YouTube.jpg Screenshot_20191207-220212_YouTube.jpg

    "No one is comparing a rank 20 killer to rank 1 survivor."

    You understand that by you talking about focusing on a 1 vs 4 aspect, there is other things to include such as how well a rank 20 killer would do in comparison to rank 1 surivior team. Afterall, since the game is focus on a 4 vs 1 than there is little to nothing a rank 1 surivior can do because the game wouldn't have a 1 vs 1 aspect to it. So there would be no indication on how a you can tell the difference between a rank 1 surivior to a rank 20 surivior.

    "No, just because the game would be balanced around a 1v4 does not mean no skill is required to win the game."

    Skill required would make it have a 1 vs 1 aspect because a player would be able to go against another player to equal the playing field. Otherwise if there is a 1 vs 4 there would be little skill involve in which would make it hard to tell the difference between a rank 1 to rank 20 surivior. It's obvious you want killers to get buff, so with that being said, there would be limits to what a surivior can do before in which they can do now. From that limit, it lowers the skill required which would just make ranking pointless because any surivior would quickly pick up on it.

    "That literally isn't what happens at all. We have a ranking system. Yes it is a flawed ranking system, but what you saying isn't what happens outside of a swf."

    Even though you are not saying it, you are sounding like you are referring to something like that. The game becoming a 1 vs 4 aspect only would just lower skills required to suriviors which would just allow any body that hop on to beat a rank 1 player. There is no reason why they can't because killers that were already strong would just become even more stronger and unfair against suriviors.


    "I have literally said that the point is to waste the killers time, I have never said to take that away. A minute? Seriously? If the chases lasted a minute ya'll have completely incinerated that killer with 0 kills unless he stands in front of you facecamping. The game was not designed for chases to last even remotely close to one minute. If you look at chase times compared to gen times this is clear. If your chases are lasting that long and ya'll aren't completely destroying the killer then you are playing at low ranks and your team is doing absolutely nothing."

    You want killers to get buff, right? So it's common sense that chase time would become shorter. Also, I never said that you wanted to take it away not refer to it. I was simply saying that chases would last shorter, that's all.

    Chase time can last at average against a spirit 35 seconds, so with killers getting buff. You can expect chases to last way less than that if the game changes to a 1 vs 4 aspect. This information was gathered by Scott Jund while using one if not the best surivior map against a spirit. You can see it towards the end of the video.

    https://www.google.com/url?sa=t&source=web&rct=j&url=%23&ved=2ahUKEwjuzMnKyqTmAhVnURUIHZ8uDIUQwqsBMAB6BAgIEAQ&usg=AOvVaw0VTJzWxrN8ZFOD4xbU2nov


    https://m.youtube.com/watch?v=6Lfi9mH05hE

    "It has already been said that these stats are NOT accurate and you should not be drawing conclusions from them, said by the devs. Stop trying to use these flawed stats."

    Once again, the stats still shows the kill rate of what killers are getting and the devs have not said anything to disagree with what the graph said. All they did say was that conclusion was not to be drawn, they didn't say the graph isn't fact. So that excuse is still invalid. Also it doesnt matter rather or not you want to agree with it because the devs had made a previous stats during August this year in which they never said anything wrong about it. Even back then kill rates were above average against good killers.

    "That is not what is being said whatsoever. Making the game balanced around a 4v1 does not make you auto lose to a rank 20 killer. That's just ridiculous."

    That is what you are saying because all a surivior can do against a killer is mind game, loop and hide. You wanting killers to become stronger would just make mind game and looping less efficient than they already are from unsafe pallets. Hiding would become the new method which still won't work because there are perks killers can use to track suriviors. So you are pretty much lowering the capability a surivior can do in a game which is why I said a rank 20 killer can beat anyone. Scott Jund already confirmed spirit chase time last 35 seconds at average, so with a buff it would just be lowred even more.


    "You do realize that with how short gen times are that for a killer to have a chance of winning he would have to down survivors in 20 seconds or less on every chase right? What you are saying is unreasonable is literally the requirement the killer has to have a chance of winning."

    I mean if you look at the stats of how long games last at average, it doesn't seem to be as challenging or impossible as you make it seem. Also that is what you are trying to refer because killers are already making chases last that quickly or around the same time. So buffing them more would just result in lower chase time.


