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  • Can't say I have had the same experience. It's miles better than Eyrie of Crows in my opinion. A lot of the pallets are mindgameable in my opinion, a few even completely unsafe.

    I guess the map is a bit too big though. Can't comment on the house too much, just that I haven't had too much issues with it either yet.

  • Generally as a gaming company you shouldn't really just ignore the opinions of certain people. There is no reason for BHVR to ignore people just because you don't like their opinions. That's ridiculous.

    If the killer is fine, and in general I think he is, the devs will realise this, because the majority of players will reflect that. If the majority of players have a big problem with Dredge, then that is indeed reason for concern. But it doesn't seem like that, so I don't think there is reason to worry.

    There are a few aspects I think should be nerfed very slightly, Bloodlust should be canceled when he starts charging his power for example, which only makes sense, but all in all, I also think Dredge is very well balanced, and incredibly well designed.

    Though speaking of design, the one thing that I personally think would make him even more fun would be if he had a bit of mindgame potential while looping. Right now, he completely shuts down pallet loops that don't break line of sight. It would be a nerf, but only a very small one. The reason for that is that the more counterplay both sides have in any situation, the better in my opinion. Wouldn't even mind if he received some compensation buff as well.

  • No I think it's the instant regression that needs to be toned down. This nerf would also still make it really good with DMS, since gens don't regress anyways when they are blocked.

    If the devs do address gen times by adding some form of slowdown to the base game, I think 9% or 8% regression would be perfectly fine for Pain Resonance.

  • @Lentara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994366#Comment_2994366

    I gave an example in Sadako because in my opinion it was stupid to immediately release a new addon with the exact same killer, but much stronger, immediately after the Sadako addon. It just takes away the meaning of Sadako. Definitely Sadako is very weak, I can't argue with that.

    Yes, I tried to play but not on my account, because I don't want to buy it. My experience is only 200+ hours and for some reason I win against people who have 4.000+ hours. No, not because I'm a pro gamer and not because I play against noobs, it's just that this killer is like that. I don't have to do any super complicated stuff, his power and imba perks do everything for me. I don't need to stress. That's why I can't stand such killers, including Nemesis, Clown, Bubba and this woman who always vomits. These guys are too imba when they use the best addons. All you can do against them is die. I'm a pyramid head miner because I think he's one of the most balanced killers in the game. Well, because I just love him😈

    I think that killer miners are not objective in this matter, that's why they are killer miners. These are the people who have strike wins of 50 matches but at 51 they lose and start crying that the killers are not strong enough and we need to nerf the survivors.

    You know, this killer is simply impossible to escape. It's not real at all. If by some miracle you find yourself far away from him, he simply teleports to the nearest locker, because he also sees the aura of the players next to them. When you drop the pallet, he will simply put the portal and all you have to do is run to the next pallet, but while you are running, he will catch you.

    I am sorry, I think I just had a stroke there. Pyramid Head is one of the most balanced killers, yet Clown is an insta win? You realise how weak Clown is, and that almost everyone agress that he is weak?

    So you won against 4000+ hour survivors as Dredge? I have a hard time believing that, though of course, it is possible, perhaps Dredge is just right up your ally when it comes to playstyle though, which is why you had good results with him, people have different skillsets in the end. That doesn't immediately mean Dredge is op, especially since many survivors haven't learned to counterplay him effectively yet. In the end, Dredge does nothing for you for free. If you want to win against good survivors, you have to play well with him. And I would argue his skill ceiling is actually fairly high. Which, to be fair, is why it's not 100% clear if he really is fine, or might need some small nerfs. But if he does need some small nerfs in the future, I am sure it will only be very small ones. I would also argue that his counterplay has a surprisingly high skill ceiling as well for survivor.

    Of course the classic argument is that killers one doesn't like, don't take any skill, but that's just being completely dishonest. Even the easiest killers still take a certain amount of skill.

    I also find it fascinating that you mention Nemesis, Bubba, and of course Clown. And then go on to say that tunnel master himself is the most balanced killer in the game, who outshines every killer you listed in power. Because Pyramid Head, especially when you use his tunneling capabilities, is an absolute monster. He does requqire a lot of skill though, that's true. But so do Bubba, Clown, and Nemesis as well, although the last one isn't quite as hard to master. And to be fair, a camping Bubba takes no skill, that is indeed true.

