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  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011254#Comment_1011254

    Trapper is more than viable against anything but a 4 man SWF on comms. You just need to be better with his traps. I see way too many chasing trappers out there.

    I almost always run a trapper bag of some sort. Kill traps are insane, dark traps are insane, fastening tools are like a kill-trap light. Everything else is mediocre for the most part.

    Maybe you're right. I don't play him, but just from what I've seen and played he seems unviable to me. But he might not be.

    I do think it would be nice if he could carry two traps at base though.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011237#Comment_1011237

    I have 1 second queue times and a 5 minute killer times. I'm on Europe north and east.

    Weird, but makes me hopeful that not that many people have actually stopped playing killer. Maybe it also has something to do with Matchmaking.

  • @Atchoo said:

    Okay, I have a decent amount of hours as every killer. So, you really think every killer can apply map pressure? Yikes.

    Not every killer, but that's their problem more than that of the objective time. Take into consideration that, if survivors objective time was increased in any impactful way, those killers that do have good map pressure would become heavily overpowered.

  • You can locate the problem in multiple areas though. You could argue that objective time of survivors is a problem, but you could also argue that it's bad map design, or the fact that Trapper is just a weak killer. I would say it definitely has something to do with Trapper just not being viable at the moment.

  • I'd argue that people have somewhat of a point when wanting a small nerf to Billy, Spirit or Nurse, and maybe a tiny one to Freddy, even though I think they are fine balance wise, but right now it's more important to buff weaker killers and rework some of the worst maps in the game. Of course, how much maps need to be made more balanced depends on how much they buff weaker killers. If all killers were at the balance level of Billy for example, only very few maps would need any kind of rework at all.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011185#Comment_1011185

    Thanks for agreeing! I guess you are on console because on PC it's exactly the opposite!

    Killers have a 10,well now lately 5, queue timer and survivors a second xd

    No I'm on pc. Do you really have shorter survivor queue times than killer queue times? Cause I've been hearing from most people that survivor queue times are longer than killer queue times.

  • Well then I fully agree with you. It would give survivors a bit of time to get to a loop after he zooms right over to you before he can one shot you again, instead forcing him to either M1 you, or try to insta down survivors after that. I think this would be balanced and he'd still be viable against top survivor players.

    However, this isn't just about balance for me. Even though I am a killer main, I like to play survivor a lot as well, and I do not want to have survivor queue times be increased even more. Nerfing Hillbilly next would be a bad idea, with all the unbalanced maps and weaker killers we currently still have, now that Ruin is nerfed. Before nerfing Hillbilly, they really need to try and buff some of the weaker killers in this game. And I do feel like Billy is still fairly balanced even in the state he is now. I also think people should wait and see how it is facing against Billys now that Ruin is nerfed. I believe that will definitely help making him more balanced.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011051#Comment_1011051

    Shame the devs would break it into a overly large map. I feel with the amount of maps we have it should start being static maps with no RNG with a balanced Size.

    I do like the rng and I hope it stays honestly. Even if that means the map can vary a bit in balance. The game isn't really competitive, so I don't mind that.

    But yes, it should not be too big. I really hope devs have understood this by now, that maps can't be too big.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011070#Comment_1011070

    Yeah but he would split them. You can either choose to A Sprint but have to m1 or B don't Sprint and to be able to m2. It would be healthier imo

    But you mean a short cooldown, like 5 seconds?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010904#Comment_1010904

    The thing is once Freddy teleports he can't go back to his original position without walking all the way back. Map permitting Hillbilly can get across and back in seconds.

    If Freddy does teleport and finds a survivor he still has to hit them twice to get them down. Hillbilly can potentially zoom across and have another survivor instadowned in seconds.

    Sure you can loop but even good survivors make mistake, and good Hillbillys know how to get people with that chainsaw. Add in Billy's ability to be so fast he catches people out of position and it starts to become a problem.

    The thing I've noticed is that Billy will consistently be able to capitalize on this. Game after game Hillbilly tends to wreck the teams I get faster than Freddy or Spirit. Are they all bad survivors? every game?

