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akbays35

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  • @SilentSpectre said:

    https://forum.deadbydaylight.com/en/discussion/comment/870016#Comment_870016

    You literally just said it yourself -- You're still giving them money even with no discount on cells, so why would they bother?

    it comes down to this, if there's a discount I feel like I could spend more and get more value out of it. If I get 30$ of stuff spending 20$ I'm more likely to spend more than if I'm getting 15$ out of spending 10$. It also creates an issue of supply and demand, if there's never a demand for my particular gaming money at any particular time other gaming companies will get my money before BHVR does around certain circumstances.

  • @SilentSpectre said:

    Most likely no -- only characters/select outfits

    Why wouldn't they do this though, it seems a great way to get people buying this stuff if it can even get a 20% discount. I'm still gonna be throwing money BVHR's way it just depends how much at this point. Cause I figure I can get the battlepass when I get my level up, use the aurics to get the new chapter, but there's some other games that are on a good sale that I'm interested in.

  • @LordGlint said:

    Its also good to know which direction to loop them in.Try to think which side of the pallet theyll be at when they drop it, and if its benificial to them. If they have alot of pallets in one direction, and a dead zone in the other... Make sure theyre standing at the dead zone side.

    I think the map and that Nea had just really messed with my mentals. I had to focus her cause she saw my ruin early and I chased her down the street and saw her with balanced landing and did my best to mind game (learned an interesting trick with pig that you can see survivors legs under the cars). She would just chuck the pallet and move down the street to another safe pallet. By the time someone else got my ruin I tried to calm down and figure my options, but at that point the game was "over". I didn't get any momentum chasing anyone cause of the pallets/balanced landing. For me I'm not mad cause I was "outplayed" or I played inefficiently, I'm mad cause the map had already decided my loss condition and I run into that frequently trying to play as different killers. On foresight I should've just bailed on that Nea and tried sneaking on someone on a gen, that's usually how I get people as Pig, but if they got to the street the same situation might have occured?


  • @SilentSpectre said:

    Learn which pallets are worth breaking and which are worth leaving. Some pallets are useless after they're dropped and can be safely ignored.

    Or, if you're determined to break every pallet in the match, start using Brutal Strength.

    I can't just leave a pallet there, they would literally run around a building then reuse it (I've done this as survivor). I think I just had really bad rng on Haddonfield, but I've had notable bad rng on Autohaven maps (DOUBLE JUNGLE GYMS STILL!) as well but I usually luck out with Wraith or Brutal Strength. I really think the Devs just need to lower the pallet spawn or change the gen rng (put the gens outside and closer) on Haddonfield, it has too many safe loops, specific pallet spawns, and it's a strong immersion map. I'm just mad about 7 pallets along the darn street (1 by van, 1 by streetcar, 1 by garage, 1 by house fence, 1 by other parked car, 1 by garden in front of house, 1 by the corner of a house) when I'm trying to keep a balanced lander away from the houses and I take a stupid doubletake and realize all the gens are evenly spaced in houses and corners of the map and I can't even hope for a 3 gen scenario and wish I brought NOED and Bloodwarden for this nonsense.

  • Ways to fix bad perks:

    Deja Vu: increase gen speed repair action by 3%

    Boil Over: Reveal yourself and the Killer's aura using it.

    Buckle UP: Increase healing speed on dying survivors by 50%

    Calm Spirit: reveals crow spawns that have been disturbed.

    No Mither: Remove 75% of sounds, increases endgame survival points by 200% as a post match bonus.

    No One Left Behind: Gain up to 10 stacking tokens that give 25% bonus endgame Altruism points at a 12% increase in speed.

    Ds: Remove the 5 second stun, if the survivor is hooked a second time within 60s the killer's aura is revealed until the survivor is unhooked. If the survivor dies while the debuff is active it stays on the killer for the remainder of the trial.

  • They need to make Nurse more fun and responsive to play. There's no point in mastering into a now mediocre killer.

  • @survivormain1105 said:

    https://forum.deadbydaylight.com/en/discussion/comment/867754#Comment_867754

    Yes and no... I want points for moving around or hiding next to the killer. Points for being stealthy. I'm not asking for 1000s of points per sec. But somthing kinda like chase. It adds a better way of playing. Instead of depending on looping and being chased. I feel it takes more skill to be immerse then to loop.

    do sabotage, it gets you points and you can be immersive and pretend to do something.