    Your attempts here to dismiss all the people that disagree with you as killer mains, or killer miners, which I am not sure is intentionally worded, that just want easy wins and can't accept losses is just sad though. Especially some of your very provocative comments. It just shows that you are pretty damn immature, which also suggests a lot that you are very likely not even open to learn how to counterplay new killers, or those you simply don't like. It's your opinion or people are laughable.

    But guess what, this game is not designed specifically for you. Everyone has killers they dislike going against, but that doesn't mean they immediately need to be nerfed. And furthermore, I have seen a fair amount of survivor mains saying they enjoy going against Dredge a lot themselves. And I personally think he is one of BHVR's absolutely best designed killers.

  • In general I agree, though there are a few small tweaks that one can already tell he needs. Him not having Bloodlust and Bloolust buildup canceled when he starts charging his power, for example, should definitely not be a thing, and I don't think one needs to play as or against him for long to understand why that is the case.

    Nerfing his tunnel potential by having lockers close hooked survivors stay blocked after the survivor is unhooked for a few seconds is also a no-brainer to me.

  • No cooldown on his teleport? Have you ever even played with Dredge? He has a 12 second cooldown.

    I can see why Nightfall might need a bit of toning down, but in general he is not op, he is well balanced. Then again, to you, almost every killer seems to be op.

    Devour Hope has always been good on a map like Lery's, though it still depends on the totem spawn. It's also not op, and it's effectiveness is not exclusive to Dredge.

    You can also see further than 5 meters during Nightfall. Like what even is this post? You know, you might have very unpopular opinions, but at least some people would maybe take you a bit more serious if you wouldn't exaggerate to such a ridiculous degree.

    Dredge is actually really well balanced. He needs a few tweaks, though nothing that would impact him a lot. He might need some more, small nerfs, but only in the future most likely. His map pressure is great, something killers need, and his anti-loop is decently strong, again something killers need. This is actually the best way to make a killer powerful. Good map pressure means more interaction with all the survivors, and his anti-loop not being too strong means survivors can have enough impact during a chase.

  • @KurnDisciple said:

    https://forum.deadbydaylight.com/en/discussion/327848/devs-missed-a-very-important-detail-about-the-dredge-or-they-had-an-idea-i-cant-think-of

    He's still an M1 killer who has to hit survivors twice. So he has to deal with the full effects of BT/DS/DH and anyone with BT can just run straight up and save in your face with nothing you can realistically do about it.

    Which is why they are meta perks. More forced perks just to counter an incredibly unfun strategy.

    I really hope they nerf tunneling and camping enough with the upcoming perk update, so that these perks aren't as mandatory anymore.

  • @RakNieborakYT said:

    So you know that you cannot teleport to the lockers near a hooked survivor. However, you are still able to enter it and, furthermore, you can even leave this locker. What I'm trying to say here is that this makes dredge a next-gen camper. In my opinion, this should be removed.

    What are your thoughts about it?

    To be fair, I don't see a big difference between him going in a locker next to a hooked survivor, and him just standing in front of the survivor. He makes noises out of lockers after being in one for 8 seconds.

    I guess it could be a bit like a semi-insidious camp though.

  • He is definitely A tier in my eyes. But I do think his biggest selling point is his map pressure, which is a good thing of course.

    His anti-loop is decently strong, but definitely has some fair counterplay. Chaining pallet loops or just loops in general is very viable against him, but you have to be aware of lockers and try to predict when and where he might teleport to.

    You can also try and mindgame his remnant at loops that break line of sight, since he can't see anymore if you are running towards his remnant, or doubling back. This is dependent on the loop size/form and remnant placement though.

    At the beginning, there were some people that thought he had no anti-loop, because they didn't know he had the remnant. But I doubt anyone still thinks he has no anti-loop now. I guess the devs made that mistake with Sadako and noticed how that didn't turn out well at all.

  • The premade will most likely win, unless it's Blight or Nurse, but only if the killer doesn't play as dirty as possible. Camping, and in particular tunneling, can definitely give the killer a fighting chance. It's a shame such unfun, and less skillful strategies, are some of the strongest strategies in many situations.

