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ad19970

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  • A few of your buffs seem a bit too much, like Cruel Limits or Distortion. Regarding Distortion, I think that perk should have 4 tokens at the start, and then you can gain one extra token for every totem you cleanse.

    However, I do really like a lot of your ideas here. Especially Territorial Imperative and Monstrous Shrine. Those could easily become new perks as well, for a killer in an upcoming chapter.

  • @Mochan said:

    Doctor isn't particularly strong but he is the single most annoying killer to go up against, even more than Plague. People always have a bad game against him even if they win. Especially if you're using gen disruption builds.

    He's not even about being merciless or fair. He is just annoying to go up against.

    That does depend on one's opinion though. I personally enjoy going against Doctor a lot.

  • The only weird thing I have been noticing is that since recently I am only getting killer dailies for some reason. Might be coincidence though.

  • Yes I agree. And while the corn can be really annoying at times, what I really dislike about those maps is the amount of safe pallets those maps have, which is really high.

    Honestly all the original maps have a high potential to spawn an insane amount of safe pallet loops that killers have no proper counterplay at. That's why I really hope they get looked at until the next mid-chapter patch.

  • Personally I would increase his base movement speed when he is cloaked from 126% to 135 or 140 %. And I would increase the duration of his speed burst after he uncloaks from 1 second to 1.5 seconds.

    Maybe also make him totally invisible to survivors that are further than 24 or 32 meters away from Wraith.

  • Personally I think your version of Mettle of Man would be too good. The problem with Mettle of Man is that it is either useless when not fulfilling the conditions, or insanely strong if you do so. Which is why I don't think the perk can really be balanced in it's current form.

    Honestly, if I could choose, I would have the perk give you the endurance status effect whenever you are being healed and for 10 seconds after that. However, that effect can only be used once per trial, so once you get hit and receive the Deep Wound Status effect, you can not use this effect again. In addition to that, killers shouldn't be able to grab you out of interactions when running this perk.

  • I do agree, I think a regressing generator should only stop regressing once a survivor has interacted with that generator for 1 second.

    Gen tapping to avoid ruin skill checks should still be a thing though.

  • It's really not a lot of fun to go against. Certain mindgames at loops that break line of sight aren't possible anymore.

    This goes both ways though. Borrowed time should also still work against Freddy. I see no reason why one of the anti camping perks in the game shouldn't work against Freddy. Adding the Oblivious status effect to Freddy was not a good idea in my opinion.

  • @siyke26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/761052#Comment_761052

    To be fair in the low tier games things are pretty balanced as they were months ago I am not saying game wasn't broken when was released but those days have long since passed so holding on to those days as way justifying putting survivors down mean that survivors will never get to have anything nice because now it's med kits who knows what's next I know keys are popular right then what another perk because as survivors have anything that halfway works the killers will call for a nerf til game becomes one sided in the killers favor then there won't be a point to play survivor then game will die but luckily there are a lot of perks so I guess it will be awhile before survivor is completely unplayable.

    That is simply not true. the majority of the communty only wants things nerfed that are ridiculously strong. Saying that killer mains will whine about every survivor perk that is just halways good is an incredibly biased way too see things. I'm guessing you are saying this because DS and Mettle of Man got nerfed?

    If you think those perks were fine, that's your opinion and you are allowed to have that. But when the big majority of the community agrees that those perks were too op, it's not fair to say that every killer main only whined about that because they want any decent perk of survivors ruined. Survivors still have some really strong perks.

    Of course there will always be people who are biased towards the side they main. But that's with both sides.

  • @GunDemNoobs said:

    https://forum.deadbydaylight.com/en/discussion/comment/760409#Comment_760409

    They are doing a fantastic job from last reworks... I cant complain on that.

    But instread creating new chapters IMO, they should fix Legion / Clown / Bubba / Doctor first. That is my only wish.

    I wouldn't mind that at all. But they do need to make money as well, so I can understand if they continue to release chapters every 3 months. Personally I would prefer them to take a pause with the chapters and focus more on the game's balance and bugs, though.