  • @Vetrathene said:

    I'm tired of meta perks. I'm tired of killers needing them, and of survivors abusing them. Please buff perks that barely see the light of day or never do. Please nerf OP perks like DS so its actually anti-tunnel instead of anti-everything. Please stop making get out of jail free cards for survivors. Please make some useful perks for killers. Do something about NOED.

    Fixed: NOED now starts all survivors in the broken status for 60 seconds at the beginning of the match.

  • @Nicaria70_ said:

    I don't know if someone tought this already

    Why don't make bl like quick and quiet?

    Just remove the sprintburst and add a cooldown that decreases with the perk lvl.

    The stagger was an actual physics issue in the game. You could actually manipulate your falls in some circumstances and have weird flighty air drag stuff. If you were skilled enough, the exhaustion part of it became an active, not only that you could abuse infinites on a lot of maps.

  • Have you tried saboing hooks? Killer can't camp/tunnel if all the hooks are sabo'd.

    image.png


  • They really just throw those stats out there to keep the community happy/angry. Do you know that over 800 people die a year from a specific cause of bedsheets?

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/867278#Comment_867278

    And then they dc and claim in post game chat: "Nurse still op, nerf her". Happens so freaking often to me lol.

    Eh I see a dc regular in my farming matches, I have to actually make sure I don't use an instadown or basement hook or it ensures a dc.

  • @FriendlyGuy said:

    Nah. Most survivors love going against nurse nowadays, because they assume a nurse player with someone who doesn't hit 80%+ of her blinks aka a baby nurse.

    then you see a legacy saw..

  • @Mrwood204 said:

    So this tome focuses around Claudette and the Trapper.

    Was curious to know who you'd want to see the focus of the next tome be?

    I'm assuming they are going to stick with the originals for now for survivors, I wouldn't mind one revolving around Jake.

    As for killers...I wouldn't mind it being the Wraith.

    meg has the least character in the game and no significant reason of why she's there. The rest of the characters seemed like loners and losers, she just liked running and ended up there.

    image.png


  • I don't play swf, I played a couple of matches a year back with a memeing claudette but I played the same. I change my builds considering what and how killers are playing. In these current ranks at high purple/red. Killers really really tunnel, the best counter to that is being an #########, bring a hook distance offering and do a sabo build. If they tunnel a teammate you break their hooks, if they tunnel you, you break their hooks. Killers just lose the game focusing one guy(me) literally just stopping them and putting the killer in a corner for a time out and it makes the team "feel" better and prevent dcing and stuff.

  • @meatisadelicacy said:

    No salt, just trying to figure it out. I go against him in more than half my games. From yellow down to red ranks, I see so many effing Ghostfaces. He is more popular now than when he first came out and I'm bored to death. What am I missing about him that makes him so popular?

    On a gameplay stance he is one of the most accessible stealth killers. When played correctly he can have strong efficiency and effective insta downs/mind game. Most survivors seem to not understand how to counter him, so he's a skill required kind of killer. His new cosmetic is honestly PTW in some maps like Yamaoka and Swamp cause he's so dark he just blends.

  • Dbd is a tug of war. The survivors are at their most strongest at the beginning and the killer has to get momentum to win. If a killer can't get a pull on that momentum and keep the damage going, the survivors recover and can win.

  • @Fibijean said:

    Well, it's not even 8am in Montreal, so most of them are probably not at work yet or in a position to do anything about the servers. Hopefully we'll get an update soon.

    I try to get my gaming done in the morning before my kids wake up. I'm kinda broke and don't really want to go game shopping or anything and already got content I want to play for dbd. I'm glad I didn't buy Death Stranding, that game is a walking simulator Binding of Isaac rip off.

  • @MightyDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/861527#Comment_861527

    I'm not saying it right, or well, but the reason MOST Killers slug (some do it to be jerks) is to buy time to find the hatch/find the person camping the hatch/fore the 4th player to help his friend.

    If players could suicide on the ground: Killer downs. Killer goes to find 4th. 3rd kills himself. 4th hatch escapes.

    How is that fair for the Killer? Like, at all?

    If there was a doggy-door for downed Survivors: Killer downs 3rd. Killer goes to find 4th. 3rd gets free escape. 4th gets the hatch.

    Or: Killer downs 3rd. Now has to hook him because of magic doggy door. 3rd kills himself on the hook because 4th is doing 'I got the hatch' dance. Or kills himself because he sees the 4th is NEVER coming to save him. 4th now gets the hatch.

