ad19970
ad19970
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Where's the problem? Fact is while the killer is in Frenzy mode you might as well just run in a straight line doing nothing because just like Nurse he can just ignore any kind of defense survivors have. But unlike Nurse, vaulting pallets and windows with him doesn't actually take that much skill.
That's the problem with this new killer, there's nothing really the survivor can do to effect the chase against The Legion. The survivor surviving long enough in a chase is only because of the ability of the Legion, not the survivor playing good. -
They need to be careful with buffing this killer though. The fact that he can, just like the Nurse, pretty much just ignore the defenses of survivors give him an insane advantage in chases, which is compoensated by needing more hits to down a survivor in Frenzy mode. But I agree that right now the killer has a to hard time actually downing survivors. On the other hand, he can slow down the game really well so they need to be very careful with buffs.
The fact that with this killer, it pretty much doesn't matter what a survivor does while being chased is a bit problematic in my opinion. After 2 days of ptb I got to say that it's not a lot of fun playing against him, but maybe that's just me. It's still too early to have a definitive opinion on the new killer. -
@MuteNewt said:
@ad19970 Yes I definitely noticed how much better Swamp, Mc Millan and Haddonfield looked. Id say every map has been giving little touches. I think its the lighting they improved? Whatever it is, I like it
But im pretty sure there was a performance boost also. My frames werent fluctuating as much.Yeah the lighting in particular got improved. Not only, but I think it was the main focus. Which is great. Haven't seen Haddonfield or Red Forest yet with the new visuals, looking forward to that.
That's great, I had to play the game with medium graphics setting up until now to not get some frustrating framerate problems, but I'll see how it is now on high once the patch is out. -
Yeah I'm actually impressed with the new visual update. The game looks more immersive now, really liking it. Especially the swamp maps just look so much better now. And I'm not sure but the Mac Millan maps look a bit brighter now which would be great so Claudettes can't just disappear in bushes quite as effectively. Couldn't tell about performance, but if it does improve the framerate that would be awesome.
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@Milo said:
@ad19970 said:
@Milo said:
Distortion:
Just is a counter to BBQ. Yey
Aftercare:
YES now i my altruism pays off even more
Breakdown:
2 saves per person so that's max of 8 broken hooks (if they stay like sacrificed). If it's coordinated SWF that want to "bully the killer" then yes. This will be strong. Other than that it will be meh/okay at bestWell BBQ already has got a new counter which is hiding in lockers. But the perk does seem fine.
But regarding breakdown, that's exactly what I am worried about. I like the idea of the perk, but hooks broken like that need to be repaired after like 30 or 40 seconds, so it could not be abused by swf groups to get rid of many hooks.It's still PTB. As we saw with Autodidact we can see changes to perks happen with numbers so let's wait. Other than that this chapter i like

Yeah exactly. If hooks right now do stay broken just as long with this new perk as with sabotaging hooks, I do believe they will change it. It would be too good for a sabo swf group otherwise.
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@alivebydeadight said:
@Orion said:
Dying Light requires you to focus on making sure one Survivor dies ASAP. Remember Me requires hitting one Survivor multiple times.
welcome to dead by daylight, the game where they make pro tunneling/ pro camping perks
Exactly. The fact that Insidious and Dying Light exists baffles me. Such terrible perks. A shame really, especially since perks like Thanatophobia, that actually encourage not to camp and not to tunnel, are so bad.
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@Orion said:
Dying Light requires you to focus on making sure one Survivor dies ASAP. Remember Me requires hitting one Survivor multiple times.
Ok I can understand that. Although remember me is only barely effected I'd argue.
However, Dying Light is such an awful perk anyways. I don't understand why the devs created a perk that actually promotes tunneling. That perk needs a rework, no doubt. -
@Raccoon said:
Oh, I've made sure that tunneling is no longer an option in my killer PTB games.I appreciate the suggestion and implicit acknowledgment that perks such as Dying Light and Remember Me have received a minor nerf as a result.
How were those two perks nerfed?
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@Milo said:
Distortion:
Just is a counter to BBQ. Yey
Aftercare:
YES now i my altruism pays off even more
Breakdown:
2 saves per person so that's max of 8 broken hooks (if they stay like sacrificed). If it's coordinated SWF that want to "bully the killer" then yes. This will be strong. Other than that it will be meh/okay at bestWell BBQ already has got a new counter which is hiding in lockers. But the perk does seem fine.
But regarding breakdown, that's exactly what I am worried about. I like the idea of the perk, but hooks broken like that need to be repaired after like 30 or 40 seconds, so it could not be abused by swf groups to get rid of many hooks. -
@Swiftblade131 said:
This killer is the DEVs way of dealing with SWF groups, it's all there, i'm telling ya.Mad Grit: Counter to body blocking
Discordance: Counter to gen rush... Kind of?
Iron Maiden: I mean, Doctor just got better. Now you either find them right away, or you find them later...?Plus, Legion's power. Wreaks havoc in a group environment. Not the greatest in solo.