    It's that snowball which comes out of nowhere, it's like hitting a brick wall for survivors. It's why I feel Freddy is fine but Billy needs some tweaks. Because when Billy is on a roll it's very hard for survivors to come back whereas the fact that spirit and freddy have cooldowns on their map traversal and still have to hit survivors twice is what keeps them feeling less cheap than Hillbilly, even if you want to argue they're potentially stronger in chases it still takes them longer to get things done which at least gives other survivors a chance to unhook and heal.

    Hillbilly is often forced to stop his chainsaw sprint because of objects in his way. And you can hear him using his chainsaw sprint from far away, to be prepaired. And once again, at loops he can't really hit you with the chainsaw, at least not the majority of time.

    He's no doubt really strong, probably stronger than Freddy but I don't think he is op. I guess adding a small cooldown of like 5 seconds to his chainsaw would work, so that he can't zoom towards people and then insta down them. But cooldowns do not seem to be liked by many people.

    Also, regarding Freddy, it seems like some people want him nerfed too.

    I mean, if people think Hillbilly should be nerfed, and the devs agree, then so be it. I don't play him anyway. And I can definitely see why he might be a tad overpowered, even though I think he is balanced. I know that my opinion isn't a fact or anything. Heck, I can even understand why Freddy might be just a tad too powerful, even though I think he is perfectly balanced.

    However, even as a killer main I do like to play survivor frequently as well, and I'd be pretty annoyed if survivor queue times increased even more. So at the very least, before nerfing Billy in some small way, the devs should try and buff other killers before.

    Of course, once the majority of maps are reworked, in a way that they end up with their majority of pallets and loops being clearly mindgameable, and their size being in general a bit smaller so killers can apply more map pressure, I would argue that Nurse, Spirit, Hillbilly, Freddy and probably Hag and Oni would need some small nerfs. I'm not talking about Badham map reworks though, since those maps still seem to have a few too many safe pallets and loops, and are still fairly big. I'm more talking about the balance of Hawkins or Lerys.

  • @CLAUDETTEINABUSH said:

    He is simply the strongest killer. Every killer with loads of ms have to wait a cooldown to use it or just do a task first (Oni,Freddy,demi)

    So I suggest just adding a cooldown to keep down his looping. Like "I just chainsawed across the entire map,tho I can't use it to loop now. Gotta m1)

    People sem to dislike cooldowns a lot though. So I'm not sure if that's a good idea. This would also both hurt his map pressure and chase potential.

  • They do this because they want to be able to rescue you in case you go down before getting to one of the exit gates. the chances of you stumbling over the Hatch isn't that big.

    I do get the frustration though, in the cases were you do find the hatch, it can be annoying when people don't leave.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010911#Comment_1010911

    My thoughts were something orginally for the swamp, but it went like this

    1 exit inside and 1 outside.

    The building is roughly half broken where as it starts to break you get a cluster of broken walls similar to Suffocation Pits middle jungle gym areas. Then the broken outside devolves into broken pillars and walls to hide behind. With trees growing here and there.

    Just a basic description I haven't thought about it in a long time me.

    Yeah it sounds like a great idea for a new map to be honest. A map that's half interior and half exterior would be awesome.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010894#Comment_1010894

    Yep 5 gen chases if you commit Is a real possibility at that map.

    https://forum.deadbydaylight.com/en/discussion/comment/1010884#Comment_1010884

    I would like average pallets to be the majority with the rest being divided between safe and unsafe.

    I want the map to be more 50/50 of inside and outside. We have indoor and outdoor maps, but nothing that's heavily both of them. Closest we got is Badham or Haddonfield.

    Yes I fully agree with that.

    And I misread that, sorry. But That would definitely be an interesting concept for a map, that's for sure.

  • I mean there's no reason to get offensive towards these people or anything. They are allowed to voice their opinion.

    However, if the devs agree with those people and start nerfing killers like Hillbilly I do fear about survivor queue times at some point becoming unbearable. Maybe not if only Hillbilly gets nerfed, but other killers as well. There are still posts about Freddy and Spirit needing nerfs as well.

