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  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668476#Comment_2668476

    Hold W basically. Also I was more excited for her long range sniping playing her kinda like a Huntress but the cooldown on the ability is too long to where by the time it's back up the crows are already long off anyway, even with addons.

    If were left just playing her like a Hag cutting off loops that's pretty boring to me as well simply from a fun stand point.

    Now that I have played with her some more, I would argue she is definitely not op, but pretty damn strong.

    But yes I kind of also find it a shame that her more interesting and skillful playstyle, trying to hit survivors at range, seems much less viable than just chasing a survivor to a loop and then shutting that loop down. It would be great if they found a way to increase counterplay against her a bit at loops, and instead make her long range chase stronger. So that both playstyles are at least kind of equally powerful.

  • While I do think that she will need some small changes that give her slightly more counterplay in future, to make her more fun for some people, your opinion doesn't have to be the same as that of everyone. Some people enjoy going against killers that you might not enjoy going against.

    And maybe you just haven't figured out a good way to counterplay the Artist yet. Not to mention that Killers need to be strong and be able to down survivors reliably fast to keep up with the gen times in this game currently. I am not sure if she will actually need more changes, maybe she is fine the way she is.

  • @GrimReaperJr1232 said:

    Bird Lady strong. Like, really strong. As in, only hell, "how is this killer 115%" strong.

    Because that would make her too weak. It's good when this game has strong killers. We need more of them.

  • I don't think that is necessary. Giving flashlights some use against the Artist is a good thing, and she will probably still be incredibly strong in chases.

  • League of Legends doesn't have toxic players? I find that very hard to believe.

  • @gentacle said:

    They also nerfed it by not allowing you to rekindle infinitely, unlike a boon totem. Rip.

    That would be beyond broken.

  • If she uses all 3 crows, chances are good you can remove them before she gets her ability back anyways.

    My only concerns with her right now is the fact that there is no delay between her firing her crows, and the crows starting to fly, and that the animation cooldown after she fires her crows is too short and doesn't slow her down enough. So it makes it almost impossible to dodge her crows when she has line of sight on you, and even if you dodge her crows, chances are fairly good that she'll then just get an M1 hit against you, because of the weak cooldown.

    But those are just impressions from the ptb. I think we need to give it a few days before we can really judge whether she might need a nerf or not, and if they do nerf her, I hope they only nerf her by giving her slightly more counterplay, so she still stays very strong. We need more strong killers like her, it's definitely nice to see such a strong killer added to DBD.

  • @xili84 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668345#Comment_2668345

    Most recent? very very most recent? slinger comes to mind ^^ He didn't need a nerf at all. People just did not like going up against him.

    Slinger is the one fair example I can think of as well. And that's actually it. I would argue Wraiths last nerf was unnecessary as well, though not sure on that one. It might have been necessary for lower mmr play.

    But to be fair, that nerf also happened one year after Deathslinger was released. I am optimistic that when she does get nerfed, it will be similar to the nerf to Pyramid Head, just adding a bit more counterplay for survivors.

  • @Blueberry said:

    First impression, felt pretty strong.

    Impression after going against some groups of actually good survivors, felt lacking.

    Side note: She gets completely wrecked on maps with lots of elevation, such as Haddonfield. It hinders the use of her crows tremendously.

    Annoying note: Extremely frustrating with how much of a delay there is between placing the crows and releasing them. I'm finding I'm spam mashing control and waiting for it to actually trigger. The delay on place and release is very annoying.

    How did she feel lacking against good survivors? She can shut down loops insanely well.

  • @Regulus47 said:

    Doesn't seem like much counterplay for the crows. She puts down crow, forces you into it, unavoidable damage. Should maybe be 110%?

    How would that increase her counterplay though? I feel like that would just nerf her in the exact wrong way. Still barely any counterplay but you can just survive longer by holding w, and get gens done even faster because she also has less map pressure.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668345#Comment_2668345

    More recent past I don't know.

    But, if my precious Freddy Krueger thought us one thing, is that 1 week is all it takes.

    Well sure, Freddy was hit hard, and it was undeserved, from what I heard.