    "Oh you mean as opposed to now with all the "fun" the killer is having getting looped for 5 gens? You act like the killer experience is fun in its current state."

    So Mori isn't a thing in which can take away a user experience in less than 2 minutes of the game? Face camping and tunnelling isn't a thing? There is way more unfun stuff a killer can also do to a surivior, so I don't get your point. From how you are making it sound, you want killers to be able to ruin a surivior's experience even more, and allow the killer's experience to become more fun. Otherwise you would have spoke about the un un things killers can do because you play both side, right? So why is it that all I'm hearing is, make killers experience more fun while making suriviors experience worst.

    "The game IS a 4v1, so it should be balanced around a 4v1 this is simply common sense."

    The game also HAS a 1 vs 1 aspect such as perks, vaults and pallets that a surivior can use to make the game a 1 vs 1 against the killer. So what's your point here?

    "Based on your opinions I do not believe you play both sides at high rank. I think if you did your opinions would change a lot."

    You are saying it as if you are one to talk about playing both side. You haven't mention once the things killers can do to win games quickly against a surivior. So with things such as Mori still existing with the 4 vs 1 aspect begin pushed more forward. You are pretty much saying killers should get a free win against all noob suriviors which would just ruin the market for dead by daylight since. All you have done is talk about killer without any thoughts or regard to suriviors. I play both side and both side are pretty much as bad as each other. Killers with ultra rare add ons with Mori against a solo team. Suriviors with tool boxes and auto haven map offering against a low tier killer.

  • @kengee said:

    i'm not accusing you for body blocking. Since i'm playing both side i do understand how it feels to be facecamp. But this body blocking i mentioned not just 1, some SWF body blocks with 2 ppl when killer try to hook. If it's a legit strategy, poor poor killer side.

    And yeah that facecamping too need to be punish severly when killer camping hooked survivor while there are no other survivor around. You can't tell killer camping when s/he circling around hooked survivor because the other survivor around hook trying to save.

    There are perks to actually counter body blocks. When it comes to face camping, the devs made it clear that killers are capable of doing so and that there is nothing a surivior can do against it. Take leatherface as an example.

  • @Blueberry said:

    "he reason for balancing around the 1v4 makes sense, it is a 1v4 in a whole, but in the chase, it isn't. This formula would also equal (if both sides are equally as skilled) a 4 kill 0 survival rate."

    This is already incorrect on concept. That would not equate to a 4k 0 survival in that circumstance.

    It isn't a matter of choosing which one to balance around, the game IS a 4v1 not a 1v1, that is objective, not subjective.

    The game is supposed to be balanced around a 4v1 as that's what the game is. The reason the game is so unbalanced right now is because they aren't doing that. They care more about the individuals experience rather than the game as a whole which in turn makes each survivor have way more powerful than they should be. This leads to top tier games being about did the survivor mess up or not instead of was the killer skillful. I mention the killers skillfulness being the factor because he is defacto supposed to be the power role in a 1v1, "supposed to" being the key words here.

    The survivors goal should be to waste as much killer time as possible before going down, but he should go down. That isn't what we currently have.

    I play both sides at rank 1 and I am currently way stronger on survivor than I should be.

    You talk about the surivior goal to waste the killer's time to win, but how can they if the killer is always going to end chases quicker than they can do gens? If all killers was buff to be a 4 vs 1 then how do you expect noob suriviors to win or to understand the game? The kill rate already shows killers doing well of getting a likely chance of 2 kills each game, so imagine what the game would be like for noob suriviors if killers were buff even more.

    Not only that, but how is it fair for a rank 20 killer to be comparable to a rank 1 surivior? By them eliminating the 1 vs 1 aspect of the game, then any killer of any rank can beat a rank 1 surivior team. So how is it fair for a person who spend hours on the game to lose to someone who spent one hour playing? The whole point of wasting time is the 1 vs 1 aspect of the game, so taking it away. There is nothing a surivior can do to waste time more than a minute if all killers were buff more.

    When you speak of it focusing on a 4 vs 1 aspect, then do you expect all killers to be strong enough to beat an swf team? In that case, then how do you expect solo suriviors to win games?

    You are also wrong about killers not getting 4k each game because if we look at the statistics, it clearly shows all killers being capable of getting more than 2 kills and 2 escapes. So if they were to buff killers to a 4 vs 1. Then it's common sense to assume the kill rate of all killers will increase massively. Especially Freddy and Spirit who has a 75% chance.