Little did they know however, SWF teams can talk to each other, so they will stick far from each other as possible, rendering their ability useless.
What I see, is a halfway decent killer. Low Mid tier. Very fun to play, but not the most viable. Cool gimmicks such as vaulting pallet and free borrowed time.
Now before you start crying, this was a half sarcastic post. I do think Legion is a pretty decent killer, not insanely good, but not god awful, I place them right below Clown. I believe Clown to be the most balanced killer in the game. Legion is quite fun to play, which is something every killer should be.
Let's see where it goes from here. Let's see what we learn.
Do people really go into lockers against doctor so often? I just can't imagine it but maybe you are right, than that perk would actually be decent on him.
Also I would still argue that while Clown is really good, he is still very vulnerable to gen rush. Not sure if he has perfect balance simply because survivors can still rush through gens so easily against him, but he is definitely one of the best balanced killers. It's hard to say where the Legion is though. He is really good at getting everyone injured and slowing the game down, but he has trouble downing survivors efficiently. -
Distortion:
Honestly I think this perk is quite fine. I mean if it becomes another meta perk I wouldn't mind, the more variety in viable perks the better. I think 10 seconds is too long, especially if scratchmarks don't appear as well. I'd reduce the effect of Tier 3 to 6 seconds, and maybe get rid of the fact that scratch marks disappear. Although the second maybe isn't necessary. I just feel like using Tattoos Middle finger on clown for example could easily hurt you when playing him against people using distortion.Aftercare
Don't see a problem with that perk at all. Seems very balanced to me. Especially since the aura is lost if you get hooked.Breakdown
This perk will still be changed, I'm pretty sure of that. The problem I have is that I don't know how long the hook stays destroyed. If it's just like sabotaged hooks, that could easily become a problem with a swf group all running that perk and even sabotaging hooks. Very fast there would be many areas with no hooks at all. So the killer would camp once he gets a hook.
However I do like the idea of this perk. It's another help against camping, and more so, tunneling. However a hook that is broken by this perk should regenerate after 30 or 40 seconds. No more. Then the perk would be perfect.I do agree that the killer perks are very disappointing. New killer perks are one of the things I was looking forward to the most. But two of them are so situational and just not effective enough, they seem almost useless to me. The only perk I could see being useful and good is disordance, since it can really help with pressuring the gens more. But I was really hoping for another perk that helps in chases. Having another perk for different builds that help killers in chases would always be nice, so I really hope those kind of perks will come with a fututre killer. I mean we've already got so many different tracking perks.
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I don't see the problem with the perk. How is it any better at end game? If a survivor gets unhooked by someone with borrowed time and then gets hit, he usually has enough time to reach the exit gates right now anyways. The killer has to hit him a second time in order to down him again. The change of the borrowed time's meter not going down in a chase won't change anything, since right now it's always long enough for a survivor to reach the end gates anyways. With the new changes, the killer will still need to hit the survivor two times so the survivor is downed.
This change is just a nice slight help for the perk to counter camping and tunneling a little more. -
@Carpemortum said:
I'm assuming this is bait. Considering his power let's him vault faster and chain attacks with reduced attack cd....but ok. Rant away.I think the problem right now is that it's very hard to down survivors with the new killer, unnecessarily hard maybe. Because while in frenzy mode, you will need four hits to down a survivor. So it might be good against looping, but actually downing survivors is a different story. Also, every time you hit someone in frenzy who already has the deep wound status effect, you get thrown out of the frenzy and get quite a long stun, long enough for survivors to gain quite a bit of distance. So then if you hit a survivor two times while in frenzy you'll either activate frenzy again, hit the same enemy, get stunned, wait till you have your frenzy back and then hit the survivor a fourth time during the next frenzy, or you just chase him normally after wounding, however, chasing a survivor with 110% speed without using the killers ability is not very effective.
I think though he'll be very hard to balance. But we also should still wait and see if this killer really needs a buff or not. If yes, it probably won't be easy. The fact that he can pretty much ignore the two defenses survivors have against a killer, vaults and pallets, will make him hard to buff since he could easily be overbuffed.
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How about we wait a bit and see how he'll be once people get used to him?
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Damn didn't even think of that. That's actually quite a nice perk to have. I just hope the hook doesn't remain broken for too long.
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How does his ability prevent loops though? I mean sure there are certain loops where doctors shock therapy can be very helpful, but it's pretty useless at most pallet loops. It's definitely better at window loops, but even then it depends on the loop. The fact that he slows down while charging his shock therapy hurts him.
I could see him getting a very small buff to his shock therapy to be a little more effective at loops, but nothing huge. Maybe just reduce the slow down while charging his shock therapy and/or simply increasing the base range of his shock therapy, since right now it's pretty bad.
