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  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657448#Comment_1657448

    mmm, no. I disagree. This is LESS realistic in terms of art style. The kinds of graphics present in the "updated" maps are the same kind used in Fortnite and Grounded, both of which take a cartoony/fantasy spin on realism. What DbD had before was most certainly more realistic (as close to the game engine switch as possible because the most recent patches in UE4 have had really ugly graphics for the "not updated" maps), or at the very least more realistic in a different sense. There are a number of different reasons a place might look excessively blue, and that might have to do with how the light reflects off of the objects there or how the sky (after all, this is not the "real" world) affects the light.

    I'm very against the graphics change because in addition to it just not looking significantly better than DbD in 2016 (see picture below), it causes me to severely lose frames. The changes add nothing beneficial to the game (other than new marketing opportunities, and that's for BHVR's moneymaking department) and only (poorly imo) remedy what was falling into disrepair for several years now.

    https://steamcdn-a.akamaihd.net/steam/apps/509060/ss_3fd5ba0105a19d567ff52926ef23044d06cb3264.1920x1080.jpg?t=1585948379

    https://gameplay.tips/uploads/posts/2017-03/1488404013_dead-by-daylight-behavior-interactive-pc-xbox-one-ps4.jpg

    https://i.ytimg.com/vi/dYqPWQyVGN8/maxresdefault.jpg

    I would be ecstatic to see these visuals in the game. Particularly in the last shot, note how the car doesn't reflect light like some kind of toy abomination freshly painted and minted out of the factory (unlike the cars on Badham). It even looks like it has experienced some wear and tear and was actually made from the memory of someone (which according to the lore, it was).

    And look at the grass! It's not a scratch mark abomination since its so thin (and is certainly more realistic than the grass we have going on now).

    Also take into consideration a lot of the graphics changes are to disrupt how well Survivors blend into the environment (because... they're just incapable.. of removing or brightening cosmetics or some reason). That last map looks god awful for any killer going against a Claudette or dark, blue-toned clothing Survivor.

    To be fair though - this game really does have subpar graphics for an Unreal 4 game, compared to other games on the market using the same engine. A lot of it, I think, has to do with it being split between consoles - they can't use purely high-res textures and such that the normal PS4's cannot render, for example, but Pros would be able to. Situations like that.

    It unfortunately isn't where they can go full-ham on the graphics and have truly immersive realism because some systems just can't handle it - so they compromise.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659680#Comment_1659680

    I think they'll leave Ruin but yeah they're gonna gut Undying for sure. First time we actually got a decent perk in a while too.

    They will, because Survivors cannot stop bitching about it because it sakes up the 'full crutch combo' loadouts to run a anti-totem perk; OR forces them to have to use generator repair time to find totems, or cut into the time they use to loop and troll the killer for their blood points. It's just expecting too much for the majority of Survivors to adapt to a new playstyle involving totem breaking and watching their backs while doing so.

  • Top-down balancing really needs to start at the fundamental design of the game itself -- asymmetrical; this does not mean only that one side has more players than the other - but there are very clear and defined roles to those sides. The 'numbers' side have the benefit in there being more players - but individually they are about average in 'power'. The 'power' role has a significant advantage over the numbers team when they are not operating at full capacity.

    In this game, the numbers is the Survivors and the power should be the killers - but very rarely actually is. What this means is that killers should be considerably more frightening and powerful than Survivors that are not operating at 4-players. As a match draws on and the 'numbers' side loses its numbers - the match should start favoring the power side more and more. However, in DBD there is very little swing because the Devs have given so much leeway and second chance abilities and perks and mechanics to the numbers side.

    The majority of DBD players do not want a true asymmetrical balance to the game. That in itself has caused the game to enter a state where it will never become balanced. Survivors - particularly Solo players - do not want to have to rely on their teammates for success; when the asym. design should encourage that exact reliance. As mentioned, the balance between SWF and Solo players is a huge problem -- but you can't balance a multiplayer game around a single-player experience. At some point, you have to bite the bullet and stop catering to the single player, and start telling them 'okay look, I know you like playing alone, but this game is multiplayer so you will need to learn to at least start working with your team more'.

    You also have the problem of Survivor mentality on what it means to 'win'. In an asymmetrical game, 'winning' is making sure you team survives -- even if you individually do not. The Devs have strived for a 2-kill, 2-live ratio as the 'goal' for balance. With this in mind, Survivors should be striving to ensure that at least two of them make it out alive -- but Survivors in general have the mentality that they have not won unless they personally survive, which only serves to go against the team-based reliance that Survivors should be balanced around.

    Fixing that would require balancing emblems/pips (because the community cares more about having that measurable metric than actually winning the match) around team-gameplay; and rewarding bloodpoints based off the collective 'how well you entire team does' (which also helps prevent DC's because you would harm your team far more than you already do). The latter is as easy as awarding an additional 10-20% of the bloodpoints earned by your teammates to you during the post-match summary (requiring players to have to stay in-match to receive; encouraging less DC and quit; and sticking around once you 'die' if you're in it for the bloodpoints to begin with).

    The game definitely needs to be balanced under the assumption that all Survivor matches will involve a SWF group of some scale - and while this will make solo-play harder, it is what is needed if the game is to ever be balanced. To this extent also - there should be in-game chat especially with cross-play implemented since you cannot rely on a singular third-party service to handle the chat anymore in many cases.

    And once communication becomes the baseline standard of balancing -- then Survivors and their perks can be toned down significantly so that their power comes from team-gameplay; and the killer can be toned up so that their power comes from being the 'power' role.

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659794#Comment_1659794

    Ooh this could be good. Maybe stopping blood trails could work too? Or too powerful?