  • I do wish their balancing would be a bit faster than it is. There is still a fair amount of killers in need of some buffs, and many maps also need reworking.

    And let's not forget about the balance gap between solo and swf survivors. The balance changes they have been making were really good though in my opinion.

  • Just because he/she disagrees with you and actually wants a nerf to Nurse and Spirit doesn't mean he/she has to be a survivor main pretending to be a killer main. I agree with him/her, and I'm a killer main myself. I do think these Nurse nerfs are good and I also think that Spirit will need some tweaks as well. Her counterplay needs to be more skill based and not as much luck based.

  • Personally I would have picked Freddy if he would have been on the list. At least as long as the Freddy isn't using multiple perks and addons to slow suvivors action speed down to like 30% or 40%.

    But I'd say Billy is also well balanced, and is extremely close to Freddy. Probably just a tad more powerful than Freddy.

  • @Star99er said:

    https://forum.deadbydaylight.com/en/discussion/comment/759631#Comment_759631

    Agreed regardless of how good a stat change I’d still be too situational of a perk if it only effects basement hooks. They to make it effect all hooks in some way.

    I wouldn't want it to decrease the Bleedout timer of hooks though. The perk would just turn into the wet dream of any camper.

  • @NinoV1 said:

    Keys and moris, then there’ll be no more game breaking mechanics that rob people of fun.

    I would add certain op killer addons to that list as well though, like Prayer Beads and Iridiscent Head. All stuff that give the player a ridiculously huge jump in power need to be nerfed to a more balanced level.

  • Survivors still have plenty of good items and addons. Heck, medkits allow survivors to heal themselevs at the same speed another survivor would normally heal you. You are pretty much cutting the time you normally would have to waste on healing in half, and it allows you to heal where ever you are. Toolboxes on the other hand increase the speed at which you are doing your main objective, repairing gens. And gen times aren't long to begin with. That's pretty powerful.

    Insta heals were nerfed because they were op, not just good. Being able to heal one health state immediately with a button press, just makes the killer waste more time, and a killer doesn't have a lot of time. Healing two health states with one button press was even more crazy. That's just one chase to down a survivor pretty much negated. That's not really balanced. And they are still really good after the nerf. Borrowed time you can use whenever you want? That's pwerful. And healing over 8 seconds passively is also pretty damn strong. Used well in a chase, that addon will still grant you an extra health state, which once again costs killer a lot of time, extra time killers don't really have.

    So I'm a bit confused why you think that survivors only good items are keys now. Medkits, Toolboxes, Maps and Flashlights all have their good uses. Flashlights and Maps not as much but still.

  • Are you on console? I always found hitboxes on PS4 to be much more inconsistent than on PC. Possibly because of the framerate on top of the latency. Pallets feel much more reliable on PC.

  • @Mochan said:

    If you only want to play Spirit I could say the same to you. Maybe you should play a different game.

    LOL imagine thinking that you need to work for your kills as spirit and finding it difficult.

    I wouldn't say Spirit is easy to play. Certainly not as hard as Nurse, but still. If you think she is easy, that's fine. But I believe there are many people that agree that Spirit definitely takes skill to play optimally.

    I do hope Spirit will get some more skill based counterplay in the future, which might also make her more challenging to play effectively. Still, there's no reason to make fun of people who think Spirit is hard to master.

  • Right now the problem would be that red ranks would become more and more of a mess, because as of now rank is not only a representation of your skill, but also your play time. So the longer you play, the more likely it is that you reach red ranks. At least that's how I believe it kinda is.

    Means after two months you'll have all kinds of people with different skill levels at red rank. Of course that's already the case now, the closer you get to rank reset the more diversed the skill set of players at red ranks are. But it would become much worse if rank reset would only happen every three months.

  • I personally think both the changes to Nurse and the changes to Insta Heals are a great step in the right direction to get this game more balanced, so I personally really hope these changes make it into the live version.

  • I personally think the game is in quite a good spot right now. There is still lots of room to improve though.