    But within like the last one or two years, the only killer that comes to mind for me, that got nerfed too hard without compensation, is Deathslinger. And that was one year after his release. And maybe Wraith, who didn't need that last nerf he got, but that nerf was small, and the problem with Wraith was that his skill floor was just incredibly low, you could do well with him without much effort at medium and low ranks.

    I am hopeful and optimistic, that when she does get nerfed, and I personally do think that will be the case, it will be something like Pyramid Head got. Just some small nerf to allow for a bit more counterplay on the survivors side. And maybe even a compensation buff.

  • I actually do kind of think these addon nerfs to pinhead were good. The problem is that he seems to be punishing solo survivors more than any other killer. Surely matchmaking is the biggest problem in this case, but that can‘t be fixed so fast. Both generally speaking and because bhvr doesn‘t seem to have any clue om how to create proper matchmaking for this game.

    So they nerfed the addons that made him the most oppressive, his iri addon which was simply busted, and his box solving addons for example, which were probably particularly harsh on solo survivors, because of the lack of coordination and much more frequent chain hunts.

    It‘s just a shame they didnt buff his chase at all, which at the moment is too inconsistent. But I hope they will in future, now that his strongest addons are nerfed.

  • @xili84 said:

    Hah hilarious that someone is already celebrating, I give it a month before I start my "I got a new main" party. It's gonna get nerfed into the ground and you know it. They always have. Why would it be different this time?

    What other killers have been nerfed to the ground after their release in the past, especially more recent past?

  • I fear this won't be enough though. I still don't see how survivors are supposed to counterplay her in an impactful way, which is something that is kind of needed for her to be fun to go against.

    Dodging her crows at loops still seems pretty hard, and pretty much impossible as long as she has line of sight on you, because she has no delay when firing her crows, and her cooldown is also too short and doesn't slow down enough for dodging crows to become a rewarding counterplay.

  • I honestly doubt that these are the only nerfs she will see. The thing is, killers need to be fun to go against as well, and I have a strong feeling that won't be the case for a lot of people. We'll have to wait and see though, maybe people will figure out some more counterplay against her, that is tied to being able to remove crows fast enough, but from the experience on ptb, she had and will still have very little counterplay in chases. I hope I am wrong but I am not optimistic.

    I'd be more optimistic if survivors could just destroy idle crows and not get swarmed nor damaged when running into them. But these nerfs honestly look like BHVR is starting to get afraid of people not wanting to play killer anymore. Which isn't necessarily a bad thing, but the fun factor for survivors of course also needs to be considered.

    I think the big problem with her will be the fact that she has no delay whatsoever when sending her crows flying, meaning she can make sure to get guaranteed hits against survivors with her crows all the time, and the fact that her animation when firing her crows is too short and doesn't slow her down enough, so even if you dodge her crows, it won't do anything in probably more than half the cases. If BHVR adds a small, maybe 0,3 or 0,4 second delay, and increases the cooldown duration and slowdown effect when firing her crows, she'll be good to go in my opinion.

    This won't be a matter of having a strong killer or not. Or whether she will be op or not, because I don't think she will be op. But it's not the most fun to go against a killer against whom you can't really do anything to affect chases. That was the big problem with Old Legion as well for example. Again, too early to tell, people should at least make an attempt to learn how to go against her. And I am sure she won't be as bad as Legion, surely there will be some things you can do to prelong chases. But I fear she will be too oppressive in chases.

    They can theoretically always buff her in different ways, helping her with more map pressure for example, if they nerf her chase potential.

  • @Jplanas98 said:

    Should've known it was fake when there were multiple good balance changes towards killer. BHVR doesn't care that much about their Killer player base.

    Because killers never get changes that benefit them?

    Like, this game has a lot of balance issues and what not, but still acting like BHVR doesn't care at all about one side is ridiculous.

  • @NAERUUU said:

    Hmm hmm

    In years of development BHVR changes :

    loop and pallets

    medium vault

    vacuum pallet

    Myers changes

    legion rework ( and another one this February )

    clown rework

    new offerings for counter bad map

    perks changes every patch ( except hotfixs )

    What did you want more ?

    maybe did you want to delete survivor sprint ability

    I'm not sure what you are on about. Most of the changes in the video would improve DBD. And most killers indeed still struggle at high mmr.