    Personally I think all killers should have at least a similar power level to Freddy and Hillbilly. Their chase potential and map pressure is what allows them to combat the fast gens. Who wants to play killer if at some point no killer is viable anymore?

    I could understand if killers like Hilbilly or Freddy did receive some very small nerfs, no doubt. They are really powerful. But now that Ruin has been nerfed, that's not a good idea. More maps need to be reworked, and weaker killers need to be buffed first.

  • @Liruliniel said:

    Nah your right the map needs a rework as a whole. Small amount of safe outside areas with a massive advantage inside. I would like the map to be more 50/50 inside and outside tbh.

    I mean, 50% safe pallets is still not too balanced in my opinion. The majority of loops should also allow counterplay for both sides.

  • @Pennywise said:

    Hillbilly is not balanced, he has a spammable one hit down map traversal power. Some people like to think Hillbilly is balanced because he has everything he needs to win the game, and he does but no other killer does at that level, so no, he isnt balanced at all.

    Just look at the Oni compared to Hillbilly. The Oni is how the Hillbilly would have been designed had he been released recently, there is no way he would be as powerful as he is now and he is long overdue a rework.

    I believe he'll be fine once Ruin is nerfed. I can see how that perk made him a bit too good though. But he still can be looped, he has a lot of counterplay in chases.

    And by the love of god why do people want the powerful killers to be nerfed? Ruin has just been nerfed and it seems like this already increased the survivor queue times, because some people have stopped playing killer. Do you want 15+ minute queue times as survivor?

  • Can we know for a certain that the killer didn't just play poorly? One match of you and your team finishing gens in 4 mins doesn't really prove that there is a problem.

    Of course I am not saying this game is perfectly balanced, I do think it either needs much more balanced maps or a small second objective.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008397#Comment_1008397

    No no no you're confused.

    Survivors used to be able to fast vault even when they were touching the actual window.

    Now if the survivor touches the window before pressing R1 to vault it will always force a medium vault now.

    This change eliminated skill when it came to a survivor guessing if the killer moon walked at a T wall or baited the Shack vault. The survivor used to be able to react to the killer then this change happened and it pretty much almost always gets the killer a hit.

    Ah ok. That seems more reasonable. Though did that really take away skill? Like all I feel like this changes is that survivors have to guess before they come in contact with the vault. Turning it more into a fair 50/50 mindgame, at least T-L walls. If anything that sounds like now it takes more skill.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008293#Comment_1008293

    Yeah.

    In GF's patch 3.0.0 they made it so the chance to fast vault is immediately cancelled if a survivor makes contact with the wall. This got rid of several times where a survivor can use their skill and timing to properly bait a killer as to if they're vaulting or not.

    This was best used at T walls and Shack.

    Once again them removing skilled gameplay for a more noob friendly environment

    I mean, if that means you can run up against a wall, and then head towards the window vault while running against the wall getting a fast vault, then I think that was a good change. At least at the moment. If most maps are reworked to have only fair window loops and lots of mindgameable pallets, then I believe they could revert that change again.

    I don't think that removed too much skill though. It probably was just a tiny part of what makes survivor skillful.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007536#Comment_1007536

    Don't forget the fast vault nerf.

    Survivors now take a bit longer to finish a vault than what they used to.

    Wait was there really a nerf to fast vault after march 2018? Like was the time to fast vault increased? Cause that would be something I didn't know about at all.

    But that does remind me of the small vaulting nerfs, where the devs made achieving fast vaults a bit more difficult to balance out at least a few loops a bit. Which definitely was good as well.

  • @NoShinyPony said:

    @Mushwin "Yes I myself get stressed as a killer so I rarely play it, so I don't since I don't overly enjoy and just play either solo surv or swf."

    A lot of people feel like you. They either decide to play survivor or another video game.

    Those who care about the game will post on the forums, Twitter, Reddit etc. because they want the game to get better. Those who don't really care won't write anything and just silently move on.

    Do you prefer those who will just keep quiet and go to another game?