    Maps are one big problem. The main problem is that a lot of maps have a lot of safe pallet loops that survivors can simply run around and then drop the pallet if the killers gets too close. That's one of the game's biggest problems. Loops that buy survivors time without the killer being able to have any counterplay. And killers don't have a lot of time to waste. If survivors win multiple mindgames and extend chase time by that, than that's fair. But wasting a lot of the killers time simply by running around safe pallet loops is not that great design.

    I do hope that we soon get more and more maps that have more mindgameable loops that can be won by both killer and survivor, so that skilled killers in general have more chances for counterplay and chances to down survivors fast enough. Some maps are also too big for many killers to apply proper map pressure. I also hope that reworked maps will allow for more stealth and juke possibilties, so that survivors have a slightly better chance to stay hidden from the killer and to be able to lose the killer, in exchange for having less safe pallets that survivors can easily use to waste the killers time.

    Another problems is the balance gap between solo and swf, solo survivors really need some buffs so they receive a lot more of the information swf survivors have. And then there are also simply a bunch of weak killers that need some kind of buffs as well.

  • @Dr_Trauts said:

    I definitely dont think the perk needs a rework per say. it just needs some stat changes and its fine

    I think having any perk affect the basement is not good really. Not only is it a situational perk, but the basement is already a very strong position for the killer, and having a perk that makes the basement even stronger for killers is both not fun for the survivor, and yet probably also means the perk is underpowered since the perk is so situational and only makes something that is already strong for the killer even stronger for the killer.

  • Oblivious for Freddy was not a great idea in my opinion. Borrowed time should still work against him, and OoO shouldn't work against him when the survivor is in Freddies lullaby radius.

  • @Streanschwien said:

    Imagine playing clown for fun

    But he is fun. Really fun. To me at least. Just not fully viable against really good survivors.

  • But that would just lead to yet another perk never being used. We need less useless perks.

  • Lol. Imagine someone taking their time to write all that. Just because they lost a match. No matter if I believe that Spirit needs a nerf or not, that's ridiculous.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/757972#Comment_757972

    So by your logic, a Killer should stop trying if gens pop too fast too?

    The way the game is right now with gen rushing, your idea would kill most Killers off from being able to effect the game AT ALL.

    What? Most killers don't achieve more than a 25% action speed debuff. It wouldn't kill any killer. I'm sure the devs will implement this in the game once the majority of maps are reworked.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/757976#Comment_757976

    Well you see xbox randoms usually insta DC against Freddy

    That's crazy. I wonder why. I can see his slowdown potential being op, but he himself seems well balanced.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/757686#Comment_757686

    if they have thantophobia dying light then yeah I just suicide on hook

    Well leeting your team lose because of that isn't that great. I can understand that it can be frustrating but you shouldn't ######### because of that.

    It does take a bit until Dying Light and Thana actually have a lot of impact.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/757677#Comment_757677

    Why, why does their need to be a cap? A killer is giving up multiple perk slots and addons to achieve the slowdown at the expense of not having extra chase or location perks.

    Because I wtry and consider the fun of both killers and survivors. And I can totally understand that it's no fun having a 40% action speed debuff.

    Also, if a killer is able to slow down the game too much, at some point they don't have to even try because survivors will take so long to repair gens that a killer can pretty much just force every pallet drop and destroy all pallets, and then have easy downs on survivor.

    Repair speed should only be able to be slowed down by so much.

  • @humanbeing1704 said:

    red paintbrush and swing chains I just give up against that

    Really? No matter what perks he uses? Even if he has no other slowdown perks or just maybe one?

  • There needs to be a cap for survivors action speed debuff. I honestly think killers shouldn't be able to slow down action speed of survivor by more than 25%. That is when perks are stacking. If one perk alone has a greater value, like Coulrophobia, than that cap shouldn't be applied of course.

    Personally haven't played against a Freddy that used thana, dying light and his two addons that slow down action speed, but I can see how that could be very boring. Especially when he also uses Hex: Ruin and another slowdown perk. The matches I had against Freddy were always enjoyable up until now though, I personally enjoy going against Freddy.