    I get it. 'But being slugged is no fun!'. The thing is that being slugged is NO DIFFERENT FROM BEING HOOKED. You're unable to do much but look around & wait to be picked up.

    ...Except, unlike being hooked, you can crawl around, and fill your pick-up bar..and there's about as many perks to self-getup as there are to self-unhook.

    So why do people hate being Slugged over being hooked?

    1) The time it takes to die is longer.

    This is WHY Killers slug; it's more time to find that 4th. To say 'They don't deserve that 4th' or 'I should get to decide if they get 4 kills by deciding if I don't die' is kind of entitled.

    2) They can't self-kill.

    I consider this kind of selfish; people want to self-kill mostly to give the 4th Survivor the hatch. Seriously. If you claim you're fine struggling for 60 seconds if you want to spite Survivor #4 out of the hatch, why are you NOT fine with crawling around to spite them? Plus, Slugging is less hard on your keyboard/controller.

    3) They want to 'get into the next game faster'.

    This is really weak. If you can't cope with waiting 3-5 minutes, or think the Killer should just lose out on HIS points because you don't want to wait; you're either being really impatient or entitled.

    This of it this way; do any of you play Overwatch? (I mean, stop; Blizzard is garbage and hypocritical, but that aside); don't you HATE it when there's 60 seconds left in a match and half your team leaves so you get steamrolled and you think 'Well, we MIGHT have turned it around if people stayed!'? Guess what those leavers are thinking. 'We lost already, and I want to get into my next game faster'.

    So why is it okay to bail in DBD, and cheat the Killer out of his BP and 4 kills, but NOT okay over THERE?

    Simple; entitlement. 'I'm the slugged Survivor, and I'm not happy with this. Screw the other players; let me bail' or 'That Killer does not DESERVE his 4K for <insert self-rationalizing reason here> so I want to bail & give #4 (or my SWF buddy) the hatch'.

    And the other reason I say 'entitlement'? Watch 90% of DBD players; they complain and moan when THEY are slugged, but then get pissed if SOMEONE ELSE decides to DC because they are slugged, or get angry if they need to wait out the slug for the hatch to open.

    It's simply just point of view, and very little about wanting to 'punish' slugging, or add new mechanics to 'curb slugging' are at all about balance. They're just about 'I don't like it'.

    image.png

    *sad MSG noises*

    "Why are we still here? Just to suffer? Every night, I can feel my leg... And my arm... even my fingers... The body I've lost... the comrades I've lost... won't stop hurting... It's like they're all still there. You feel it, too, don't you? I'm gonna make them give back our past!"

  • image.png

    Despite my dummy THICCness I can still sneak past the guards.

  • @AvisDeene said:

    If devs give survivors a crawl space, killers should get a harpoon and chain that will allow them to pull survivors away from the doors. Kind of like Scorpion from Mortal Kombat.

    image.png

    *sad cricket noises*

  • @FluorescentLemon said:

    Are keys, hatches, Unbreakable and Adrenaline really not enough already?

    none of those would solve this particular issue. I would like some method of escape or some form of dying interaction that does not require a specific overpowered perk or item that killers complain about. If a killer complains about a dying survivor escaping him....

    @MightyDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/861479#Comment_861479

    If you are getting slugged consistently; bring a perk that lets you get up on your own.

    If people could kill themselves on the ground, there'd be no difference between slugging and hooking, and Killers would be the ones to suffer.

    I know many Survivors would say it's fine to deny that 4K because 'Killers be greedy' but from a balance standpoint, it's completely unfair to skew the game so the Killer has basically 0 chance of going for a full kill because the 2 methods (Slug & Hook) are now both cut short by Survivors who give up.

    Literally a survivor can't put themselves into the dying state, that's a killer interaction. I'm not asking for a free escape, crawling to the exit gates is incredibly time consuming, noisy, and blood trail everywhere, in a wide open area and the killer has to willingly ignore me for that duration and circumstance and not hook me. Are dying survivors OP, is that what you're implying? That somehow we're causing killers to depip?https://66.media.tumblr.com/718fffe63912c4c8f0a5e7e6cb799955/tumblr_onyermvsCu1ujuk5ho1_400.gifv

  • @MightyDwight said:

    No, Survivors don't need yet another way to escape. If you got slugged, it means the Killer outplayed you and is now using you to catch someone else.