    This is true. It's just that you can contribute to the topic of balancing in a normal way, but many people just go crazy like there life depends on this game, think this game is now ruined with the nerf to Ruin, or just get incredibly offensive towards devs or people who have different opinions.

    Also, even if the game's balance isn't perfect. people can still try and enjoy it and not take the game so serious. Cause that's not really healthy. And people can at least try and understand the balance changes devs make and not immediately go crazy.

    Letting devs know what you think about the game's balancing is important, no doubt. But the way some people do on these forums is just ridiculous, and even causes concern about their mental health.

  • Freddy is in a perfect spot balance wise right now. He has good map pressure and chase potential, which is why he can deal with the fast gen times.

    He definitely has counterplay. Certain loops in particular can still be good against him. It's just that he is very likely to get a hit against you faster than other killers. That's one of the reasons he is actually viable. Because he actually has counterplay at loops and most likely can't be looped for too long.

    And like every killer he does take some skill. He's not as hard to use as others but still.

    I'm not sure if this post is about wanting Freddy nerfed or not. But I can only pray that BHVR does not nerf any of the viable killers right now. I don't need 15+ minute queue times as survivor.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007653#Comment_1007653

    I honestly think DS is stronger than it was before. You could juggle to a hook, or just slap on enduring and completely nullify it if you cared about it that much.

    Now? It is 60 seconds of borderline complete immunity to the killer. Especially if you don't act like you have it. The good thing is, most survivors will be blatantly obvious they have it, so you can play around it.

    Ah, looks like we have to agree to disagree here once more. I hated old DS with such a passion. It's true, you could juggle the obsession to the hook. But that wasted time, only worked if you downed a survivor near a hook, and if there wasn't some other survivor bodyblocking for them. Otherwise, you would just have to slug the Obsession and never hook them.

    And then there were the non obsession DS. Obviously you could avoid these DS if you got fast enough to a hook, but that wasn't in your control, and once again survivors body blocking almost guaranteed that they'd get their DS skill check. Again, a lot of time wasted for nothing.

    Now, you have counterplay. If a survivor has been unhooked recently, you just have to slug them. Either you wait long enough and then get them back on a hook, or they get picked up again and you down them later. Either way, after those 60 seconds you can reliably hook the survivors that run DS again. I find DS now to be so much more manageable and don't actually think it needs any nerf. Sure, there are rare situations where it does hurt my momentum that I can't just pick a survivor back up after downing them. But besides that I feel like that perk has become so much fairer for killer.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007653#Comment_1007653

    Things have gotten better sure, but nowhere near where it should be on a functional level. As it is their ranking system completely skews all data since it lumps potatoes in with decent to top tier survivors, completely skewing that match.

    Well I definitely agree that matchmaking and the ranking system is a big problem right now. Pretty sure there are some survivor players that believe the game is killer sided because of this one problem. They don't realise how problematic the ranking system is right now.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007536#Comment_1007536

    Actually it was a healing buff to medkits. The only nerf was the insta heals.

    They mentioned a reduction in pallet density but they've also said that many times with no significant difference to be noted other than double pallet spawns. That was also a quote for density, not a lessening of the amount of pallets. That change didn't do much.

    Pallet vacuum was actually worse for survivor before that recent change. The change they made most recently reduced the animation time. IE the most recent pallet vacuum change lessened the hits through pallets, so a survivor buff.

    Killer pick up and hooking animation is extremely minor.

    DS went from completely OP to just normal OP now. It is still the best perk in the game by far and still needs adjustments badly.

    Freddy is way better, but we are talking about balance in general, not one specific killer. Also, if we're gonna count Freddy then we should count Nurse and Spirit getting hammered down which I would say combined was much more significant than solely Freddy.

    Which really well balanced maps recently are you referring to? Hawkins is the only real improvement I've seen so far. The majority of the newer maps are still survivor sided.

    Bedham is still for the most part quite survivor sided. It hasn't really been improved much with their changes. I can't comment on Lery's as it isn't even released yet for a final judgement on its balance.

    Very little to almost none of this was significant in any manner, much less all the "nerfs" to the killer side that came along with all these that were at least as significant if not worse.