  • I do agree with a lot of the criticism here, I am afraid that the Artist will release without any further changes, making her potentially quite unfun to go against, Circle of Healing is pretty frustrating to go against, and the SBMM really wasn't a success. But one thing I disagree on are the maps. I think they definitely look better than they used to, and I find them to have noticeably better atmosphere than before their rework. I just wish they actually would have received many more balance changes, that actually made these maps balanced.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/297068/sbmm-dbd-became-unplayable-for-me

    " In the new system I am grade Gold I." This is nothing to do with anything.

    Anyway, I'm not sure what to tell you. Get better? If you are losing WAY more than you are winning then you just need to get better. If you find yourself being the one tunneled most games that could mean that you are weak in chases and the Killer takes the free kill for a 3v1, which is much more in their favor.

    The entire point of this post is that OP feels like they aren't getting matched with equally skilled players often enough. Just "getting better" won't help make the process of getting better a more enjoyable experience.

  • Grunts of Pain are not the entire tracking power of a killer.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643734#Comment_2643734

    Even though I play Rin myself, she deserves a nerf to honestly align herself with other killers

    https://forum.deadbydaylight.com/en/discussion/comment/2643886#Comment_2643886

    Are we playing against deaf killers? Extinguish 1 second Place Totem 20+

    Extinguish and hang on a hook

    This motivates to immediately hang on the hook and play the game correctly and not leave the player bored.

    I'm starting to think you want those juicy 30 minute survivor queue times, that's the only way I can explain these suggestions of yours.

    Camping and tunneling surely is a problem, but it's also tied to the fact that gens go to fast and killers are under a lot of time pressure. If they nerf camping and tunneling, and I hope they will, then they also need to nerf survivors by giving them some kind of second objective.

    And no killer in this game needs any more nerfs, aside maybe from some addon nerfs, as long as survivors can still complete their objective as fast as they can now.

  • Survivors being able to tell where approximately she is, is only helpful to an extent. Because she moves so fast when phasing, she can still mindgame almost all pallet or window loops, easily still having the upper hand in most scenarios. Survivors now just have a bit of information to deal with, making these mindgames not as favorable for Spirit than they used to be, and giving survivors a bit of skill based counterplay.

    Maybe they could reduce her cooldown from 15 seconds to like 12 seconds or something like that. But other than that, she seems perfectly fine. I personally don't think she needs any further changes, except for maybe a few addon buffs and nerfs.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656498#Comment_2656498

    I agree that maybe we'd need both, but a punishment this big is too much

    Surely, just punishing camping and tunneling without addressing the biggest problem killers have would probably make survivor queue times sky rocket. As far as I know, the average survivor queue time is already increasing.

    But I do think a system where the hook progress stops or at least slows down considerably would work with enough additional conditions. However, again, something like that could probably only be added if the fast objective time for survivors was addressed as well.

    Perhaps there could also be some form of additional objective added that requires interaction from both sides. Meaning this additional objective only adds a noticeable amount of time to survivors objective if the killer interacts with it as well, which would mean the killer couldn't camp. If the devs then just further increase the time of hook stages, and help survivors not have such a disadvantage once one survivor is dead, the game would probably be good to go as well.

  • @ThatOneDemoPlayer said:

    Camping and tunneling shouldn't be nerfed, Killers should be desensitized from using those tactics by rewarding them for not doing it. Also, making the timer go slower has been tried and was abused

    We need both. Not everyone will just be kind enough to never tunnel and camp once they are incentivised to play differently. As long as those strategies themselves can still be effective, there will be people that will camp and tunnel, especially those that don't want to accept a loss, even in a fair and balanced game.

  • @Ssajbambusa said:

    @ad19970 Job of a survivor is to survive, not to make the whole team survive. I really don't see a reason to stygmatise players who have different approach. This game is not to be taken this seriously anyway, there is just to much rng to sweat in it.

    I get that, but in general it's not fun to be left on the hook until you die. I personally simply don't think it would be healthy for the game. Just like I would never want a perk that promotes camping or tunneling.

    Not to mention that many people wouldn't really agree. Many people play survivor to have as many survivors escape at the end as possible. People generally consider it a win when 3 survivors escape, even if they don't at the end. Meanwhile, escaping alone while the other 3 survivors all were sacrificed isn't really a win to many, or at least some people.