In fact, maybe just increasing the base range of the shock therapy would be the best buff. Then they could adjust his add ons that increase the range further and get rid of the charge time increase of those add ons. -
I did think of regenerating pallets myself as well already. Thing is, as the game is right now, this would not work. Survivors have more than enough pallets to use them effectively until the gens are repaired. Once gen rush gets nerfed hard enough though, they should think about having regenerating pallets definitely.
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Pig might need some buffs, but Spirit already seems very powerful to me.
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@GhostrickSpecter said:
He's extremely good on chase due to his slow, and some tracking due to the fact survivor will scream if they affected by the gas! But the downside is, he lacks of Map Pressence, and the power to slow the game down!Don't get me wrong, he's not a bad killer, but he just not as good as the top 5s
Exactly. I'd argue he is the best chaser in the game aside from Nurse. But his lack of map pressence really hurts him and still makes him very vulnerable to gen rush.
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@RadiantForgotPwd said:
@ad19970 said:
Funny to think that you are reporting others. But regarding your topic, you are accuisng BHVR of balancing the game in favor of killer mains to earn more money. How is that not insulting? Obviously though everybody is just disagreeing with you, if that's what you want to know.It's more a business problem at this point, not an insult.
If looking at revenue data they found out that killer pays more, that explains the extreme care given to one faction over the other.
They took care of killers in particular because killers except for maybe Hillbilly, and obviously Nurse cause she is overpowered, have been struggling a lot against really good survivor teams and were quite a bit underpowered in comparison to the potential power that survivors had. Now, the game is actually quite balanced for both sides, but the problem is that there's too much of a gap between solo and swf survivors.
That and that there are still some weak killers as well as the definition of overpowered called Nurse. -
@Blueberry said:
Tbh if they just fixed his bottle exploding in his hand AND brought back his Intoxicated effect stopping fast vaults those would help a lot.I thought they already fixed the second. At least in my experience survivors have been slow vaulting when intoxicated when they otherwise would have fast vaulted.
However it would be nice if they fixed the first problem. -
@Vietfox said:
ad19970 said:Insulting, or at least making fun of people who dodge swf players as killers won't help you in any way however. If they don't want to play against swf survivors, that's up to them. It's up to BHVR then to balance this game better so there's no big gap between solo and swf survivors more and killers are balanced better for all groups of survivors.
@ad19970
Where are you when killer mains complain about survivors DCing?I thought we were talking about lobby dodging. Who would realise afterwards that people are playing swf and then dc? If killers dc it's because of them getting frustrated with something. Obviously the reasons for that frustration can be very different.
Until a certain point I dc'd as a killer myself as well, only very rarely however, when I got frustrated with multiple matches in a row because of toxic survivors, and just not having any fun. Obviously I was just not good enough to deal with those survivor teams, but that's a problem caused by the ranking system in the game. However that combined with toxic survivor players in the after chat are what got me to dc at times. I stopped with that though. Dcing is obviously nothing anybody should do. But that's not directly swf but more killer not being good enough or getting frustrated, or in some cases just getting a total rage fit. Which can happen even against non swf survivors. The ranking system is part of that problem. I agree with you on dcing, though. I was just talking about lobby dodging.
Also, why do only killer mains complain about survivors dcing? When I play survivor I find it just as frustrating when some survivor in my team just dc's. -
@RadiantForgotPwd said:
Let's stick to the topic, please, more interesting than me.If you have something to say about the topic do it, otherwise please refrain from insulting and bullying with non-requested comments or I will have to report.
Funny to think that you are reporting others. But regarding your topic, you are accuisng BHVR of balancing the game in favor of killer mains to earn more money. How is that not insulting? Obviously though everybody is just disagreeing with you, if that's what you want to know.
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I've thought that too. For me he's also the killer I face the least as survivor. Maybe many people just don't enjoy playing him. He is my personal favorite killer in the game though.
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@ItsYourBoyGuzma said:
Milo said:@ItsYourBoyGuzma said:
Man this killers design is super disappointing...
Like dude wearing jacket, different masks, and some hunting knife...
Wasted chance at a really good design..
Well, here's to hoping that the the perks for survivor and killer shake up the meta
Sometimes simple things are also awesome
No, its pretty bad
Well it's dependent on opinions, isn't it? I personally really like the look of the new killer and am excited to see how he will play.
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Insulting, or at least making fun of people who dodge swf players as killers won't help you in any way however. If they don't want to play against swf survivors, that's up to them. It's up to BHVR then to balance this game better so there's no big gap between solo and swf survivors more and killers are balanced better for all groups of survivors.
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@Redient said:
4th i think
i keep getting banned for no reason, but i still throw my bottles in the sea now and then,I'm pretty sure they have their reasons to why they ban you. You're just clustering the forum with utter crap it's becoming pathetic. I'm starting to believe you're not even a survivor main but just some troll for no reason.
I really hope you are not older than 10 years old, or you should seek some mental help as soon as possible. I don't even mean this as an insult. You really need some help. This behaviour is not healthy.Your accusations towards BHVR regarding balance have reached a new lowpoint with this thread. If you really believe what you wrote in this thread, may the lord have mercy on your soul. This is beyond ridiculous.