    I'm talking about the increase in general healing time. It used to be 12 seconds for a survivor to heal another survivor, now it's 16 seconds.

    And I personally have noticed quite a difference with the pallet density nerf. Sure, on some maps more than on others, and rng still plays a role in this as well, but for me this change made quite a nice difference.

    Regarding pallet vacuum, I guess you are talking about the buff where survivors were able to throw down pallets a bit faster when stationary? I was talking about them teleporting from one side of the pallet to the other, which seemed ridiculous and removing that definitely helped the killer.

    The DS nerf in my opinion was huge. Except for juggling, which wasted time and could be completely negated by body blocking survivors, there was no counterplay to DS. Now it's so much more manageable.

    Hawkins in particular, which seems like a pretty balanced map to me, it just has maybe a few too many pallets that are completely unsafe for survivor. Sanctum is also pretty balanced in my opinion, since it's not that big and doesn't have too many pallets.

    Lerys is also pretty balanced and probably getting even more balanced. The only problem I see with that map is the double window setup with the god pallet at the library. I feel like the devs might need to take a look at that loop but I doubt they will based on past experience.

    Badham maps are also fairly balanced despite the buildings maybe still being just a tad too strong for survivors. Father's Champbell is also pretty balanced, and there are probably a few more I'm not thinking of. Of course, there are still quite a few maps that are unbalanced, especially the original maps. The Macmillan maps are probably the most balanced ones out of the original maps, but even those still have too many safe pallets. Except maybe for Shelter Woods. That map seems pretty balanced. Or even killer sided if the killer has high mobility.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007653#Comment_1007653

    Also, the new maps are insanely killer sided. Hawkins and sanctum of wrath are total slaughtering grounds for any competent killer. There is basically nothing to work with, and your best bet is to sit in a locker like a P3 Dwight whenever the killer is near.

    Definitely have to disagree here as well. I do not think the new maps have been extremely survivor sided. Especially now, that Ruin is nerfed, these are probably some of the most balanced maps. I wouldn't mind if they made a few pallets in the hallways of Hawkins slightly safer so survivors could mindgame those pallets as well, and I do think that Sanctum of Wrath could need a few more pallets, all mindgameable though, but in general they are very balanced.

    Good survivors still have the potential to run the killer around long enough to make a good difference. The main difference here is that killers as well have counterplay to make chases last short enough so they can keep up with the gen speed. At least in Hawkins. I wish more maps had the balance of Hawkins, Lerys or at leasth the Badham maps, even though I feel like the Badham maps still have one or two too many safe pallets when considering the good window spawns that map has as well.

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008076#Comment_1008076

    All they had to was buff him but instead BHVR reworked Freddy into a generic, braindead killer.

    That's your opinion. I personally like his design a lot more now.

  • Nerfing Freddy now after the Ruin nerf would be such a huge mistake. Unless they are aiming for longer survivor queue times.

    Personally I haven't seen that many posts wanting Freddy nerfed. A few, yes. I do think there are enough people, survivor mains as well, that think that Freddy isn't op and realise that a killer needs a kit as strong as Freddies in order to be viable considering how fast gens can be repaired.

  • Probably just people who can't lose and always have to blame either the game or someone else for losing.

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007536#Comment_1007536

    DS has been straight sidegraded compared to it's release. Healing nerf did ######### all other than make people just prioritize gens over healing, meaning it's a direct killer pressure nerf as well. Pallet density and map design are still a massive issue, as anyone worth their salt can make a chase last between 90-120 seconds, in which 60-90% of the gens can easily pop. Badham still has 3 god loops (boiler, house basement with haddonmemes pallet spawn, and shack). Those "nerfs" have impacted fairly little at high skill play.

    I have to disagree here. DS was so overpowered before it's nerf, now it's much more manageable as killer. The healing nerf did quite a bit in my opinion. I haven't had even one game where survivors never decided to heal, and whenever they do, it now wastes more time than it did before. If they never ever heal, that means they are one shot the entire match, which is particularly bad for them if they have to work on a gen that is in an unsafe position or is located in an area where you already broke pallets.