  • These survivor perk nerfs and killer perk buffs are too much in my opinion. Not to mention that people probably wouldn't be too happy with a patch that just nerfs survivor perks and buffs killer perks, seeing as how many bad survivor perks this game has as well.

    Nerfing the boon perk effects and then increasing the time it takes to bless a totem would completely destroy these perks and nobody would use them.

    Shadowstep is fine in my opinion, I don't really have any problem with that perk. There are situations where it can be pretty overwhelming, but in general I don't think it's op.

    Circle of Healing is the only op Boon perk up till now in my opinion. Shadowstep and the upcoming Exponential one seem fine to me. First of all, this game needs a cap to healing buffs stacking, or general to any stack of buffs. You shouldn't be able to buff your healing more than 100%. And you shouldn't be able to increase self healing beyond the normal 16 second healing time.

    And then maybe CoH could need it's healing buff reduced from 100% to 90%, as well as it's self healing. 80% would be the absolute lowest, and that already might be too low. Alternatively they could increase the time it takes to bless a totem, but that would also nerf the other Boon perks, which don't really seem op to me.

    DS deactivating when entering a locker would be fine, but then DS should honestly be able to be used more than once, so you can use it again when you get unhooked a second time, even if you already used it when you got unhooked the first time.

    I don't know how Bamboozle should work on pallets though, because the killer has to vault windows in order to block them, and they can't vault pallets.

    Corrupt Intervention seems strong enough to me, and this buff would just further encourage survivors to wait out the 120 seconds that the gens are blocked.

    The buff to Thrilling Tremors sounds too strong. 10% regression on every gen that is blocked?I think they just need to decrease the duration a gen is blocked from 16 to like 24 seconds, and then decrease the cooldown from 60 to 45 seconds or something like that, and the perk would be fine.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2652346#Comment_2652346

    These are the most imbalanced killers

    They just need a nerf so that there would be more variety in the games and not the same killers

    https://forum.deadbydaylight.com/en/discussion/comment/2652418#Comment_2652418

    Try to play against her and you will change your mind

    https://forum.deadbydaylight.com/en/discussion/comment/2652757#Comment_2652757

    This is really the worst attrition perk so far

    Nerfing one of the few viable killers at the highest level of play is not how you get more variety into this game. It just makes more people quit playing killer.

    If killers in general got a buff by having more time for their objective, which would require some form of second objective for survivors, then Nurse would definitely need a nerf.

  • @Ssajbambusa said:

    @ad19970 Great suggestions. The Buckle up ideas seem the most interesting, especially that Guardian (Babysitter) now does something like this, just for the hooks, being alternative to BT. I can see it working on Buckle Up.

    While I agree with the movement speed making or breaking the loops, Sole Survivor activates when game is already finished anyway, and almost 5% is not that big of a deal in this scenario. If survivor tries to loop, killer would just bloodlust to keep them theere and not run for the hatch.

    Yes, though I would have it be more 150% movement speed sprint burst, and not just some 7% haste status effect like Guardian, which I feel is still outshined by Borrowed Time by a lot.

    Perhaps you are right on sole survivor. But I still don't like the idea of a perk that buffs you when another survivor dies. I fear especially when the change would release, some people might actually let people die on puprose to get to use those haste values. But I might be worried too much on that. It would be kind of a very small counter to tunneling. The faster a killer tunnels a survivor out of the game, the earlier you get a movement speed bonus, even if it's just 1,5%.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2656202#Comment_2656202

    Lucky Break is actually 60 seconds and even so few people use it

    Lightweight, on my suggestion, only works near the killer, that is, if the killer is blind and cannot track his victim, then he will obviously lose the survivor

    Therefore, in the Whisper perk there will be a meaning for such blind killers.

    Oh you mean within 15 meters of the killer, that should work. A killer doesn't have to be blind to lose a survivor though.