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If you are complaining about spirit Fury taking no skill to use effectively, especialy with enduring, think again. Otherwise you must hate exhaustion perks and Adrenaline as well. There are enough perks that don't require much skill, that's not the point of perks. They are supposed to help you in a trial, giving you certain advantages. Heck, when survivors know that you have Spirit Fury, I would argue using Spirit Fury with Enduring effectively takes more skill than using a lot of the other killer or survivor perks effectively.
Also, while surviving in chases as survivors definitely takes skill in general, I'd argue running in circles around a pallet loop isn't that skillful either. -
@Poweas said:
They need to fix these hitboxes soon it's not even funny. I 360 a killer half the time and I'll still somehow get hit ######### it's not even fair. I could play on controller where 360's are easy but the slow turning means I can't even loop a pallet as close to the structure as possible which is ez to do on mouse and keyboard. Easy 360's just isn't for me but when I earn it and dont get it, I wont be happy. I dont like the fact that killers hit me from the other side of a pallet (literally they do that's not an exaggeration they really do).You do understand though that 360's shouldn't be very effective anyway right? It would be really unfair for killers if they would even have a hard time actually just hitting survivors after they've catched up to the survivor. That would be ridiculous.
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I agree, both as killer and as survivor I find 3 vs 1 very unenjoyable
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Well Coldwind Farm does have very few pallet loops that can be mindgamed, especially since jungle jyms are transparent in those maps. Maybe that's a reason as well. As killer though, I do enjoy three of the five Coldwin maps, Thompson House in fact is one of my favorite maps to play on as killer. Rotten Fields and Cowshed are the two I rather dislike, especially rotten fields, since I can't seem to ever find a survivor on that map, and that map is so huge.
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@Vietfox said:
Yeah the tree one is a well known bug as well, just like the grass above the basement moving when you are walking in the basement.
The most annoying one for me on PS4, idk if it happens on other platforms, is when i run right after droping the pallet i crouch instead of running and stay like that for 2 or 3 seconds. That has got me killed several times.
Btw, in your last video why the hell the game says you died?Never saw that on the pc version yet, though I have noticed a few times where my character was crouching even though I wasn't pressing the crouch button. It's extremely rare, though.
Regarding the video, the person was just spectating someone else. -
@Alona said:
We have voice comms in White Noise 2, and after round after round after round of russian players that talk non-stop, high-pitched 14 years old and some kind of background noises of playing kids or techno music, I can't stand another game with open voice comm.
No, I don't want to mute them, I don't want to hear them in the first place, please.i mean they could add voice comm that can be activated by anyone who wants to use it, while keeping it mute by default. It just wouldn't solve the imbalance between solo and swf survivors for those people who don't want to play this game with voice comms.
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Birlliant. Would finally reduce the grind a bit. Honestly I'm shocked a game like this still has such a grind even two years later, I mean what do they believe how this grind feels for new comers who need to play for so long to finally unlock proper perks for the killers they enjoy playing? It's very newcomer unfriendly if you ask me.
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@BigBubs said:
Asking this question here is silly , all the crybaby killers who complain about swf will obviously come, with their survivor camo on, saying they don't like using voice chat.Dear lord this comment. Holy crap. Did you have any traumatizing experience with killer mains in the past?
Most killer mains on these forums agree that solo survivors need to be buffed to a similar level as swf, in order for the game and it's killers to be balanced much better. It's just that many people don't want to use voice comms with strangers, including me. While I main killer, I also enjoy solo survivor, even now still, cause playing solo survivor isn't nearly as bad as some people make it out to be, it's just harder than swf, but I'd rather have aura abilities added to the base kit of survivors to make up for the advantages that swf survivors have.
Cause if we just add voice comms, players like me will still keep having a disadvantage to swf players and then all players that enjoy using voice comms with strangers. If they add kindred and bond to the base kit of survivors though, than I'd be glad if the devs added the option of voice comm as well for those that would still, like that on top of the aura reading buffs.Yet here I am, reading a comment like this. People on these forums need to stop being so aggressive towards other people on the forum.
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Really weird. I still see enough survivors that still do good even when playing solo. I honestly doubt you play lots of killer if you claim that killer is so easy. Just watch some rank 1 games on youtube. Seriously.
I agree that the next changes this game needs is a buff to solo survivors, a nerf to camping and a buff to the less viable killers so all killers are at a similar level finally.
But just claiming this game is so unbalanced now is quite extreme. Like how on earth are survivors so weak now? Even I am able to win games as survivor and I suck at chases big time and still need to practise a lot.
I also doubt the game is tanking it inevitable death. Highly. As long as they start evening out the balance gap between solo and swf survivors this game will keep on living, I'm sure of that. -
@Master said:
ReneAensland said:@Master said:
@ReneAensland said:
@Master said:
Or they simply give us ingame voice comms. But even then, other games consider the advantage of picking your own premades that big that they introduce separate ranked queues for premades

Hell no. It didn't work for Friday the 13th, the developers regretted it.