    Just because you don't like a tactic does not mean it has to be altered/removed/punished.

    any kind of "tactic" that causes me to be left alone with nothing to do and no interaction between me or the killer or anything else in the game needs to be fixed. If nothing else than to provide some measure of interaction in the game. Like I said, I'd be fine with just a quick death the dying doesn't matter it's literally the long ass death timer from getting slugged and nothing to do. I wouldn't have an issue with it if I didn't see it entirely too frequently in games.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/861014#Comment_861014

    Killers would slug for the 3k less if they weren't punished so harshly for not doing so.

    The amount of times I've 3k'd and depiped or god forbid, sometimes I've 4k'd and still depip, is insane at high ranks.

    A majority of killers would not slug for the 4k if they weren't so incentivized to do so and weren't punished so harshly for not doing it.

    I agree, the Devs need to fix the emblem system for killers, but pipping is kinda problematic for killers? I don't play killer for ranking it seems like an arbitrary grind and it's not bp efficient (long lobby times) and it's more stressful. I'm at rank 7 and survivors consistently can't do a gen so... I'd also just accept a quick death option (like sub 40% dying progression?) just so I wouldn't be bored on the bleedout or if there was something to interact with while in dying state. I wouldn't complain if it wasn't a consistent thing and I'm not gonna carry Unbreakable or Adrenaline just because the devs won't develop more concepts of "survival" into the game and gate stacked crutch perks.

  • @HowIsTheClown said:

    If it existed, what except "game mechanics" would stop healthy survivors from crawling under it?

    I think I get the gist of what you're implying. Maybe have it unlock after like 2-3 gens maybe or after 2 deaths like one less requirement for a hatch spawn? I just get bored, killer usually gets hatch and the other survivor quick and I find slugging as boring as hook camping. If the doggie door exists, killers would have a liability for slugging and would need to hook survivors for their 4k. This wouldn't be unbalanced, a killer would literally have to slug and ignore a survivor long enough to drag to the edge of the map and it would give slugged survivors something to do besides waiting and dying.


  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/860543#Comment_860543

    Typically charges are used 1 charge per second. If under the effect of a perk that slows you, your charge consumption is also slowed. Coulrophobia would make it take 32 seconds to heal instead of 16, while making you use 1 charge every 2 seconds.

    I use Exhaustion cds with Vigil a lot of this stuff to get a guestimate read on it and some of this isn't "accurate". Could that be interacting with healing or causing a bug?


  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/857687#Comment_857687

    Sloppy butcher and all that only affects heal times, not charges. Even if it takes 5 minutes to heal 1 health state, it's still 16 charges. The only killer perks that WOULD affect charges would be Franklin's and Overwhelming presence.

    Maybe I should ask Almo about this, but what exactly does a charge/speed/efficiency actually mean in game. I really feel like a lot of this just is numerical "values" that actually don't clarify anything if I miss a skillcheck/have a random perk interaction with a green medkit and can't get a full heal. There may have been something with the patch notes and other changes on healing that I'm not fully informed on. What I think the Devs need to do is "fix" Pharmacy to give First/Ranger Aid kits, because emergency ones are too niche as fast heals, I'd rather have the charges than the speed.

  • If the killers were mortal beings that could actually die and still retained their powers, I would put money on Huntress. Her strength, physicality, and skill would outmatch any killer within ranged or close combat. That or Doc depending on his sustained electrical output. The problem is characters that are ghosts (Freddy, Nurse, Spirit) and the physical reality issue of their powers in a biological organism.

  • The whole point of Remember Me is to get Blood Warden or Noed to work more effective, it's a buffer skill and it's not really helpful for slowdown.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/857687#Comment_857687

    Thanataphobia and Sloppy Butcher affect speed, not efficiency. So it will be slower, but you'll still get one full heal out of it. Overwhelming Presence could make it not give one full heal.

    I think what it is that I derped and missed a skillcheck, that will actually prevent a full heal now :( I've seen it on other vids and it checks out. I'm just not used to that I find it completely jarring. Also Overwhelming Presence? I haven't seen that perk since 2018 on brown ranks on Xbox.

    image.png


  • @Aven_Fallen said:

    Thing is, his power is insanely strong. It does not take that much practice to use the Demon Dash, especially since you cannot collide with anything (other than Billy). So form the pure strength of his Power, he should get some Nerfs (and I am pretty sure he will get some).

    However, the difficult thing is - he does not have his Power from the Start and he does not have its Power all of the time. If the Oni cannot find a Survivor fast enough, he might end up losing, because he cannot build up his Power. But, once he got it, he can have the whole team slugged in like a minute.