  • Gens can go very fast, these gen slowdown buils are not op or anything. Deadlock and Pain Resonance don't even synergize that well, because Pain Resonance activating on a blocked gen does not regress it at all, the gen only starts regressing once the gen is unblocked.

    Killers need slowdown, again, because gens can get repaired very fast. These perks will surely be nerfed in the upcoming perk update, but hopefully only with some basekit slowdown for killers, preferably during the early game, where killers have the least map pressure.

  • Eh, 8% more movement speed with one gen left to repair would be busted in my opinion. But I do think NOED really could use a rework.

  • Pyramid Head is so strong, I have no idea how he could ever be considered even just a bit weak. Nemesis is also strong in my opinion. Maybe not 100%% viable at the highest level of play, but still fairly strong. Same goes for Demogorgon.

    Pinhead also has a lot of potential, especially if you get a good feeling for where his box spawns. Problem with him is that his passive is too good, and his main power, the one that takes a lot of skill, is not strong enough.

    The rest I kind of agree with. Fredy isn't as weak as some people seem to believe, in my opinion, but he's also not particularly strong or anything.

  • @Rythoriak said:

    Didn't even know this was actually not a thing already. Had someone get off a hook be the one to work on an exit gate, I downed him. Picked him up got D-striked immediately (he already got the gate to 3 flashing lights). Which of course he then promptly tbagged/flashlight clicked and left.

    Not quite sure why exit gates are exempt from the deactivation, but every time I play sweaty teams I learn more and more strats.

    @Bot_Salvo88 said:

    I still don't understand how Decisive Strike is active during End Game collapse to begin with. It's a lose-lose situation for the killer

    @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994639#Comment_2994639

    Option one : Spread hooks evenly and get DS'd at EGC

    "Why didn't you get someone out earlier?? Bad killer"

    Option two: Get someone out of the game fast to take care of any DS and help slow down gen progress

    "Dude!! Tunneler!!"

    Without perks like DS or BT, the killer can almost always guarantee at least 1 kill during endgame. Why shouldn't survivors have a chance for a 4 man escape? DS helps with that, and that's fine. Even with BT and DS, I rarely ever have all four survivors escape during endgame, I can very often assure one kill.

    Killers have a fair chance of getting a 4K. It's fine for survivors to have a fair chance of getting a 4-man escape.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/327661/is-mmr-really-based-on-kills-and-escapes

    Here's the thing, there is a shortage of killers because BHVR has made the role so weak and frustrating that nobody but masochists or sweaty tryharders play it anymore. So no matter how low your mmr is, you are not likely to find a new killer player and instead are just going to get matched with whoever is available.

    That's just not true. Why do some people have to overexaggerate how weak killers are? Hell, they have camping and tunneling as strategies, which are strong and take barely any skill. I am doing fairly fine without camping and tunneling actually, even though I am all for making the skillful and fair strategies a bit more viable.

    This game isn't even survivor sided if you take those two strategies into account anymore.

    Also, I can't say I am noticing a shortage of killer players. In the evening, survivor queue times are a bit longer, but that's also because many people play with their friends during that time. During the day, it's the killer queue times that are actually longer for me.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995064#Comment_2995064

    Haddon is filled with what I call "semi-infinites". The windows are only infinites when ran certain ways, but they pretty much may as well be infinite windows against easily W keyable killers and with any survivor with sprint burst.

    Hmm haven't made that experience myself yet. It's good that in general, the killer is the one to decide in which direction survivors can run a loop.

    Not convinced yet that killers don't have enough counterplay against that, but maybe that will still come.

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994996#Comment_2994996

    Ah I see, it's due to people wanting to play with their friends more and not wanting to suffer the Killer vs Seal Team SWF experience. I'm getting the big picture now.

    I mean, I play killer during the evening and do not have this problem really. It's still a lot of fun most of the times.

    However, in the evening, a lot of people will play together, so they play survivor, so that's why killer queue times are so low in the evenings.