  • @BrokenSouI said:

    Most of us has been saying this. It doesn't take otz to know how bad SBMM is

    No but it's interesting to hear his opinions on this matter since he is far less biased than most people at least on these forums.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/296185/cool-survivors-perks-that-need-some-love

    Yes, it's at least something that will revive

    All the perks that you have listed at the moment are in the trash can

    Lightweight: you need to make it so that if you are 15 meters from the killer, then you do not leave traces (there are moans, blood, crows, so this is balanced, for example, when I am chasing a survivor, then traces are not needed)

    Clairvoyance: I am also worried about this question, but to be honest (the developers do not know how to do this and apparently give us an invisible object in our hand (a crutch, so to speak))

    Buckle up: Well this is a meme guys perk just rubbish it needs to be redone to the edge

    Hope: This perk should be at the level of the assassin imbalance perk (NOED) which can change the outcome of the game, but what we have at the moment = trash perk

    Your changes will not make him very attractive, most likely he should give a guarantee that you will not fall from 1 hit, so to speak, counter to the same Noed

    With the rest, I agree, you need to start at least something to change so that the game does not get bored and stand in the same meta for 5 years

    That buff to Lightweight could become troublesome. Survivors running away early and holding w is already one of the most unfun aspects of DBD, and this could just buff this quite a bit, making it very hard for a killer to not lose the survivor. Not sure though, but I could see that being problematic.

    Scratchmarks are the main element of tracking for killers in the end, there was a reason why Lucky Break was too good with 90 seconds of effect duration. And Survivors definitely gain more distance than 15 meters after getting hit by a killer as well.

  • I definitely like your ideas here.

    Red Herring's buff sounds great, could actually make it somewhat useful, but it would definitely not enter the meta or anything.

    Resurgence should be buffed to 70 or 75 % to be honest. It shouldn't be something like 99% or so, because killers gain some time when survivors heal. But 50% just isn't enough when considering that WGLF exists, and I don't think buffing it to 55% would be enough to make more people use that perk.

    I 100% agree with the buff to Self-Preservation, but I think Sole Survivor just needs a complete rework. Increasing survivors movement speed is always a dangerous thing for balancing, because it can make or break a pallet loop. In fact, the game still has too many pallet loops that can't be mindgamed by M1 killers, plus increasing survivors movement speed also just further buffs the hold w meta, even if only a bit. And a perk that relies on survivors dying is not healthy for the game in my opinion.

    I am not sure about the buff to This is not Happening either. It doesn't even sound particularly strong, but the problem is simply that gen times are already a problem in DBD, so anything that doubles down on that, no matter how small, can be pretty unhealthy for the game. But not sure. The two buffs to Fast Track however I definitely agree on, because they pretty much just help this perk against a camping killer, and when a survivor dies, which is the point where a killer gains much more momentum anyways. So a bit of extra gen progress wouldn't be a problem in those situations.

    I'm guessing with Lightweight you are suggesting that scratchmarks only stay for half as long as they do now with this perk? If so I guess that could work. Could be a bit too annoying to go against though, but not sure about that.

    Buckle Up I feel like could be turned into the Borrowed Time for slugged survivors. So in addition to the existing effects, picking a survivor up from the ground grants them the endurance status effect for like 12 seconds. Or survivors that you pick up gain a sprint burst of 150 movement speed for like 3 seconds, which doesn't cause exhaustion and is unaffected by it.

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624546#Comment_2624546

    I know where this game is headed. I was there for Deathgarden. It's funny how well history repeats itself, because this is happening exactly like it did for Dathgarden. The Killers are all going to leave. They are going to milk the game for the last of it's money dry, and then move on to another project.

    The reason why it didn't get stopped? Because of the cult following that wouldn't allow necessary buffs come to the hunter role. The diminishing player base is proof that it's already begun.

    What diminishing playerbase? The only significant reduction shown in the steam charts is the one from July to August, because the Resident Evil chapter released and lost it's novelty.

    I am not going to argue that this game is balanced perfectly, both killers and survivors have quite the frustrations they sometimes have to deal with. And I wouldn't be surprised if the game did start losing players once VHS is out. But at the moment, the game is not doing badly and isn't showing any signs of it dying soon.

    You just seem butthurt that this game isn't balanced like you want it to be, and then dismiss anyone as "cult followers" that has different opinions than you. What on earth?

  • @Kurri said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623984#Comment_2623984

    Why would we go back a whole year? Another problem with the cult fanbase, they will dig as far as they want to justify their point.