    I just hope the devs realise that we need some action speed debuff cap before most of the maps are reworked, because then this will turn into a really big problem.

  • It would make the 3 gen strategy impossible to go against. Killer is strongest when only 3 gens are left, slowing gen speed by 40% would be incredibly op.

    Personally, I do agree that NOED is fine right now. It's one of the only reasons to work on dull totems. I wouldn't mind a change to NOED, but in that case it would be nice if dull totems had some other use to encourage survivors to cleanse totems.

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/756890#Comment_756890

    And I hate your reasonless nerf proposal

    Spirit is difficult to master. Not as much as nurse but still takes skill (predictions and mindgames)

    She is also well balanced in red ranks against SWF. She is the only way to beat those genrushers and those who loop forever

    But I know you are too lazy to learn her counters and you just want to have ez games

    Your aggressiveness regarding this topic won't help you getting anyone to take you serious though.

    If many people agree that Spirit is a bit too strong or just not fun to go against, then there might be a problem. People are at the very least allowed to voice their opinions on that matter.

  • All of these things are balanced in this game, except Moris of course. Killers with a one shot ability are balanced around that one shot potential. Take thataway and they become useless. It would also be terrible balance wise if survivors could always pick themselves up after downed.

    And your last points, those are simply perks that give killer a helpful effect. The perk you described was probably Bbq and Chili. It's a good effect, but killers are giving up one of their four perks slots for that. And there are enough perks that are just as strong.

    As a tip though, lockers block your aura so as long as you are in a locker, the killer will not have your aura revealed to them.

    This game is honestly neither killer nor survivor sided. There are still a bunch of weak killers, but also strong ones and perhaps one or two op ones. In my opinion the only thing that you listed here that is indeed a problem are Moris.

  • Both are equally problematic in my opinion.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/754572#Comment_754572

    Demogorgon has the best map pressure once set-up

    Freddy can literally teleport to a gen across the map

    Hag can teleport to a trap across the map (addon) and still 40m base

    Billy

    There are powers better suited to map traversal yet they are considered weaker. It wasn't her ability to travel the map well that gives her the edge, it just is baseline part of what a killer NEEDS to be effective. All A/S tier killers have map pressure simply because those without will never reach that tier.

    Without her map travel, her double stun, and slow walk speed, Nurse is looking at being less effective everywhere not just in map or chase.

    But to be fair all of those killers have some downside to their ability. Demogorgon has to first set up his traps, and they can be destroyed once activated.

    Freddy has a long cooldown on his ability.

    And Hag, well, she can only teleport if survivors trigger the trap.

    Hillbilly is the best other killer with map pressure, his only downside is that objects can be in his way. But to be fair he also has the least tools to help him with looping. Obviously he has a strong instadown attack, but still. Nurse had just as good if not better map pressure as well as better chase potential. So her map pressure taking a small hit shouldn't be a problem.

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/comment/754396#Comment_754396

    This is vague, what am I supposed to understand from your post here?

    When I explained the double-dipping in regards to Nurse requiring a feature that allows survivors to get away, I explained precisely what I meant. There's no confusion there, no room for interpretation or misunderstanding.

    Feel whatever you like. The devs seem to make decisions based on feelings too though, rather than any facts.

    You said that their method to balancing this game is bad and that they are not willing to improve the game balance wise. That's what I was replying to. Why do you feel like the devs don't care?

    I agree that they could still improve how they try and keep balancing the game, but in my opinion they aren't doing a terrible job at it either. We've seen many good balance changes in the past in my opinion.

    Also I say feel, because it's just my opinion on this matter. Just like you have your opinion on this matter.

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/comment/754220#Comment_754220

    It's not simply the state of the game's balance in the moment; it's the method by which the devs go about it that and their lack of any apparent willingness to improve on it, as well as their demonstrable lack of honesty whilst holding to a pretense of openness. It even goes as far as them removing videos from their Youtube archive of streams that contradict their latest narrative about controversial aspects of the game, such as SWF.