  • @Blueberry said:

    Surprised how many people think that would be OP, I mean calling it a free down at start? Seriously? That’s just ridiculous. It’s not like you get a global queue telling you he’s activated his power as a heads up..or to actually have eyes and see him rushing at you..or the fact that literally every single pallet is still up..or simply that he’s actually quite loopable even with his power up if you’re a good player. Yeah, he’d be fine with his power at start..so would almost every killer for that matter.

    Oni is insanely strong in his power. Having that right from the get go, which also should allow him to make sure he will not run out of blood the rest of the match, is too strong. He'll just activate his power once he finds a survivor, and the likeliness of the survivor surviving that is very low.

    He does have counterplay in his power, no doubt, he is still loopable to a certain extent, but the odds during chases are definitely in Onis favor, and he only needs one hit, because he insta downs survivors. Having that right from the get go would be too powerful in my opinion, and I am glad to see that most people on these forums here seem to agree. Oni is already A tier.

  • @Kellie said:

    The survivor equivalent of tunneling.

    Not really. I guess one can argue certain similarities, but it's really not the same.

  • What is the issue with Haddonfield? The only problem I can think of are the two windows that can be chained in the one house. The map is otherwise very balanced.

    The new map might also have windows that are a bit too good, but it as well isn't that bad in general. It has a lot of mindgameable pallet loops actually.

    I do know there is at least one breakeable wall in the new map, but it doesn't serve much purpose.

  • @Swampoffering said:

    Is healthy for the game DeadHard abuse on 95% of games to extend a chase and correct your mistakes as survivors? No, It Isn´t

    Is healthy for the game playing as 4SWF knowing how imbalance is voice communication ? No it isn´t

    Is healthy for the game tons of second chance perks ? No it isn´t

    Is healthy for the game getting rewarded for loosing chases as survivor? No it isn´t

    But, you know what? Is on the game, why shouldn´t facecamp bubba be a thing with all this stuff ? No reason

    What is up with this stupid whataboutism? Great job, you listed other stuff that aren't that healthy for the game, though not nearly as unhealthy as a game mechanic that literally prevents a player from playing the freaking game. Some of which will probably be addressed in the upcoming updates.

    Also, rewarded for losing chases as survivor? What do you definie as losing a chase? If the survivor ran the killer for a while, and then gets downed, that's more of a win for survivor, because they wasted quite a bit of time from the killer.

    SWF is also not as much of a problem as some like to pretend it is. Of course it would be nice if the game was balanced around it more.

  • What good would "brushing up on your looping skills" do if by the time the killer starts chasing you, he already got rid of half the pallets or more? That would feel so awful, because killers would begin the match just running around, breaking undropped pallets, and perhaps getting a hit or two against a survivor they run in a long the way. Then when the killer starts commiting to chases, survivors will actually just hold w, real hold w, so not even chaining pallet loops or using clever routing or anything, just run in a straight line and that's it, without doing anything else until they are inevitably downed. The only thing they'd still have would be windows.

    It would make the game so uninteractive and boring, not to mention incredibly killer sided. The game would be dead within a weak most likely.

  • I mean, you can still loop during Nightfall. Getting to a new loop after having to leave the loop is the bigger challenge, that's where map knowledge and trying to memorize the layout of the map comes into play, but admittedily that's not that easy.

    It's still a problem of NOED though, this is the time to pray that it will finally be reworked in the upcoming perk update.

  • @gendoss said:

    Yeah I really hate going against the Dredge. I hate how it's impossible to outplay him as a survivor because he can just hold out his husk thing, walk around the loop, teleport to it, and hit you every single time.

    I don't even think he's that amazing of a killer he's just unfair with no counterplay.

    He has plenty of counterplay, you simply can't run him around at a loop like an M1 killer. If the loop breaks line of sight you can mindgame his remnant though, because he no longer can see whether you are running straight towards his remnant or doubling back.

    But yeah his chase is not that crazy, not nearly as strong as that of some other killers.

  • @MikaelaWantsYourBoon said:

    She needs major buffs, which i hope for next mid-chapter. She is my 3rd fav killer after Nemmy and Nurse. I do wanna play her more.

    I wouldn't be too hopeful, seeing as how many changes there will already be in the next update, if we get the huge perk update in the next mid-chapter. But it sure would be nice.