    Individual experience is another reason for the 1 vs 1 aspect because what's the point playing a game where no matter how much experience you gain, you will always lose to a rank 20 killer. Not only that, but when in chases you chances of lasting is like 20 seconds. What enjoyment would the surivior gain out of it? Not only that, but the killer won't gain any enjoyment out of it because there will be no challenge to them.

    So no one should say the game should only be focus on a 1vs1 or 1 vs 4. It should only be focus on both because thats the closest way of making it balance.

    Screenshot_20191125-214602_Brave.jpg


  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/890972#Comment_890972

    His point is when the devs gave it to us THEY SAID that facts don’t show the whole story

    But it does show the kill rate a killer is getting each game.

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/886538#Comment_886538

    You mean the data the devs stated should not be used to validate arguments due to inconsistent variables?

    Funny that

    The one that doesn't ignore the kills killers are getting each games, yeah that one. Remember 50% is 2 escapes, 2 death. Not to mention how every single killer in red rank is getting above 50%, so what's your point? The devs were the one who made it to show how killers are doing at kill rates in red rank and that's fact. So once again, what is your point?

  • @xllxENIGMAxllx said:

    @Peanits You haven't change legion a bit from all the feedback you had. I give you my congratulation for this change legion can't be exploited with moonwalk , terror radius and stop survivors from doing gens in the terror radius.

    Now you should reduce the fatigue to 3s and cooldown reduced to 15s. The basic attack penalty should be removed too. This is the feedback everyone agreed with is those happening soon ?.

    I agree with everything you said. However, I think legion should keep his time for his fatigue because a killer like him shouldn't have easy access to his power without a massive punishment. Allowing a killer to vault pallets and windows, capable of slowing down the game and pretty much eliminate all counterplay while in his frenzy.

    That being said, I think keeping his fatigue and power cool down the same. Otherwise the killer could just rely on ending all chases in 45 seconds by switching in and out of his frenzy while hitting you each time.

    Not only that, but he could use his frenzy to come close to you, allowing him to easily catch up.

  • @StarMoral said:

    https://forum.deadbydaylight.com/en/discussion/comment/878808#Comment_878808

    No but like I said, that outdated data you used was faulty to begin with.

    You might as well have said "I knew this guy who said..." And it would have had more traction.

    Then explain the new data which still

    Screenshot_20191125-214602_Brave.jpg

    how's killers doing better than suriviors?

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/885558#Comment_885558

    It is not easy to counter borrowed time.

    What if i dont play a stealth killer?

    What if im just out of range or they bait the unhhook?

    So the counter is that i should start hard camping? Killers that try to play "Not scummy" is getting ######### over by BT abusers that hookrush. Unless you hard camp.

    When BT is activated there is NOTHING you can do against it anymore unless free escapes with minimum effort is what this game has become.

    If you dont play sleath killer, then that is your problem that you should have took into consideration.

    If you are out of range, then the perk wouldn't activate. Also for them to bait the Unhook, why can't you just hit them. Then watch them Unhook the player then hit them again? It isn't that hard.

    Camp if you want because that is an actual "strategy " in the game supposedly. However, don't complain when a bunch of swf comes at you with flash lights and start tea bagging you.

    Let's say you hit someone with bt, the surivior is at more of an disadvantage than you are. This is because they will have to mend meaning they will also heal which will keep them off gens. Also, if you hit them then you get rid of there bt and just simply chase other them because they are a one hit.

  • @Mr_K said:

    Added a small buffer for spawning blood orbs when crouching. A blood orb will spawn right when crouching, but can only spawn a maximum of one per second.

    Literally unplayable.

    Disgusting, how can they do such a thing.

  • @Karltastisk said:

    This perk has gotten so many buffs since it inital nerf its now waay better and OP in every sense of the word. Survivors have no fear of unhoking while they have borrowed time since they literally cannot get a unsafe unhook with this monster.

    Hookrushing with BT have always been an issue and now its going to get even worse. So i think it is time to introduce a timer on when you can use it. Borrowed time will activate after 30 seconds into a hook state. This would prevent hook rushing and actually promote healthy gameplay for both sides.


    It's very easy to counter borrowed time:

    You can use a killer that has no terror radius.

    While the surivior is trying to get the Unhook you can grab them off the hook.