    Which also directly takes me to the pallet density nerf. Yes, many maps are still unbalanced, no doubt. But less pallets on a map definitely has helped killers. Especially since you can more easily make certain areas in a map unsafe by breaking all the pallets in that area. Which fits perfect with the healing nerf. This can then make healing more important. Also, the removal of pallet vacuum was a big buff to killers in my opinion.

    There is still a bunch of killers that are not quite viable, and many maps that are still unbalanced, especially those that are gigantic or have a ridiculous amount of safe loops, like many of the original maps. I'm not saying this game has achieved perfect balance. But I do think things have gotten much better since the time where Marth made these experiments.

  • @ASAPTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007012#Comment_1007012

    No I don't. I'll suicide on hook if its a Forever Freddy though. But imo hes just boring to play with.

    Well sure everyone has killers he dislikes, that's understandable. I personally hate going against Hag. But forever Freddy has been nerfed, I don't think he is a thing anymore, or?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007415#Comment_1007415

    Same one.

    Which buffs since then do you consider significant enough to have meaningfully changed any of these results?

    Healing nerf and a big nerf to pallet density are the biggest buffs to killer that come to mind. Now I only started playing DBD in August of the same year, so I'm not quite sure, but I believe pallet vacuum was also removed afterwards.

    Then there were some tiny buffs like faster killer pickup and hooking animation. Nerf to DS was a big one on the other hand. Freddy rework buffed Freddy, and we've been getting some very well balanced maps lately. Plus some fairly good reworks to Badham and now Lerys.

    I'm probably forgetting some other minor buffs to killers but by far the biggest ones were the healing nerf, pallet density nerf and removal of pallet vacuum.

  • I would argue that matches are both affected by the killer, the survivors and the map as well as rng. It's just on most maps, a team of optimal survivors will most likely have a better chance at winning than an optimal killer. However I don't think an optimal killer player has no chance, just less than an optimal survivor team.

    Of course that's killer dependent though, and yes there are some matches were you really feel like you had absolutely no chance at winning as killer, if you get unlucky with map design and rng and are not playing one of the top tier killers. Personally I don't find that so bad though, I just move on to the next game. It's just a game in the end. But of course improvements to that are welcome.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007304#Comment_1007304

    https://www.youtube.com/channel/UCxIJOh6VJIBtcWdwBoGChAg/featured

    This experiment was actually already conducted by Marth and his depip squad. You can scroll down his videos to see all the games. He also streams.

    Has he made a new experiment or is that still the old one from way back then? Because killers have received many buffs since then.

  • It might be because the amount of people who play killer dropped because of the upcoming Ruin nerf. My survivor queue times have also increased. At the latest when the devs reworked more maps and buffed weaker killers this will probably get better again.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007080#Comment_1007080

    As I said though killers can punish survivors for their mistakes, Billys snowball is like a brickwall. One survivor goes down to him instantly, he hooks, sprints across and before you've had time to unhook the next he's already instadowned and is hooking his next victim.

    If you get weak survivors you can't keep up. All you can do is tbag and hope he chases me, but then he thinks I'm being toxic but really I'm just desperate to buy the rank 17s some time.

    It wouldn't be that bad if matchmaking wasn't broken and constantly putting me with noobs. A rank 12 killer will normally beat a rank 12 team, but a rank 12 billy will annihilate a rank 12 team. I just feel like his snowball is a brick wall and unless you have a team of good loopers then he's going to wreck the team no matter what.

    If these were good Billys I wouldn't be as bothered but in most cases they really aren't.

    If survivors constantly go down to his chainsaw before the other survivor can be unhooked, then they are just playing very badly.

    What you are describing really seems like a matchmaking problem.

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007150#Comment_1007150

    Very long cooldowns on all his powers, good addons removed, static blast being a weaker and slower version of static field; etc. I hate it all so much, doc was my first main and favorite original killer. And a shock therapy with a cooldown so long it was faster to switch stances and attack.

    What good addons got removed? The only addon that got removed that I know about is the addon that changed his shock therapy into a ring. Which was utter crap.