  • I can see where you are coming from but that's just power creep to the extreme. You say buffing all other perks, killer perks included. Well then slowdown perks will get even stronger, and matches will often take ages. Your hope idea for example would maybealso be busted, because it's just a free escape from the killer, or at least a huge distance gain, so he has to take way longer to catch up to you.

    The thing is, with buffing all the perks like that, the game would become less about good counterplay and interaction, having to outplay the opponent, and become more about what perk activates or can be activated at what moment to give the one side a big boost or advantage over the other side.

  • Can't say I agree. That teleport grab is pretty much an instant down, it doesn't need it's odds to be increased.

    Together with his new perk that reveals survivors near lockers when opening a locker, it can already be ridiculously strong.

  • Clown needs more map pressure. This is his problem. I don't think making him even more oppressive in chases is the right way to go. His chase is already very strong, killers are most fun, especially to go against, if they have both good map pressure and decent anti-loop. Focusing all the power of a killer into his chase just makes them very oppressive in chase, and generally not fun to go against.

  • It's not. Survivors won't always be able to shift W, sometimes they'll have to get creative or in rare cases just take a hit. Dredge can also make good use of his locker teleport in chases, especially during Nightfall. His 1v1 also doesn't need to be that strong considering he has a lot of map pressure.

  • @Xord said:

    I've read on these forums someone suggest a survivor that would be a Cult Member worshipping the Entity itself and I thought that was quite a great idea.

    But why would the entity take them to their realm in that case, making them suffer?

  • @Wampirita said:

    There's 25 pallets in total on The Game. There's not a single map that's even close to that amount.

    And most of the pallets are unbelievably strong.

    I hate it both as survivor and killer, because the chases can last forever

    Actually, I believe Eyrie of Crows comes very close. Which is beyond sad because that map is also way bigger. It wouldn't be a problem if a majority of those pallets were mindgameable, but also no. Eyrie of Crows is one of the worst map designs in this game, I personally find it worse than the Game. On par with Cowshed, which probably also spawns a similar amount of safe pallets.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2992467#Comment_2992467

    There already is a lingering effect. From personal experience, it takes about a second before you can teleport to the lockers blocked by being close to a hooked survivor. Then if it's not nightfall, the travel time takes a few seconds to arrive as is. There's already plenty of time for a hooked survivor to leave the area.

    It' true that outside of Nightfall, there is a bit of traveling time, but during Nightfall, not really. I guess if Nightfall didn't happen as frequently, the tunneling nerfs wouldn't be quite as urgent to me. But I still think they need to happen, no matter what.

    I also personally haven't noticed a lingering effect, at least not one that lasts 1 second. There has to be one that lasts at least 3 seconds in my opinion, and nothing will change my mind on that. There is a reason why perks like Make your Choice are so good on him, and dear lord I hope I never go against a Dredge running that build. Might not even want to unhook survivors anymore in the first place. Killers should be incentivised more to pressure survivors off of gens and go for chases, not defend hooks and make unhooking harder, which is the most annoying part for survivor.

  • @Chocolate_Cosmos said:

    Why nerfing B tier killer? He is just fine. If anything I would maybe buff him haha.

    He's A tier in my opinion. Perhaps even in the upper half of A tier. And none of these nerfs would push him down a tier, I am pretty sure. He'd still be very strong.

    I understand that nerfs like the one to remnant might not be needed. But making Nightfall a bit easier on people that are struggling too much with seeing within the visibility range, which surely isn't intentional, or canceling Bloodlust as soon as he charges his power, really needs to happen. It makes no sense for him to get to use his power and still keep his Bloodlust.

    And tunneling nerfs are always a must in my eyes.

  • @ThatOneDemoPlayer said:

    He doesn't need any nerfs, he needs a buff imo.

    Separate his Locker and Remnant Teleport cooldowns, that way his 1v1 is a bit more usable

    I 100% disagree with. I can see why people don'tr want him nerfed, although a nerf like canceling Bloodlust when using his power I am sure will happen, because I can't imagine that being intended. There is no reason for that.

    But I disagree that he needs any sort of buff, especially this one. His 1v1 is already strong enough for how much map pressure he has, his remnant and locker cooldown should not be seperated.