Voice comms within the team, not with the killer
Still. They said because they want it to be as immersive as possible and I believe they have it down.
On console some people make Party Chats with random groups, I don't mind but I enjoy being alone.
Immersive? Pls bro
Nobody will force you to use voice comms, you can always mute specific players or even disable it completely, but it's a necessary step for swf balanceDo you really think voice comms is necessary? I mean I'd like some of the advantages that swf survivors have, but I definitely don't want to play with voice comm with strangers. By giving survivors certain aura reading abilities the devs won't be able to give survivors exactly all the advantages swf survivors have, but it would help close the gap between solo and swf survivors enough I believe. I mean I strongly believe there are a lot of people who don't want to play with voice comms, even once it's introduced to the game. With aura reading abilities, you are making sure that every survivor has the main advantages that swf survivors have now.
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@Master said:
ad19970 said:@altruistic said:
Solo play is garbage. It doesn’t surprise me seeing 3-4 man SWF teams every game of Killer I play.
Really? Despite the disadvantages of solo survivor I still find playing solo survivor very enjoyable.You know as long as you don't get camped, but that's on the devs to finally nerf camping. i find you can still do really well even as solo survivor team, but it's a lot harder. It's not only about balancing though, the ranking system can also really screw up the solo survivor experience, since players of very different skill levels can all play at rank 1.
Camping will always be a thing as long as looping is so powerful
I don't see how the one has anything to do with the other. Looping is just a way for survivors to survive longer, what the hell are they going to do otherwise?
While camping is just standing in front of the hook just to get a kill the easiest way possible. Killers can still just play the game normally, but survivors can't just ignore looping. It's what buys their team time and lets them survive for longer. Obviously there are a few maps that have too many safe pallets and not enough mindgameable pallets, but that's just flawed map design. Thanks to the pallet density nerf, I feel like killers definitely seem more powerful now, even M1 killers, even though they can still struggle quite a bit.
Also looping a killer for quite some time takes some skill, camping doesn't. Not at all.
If killers need any help against long looping, it's finally nerfing gen rush so that killers have a bit more time to deal with survivors. However before they nerf gen rush they need to nerf camping. -
They've already proven with the last few patches that the devs very well care for the killer experience. Quite a bit in fact. Saying that they don't just isn't fair. Also, i do believe for most killer players it isn't that much of a deal if the last survivor escapes via hatch or not. I definitely don't care, if I get a 3k I'm more than happy and I am fine if one survivor can escape. I still won that game clearly.
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@altruistic said:
Just play.. You can pip most games, even if they’re not fun. Do a few gens, save people off hooks, get chased.I have been using Alert, Iron Will, Adrenaline, and Wake Up.
It doesn’t matter what rank you are. I’ll get chased an entire game by R1 Killers. Most people who play this game are not very good.
That's not very fair though. Just because a killer may tunnel doesn't mean they are bad. They just use a strategy that is effective for them, especially against gen rush if they kill off one survivor fast enough. It's on the devs for nerfing strategies like tunneling, or in particular, camping, you can't fault killers for using viable strategies given to them from the game.
Also when talking about tunneling you got to be careful. Some killers just obviously tunnel without any reason than it being a viable strategy. But in a scenario where the survivor who unhooked someone runs to a really safe loop, while the survivor who got unhooked is running into nothingness, of course it's only smart to go for the unhooked survivor cause you can just catch him very easily. Yet some people would call that tunneling too. -
@ModernFable said:
It should be noted that Botany Knowledge affects Self Care heals.Reducing the time from 32s to 24s.
It’s in a much better place than it was before, and there are many more perks in dire need of assistance.
Damn i didn't even know that. I thought it only affects the healing of others. That just makes the perk so much better.
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@ReneAensland said:
@ad19970 said:
@altruistic said:
Solo play is garbage. It doesn’t surprise me seeing 3-4 man SWF teams every game of Killer I play.Really? Despite the disadvantages of solo survivor I still find playing solo survivor very enjoyable.You know as long as you don't get camped, but that's on the devs to finally nerf camping. i find you can still do really well even as solo survivor team, but it's a lot harder. It's not only about balancing though, the ranking system can also really screw up the solo survivor experience, since players of very different skill levels can all play at rank 1.
Agreed. I have a lot of fun solo.
Good to see. I'm pretty sure many people who played solo survivor are still playing, it's still plenty of fun. However longer queue times of killers can not be ignored, to me it's obvious that one of the next changes needs to be a buff to solo survivors. Also nerf camping, I feel like I'm saying that in every post I make. It's just even as a killer main I'd much rather get gen rushed by a crazy good 4 man swf team than get camped by any killer. Such a frustrating strategy to deal with, yet can be so effective for killers even though it doesn't take any real skill.