    By the time the surivior Unhook the other guy, you would most likely have down the person trying to Unhook as they would be staying in a fixed position.

  • @ADP123 said:

    Playing survivor, i did somewhat agree with the spirit changes. Like the collision change I liked. Took away from having to listen for the survivors while phasing. I play killer and survivor equally. I agreed with the changes until this game i just played. I’m a rank 5 killer and was playing ghost face. I got ran on infinites the whole time, found my ruin in about 30 seconds, and there wasn’t much i could do. Yeah, i could chase a survivor around an infinite til they couldn’t anymore, but that wastes an insane amount of time. Then the incessant body blocking. To make matters worse, all rank 1 survivors, most likely SWF. Then for the cherry on top, they harrass me on PSN and say how they won blindfolded. No you didn’t, you abused a god loop. But then their rebuttal is to get good so i don’t even humor them... but let’s nerf spirit.

    First off, what was the infinite?

    Secondly, you ruin isn't meant to last the whole and by you pretty much admitting you were focus on one person instead of taking care of your totem. Your are confirming that you expected youe totem to last the whole game without you having to monitor to it, which is what you are supposed to do in the first place.

    Thirdly, if it was an infinite, why did you still chase after him? You understand that by him going through the infinite, he isn't doing gens meaning he isn't a threat to you.

    Fourthly, solo surivior is more common than swf and that is fact which the devs have released.

    Finally, they are perks that counter body blocking, so if that was a serious issue for you all the time, then why don't you use it?

    In conclusion, how does this relate to nerfing spirit? Do you even know why she got nerf? Did you forget the devs nerf balance landing to stop most inifinites?

  • @MysticAdvisor said:

    IKR I’ve been busting out my forever Freddy build lately and survivors always dc as soon as they realize I have swinging chains and a red paint brush :(

    That's sounds so fun to play against.

  • Do you have any other data to say otherwise? I don't think so, next.

  • @[Deleted User] said:

    Wait...what?!?!

    is this a serious question? Or bait?

    Do we need a lesson in basic physics?

    You are saying it as if dead by daylight physics even makes sense.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/877126#Comment_877126

    No. It show that survivors play like potatoes 90% of the time (because, honestly you have to be really bad to lose against the doctor or the trapper. Either that, or you're playing with bad teammates).

    Or that the killer is really good and knows how to use the trapper. The data just shows that any killer is capable of winning in any rank.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/875113#Comment_875113

    Yes..and no not really..unless I get some dcers or scrubs but that's not from the killer thsts due to a bad emblem system handing me lesser skilled team mates

    Anyone in red ranks aren't always a skill player. To actually be a skill player you must be capable of reaching rank 1 and be able to maintain being in there.

    I don't know rather you are telling the truth of you just get lucky with your teammates. In red ranks, the players you get often can't be asked to do gens unless ruin is gone.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/875110#Comment_875110

    No I'm pretty sure there are 4 survivors..learning survivor is neither hard nor skillful most of the time..so..comparing any killer to legion is silly as nobody even compares

    Screenshot_20191128-184815_YouTube.jpg Screenshot_20191125-214602_Brave.jpg

    The statistics shows that every killer is viable in red ranks. So it shows that they are killer mains out there, that are capable of constantly winning games.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/875104#Comment_875104

    Thought it was fake because there was a time where someone "leaked" the stats of dbd when they were completely wrong.

    And I know a gen takes 80 seconds, you're missing my point. The point is how long does a gen take between killers, IE. Does the first gen pop faster on Nurse or Freddy? etc. And the video is based on the stats that BVHR provided, which means it's not accurate since it doesn't take out any factors that could change the data like perks, gen times, addons/items, etc.

    The stats include how well every surivior does in each rank, including perks and e.t.c

    At average killers have been shown to be more superior to suriviors,especially if it is a good killer. Unless it is an swf and you are using a weak killer with no add ons.

    The statistics tells you that at average, even in rank 1 games. It takes more than 10 minutes for it to finish. So it doesnt matter how quick a surivior can do gens if a killer is capable of appltubf constant pressure on them.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/874871#Comment_874871

    Right..well I seem to do ok or at least I carry my own weight..bad enough i dont use anything but aura perks atm

    As a solo surivior? Solo surivior is pretty much how a killer feels liks when they are going up against an optimital team.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/874881#Comment_874881

    Lol better than a gen getting done in under twenty which is very possible..also..what 1 survivor can do doesnt matter..because it's not a 1v1..therefore not a valid argument

    An average game last more than 10 minutes, no matter how high of a rank you are.