    If anything, I could see them causing differently long cooldowns. For example, if the devs ever wanted to increase the cooldown when teleporting to lockers, they could also decrease the cooldown when teleporting to remnant. But they should still share one cooldown.

  • @Libervita said:

    Dredge is a fun and balanced killer.

    To weaken Dredge, it would be better to directly give the survivors a "victory button".

    When the survivors face Dredge, they can deal with Dredge well as long as they plan their route.

    But many people don't experience the game and just want a "victory button"

    When the button is pressed, the survivor wins unconditionally, as in the past.

    I am honestly not sure what to tell you if you think these nerfs would be giving survivors a "victory" button. Especially the tunneling nerfs, which would only nerf that strategy. Bloodlust not canceling when using your power also has to be an oversight, I am positive that will be changed, it has to, or survivors counterplay of routing and chaining pallets simply disappears after a certain amount of time, which really shouldn't be a thing.

    Making Nightfall a bit easier on people that are affected by it more than intended is also nothing terrible. The intended effect of limiting your vision range should probably stay for now, and only if Nightfall still remains too good after my suggested changes, they could maybe nerf it.

    The only two changes that I maybe aren't needed are the cooldown increase during Nightfall, and the nerf to his remnant. But again none of these nerfs would impact Dredge in an impactful way. They are both very small. I do think that Nightfall happens a bit frequently for the insane map mobility and pressure it gives Dredge, so if they don't increase the cooldown of teleport during Nightfall, maybe they could have Nightfall build up just a bit slower. But admittedily I am not sure if that is needed yet either.

    Maybe if killers get some baseline buffs in the perk update, then he'll need a few more small nerfs. However, the tunneling nerfs, Nightfall effect being toned down a bit, and Bloodlust cancel at usage of his power definitely need to happen in my opinion, and it wouldn't impact Dredge in a particularly noticeable way at all.

  • @Souplet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994416#Comment_2994416

    Totally subjective, but when you play 15 games per day and all you get is ormlnd, gas heaven, coal tower, ironwork of misery, dead dawg, wreckers yard, sometimes with the same map twoce or thrice in a row, you know its not just coincidence

    Hmm ok yeah need to pay attention to that more. To be fair I did Wrecker's Yard and Coal tower yesterday a few times, but not sure about the other maps. And I wouldn't ever complain about that because they are two of the best maps in my opinion. Haven't gotten Cowshed in a while, I wish that would also stay.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994420#Comment_2994420

    I played against scratch mirror Myers on Ormand it was so easy lmao

    Lmao yeah I can see why. Poor Myers.

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2992111#Comment_2992111

    You really don't have to commit to chasing. Nightfall makes him stealthy, and teleporting charges nightfall. So all you need to do with 1-2 gens left is to aggressively regress the generators and ignore chases, then once Nightfall triggers you have a good chance of creeping up close enough to a survivor to get a hit in without needing to commit to a long chase. After the hit, teleport back to the most active gen, sneak attack other survivors. Eventually you'll get a down.

    Not to mention, you would be surprised how often I've managed to pull people straight off the gen with this tactic. i've pulled people off generators more than I have been able to with any other killer, and i'm not even particularly trying to do it.

    This is my experience at least. So far I've had one loss (3 survivors escaped) out of however many matches I could have played the past 3 days, been playing for about 8 hours per day.

    Don't get me wrong , I am sure you are very good with Dredge, but you getting many grabs is a bit questionable on the survivors side. Dredge is not a stealthy killer, not even in Nightfall. He emits pretty loud noises, you can hear him from 16 meters away, if not more. You can also see him far beyond your visibility range, so I have no idea how survivors are letting themselves get grabbed from gens.

    I can definitely see why the cooldown on his teleport might be a bit too short during Nightfall, but in normal his teleport is not that crazy, and it surely won't allow you to defend gens to a point where survivors can't progress them. The 12 second cooldown and slow teleport speed makes sure of that. Not to mention that his locker teleport, and his anti-loop, the remnant, share one cooldown. And again, even during Nightfall, you shouldn't be able to sneak up on survivors that easily because of the sound he makes, which is even directional.