    Furthermore, he promotes slugging. This is not because some players want to play unfun, it is simply how he works. He punishes for bringing people to the Hook, you are far better off when you slug as many Survivors as possible before hooking one of them, which is bad game design.

    So yeah, I really dont know what they will do with him.

    not only that he's incredibly large and noticeable and has no stealth capacity and doesn't have consistent map pressure.

  • @1saltypug said:

    https://forum.deadbydaylight.com/en/discussion/comment/858679#Comment_858679

    I'm afraid they're gonna come out and say his movement collision is a bug related to the crap going on with survivors moonwalking on the PTB. I hope im wrong

    I've seen that on Monto's video, what is going on with that? It seems like survivors are getting bizarre boosted momentum from moonwalking.

  • @ASpazNamedSteve said:

    He transforms into a WAAAAAY better Hillbilly. Extremely manoeuvrable, can't collide with walls, has almost no cooldown for missing, and can almost 180° flick around corners with a lunge.

    True to some extent, but his animations give such a big tell and have a similar hitbox. I watched Odzvarda's/True/Monto's videos for some clarity on it. Oni does have a prolonged animation for his attack. If they are gonna nerf anything it would be to narrow his hitbox closer to Demogorgons, or give a prolonged animation to his missed attacks, or increase the base charge rate of his ability. Considering BHVR it's probably gonna be all 3 and nerfing his add ons since survivors don't know how to loop or hide from a 7 foot demon with anime hair.


  • @jus_Ignant said:

    The speed increase was nice on the Green Med Kit for a quick heal but I think most of us aren't healing with this mid chase and would prefer extra charges. At least allow Pharmacy to give it a boost on top of auto finding one in a chest.

    The Styptic Agent no longer reduces charges. Even though it no longer grants health it can definitely be used to your advantage. You just need to be someone who can think before using it instead of a no brain insta-heal.

    What would be nice is just take the 15% healing item efficiency on Self Care and give it to Pharmacy. Most people taking Self Care don't bring or use medkits.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/857921#Comment_857921

    TIL a gen takes 22s (time to cleanse totem+8s in locker). Man, gen rushing gets worse day by day.

    sorry I'm exaggerating (kinda), when you consider some healing interactions require other survivors or locating them or finding a safe place to self heal is roughly the time to focus on a gen. The wiki says 80 seconds to repair a gen, but I know that's way wrong. I've gotten a gen done quicker than my exhaustion perk cooldown with Vigil without any objective boosting perks or toolboxes. I would consider the average time to do a gen when hitting great skill checks -ruin is roughly 45 seconds.


  • @PinkMochaV2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/857806#Comment_857806

    Obviously neither I nor the dev read the description.

    People do make mistakes, but it is alarming if the people who made the changes to the game, don't know what the changes are. I actually realize now why people have so little faith in BHVR when they make changes like this to the game.

    well why would they nerf Pharmacy? It was already kind of a joke perk that few people used. This has created another issue with a death spiral, that killers can just maintain pressure if teammates can't heal or heal efficiently. Self Care takes as long as a gen, Inner strength arguably takes the same time (totem breaking + locker time) and pharmacy assuming you can find a chest. This is usually why I take healing increase perks because they are so efficient at keeping your teammates alive and healed and regressing killer pressure.

  • I hit them more than 70% of the time, I use Stake out to compensate, and I use Small game to get ruin because no one else can.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/857728#Comment_857728

    Yet the much slower inner strength is apparently amazing for some reason.

    Ultimately you should always just bring a medkit and ignore self healing perks, but if you are taking a self healing perk then Pharmacy is the fastest one and if you hit a great skill check you can farm medkits with it so you can eventually just use the medkits directly.

    The change to the medkit is a sidegrade that gives it something it's the best at beyond farming.

    I actually wondered if they nerfed it due to Inner Strength, I had commented that to a dev that they essentially made Pharmacy, but less versatile(you can heal teammates faster) for totems instead of chests.

  • @Almo said:

    Green kit is still one full heal.

    I'll check again, I wonder if it was Sloppy Butcher, Thanatophobia, or another perk that affected the efficiency, but it definitely has impacted Pharmacy. I genuinely can't rely on that perk for healing (for myself or teammates) anymore. I used to use it all the time and carry over my medkits consume them then nab another. That hasn't been a reliable tactic since people are now treasure diving and I can see all the chests opened in matches now. I've legit just had to bring yellow or purple medkits with add-ons and Botany Knowledge just to ensure effective healing.