    Screenshot_20191128-184815_YouTube.jpg

    You are also wrong about the game not being 1 vs 1 base and here is why. What people mean by 1 vs 1is using all there knowledge and skill in order to show that all their hours of playing wasn't useless or wasted. Let me give you an example, legion was a killer hated when he came out, partly because all the hard work and hours suriviors put in to learning how to loop, where pallets are and e.t.c were useless against him. How would you like it if you spend 1000 hours on a game to have a person beat you that spent less than an hour on it? 


    So when people speak of 1 vs 1, they mean applying there knowledge to what they learn against the killer. Not as in, them have an equal advantage to the killer, but rather showing they can waste time longer than someone who just joined and started playing as surivior. It also makes the game more enjoyable because what's the point playing a game where all your hard work is wasted and that there is nothing you can do against a killer to give you an advantage?So the game is 1v1 base and also 1 vs 4. Therefore your point isn't valid.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/874890#Comment_874890

    Pretty sure the devs said that info was fake, didn't they? And even if that is from the devs, it doesn't tell you anything but game length. It doesn't say which killer is the best per console, what's the must used/least used perks, how long does gen 1 take, how long does gen 2 take, etc. That's the info that could be useful and fun too discuss for balance reasons, but the stats posted are so inaccurate you can't use them for anything.

    They never said that information was fake because they were the ones who launch it. I don't get where you got that from.

    It did tell you what killers were popular each console.

    Screenshot_20191129-004528_YouTube.jpg Screenshot_20191129-004628_YouTube.jpg

    A gen takes 80 seconds to do, you can research it or test it out yourself.

    Just watch the video or look for the forum page yourself.

  • @CrowFoxy said:

    We seem to curious about this all, bhvr didn't even add any Nurse questions to their survey.

    She is getting the legion treatment, don't bother crying about it.

  • @BunnyTheHutt said:

    And honestly It's pretty useless info. Every time someone tries too use the official stats in a post, a dev will come in and say "they aren't actually accurate, so don't rely on them for info." Why even post them then? What's the point of giving people data too simply throw it all out the window?

    Can we get accurate Data that goes into all the details? I want too know with accurate information who are the weakest and strongest killers by accurate numbers, not what feels almost random numbers.

    The previous data the devs release gave out all the information you need. For example:

    Screenshot_20191128-184815_YouTube.jpg


  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/874455#Comment_874455

    Forgive me but is the survivors goal not to get the gens before the killer hooks you to death..? My point was to point out how two faced it is to complain about slowdown builds when gens can be done at a fraction of base speed..far more than the killer can slow down

    For your first point, couldn't you I just say for killers, that isn't it the killer's goal to hook all suriviors before they escape?

    Thays untrue because an average game last more than 10 minutes even with rank 1 suriviors.

    Screenshot_20191128-184815_YouTube.jpg

    So either the data is false or that you must be doing something wrong.

    My point is only towards solo suriviors and to tell me, a surivior doing a gen for more than 110 seconds is fun...I don't think you play surivior much.

    Don't get me wrong by saying gen speed isn't a problem. However, wanting a surivior to stand still and do one thing for more than 110 seconds is just outrages.

  • The data the devs gave us, shows the reality that solo suriviors are no where near superior to killers even in red ranks.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/874462#Comment_874462

    Funny how I do play solo survivor, and reach red ranks playing solo.

    Freddy's slowdown is annoying, yes, but its completely beatable. It's fair play, just as how its considered fair play to play with SWF.

    Freddy's slowdown perks help prevent the gen rush, which now most killers, if not all killers need some form of a slowdown perk in order to build momentum to in order to pressure survivors. Any player who plays killer at red ranks knows this.

    It really isn't hard to make it to red rank as a surivior. What makes it hard is consistently being in rank 1 all the time.

    Just because it's beatable doesn't mean it is enjoyable. For example, optimital teams are beatable (If you are very skilled with spirit, nurse, Hilbilly and Huntress), but it doesnt mean killers enjoy going up against them.