    Killers get buffs and survivors get nerfs; this is a superficial and selective reading though that ignores the context in which they happen. Killers get buffs long after such buffs would have been of help. Survivors get nerfs long after such nerfs would have been effective, often they are nerfs to things which already have replacements. The devs think no one notices this just because the vast majority of players(who are mainly survivors) do not.

    What exactly do you mean though? I personally feel like the majority of balance changes they made were pretty good. I feel like the game has improved in many areas it needed improvement in.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/754177#Comment_754177

    For example, a Legion (who mind you had only lost 1 gen at this point) lost the game because why? They misjudged the distance to basement and I hopped off their shoulder.

    This resulted in another two gens popping, and the killer wasn't bad either. They even switched targets off of me rather than even take any time to run shack. Killers do NOT have the time to drop survivors at all. It will genuinely force them into a loss for 1 simple mistake, but if a killer Willy nilly picks people up, punish them for it.

    Yes, I fully agree.

  • @Toxicity23 said:

    https://forum.deadbydaylight.com/en/discussion/comment/753028#Comment_753028

    Seems fine to me, you just need to be quicker, as the entire "Reveal behind walls" is actually no glitch, but a game mechanic. It takes 1.5 seconds to look at Ghost Face to reveal him.

    While being looked at, he goes into a "Discerned" state. And there is a 0.3 timer to go from "Discerned" to "Out of Sight". It's 2 little sub-states that was never mentioned in the power, but exists in the game files.

    Meaning, if Ghostface is seen for longer than 1.2 seconds, it's too late.

    The problem is that sometimes you can be looking straight at Ghost Face while he is not hiding behind anything. You can see him in his entirety, he is close to you, and yet nothing happens. I had it happen only once to me though, but other people seem to have faced this issue more often.

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/comment/746523#Comment_746523

    Again you're defending the devs with wishful thinking. The fact is the devs have expressed no desire to re-work the chase-detection mechanic, yet continue to introduce other mechanics which have dependencies on it.

    I've said the devs explanations for the changes are vague, they are humbug. I have explained why and will not repeat. If the claim is that the Blinks must independently recharge in order to give survivors more time to get away, either by breaking line-of-sight or do something else, then Nurse already has that built-in and always has: it's what her fatigue state exists for. If they think fatigue is insufficient, then they should replace it, not double-dip. The fact that they think this is even remotely acceptable means they are still far-off doing evidence-based design or joined-up thinking.

    The devs do not listen to killers though. These are changes which are purely survivor-oreintated, like almost all meaningful changes to the game are. We can argue however much about what the devs ought to do; the fact is their record speaks louder and it's appalling.

    Well I personally think you are being way too harsh on the devs and I think this was a good way to nerf Nurse, but I guess we simply have to agree to disagree. You're not the only one unhappy with the game's momentarily balance.

    But I do think it's not fair to say the devs don't think about killers. Just this patch we are getting nerfs to insta heals finally, and killers have recieved a nice number of buffs in the past.

  • @VincentRedfield said:

    Oh look another entitled killer main

    Being glad about having insta heals nerfed doesn't really have anything to do with being entitled. Insta heals can have such a huge impact on the outcome of the match since it wastes a lot more time from the killer. And there is absolutely no counterplay to instaheals for killer. Killers however do not have a lot of time to waste. Insta heals are definitely overpowered and allow survivors to waste much more time from a killer.

  • @Exciter said:

    https://forum.deadbydaylight.com/en/discussion/comment/753489#Comment_753489

    They pushed that "degree of skill and chance" to such an extreme though. The fact that survivors have to wait out the entire pick-up animation AND hope the killer does abuse m1 to cancel the drop animation from happening isn't right. It's essentially to the point where these sorts of plays are nonexistent, save from the points you receive from getting the alleged stun.

    Furthermore, "chance" should not be a factor in these sorts of encounters. A->B. If I preform Action A correctly (Dropping a pallet at the correct moment), then Reaction B (The stunned Killer dropping the survivor from their shoulder) should occur. There should be no sense of chance here.