  • @thrawn3054 said:

    They nerfed the charges. But made you heal yourself 50% faster. I preferred the old one myself.

    yikes that's dumb, they pretty much nerfed the efficiency on it. That's why I've needed Botany Knowledge for everything now. When I'd get Ace in the Hole it would turn them into almost intaheals with certain add ons.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/851092#Comment_851092

    Hemo is not Mangled if you are looking for the healing debuff name. Hemo is just more blood. But the other debuff is kinda insane being for the entire map for sure

    true, forgot. but that means you can stack it with sloppy butcher and really start debilitating survivors, especially with killers like Legion and Plague.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/850951#Comment_850951

    You are amazing btw. Do you even watch the videos you link? The second video is a bug, the first video is basically a clickbait title.

    I watch them, that's actually one of the issues with Balanced Landing is that it is indeed bugged. The devs have been trying to fix it for well over a year by guessing, the new physics engine didn't fix it so they just remove the problematic part of the perk to make it fair. I've done crazier stuff with it than most youtubers and really abused that perk.

  • @bendermac said:

    I'm sick of players running to the other side of the map, just so they can self-care. You can see this BS on all ranks. And usually what happens is that they run into the killer and congrats, back on the hook and I can't get my bloody challenge finished.

    Six games in a row and not a single heal. I run empathy, to see where they are. Yet they always run away.

    STOP IT!!!!!

    With Nurses Calling, it's just safer to get a heal off far away from the killer. Not just that, but unless you have Iron Will you should never heal anywhere close to the killer.

  • Do people not understand that Blood Echo debuffs everyone injured, it could literally replace sloppy butcher and provide a counter for dead hard. Zenith can help new killers figure out map loops and what bad rng the map provides. Nemesis will be a counter stun perk and replace Enduring since it will debilitate survivors when they stun. It will also stack with PWYF and give you bonus speed just by getting stunned or Furtive Chase and Remember and always get a guaranteed obsession hit/hook.

  • What the devs could do to increase good behavior is with an cosmetic honor system amongst killers/survivors (not amongst survivors/survivors since swf would abuse it). Heck they could go the opposite route with charms and force a mark of shame on survivors/killers to give you an indicator in a match.

    They could do some more emblem/bp punishments on camping/dcing/and tunneling/dying on hook intentionally. I think they should expand every mechanic in the game and see what sticks. As a killer I wouldn't mind something less binary than downing and hooking and as a survivor we need something besides gens/totems/chests/chases.

    Killers need more balancing tools they can implement in their matches and survivors should get some way of spawning secondary objectives that can be used towards gens. What the Devs need to do is throw these implementations out there and have the community choose to activate it through the offering system and see what the community actually wants instead of getting negative feedback when they try something.

  • @concious_consumer said:

    https://forum.deadbydaylight.com/en/discussion/comment/848986#Comment_848986

    Infinite? I somehow failed to see how it was an infinite on Usyliss or Aryun streams...if it's an infinite then you don't need to run to another loop because the killer is bloodlusting you...

    https://www.youtube.com/watch?v=tyOIp-ooVKI https://www.youtube.com/watch?v=eJ8YJRwwF04

    plus Noobs 50 survival stream. Balanced Landing has have issues for a while, they've been trying to "fix" it so it's just easier to break it.

  • Ok, they nerfed Balanced Landing because of it's overpowered (passive) effect. This enabled most buildings and tractors to become infinites. I'm glad they didn't nerf Resilience for good measure if Lithe had what Resilience has it would be nerfed too. Solo Survivor is fine, but Swf still has some balance issues namely OOO needs a rework more than just making killers have aura block which nerfs other perks like Dark Sense and Alert. They are working on map balance later when the next chapter is done. They really need to just buff useless perks, like all of Steve's perks are garbage, sabotage is a dysfunctional mechanic.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/848845#Comment_848845

    If we want to bring realism into this, it's not very realistic to step in a bear trap, free yourself, then proceed to jump out of a second story window multiple times without even being phased by the fall. Gameplay comes before realism.

    I've been meaning to ask about that, you guys should add a bloodloss mechanic to the game to cause some kind of debilitation for frequent wounds. like a sound or slight sight reduction that can build up like deep wounds or deafening.

  • They will stick it onto another perk. They can't fix the physics issue with it, so they are removing it.

  • Unhooking a survivor, taking a protection hit, running towards the unhooked survivor, yeeting (not vaulting just getting random elevation from a rock or something) on terrain and landing on a survivor to trigger balanced landing then winding up on the edge of the map.

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