    Once again, red ranks isn't as difficult as people say it is. The data the devs brought out prove that. However, if we were to focus on rank 1 to rank 2 and above players. You can see a massive different between them(that is from the old data collection the devs gave us).

    When you speak of gen rushing, it isn't something that occurs frequently unless you are doing something wrong. Reality is that if it is a solo surivior team, regardless if it is red ranks, they are no where near superior to killers. It's only when they are an swf, that you can see killers being the weakest ones (depending on the killer at least).

    You speak of gen rushing, but have you ever actually tried doing a gen by yourself as an solo surivior with every slow down build perk with Freddy's add ons by yourself and still call that game enjoyable? You must be joking, right? Sure gen rushing is without a doubt a problem, but it doesn't mean a surivior should be stuck on doing one thing for more than 120 seconds because how exactly do you see that as being fun?

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/871700#Comment_871700

    Kindred helps survivors from rushing in and stopping BW for going off again (if they buffed it).

    Rank 20 SwFs trump any rank 20 killer with Mori, same is true for rank 1's.

    the only games that last 10mins are low ranks to include most of the devs as we have alrdy seen them play. (not bashing them) but as we seen over the 3+ years of videos where theyre just ok @ the game.

    Spirit, nurse, Hilbilly and oni would get clap by a swf team with Mori? That is so false.

    The game uses rank 1 game time as well, so regardless of what people say. The game normally ends in more than 10 minutes.

    Screenshot_20191128-184815_YouTube.jpg


  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/874455#Comment_874455

    Id be down for moris to stop polluting my bloodwebs and forcing me to buy 7k ebony moris whenever I wanna get to the next bloodweb. I typically only buy them when theres no other option. If they wanted to make the mori animation a thing at basekit for the end of the game or something, that would be cool though. In this particular case though, moris are abit off subject when people are talking about things affecting action speeds.

    The point was to compare the stuff killers have to end gamed quickly to what a surivior has. The thing I dislike the most of this community is them using swf team for an excuse for everything when it is actually confirmed more people play solo than a 4 man group. So when people talk about action speed, they mean as an solo surivior and not swf team because everyone knows solo surivior is hell.

  • @FriendlyGuy said:

    "Viability" means, that the killer is able to win against every tier of survivors, if played good enough. The statistics show nothing about killers versus swf, so that's no proof for nothing.

    That argument isn't valid at all because it shows that solo surivior is no match against killer (obviously swf is another thing).

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/872987#Comment_872987

    Good to know your scum of this game, DCing isn't what is fair play. Freddy slowdown build is fair play, as it still possible to win.

    Also you realize you are ruining the match for your teammates.

    Entitled survivors like you are the main reason, I'm glad DC punishments are being added.

    Freddy slowing the game down is fair play? Play solo surivior.

  • @ba_tetsuo said:

    Nah fam. I like playing games for more than 5 minutes

    The average game last more than 10 minutes, so I don't get your point.

    Screenshot_20191128-184815_YouTube.jpg


  • @immortalls96 said:

    Lol I find this very ironic..survivors getting to more than double repair speed is fine..game gets a tad slower THEN it's an issue...guys..come on

    You are saying it as if every player wants to win the game fast and quickly. It's also ironic how killers complain about games ending quickly as if Mori isn't a thing.

  • @HelloAndGoodbye said:

    https://forum.deadbydaylight.com/en/discussion/comment/872397#Comment_872397

    So you dc, because you dont like slugging.

    Well the killer slug, because they hate the hatch.

    Free escape for doing 0 gens.

    But here is the thing.

    You breaking the rules and the killers not.

    What he said was childish, but he does have some what of a point.

    When a surivior is slugged, they can't do anything, so the gameplay would just be them waiting in the ground for like 4 minutes until they die. This just makes the gameplay boring (not unfair) because whay enjoyment does a player get when knowing he is unable to do anything.

    That isn't a fair argument to why I killer should not let a surivior do gens because they done zero. A team mate could have disconnected, not a high enough rank to understand what they are meant to do and you could have applied too much map pressure with a lot of slow down perks to prevent suriviors from doing gens.

    The same can be said for killers that get zero sacrifice in a game against rank 1 swf team, but still has come back perks such as noed activated even though they done nothing to prevent gens being done quickly.