    It has to be this extreme. The killer loses so much time if they drop a survivor, time they don't have, it's only fair and balanced to have the pallet stuns to save a survivor be this hard. Killers can't control whether a survivor is downed right at a pallet or not.

    Killers have to hook a survivor three times to kill them, they already have enough to do in the time where survivors are repairing gens. Prelonging the objective time of killers is always huge for survivors, so it's fair that pallet rescues are so hard to pull of.

  • @Cetren said:

    BBQ is one of those perks you should swap out if you're looking for maximum efficiency. I'm assuming you're using it for BP like most other people, but if you want kills, you're going to want to swap it for something better. The clown is one of those killers who can't act on the information that BBQ gives you, so it's not great on him.

    Also I'd personally recommend Brutal Strength over bamboozled, but both perks serve the same purpose.

    Dying light is an interesting perk, but clown is once again not a great killer to take it on because he isn't able to quickly down survivors, which is what makes it an effective perk, stringing multiple quick downs for a game lasting slow down. If you want a slowdown perk in general, sloppy butcher is great. Clown only has M1, so every hit you use will activate it, and it's great for cutting chases in half if you can interrupt survivors before the heal is completed. However, sloppy butcher is slowly being anticipated and prepared for by survivors bringing healing perks to counteract it, and doesn't slow down gens. For clown I would personally recommend sloppy or thanatophobia.

    I mean Clown's chase potential is quite good in my opinion. What makes him unviable in my opinion is his awful amp pressure. But Clown is quite good at downing survivors fast, of course depending on the loops a survivor gets to, so Dying Light could actually work quite well on him.

  • The stronger killers in this game can already deal with swf in my opinion. It's the only possible way to get the game more balanced. Solo survivors need some help and get more information that swf survivors have. Any killer that struggles too much because of that can then be buffed, that way killers can better be balanced around swf survivors more.

    Kindred in base kit, that's the one thing I really want to see.

    This is, however, for balance. Of course some might not want more information because it might take away some of the game's fun. Although I believe kindred wouldn't hurt that much, since it only shows auras of other survivors when someone is on the hook.

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/comment/751251#Comment_751251

    Yeah, if you aren't using comms for the game it doesn't really matter if you're grouped then right? We can just nix SWF. I mean you're all just sitting in Discord quietly enjoying the game. Not.

    There are two types of SWF. Those who have mastered the game and the exploit of VOIP and those trying like hell to do so.

    The killer has to play 4 on 1 while on the clock. The survivors do not. The survivors can take an hour to do gens if the situation warrants it. There is no luxury for killers to do the same.

    Survivors have at minimum 16 perks. A killer 4. A fair scenario would be for each survivor to have 1. A fair balancing ideal would be for 1 survivor on average to survive, not 2.

    The "power" of survivors is being able to attack on multiple fronts at the same time. Of course it's always left out of balancing discussions.

    That's really not true. Just like killers are going against the clock because gens are getting done, survivors are going against the clock because the killer is hooking survivors until they are sacrificed.

    Regarding perks, the scenario of every survivor only having 1 perk would only be fair if that perk affected every survivor. It is a 4 v 1 after all, and these perks are balanced around one of the 4 survivors running them.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/753031#Comment_753031

    wait seriously why are they killing perks that's are already meh

    Because of consistency I guess. They wanted to create a new status effect that works against any aura reading ability. Maybe to not get people confused why aura reading of killers is only not possible with OoO. It's still a shame, because it mainly nerfs weaker perks. Dark Sense, Alert, Kindred, all received a nerf. Which I think is a shame.

  • Sadly they will. The more I think about it, the more I think the Undetectable status effect was totally unnecessary. The only perk that was a real problem was OoO, and by adding this new status effect multiple perks that aren't that good anyways are now further getting nerfed.

  • Sounds like a good idea honestly.

    But I feel like at first the devs should work on fixing the reveal of Ghost Face, as it seems to be pretty inconsistent right now.

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