    Yes the game had great growth in the past. I played this game more in the past. That much is obvious. That much everyone and their dog understands. The point of the matter is the game is less fun now than it was before, and you can see that with the amount of players decreasing slowly overtime, and the game only staying afloat by events and chapter releases.

    As said before. We all want this game to keep growing, and be successful. No one is out to get you, but you're only hurting the game ignoring the clear issues, and that's what BHVR want's you to do because then they don't have to put the money into fixing it.

    You don't need to dismiss anyone as a cult follower just because they give you a counter argument. What a cheap tactic.

    You seem to be desperately trying to make it look like this game is bad and is starting to die off, which it isn't. Of course you should look at the player count from one year ago as well, if it shows that the game has actually gained a lot of players within the last year.

  • I'm not sure what the point is. Are you arguing this game is losing players over time? Because you say we shouldn't just look at sudden increases of player count during events and what not, yet the particularly high number of players in July was because of the Resident Eviil chapter. The hype then wore off and the game lost some players again, and since then seems to be at a steady 50k average player count, which is actually higher than the average player count before that.

    The average player count of DBD in february and march was actually at 35K, and then increased a lot up to July, where it had above 60K players on steam. After that it then settled at 50K. So DBD is actually doing even better than a year ago. Your small snippet of the steam charts doesn't hold enough information.

    In fact, the steady average player count of 50K is the highest the game has ever had, if you scroll down and look back, you'll see that the player count of DBD has simply grown more and more over the years.

    image.png

    So if people are arguing that the game is doing well, and they think that DBD is a good game, (which is THEIR opinion), then that doesn't mean that they are cult followers, and they surely aren't grabbing at any short straw they can.

    The only thing in the future that I would think could cause DBD to actually lose players is VHS.

  • I'd be fine with these nerfs if his chase ability got buffed a bit, so it wasn't as inconsistent.

  • Lmao those balance changes. Some nerfs to Pinhead's addons, and that's it.

    Obviously I wasn't expecting the amount of balance changes that we got in the last update, but a bit more would have been nice. At least have Pinhead's chase ability buffed a bit as well. Still excited for the new content though, especially the new map.

  • I still enjoy killer. Admittedily it can be very stressful, and matches where you actually had no chance to win, which in my opinion are more uncommon than some would argue, suck a lot, but in general playing killer is still fun. Honestly if there's one thing that makes me take breaks from DBD, it's the fact that it's not the most varied game.

    And maybe the bugs.

  • @jesterkind said:

    If Dead Hard were on the block for a nerf, which I'm on record as saying may not be the best course of action, I'd want to target the part of Dead Hard that actually poses a problem. In my opinion, Dead Hard timed to dodge a hit in chase is reasonable- it requires decent timing, it can be baited, and it sometimes really doesn't do all that much for the survivor unless they're in a relatively strong tile.

    Dead Hard for distance, though, is trivially easy and almost always works out perfectly. What I'd propose is to give a brief window after using Dead Hard where you can no longer vault windows or drop/vault pallets, to encourage using it for dodging instead of distance and to require some measure of decent timing and judgement before you can use it to just get to another tile.

    Dead Hard is admittedily really strong, but making it a dodge perk only would probably make it useless, at least against good killers. I would see no actual reason to use it over other exhaustion perks.

  • @Marc_go_solo said:

    Killer perk: Freshman

    Description: Your students will learn, even if they start dumb. At the start of the game, all perks are disabled for all survivors. After 60 seconds a perk will become available at random, and every 25/30/35 seconds another perk becomes available until all are freed.

    Survivor Perk: Do Unto Others...

    Description: ... as they do unto you. When you have at least unhooked 2/1/1 survivors and healed 3/3/2 health states total, you gain the "shielded" status and can withstand an additional hit. This effect cannot be stacked, but lasts until you're next hit.

    Your survivor perk sounds like a good Mettle of Men. I think it could work well, I would maybe just have the hit apply the deep wound status effect, so the killer still gained a bit of pressure from hitting you. Unless it also works when being healthy, then that wouldn't really work, but not sure if that would maybe be a bit too good.

  • @Aven_Fallen said:

    Both Perks are very bad designed.