  • @Resurrect said:

    @Zoldyar

    @SkeletalElite

    I don't mean to exclude any extra help the spirit has, but in my experience as survivor, yes chases themselves can be a bit annoying for me. The perk spin chill sheds a lot of light on the potential action of the spirit. You can tell more or less if she is on your trail based on that perk alone, iron will if hurt, walking instead of running (before being found).

    I am not a good spirit as killer, and she can be tough to outplay as survivor. I just can't see further changes beyond whats coming in the next update to do any more balance other than make a then balanced killer even more gimmicky of a killer.

    Like wraith being invisible, but if he moves you can easily see him . . If wraith was like spirit giving no perkless indication of their location would you complain about both wraith and spirit?

    Just curious.

    Iron will can be countered by strioder. Even without stridor you can simply rely on a suriviour's scratch marks and foot steps, so it doesnt matter.

    Just because spine chill is glowing, doesn't give you any accurate detail to where the killer is. You also don't know if she is phasing or not because the spirit can just look at your direction in order for spine chill to not give you an proper response to what she is doing.

    Walking instead of running just makes it easier for the killer to catch up to you because why would she phase if she has no idea of where you are? She can still hear you breathing, so it doesnt make a difference.

    Moreover you expect a surivior to run two perks to counter one killer? It's like expecting a surivior to run slippery meat so that they can counter the trapper. There is like 18 killers and more than 3 of them is capable of tracking injured people and one of them(Myer)s is capable of ignoring spine chill effect.

    The "nerf" they gave to spirit doesn't make any sense or even remotely relates to the main problem of people using spirit. Other then the spirit's add on where she can get her power back instantly and player bread, the rest shouldn't have been change. Her base kit should have also not been change.

    What should have been change, is allowing the surivior to have more feedback to where she is and what she is doing. It doesn't have to be obvious. It can be something as simple as the wraith, where you would have to pay attention on your screen in order to notice him.

    Wraith is different because when leaving his sleath mode, he makes a loud noise, loud foot steps, has slower movement and give suriviour's time to react. Spirit is more instant and doesnt give feedback when she is entering or leaving her phasing. Obviously she isn't meant to have an appeaeane while phassing because she enters her own dimension (pretty much).

    However, they could have done something as simple as adding very loud foot steps noises to where a surivior can use that as an indication to know how far or close she is from the sound of the foot steps. Dont get me wrong, she does have foot steps noises, but it is not loud at all and the killer would have to be close to you for you to hear it. In other words you will be dead before you realise it. They can also have her shards actually light up and have her hair style change instead of a surivior having to be right at her face to notices if she is phasing (because that would just be stupid).

    In conclusion, I ain't asking for a nerf, but an indication of what the spirit user is doing.

  • @Resurrect said:

    I might have misunderstood. If so I apologize.

    "There's a mind game when there is TWO-WAY Unknown"

    Does this not already exist?

    Spirit goes invisible . .

    • Can't see survivors

    And survivors . .

    • Can't see spirit

    Both parties are hoping to guess right?!

    You are saying it as if spirit can't locate suriviors by sound, foot steps, scratch marks and more. So it isn't a guess because the killer has every right to locate the surivior, where as surivior get no feedback of where she is while phasing and if she is phasing.

  • @emilys101 said:

    The hitboxes are out of this world bad. Chainsaw hitboxes, huntress hitboxes, trap hitboxes, window hitboxes. If servers are going to be this laggy, hitboxes have to be changed. I have a few clips of my friend to show this since my computer is unable to record.

    https://clips.twitch.tv/FantasticEntertainingCurlewBrainSlug

    https://www.twitch.tv/fufumii/clip/InterestingLivelyPhoneBudBlast

    https://www.twitch.tv/fufumii/clip/AgitatedAttractiveClintKappaPride

    https://www.twitch.tv/fufumii/clip/DeterminedLaconicCougarRickroll

    It is entirely frustrating and gives killers free hits. Even when I play killer, it feels completely awful and unfair.

    "I think we did a pretty good job so far"

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/869877#Comment_869877

    1st part. while that is true we all know totems like ruin dont last on most maps.

    2nd part. they just buff kindred where as long as 1 person (alive) is running it then the other survivors will be able to see what the others are doing. they can use that team work to counter it.

    3rd part about "hard work". idk what game ure talking about but it doesnt matter how much work u put on killer when survivors have 2nd chance perks that cant really be countered unlike killer perks.

    killer needs to run say like Ruin just to slow the game down because without it the game would end within like 4-5mins before a killer can hook a survivor.