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@Master said:
@ad19970 said:
@Tzeentchling9 said:
Built in Kindred, Bond, Empathy, Object of Obsession+Sole Survivor, Alert, Small Game, Detective's Hunch, Windows of Opportunity, Wake Up, and Open Handed is a good start to getting Solo Survivors up to the same power level as SWF.That seems a bit extreme, doesn't it? I agree with the first three, Kindred, Bond and Empathy, the rest are way too much.
Honestly Kindred is the main advantage swf survivors have, Knowing what other survivors are doing while someone is hooked is such a help.It sounds extreme, but think about it. if a single survivor has the aura of the killer, then the whole team has the knowledge in a SWF. There is a reason why killers complain about it so much

I get that, it makes sense. I do think that once a survivor finds a totem, the aura of that totem should be seen by all survivors. But that would also mean that Hex Perks finally need to be reworked to work differently.
That with the aura also makes sense, but it does require at least one of them to run that perk in order to see the aura of the killer. Also, I doubt swf survivors always communicate about where exactly the killer is. You can't always exactly pinpoint him, describing his exact location is also hard since many areas on a map are not unique. So saying something like killer is at a jungle gym won't really help a lot. I don't believe swf survivors have that much of an advantage really. -
Does it really need a buff? It decreases the healing time from 16 to 12 seconds, that seems quite good to me.
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@altruistic said:
Solo play is garbage. It doesn’t surprise me seeing 3-4 man SWF teams every game of Killer I play.Really? Despite the disadvantages of solo survivor I still find playing solo survivor very enjoyable.You know as long as you don't get camped, but that's on the devs to finally nerf camping. i find you can still do really well even as solo survivor team, but it's a lot harder. It's not only about balancing though, the ranking system can also really screw up the solo survivor experience, since players of very different skill levels can all play at rank 1.
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I like the ideas. However, in my opinion, it should be Kindred Tier 3. I mean swf survivor can communicate directly to each other if a killer is camping or not, so it's only fair for solo survivors to have the ability to see the aura of killers. Just finding out if a killer is camping by looking at what other survivors are doing isn't the same. If someone gets hit near the hook for example, what then? How are the other two survivors supposed to tell if the killer is chasing the survivor or if he's staying at the hook? I mean sure watching that survivor a bit more will reveal that to you, but it's still time wasted that swf survivors don't have to waste.
Also, I would add Bond to the base kit as well, at least when survivors are injured. This is another advantage swf survivor definitely have, finding each other to heal.
Also, I don't mind your changes to the totems, but not as long as NOED exists. That would be an insane buff to NOED, making it pretty much impossible to get rid of all totems in order to prevent NOED from activating. Having to cleanse 10 totems would be ridiculous. -
@Blueberry said:
@ad19970 said:
@Blueberry said:
@ad19970 said:
@Blueberry said:
@ad19970 said:
@Blueberry said:
I'd consider Myers but they gimped him too hard. If they gave him back multi-stalk and didn't put a stupid cap on how much you can stalk each person per game then I'd definitely put him on the list. Taking those things away was just too much of a handicap on him and lowered his skill ceiling potential a lot. He should be encouraged to try and capitalize on bad plays where multiple survivors are out in the open at once or focusing his attention on the weakest of the group to help handle the harder ones, those skillful plays were taken away.How is staring at multiple survivors at once and not having a limit to how much you can stalk survivors more skillfull? Personally I find Myers to be a very solid killer, especially with certain add ons he can become insanely good even against really organized survivor teams.
Because you are then able to recognize a missplay and capitalize on it appropriately where your choice of actions would have been quite different if you knew you were only limited to one person at a time. If you are also not limited on stalk per person then you focus multitask on draining the weaker players to better handle the stronger ones. This is something I already said and isn't difficult to understand nor should it need to be explained. I think it's quite obvious. I also never said he wasn't solid, he just isn't "great". I think there's quite a difference between the two.
Yeah but if anything being able to always stalk the weaker survivors to get to Evil Within Tier 3 would make him need less skill, although that can only be applied to rare survivor teams with very different skill levels, made possible thanks to the ranking system we've got at the moment. Nevertheless, personally I think it's good that he has a limit on how much he can stalk a survivor, since he's extremely strong when he can just one shot any survivor. Giving him some kind of limit is a good thing. I never had a game yet though where I wasn't able to stalk anybody anymore. Without a limit one survivor can just screw over his entire team really, really badly.
About the multi stalking, I guess that would be fine. Than again I find him already very strong, and don't think he needs any kind of buffs personally. So just letting him reach Evil Within Tier 3 even faster is not such a good idea in my opinion. Especially since this is a buff that hurts inexperienced survivor teams more than experienced.He's still extremely weak to pallet looping and a group of strong survivors that don't make stupid plays will destroy him. He suffers from what most the other mid/low tier killers suffer from which is relying on capitalization of bad survivor plays and being very limited on actually making the plays happen by his own volition. We see this issue quite prominently when we contrast him with someone like The Spirit. While the spirit can capitalize on misplays, she is not reliant on them. A survivor could play very well and a good spirit can still win with an outplay, she doesn't need them to mess up.