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007082#Comment_1007082

    "Hes better and healthier because [debunked claims countered in every other doctor post]"

    We get it, survivors are happy because he's easier to escape and they have to do fewer skillchecks, it's so viscerally repulsive

    What claims exactly have been debunked?

    Nevertheless, believe whatever you want to. I am very excited for this patch to play reworked Doctor in the live version, since he seems so much more fun to play as.

  • He's still much better now, since his chase potential is now actually good. In my opinion.

    It also helps against hostage doc. They should have just made it so that addon effects also affect survivors in madness level 1, but to a lesser degree. I would have liked if they increased the time to snap out of it slightly or if they decreased the cooldown of static blast slightly. But I think this change is actually healthy for the game.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006478#Comment_1006478

    Calculating an average is just building a sum and dividing it by number of games that DEVs took into account. It's 5 lines of code for the algorithm itself.

    DEVs said what time period they used for stats, they said they ignored games with DCs. Many players have posted their personal stats over many games and they correlate to what DEVs showed us. Stats can be off by 1-2% depending on misc factors like rounding, but all in all the bigger picture that the latest stats show us is correct and there are 0 reasons not to trust them. You just have to correctly interpret them.

    The reason these stats are flawed, at least for judging this game's balancing, is the pipping system and matchmaking. Survivors are dependent on each other, even just one bad survivor can screw over a team with three other good survivors. A match that ended in a 4k, which involved 3 good survivors and 1 bad survivor, could have ended in a 2k or 1k if that last survivor was also good.

    That's why people argue that these stats aren't a representation of this game's balance. Even the average kill rate of all ranks could be inaccurate because of that, because the matches themselves are affected.

  • The only advice I really have is to drop pallets early on some loops. If you try and loop him around, he can slow you down with his dream snares and at most loops get a hit against you. When I go against him, I also try and mindgame or juke him in unexpected ways, which can work at times. Also, some loops like Jungle Jyms are still pretty good against him.

    Trying to stay awake as long and often as possible is also important. And always pay attention to when the sound queue that he is teleporting can be heard. In that case, he might be able to approach you from any direction of the map.

  • @ASAPTurtle said:

    1. Get downed

    2. Get hooked

    3. Attempt 3 Times

    4. Enter 'Struggle Phase'

    5. Remove hands off controller/keyboards.

    Or

    1. Hit options/Escape

    2. Click 'Leave Match'

    3. And then press...

    Do you really dc or suicide on hook against a Freddy? I get he is strong but killers need to be in order to be viabe with how fast gens can be repaired.

  • I definitely like the new Ruin. I just think it happened a bit too early. If more maps were reworked, I feel like many more people would be fine with this nerf.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006876#Comment_1006876

    The point is that having many bad pallets is not good on small maps. Even a bad pallet can stun the killer, and having a lot of them in a small area (like on The Game map) makes it very easy for a survivior go from pallet to pallet making chases very long.

    I think what is a right solution is having less but better pallets. It makes them more valuable, and not so easy to drop. Pallet slows down the killer just by existing, especially a safe one. These pallets should only be dropped when its worth it, for example to save someone from being hooked or in late game chases.

    Save the Best for Last basically

    I have to disagree there. I mean, I don't want maps to have no safe pallets at all. A few are definitely needed. But I personally want more mindgameable ones and only a few safe ones. Because having less pallets but more safe ones will just end in matches to be about how fast a killer can get rid of all the good pallets, at which point survivors have no real counterplay at all. The game would partially be about resource management, where a killer just wants to try and get rid of all the pallets as fast as possible, and it would make the game boring and less skill based in my opinion.

    It's up to the devs to make sure that mutliple nearby pallets can't be used to create more safe loops together. On the other hand, if pallets are that close to each other and are able to create new kind of loops that can still be counterplayed by both survivor and killer, that would be awesome since it would shake up the gameplay even more.