    The Killer Perk is just bonkers. The more Hooks the Killer has, the more pressure they have already. So why should they gain even more pressure? Especially when getting 8 Hooks, regressing a completed Generator... The insane BP-Bonus would make this Perk a staple anyway, but the effect on top is way too strong.

    The Survivor Perk really bad for the first Down. The second Down might be frustrating for the Killer, 60% increased wiggle time is a lot, so there needs to be a hook very close. And the third down is just bonkers again, you rob the Killer instantly of their Kill with that. Basically a little bit weaker than old DS.

    Hooking every survivor once doesn't necessarily mean a killer has a lot of pressure going on. Instead, it encourages to not tunnel or camp, so I do like that aspect of the perk. Of course, having hooked everyone twice, means the game has been going fairly well for the killer, but at the same time, that's kind of a worst case scenario for killer if they want to win.

    But I do agree that the numbers are too much. Always the gen with the most progression, going back to 0%, is insane. And an already repaired generator going back to 0%, is even more insane. The second effect should just be removed, and for the first effect, it should just be a percentage of that gen, like 40 or 50% or so.

    Not sure if the survivor perk would be that bad, though the wiggling part definitely is too much. But the fast pick up with the 2 second stun, not sure. 2 seconds really isn't that crazy.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602553#Comment_2602553

    He implied it. Because with DC penalty on players have to endure being BM'd and sandbagged without being able to do anything about it. For example, killers can now leave the last survivor on the ground to bleed out, wasting 4 whole minutes of the victim's time, while they are unable to leave earlier. Survivors can cooperate with the killer and just spam unhook action on a hooked teammate until he dies completely, while the hooked survivor won't even be about to kill themselves. People who support DC penalty support this kind of crap by implication.

    No, I think you are just interpreting that into their comment. They were clearly talking about people that just rage quit, leaving the rest of their team behind.

    Of course there are problems like survivors trolling their team mates, or toxic killers wasting survivors time. But the solution to that isn't getting rid of the dc penalty, because that just creates a far bigger problem in this game, which is people just rage quitting as soon as something doesn't go their way.

  • @Citrusfruit said:

    I heavily disagree with the range attack buff. I think it's not punishing enough to miss with his attack as it is and if you play it right, there's very little counterplay. You either drop the pallet, or vault the window, and get hit with his punishment of the damned, or don't vault the pallet or window and get hit with a basic attack.

    I do think his general trail needs to be changed and looked at a little though. You can't place a lot of it down to begin with, and all you have to do is crouch over it, or walk around it to avoid getting tormented if you're not in chase.

    He's not OP by any means, and his add-ons really need a rework, but I don't want his chase potential increased anymore than it is already if I'm to be honest. His ranged add-ons make playing him feel like a cake walk for me, and playing against them isn't very fun either.

    I personally don't mind going against him. As long as he doesn't tunnel hard. And I also don't think his power isn't punishing enough. The shock wave of his punishment of the damned is fairly slow, I don't think punishing him with a longer cooldown would be a good idea. Killer in general can already feel very punishing. A few misplays, or just getting outplayed, when you don't have too much pressure going on, can lose you the entire game.

    But I do agree that his chase shouldn't be buffed in any way, and if it does, it needs to be nerfed in some other way. I think cooldown increase after canceling the ability would be the best solution.

    Also, and I know many will disagree, but I would like to see his tunneling potential get toned down a bit. They could buff him in different ways as compensation, especially his addons need some buffs.

  • @Yamaoka said:

    I agree. People that face decent survivors regularly will understand just how awful his gameplay feels at times.

    Punishment Of The Damned is so predictable and painfully slow you're better off NOT using it. That's not good design. It should always be more viable to actually use a power than not.

    If I can't use his power against good survivors then what's the point? Might as well just stick to Bubba and instadown people that take 1 step in the wrong direction.

    All Pyramid Head has going for him is scummy gameplay (tunneling off of the cage). If you play him somewhat normally you will lose to the vast majority of "ok-ish" survivors.