I suppose my point is that as long as the game is designed and balanced in the way that it is he will be fundamentally held down by that, which is why I don't think those buffs being given to him would be an issue. I also like the idea of them because those buffs would allow him to better capitalize on the chances he gets and make those misplays more punishing than they would be against say the spirit even though he still relies on them. A slight compensation I suppose.
I get that. I never felt though that Myers fully relies on mistakes of survivors to be honest. At least not since the wonderful pallet density nerf that helped killers who struggle with pallets a lot. I mean it's not always the survivors mistake if they can't find a pallet in time now, and there are a lot of pallet loops that are mindgameable.
However it does depend on the map, I'd say. Sadly coldwin farm maps have very few pallets that can be mindgamed, since the jungle jyms on those maps for some reason need to be transparent. The AutoWrecker maps also suffer from many pallets that aren't mindgameable. So i'd say it definitely depens on the map, but since the pallet density nerf, I feel like Myers has become very strong and viable. Mid to top Tier for me. Rather Top Tier actually. Don't have that much experience with him yet though, still haven't got optimal perks for him as well, not even Hex: Ruin, so this is just my opinion, should not be taken as a fact. I never believe my opinion is fact.
I get that Myers has to deal with pallet loops like any M1 killer in this game. Personally though I always felt like his one shot potential made up for that.Well since you said you don't have much experience with him, are you saying you are also not playing him at rank 1? If that's the case rank 1 is much more difficult than playing him at say rank 10, it's a completely different atmosphere. I'd call him viable as well, strong I would not however. Like you said though, a lot depends on the map. Some are a nightmare and some not so bad. I still think there is a plentiful amount of pallets and windows to loop for quite a long time even with the changes. I think they still need to weaken windows some and make much more pallets equally mindgameable. There are quite too many just plain safe ones still.
No I did play him a few times at rank 1. I won one match really good but lost another one pretty bad, those are the two I remember. However I don't have a good build with him yet, perks like Hex: Ruin or Enduring plus Spirit Fury I haven't even unlocked yet because of the insane grind.
I don't agree though with weakening windows. The last vaulting nerf was enough. I agree though with adding more equally mindgameable pallets. Would be nice. AutoHeaven and coldwin maps suffer from most pallets being safe and not mindgameable. Other maps don't have that problem though. However at least in my experience the pallet density nerf really helped killers a lot. I also liked that change since it buffed every killer except for Nurse.
Personally, if killers ever receive another general buff, it should be a nerf to gen rush in my opinion. However, as of now, I believe the devs can not add anymore general buffs or nerfs to all survivors or all killers. They need to start buffing/nerfing individually now. With that I mean buff solo survivors to the level of swf survivors, you know adding kindred and bond to the base kit of survivors would go such a long way, and then buff or nerf all killers to a very similar level, I'd suggest the level of Hillbilly or Hag. So buff all weaker killers and finally nerf Nurse.
From this point on then the devs would have a good foundation of which they can then further properly balance the game. And if the game still needs a gen rush nerf, than they can nerf it without any killer becoming to overpowered or without any group of survivors suffering too much. This game can only be balanced optimally if devs eliminate the huge balance gaps between all the killers and between different survivor groups. I mean, the difference in viability between Nurse and Freddy for example is unreal. So of course, either the one killer will be vastly underpowered, or the other killer will be vastly overpowered. Which is why general buffs can't happen to killers until they shorten the balance gap between all killers and between solo and swf survivors. -
@Tzeentchling9 said:
ad19970 said:@Tzeentchling9 said:
Built in Kindred, Bond, Empathy, Object of Obsession+Sole Survivor, Alert, Small Game, Detective's Hunch, Windows of Opportunity, Wake Up, and Open Handed is a good start to getting Solo Survivors up to the same power level as SWF.
That seems a bit extreme, doesn't it? I agree with the first three, Kindred, Bond and Empathy, the rest are way too much.
Honestly Kindred is the main advantage swf survivors have, Knowing what other survivors are doing while someone is hooked is such a help.
Sure, if you ignore SWF telling each other where the killer is, what gens they are working on, where all the totems are, what pallets have been used, and which doors are opening. To name but a few.
Not quite the same though. Small game for example reveals totems in front of you no matter if a survivor has found that totem already or not. At least with swf one of them has to find the totem first. Also, I don't think their communication comes even close of being able to see the killer's aura everytime you look in his direction. That just isn't the case. And sole survivor? How do swf survivors have the advantage that sole survivor gives you?
I also doubt their communication is so good that they can tell each other exactly where pallets have been broken and where not. Especially with maps not having so many unique locations. That's a bit extreme. -
Personally, i wouldn't mind if survivors got like a 10% or 15% decreased repair speed while injured. Would probably nice. However that's all I would change. No increased penalties for getting hooked, especially since finshing gens gets harder and harder the further the game progresses since there are less gens a killer has to protect. And definitely no healing speed decrease in my opinion. The healing speed increase we got last patch was already enough.