    I can see Dredge needing some very small nerfs in the future, especially if killers ever receive some baseline slowdown, but right now it's too early to tell in my opinion. One good thing about Dredge though is that there are numerous easy ways to nerf Dredge though. I could see the devs not wanting to nerf the cooldown of his teleport during Nightfall, because the idea that Dredge can be lurking everywhere at any time seems like one the design intentions of him. But they could make Nightfall take a bit longer to activate, so it happens less freqquently. Or decrease it's duration. Who knows.

  • @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994426#Comment_2994426

    25% they need to remove 6 or 7 pallets from this map. The room above the bathroom doesn't not need 2 safe pallets in the same room and there should not be 2 god pallets right next to the basement.

    Actually I don't mind the two pallets near the basement, because it's the basement.

    But it definitely needs a reduction in pallets, that I agree on.

  • Half might be overkill, but it definitely needs a noticeable reduction.

    The better way would be to turn a lot of those pallets into mindgameable ones, then the number of pallets wouldn't be a problem. But that would probably require way too much of the map to be redesigned.

  • @Viktor1853 said:

    Camping is fine

    How so? Camping might be one of the most unfun things I have seen in any online video game. It's definitely up there.

    As a game developer, you want to make sure that your game is as fun as possible for as many people as possible, no matter what role they play. Camping and tunneling don't fit into that equation at all.

  • @humanbeing1704 said:

    Scratched mirror myers is extremely boring to play against because it's never chases the only interesting part of survivor

    I don't know, I feel like survivor can be interesting and fun outside of chases if the gameplay is still interesting, and there is interaction between killer and survivor.

    Which I feel is why some people enjoy going against Scratched mirror myers. But I can see why some find it unfun.

  • How do we know it's still active? Does it say anywhere? I thought it was already deactivated.

  • @CakeDuty said:

    One of the reasons why I haven't played much is basically because of the boosted map rates. Getting real tired of those 5 maps, especially since I've always disliked Coal Tower and Wreckers Yard, so it's been extra painful for me.

    Instead of increased map rates, maybe next time you should let us vote for what maps we want less of? If you get exposed much of something you love, eventually you'll grow tired of it

    Really? I love those two maps, always feel like two of the most balanced maps to me.

  • I noticed this but didn't really think to get much value out of it. But I guess it can be semi-helpful at times.

    I just want her to be buffed, she is just too weak at the moment.

  • I have taken month long breaks quite often from this game. Not even because I was frustrated, although the game definitely can get very frustrating sometimes, on both sides, but at some point it's maybe just too much of the same. Then I need to switch it up with other games.

  • @jarjargist21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2992174#Comment_2992174

    I like playing with different killers with different builds. Playing the same killer and same build gets boring.

    That's hopefully what will be addressed with the upcoming perk update. Or I am just being too hopeful. I also don't want to have to use so many slowdown perks with killers.

  • Medkits are actually worth it. When it comes to toolboxes, probably only the rare ones.

    The problem with items is that they are either too good to just be brought right from the get go, or not good enough to make looting worth it. Chests need some changes, where they either only give you items of very high rarity, or BHVR just creates exclusive version of the items that can only be looted from chests, so looting them is actually worth a survivors time.

    Right now only medkits are, generally speaking, and they are rather op as items to just be brought into a match from the get go.

  • Is taking that 5 second stun so bad though? Obviously you must have downed the unhooked survivor right after the unhooker. So if the unhooked survivor stuns you with DS, you'll still have the survivor that unhooked. Plus you don't have to worry about DS anymore on that survivor.

  • Let's hope it gets addressed with the big perk update. I am very hopeful that at least BT will be basekit, but I agree that that wouldn't be enough. There needs to be more.

    Your idea of having the hook timer paused is flawed though, because survivors could than just rush the hook, or run the killer around the hooked survivor, and the survivor on the hook would be safe. So it would need quite a few prerequisites, and at that point I fear it would become too complicated for a base mechanic. I personally think they should just increase each hook phase duration from 60 to 80 or 90 seconds. That alone would make camping much more unviable.

    And then they should remove the ability to be able to grap survivors that are unhooking. The fact that that is still in the game is mindboggling to me. Some people might argue it's to punish hook rushing, but in the end it mainly just makes camping way stronger, hook rushing can be punished enough by just hitting the unhooker twice, with just a bit of awareness as the killer player.

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