    I can't argue with your first paragraph.

    How does it counter blood warden from activating? It also leads me to the next point of the killer tunnelling the surivior that just got Unhook so that they can endlessly use blood warden.

    It does matter because you can't expect a rank 20 player to usually(or ever) perform better than a rank 1 surivior.

    Games can end that quickly but the devs have shown that gameplay at average has last more than 10 minutes. Another thing is that killers are capable of finishing games quicker than suriviors doing gens, so it some what balance things out.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/869758#Comment_869758

    NoED is never an issue because it gets taken down faster then Ruin, sometime it doesnt and u may get 1 or 2 people but that isnt always.

    BUT it would activate after the gates are opened and u hook a survivor, and each time after that would reset the timer. so the 60 seconds would just restart after each new hook.

    ALSO chases dont end quickly, green, purple and red ranks. clearly if we are talking about people with less then 500 hours then it might. again its a 4v1 game where the killer should be stronger then 1 survivor BUT its not, not in this game.

    There is no way of knowing how long a totem last in a game.

    It is a higher chance of it lasting long when taking in the measurement of the map compare to the size of the totem. Then again, who can be asked to do math? The reason why totem gets destroyed early is just that you are just unlucky if I'm being honest.

    That just sounds broken in every way possible. This is towards the end of the map meaning most pallets would be gone. Thus leaving a surivior to rely on vaulting (Which aren't a reliable way of wasting the killer's time). So there is a likely chance of the chase time lasting 30 seconds at best because I would like to know how killers such as the nurse, spirit, Freddy, Huntress, hag and Hilbilly will struggle on lasting more than a minute in a chase.

    As for the just not opening the gate thing, you know that opening the gate common to happen. Otherwise you would have also mention changes on that if it was so frequent of that happening. For swf team it won't be a big deal. However for a solo surivior it's common to have a team mate that will open the gate straight away so that they can escape. This is because when playing as a solo surivior you will obviously be looking out for yourself because your team won't be cooperative (no way of communication with them) which results on your plan and objective being different to what your team mate wants.

    When people speak of 1 vs 1( in dead by daylight from my understanding) they mean applying there knowledge to what they learn against the killer. Not as in, them have an equal level of speed, stength and e.t.c against a killer, but rather showing they can waste time longer than someone who just joined and started playing as surivior. You spent 1000 hours on the game, just to know someone who played for 1 hour can do as well as you? Does that sound fair? Obviously there should always be something against a PvP game where you can tell the different between a noob and a pro which is what people mean by the 1 vs 1 aspect. Its from that, that makes dead by daylight enjoyable because all your hard work and skill you have developed is being shown from how well you perform against a killer. What's the point playing a game where all your hard work is wasted and that there is nothing you can do against a killer to give you an advantage?

  • Anyways, the feng seems to be sending bombs at you killer mains. If you guys dont respond you will lose the war and end up getting nerf to the ground until you end up like old Freddy.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/869400#Comment_869400

    NoED isnt an issue anymore these days, and again survivors would have to think before rushing in.

    Noed is always a issue depending on the killer (of course).

    I don't mind the perk idea, i'm just saying how many times would it activate. To say the perk will activated more than twice (let alone more than once) would just be annoying and not a fair match. However, allowing it to activate once doesn't sound mad.

    You can't use the argument the surivior would have to think as if chases doesn't end quickly. Especially when there are different ranks which would struggle against killers.

  • Then you will lose obviously. I also want to say, I ain't involve with killer mains vs suriviors mains because everyone knows meg main are the entity.

  • @Sleephartha said:

    A 50% kill rate would be balanced. Meaning half your games are 4ks, half are 0k. Or, 2ks per game. Instead not a single killer is at 50%. All are above 60. And the highest, most complained about killers are in the 75% range. Is this not crystal clear now why survivors complain about OP killers? And now imagine if we had detail that showed 4 solos vs 4 man swfs. I’d reckon it looks even worse for solos. Probably 80-85% or worse. This game is heavily skewed toward killers.

    75%!! This is a full 25% higher than it should be. And people wonder why survivors like to derank... it’s because the game is more balanced when higher level survivors play lower level killers. Thanks for releasing these stats Behaviour. I’m vindicated.

    Declaring war on killer mains. This is going to be interesting .

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