Personally i just want them to finally buff Thanatophobia. I want to use that perk so bad instead of Hex Ruin, since it actually rewards killers a bit for not tunneling and camping, but right now it just seems quite useless with it's extremely low values. -
@Master said:
@ad19970 said:
@Master said:
@ad19970 said:
@Master said:
@pabloddiablo316 said:
It does not work,. Period. Ever since the halloween event started barring a few chilled out killers, I was either facecamped or tunneled around 95% of my games and tonight witnessed by 3 friends, it happend with 4 different killers. A myers, a doc and 2 dif wraiths.All did same thing hook you stand there nodding at you and if anyone tries to save just hit em once so they go away to heal, rinse and repeat.
My suggestion is this (cue the killer main hatred) Instead of losing emblem points, put a counter onscreen showing their bloodpoints for the game and while they stay in camp range, show their bloodpoints draining away.
Lazy/bad killers will not give a damn about deranking or not ranking up if they can do this get crappy emblem results and stay where they are, but I am seeing it at rank 3!
Several of my friends have told me they have been in games like this too. it sucks all the fun out of the game when it is played like that. And b4 the killer mains have a go at me, I play killer too, I dont camp as I find that boring, I actually use BBQ and chilli for whats its intended, bonus points nad to go hunt other players, much more fun that way, for everyone.
I don't mind dying in game to a skilled killer, but a lazy swine should not be rewarded for facecamping. I have recorded some of it and asson as I get it to youtube (most likely tomorrow or saturday I will provide the link as proof it is happening.
Don't get me wrong, I love DBD its probably up there with 7 days to die and FO4 for sheer amount of playtime it gets on my PS4, but when damn near every killer I face plays like that, its not fun and I start looking to play something else and maybe eventually give up on DBD.
I have a rule with any game, if I no longer get any fun from playing it, its time for that game to go.
The penalty works very well. I tested it myself. If you camp all the game, then you will go out with zero chaser or maximal bronze chaser if you had to catch the last 2 guys by hand.
What BHVR doesnt understand is that noone wants to rank up as long as the game is such a mess at high ranks regarding unbalance and queue times. On top of that, there are ZERO rewards for ranking up.
Also I dont understand why you dont simply do the gens and leave the killer behind with <10k BP? It is so easy, you just have to hold M1. But nope, survivors - as stupid/entitled as they are - rush the hook even though I make no secret that im standing directly in front of it.
In the games where I tested the penalty, I easily 4ked AND even piped because the survivors refused to use their brains
Dude, that's bs. "As stupid/entitled as they are" that's such an overreaction. In 4 man swf teams that usually works, sure. But in a group of solo survivors, once the last one has realised that the killer is camping, it's probably to late for the last 3 survivors to rush gens effectively against the killer. Has nothing to do with survivors being entitled or stupid. I mean if you play solo survivor, and notice that nobody is unhooking someone who got hooked. Chances are you will think that the other survivors are also doing gens or what not and you will then go in for the save.
This is just the main strategy that can really hurt solo survivors, but not swf survivors. One of the biggest disadvantages solo survivors have.
Also, this game is supposed to be fun for both sides. Camping is no fun at all for survivors. I'd rather get gen rushed by the best 4 man swf team ever than get camped. Cause at least when getting gen rushed I can still play the game.I play solo all the time and I always facepalm when my idiot mates throw themselves at the killer. No, you dont need voice comms for that, I can deduce that by using my brain too.
Fact is that killers ESPECIALLY camp because SWF are way more altruistic than solos.
There's a difference between hook patrolling, and camping. I start patrolling hooks when I believe that other survivors are near the hooked survivor.
However camping is just standing in front of the hooked person no matter what. And that needs to be nerfed. I already explained why solo survivors have a harder time dealing with killers that camp, but you seemingly just ignored that part. However, I can promise you that if the devs don't do something against camping, and instead nerf gen rush, killers will have the pleasure to wait in lobbies for more than 30 minutes until they finally get survivors they can play against. But I personally would rather not have that, since I main killer.Yes solo survivors have it harder to identify campers, but it is perfectly possible since I do it as solo survivor too, yyou just need some map awareness and pay attention

Yes, there is a huge gap between solo and SWF, but if you act like SWF isnt a thing, then the game will never be balanced. Looking at the steps BHVR has taken recently, I think they will ignore the SWF/solo difference, I accepted that and derank to play casually now, just a pitty imo, but whatever
I'm definitely not acting like swf isn't a thing. Definitely not, I acknowledge the gap between solo survivors and swf survivors, while I don't think it's quite as bad as some people say, it's still pretty big in my opinion.
But personally, I'm absolutely sure that this game can not be balanced around swf without buffing solo survivors to the level of swf survivors. Otherwise solo survivor players will just quit this game entirely.