    I even have a clip of me shooting a survivor perfectly. I predicted the direction they would dodge to and the marker popped up RIGHT under their feet yet they still had enough time to run through the marker without getting hit. I will see if I still have the clip and upload it here. It's just painful and drops the fun factor of his gameplay to exactly 0% - for me anyways.

    https://youtu.be/tVsnaRA6-Qk

    This was on a 20 ping by the way so people that play with typical 70+ ping may get the hit in these kind of situations.

    Keep in mind Pyramid Head is a 0% mobility killer that needs 2 hits to down a survivor. It shouldn't be a miracle to get a M2 hit consistently.

    I can get more consistent M2 hits with Bubba (friendly reminder: Bubba's M2 hit is an INSTADOWN that also breaks pallets, closes the last couple meters of distance rapidly and doesn't give a damn about bodyblockers, Dead Hard or Borrowed Time).

    Pyramid Head is without a doubt not going to get any love from the devs though because the community overrates him like no other killer. Meanwhile people can just walk through his power or Dead Hard when the marker pops up and hold W afterwards while he's stuck in his 2+ seconds cooldown animation that basically makes him stand still like a useless pile of trash.

    I wouldn't mind if the shock wave of punishment of the damned released faster, so survivors couldn't dodge it simply by reacting fast enough. But at the moment, his power is still really strong, because of the fact that you can either get a hit with his power when survivors are in an animation lock, when vaulting or dropping a pallet, or they don't go into an animation lock, which than often gives you the chance to M1 them normally.

    So if they buff his ability by increasing the speed of the shock wave, maybe also improving him in different ways, like increasing his turn rate a bit, they also should increase the cooldown when canceling his ability. It's 1 second now, increasing it to 1,5 seconds, or maybe even 2 seconds, would be necessary in my opinion.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602219#Comment_2602219

    Yeah, but BMing your opponents and sandbagging your teammates, who don't even have the ability to quit, during the whole game is very respectful, right?

    Where did he say that? Not to mention that this isn't even the problem mentioned in your main post.

    DC penalty is a must because a part of this game's community simply can't lose, and some survivor players dc after the first down, or when they have to do against a killer they "don't like to go against". Or killer players that dc because they got hit by a few pallets.

  • @Arbmos1998 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602337#Comment_2602337

    God loops: completely justified there was 0 counter as a regular M1 killer

    Multiple pallets in a single jungle gym: If that was in the game now the killer would probably never get you

    Old BNP: actually massively broken, what was it? 15 seconds gen was done? you really think this was fair?

    Always fast vault a window no matter the angle: This was very broken, once again how would a killer ever get you now if this was still in

    MoM: very badly designed perk, initial release had 0 counter to that free hit it was practically BT we have now

    Instaheals: Do i really need to explain?

    DS: New DS actually works if you are getting tunneled, if you are doing gen or healing you aren't being tunneled then are you?

    Am I missing anything? All these "Nerfs" were simply stuff to make the game even somewhat remotely bearable, The game would be way more busted if none of these things were changed

    Yes, exactly. And I would argue it's especially the old balance that caused some survivor players to get these big egos, and that is still carrying over to now, sadly. But the game's current balance isn't really supporting this anymore. The biggest problem on the survivor side are gen times now, but no one gets a huge ego from holding M1 on gens.

    In chases, there are a lot of killers now that can deal even with the best loopers. Of course there are still people with big egos over a video game, which is honestly hilarious and sad when you think about it, but you have such people in any game.

  • @GrayEyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602309#Comment_2602309

    you clearly aren't high mmr then no offense but one of these has unlimited heals and the other one has a limit so idk if I would ever say they are the same strength that's ludicrous

    Lmao is this the go to argument whenever someone else disagrees with one's opinion now? "You are just not at high MMR".

  • It's not "survivor mains" though. It's just morons playing a game. Every game's community contains such people.

    These people probably don't have a proper life. And then spend their time with this kind of crap. People that get a huge ego because they are good at a game are just complete idiots, nothing else. Being skilled in a video game isn't something to boast about.

  • @NeonFlowerPower said:

    No. Go sit on a gen instead of camping unhooks. Easiest thing to counter in this game.

    And incredibly boring and frustrating, especially for the survivor on the hook.

    It's not about balance, it's about design and enjoyment.

  • Definitely agree with this, it's really frustrating and makes you waste unnecessary seconds trying to get in just the right position.

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