    I did already think about whether having multiple pallets at one loop could actually work in a balanced way to create more unique pallet loops. Right now it's always just one pallet and a loop around that pallet. If the loop has a fitting size, it can be mindgamed by both killer and survivor. Many pallet loops of the Badham maps are a good example. If they are too big, they have no counterplay to killer. Pallet loops of the original maps are a great example of this. If they are too small, those pallets end up being pretty useless for survivor unless they can stun the killer, like some of the pallet loops in the hallways of Hawkins map.

    I wonder if the devs could be able to create balanced loops with more than one pallet to create more unique loops as well. Would be nice if they could.

  • I'd rather have them buff other parts of Legions kit to be honest. I read the idea of applying the Oblivious effect to survivors that have deep wound applied to them somehwhere on these forums, and I feel like that would be a fantastic buff to Legion.

    Decreasing the recharge time of his power from 20 to 16 seconds and decreasing his cooldown duration when canceling Frenzy from 4 seconds to 3 or 3.5 seconds are the other changes I would suggest for Legion.

  • @honestlybaffled said:

    Honestly I just disagree with the rest of the post too, so I'd rather not upset by actually stating it but oh well here we are...

    You say "the game would benefit" but we know you mean "the killers would benefit" from smaller maps. There already are big and small maps. and all the rest just sounds like you're one side biased.

    I mean, it's not that biased. Big maps in this game do have a certain balance issue. Killers in most cases can't reliably apply enough map pressure on maps that are too big. I think his point is that the problem many have, that game's go too fast, should not be solved by increasing the objective time of survivors but by simply allowing killer more counterplay in form of more map pressure and/or better chase potential, the former being achieved by making maps smaller and the latter by having less safe pallets in maps.

    And I agree, simply increasing objective time is not affected by killer skill at all, where as better map pressure and chase potential can only be used by those that acquired a certain skill level at killer.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006760#Comment_1006760

    He just said that 60-70% should be safe pallets.

    Smaller map + less pallets + higher percentage of safe pallets + encouraging no slowdown builds

    Smaller maps - killer sided

    Slowdown nerf - survivior sided

    Less pallets - killer sided

    Increased safety of pallets - survivior sided

    If thats sounds "one side biased" then I don't know anymore

    I think he meant 60-70% safe pallets of safe pallets we have now in maps generally. Or maybe he does mean 60-70% pallets should be safe. Though in that case, I feel like having more pallets but less safe ones is the ideal way to balance a map. This way killer players will almost always have counterplay in chases, which I personally think is good. Having to run through pallets without actually having counterplay is not too fun as killer.

  • @Aven_Fallen said:

    They are fine. It is ok to have some safe Pallets on the Map, and every Pallet outside of a Building is unsafe. If the Killer is only a little bit competent, a Survivor trying to play those Pallets will get hit.

    And well, if you get run on those Pallets as Killer, the problem is not the Map.

    So yeah, I like new Badham, but I hate that Bloodlust is a thing on this Map. Same with Spirit Fury, because at those unsafe Pallets you need the Stun to get some Distance, but with Spirit Fury/Enduring, you dont get any value out of it.

    Yeah I agree that maps should have some safe pallets. I just think that the safe pallets at the buildings in combination with some of the good window loops is a bit much. Removing one or two safe would do the trick for me personally. But I do think they are still balanced fairly well in general.

    I disagree that there are no safe pallets outside of the buildings. The majority are mindgameable, but there are some pallet loops that seem too big to be mindgameable against optimal survivors. Those pallets you have to either break or wait for bloodlust. And yes, I do agree that Bloodlust can be a bit of a problem in maps like these, which can turn pallets that can be mindgamed by both killer and survivor into almost guaranteed hits for killer. Though with the maps overall structure and it's number of safe pallets and good window loops, I don't think Bloodlust is in any way op at the moment.

    I also don't really feel like there are any pallets that are completely unsafe, once the pallet is down survivors can still mindgame any of the pallet loops potentially long enough to buy their team enough time to make a difference, even against good killers.

  • @Eye66 said:

    I like all the badham maps now, they feel much fairer and I have way more exciting games on most of them. And totems actually have some decent spots sometimes

    I do agree in general. They definitely are better than the original one was, I just feel like survivors still have a few too many positions they can get into where they are relatively safe, if that makes sense.

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