    Stopping blood trails may or may not be too powerful, I'm not sure. There aren't many situations regarding blood trails in this game to really reference - most things deal with scratch marks. If anything, maybe only half the duration for blood trails. So like, what is it 8 seconds right now at T3, no scratch marks; then add 4 seconds no blood trails; and see aura of generators for 3 seconds.

  • @Gay Myers (Luzi) said:

    The dev team is not ignoring the community - there are many things that they want to add that to the game and it can't be just done with one finger snippit. It takes time and thinking about it.

    They do care and they definitely don't want the game to die. Some devs are active on the forums, explaining balance changes and they do read what users say. Things users say are taken into consideration, but sometimes changes you want to see won't be added to the game and sometimes some changes simply just can't be done quick as a lighting and they take some time to implement.

    Also to the comments about the cosmetic store: The art department is not related to the balance team. They're two different teams and both are working on the game, just in different ways.

    @Gay Myers (Luzi) said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659821#Comment_1659821

    Again, there are reasons, especially in regards of synergy between perks. There will be changes people might not like and changes people like. I will also point out, DS right now is definitely better than before and I do get why it can be frustrating for sure, but again, the previous and the first verison used to be so much worse.

    In regards to first one - the Devs have a bad problem of "we aren't going to touch this part of the game (cough generator repair speeds cough) because we like them where they are even if the majority of players do not. The Devs should be doing everything in their ability to accommodate as many player feedback as they can - not denying it because they don't think the game needs it or that they don't like the idea. They ignore a huge amount of constant problem areas time and time again and the usual excuse is "we like it this way' - generator repair speeds; not addressing Survivor healing; not addressing DS/Adrenaline/BBQ/NOED/Mori/Keys; etc. They also suffer from not doing regular updates and pulling a 'Bungie' card and only updating on mid-chapter and chapter release patches instead of having more frequent updating periods like other major games do.

    The second one - I always have hated the excuse "well, such and such version was worse than this" like a band-aid to stop complaining about something. Just because something is in a better position than it was before, does not mean that it needs to be ignored just because of that reason.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659770#Comment_1659770

    I am not saying i wont have done fine aswell, but i do think it can be a really unfair perk often. Against a coordinated SWF it might not be that big of a deal in my opinon, but not everyone is playing with a group of friends. And imagine this on mid-low ranks... this must be really extremly hard to verse. They often dont even know the totem spawns very well so good luck getting rid of ruin 4 times...

    It is powerful - like a Hex is supposed to be - but not OP levels of powerful where it needs to be nerfed. Part of this game is learning as you're playing and Undying teaches you very early to start learning the map and possible totem spawn areas (though - I think totems, generators, and hatch should be fully randomized so you can't "memorize" common locations, imo).

    If I play SWF it is most commonly just one other person; sometimes a group of 3 but very rarely if ever a group of 4. So, we're with other 2-mans or solo's and Undying is harsh but not too strong to deal with. You just have to learn - stop focusing down your generators as fast as possible because you see Ruin and start focusing on finding Ruin.

    EDIT: One strategy my irl friend employs at match start is 'tapping' the generator closest to his spawn to check if Ruin is active or not - and if it is, he immediately starts keeping his eye out for totems.

  • @kaeru said:

    It can't be every single killer tunneling. It is just impossible.

    When I play survivor, I get tunneled once in 10 games.

    When I play killer, I don't tunnel, but survivors sometimes blame me tunneling. I don't mind it.

    I guess you don't really know what tunneling means. Tunneling is when killer focus on one single survivor until he die. Focus ignoring gens and another survivors. Sometimes it is your teammate's fault because he unhook you and dissapear in the fog left you injured. So when killer returns to the hook he only see you and only option he has is chase you. It is silly to expect Killer not chase you in this situation.

    I think killer just chase you everytime he see you as he should and you mistakenly call him a tunneler. If you were healed it is not a tunneling. If you were repairing a gen it is not a tunneling. If you had time to do anything it is not a tunneling. It is usual chasing. Every single killer is chasing.

    PS. Why you put it in feedback and suggestions? You not tested anything and you not suggest.

    This is the biggest part of these threads: not understanding what tunneling actually is. No, as a Killer, I am not going to just let you run away if the person that unhooked you ran away from you and vanished so they wouldn't be chased. You are, at that point, my only 'viable' target so I will go for you. People seem to think that if they get downed twice without someone else being downed and hooked inbetween that it is Tunneling - and in most cases, it isn't.

    In many it is though, and again that's for several different reasons but ultimately those reasons don't matter because it is a viable strategy to secure a kill and remove a player from your opposition so you can increase pressure on the other survivors (or remove a toxic af thorn in your side that insists on not doing any objectives and only trying to ######### with you with loops, pallets, clicky-clicky, or whatever else).

  • Because the Devs operate like Bungie -- only updating for mid-chapter patches and Chapter releases. They won't do updates outside of those major release schedules because it "interrupts gameplay" by making people have to patch. They seriously need to tell people to suck it up and start updating at least every couple of weeks with whatever tweaks or changes they have ready - instead of waiting to do a major update drop. Leaving crap broken or unchanged for months before addressing it is a terrible game maintenance plan - and Bungie is king of doing that in Destiny and look at its multitude of problems over the years.

    More importantly though - Mori's are not the equivalent to BNP. They are the equivalent to Keys, first and foremost.

    BNP does, however, need to be changed so a single Generator can only benefit from 1 BNP during a match, so Survivors cannot stack them. (If it already does this, I do not ever see it).

  • Not bad, but I'm not a fan of Haste effects on Survivors.

    Poised isn't bad - it's useful if you finish a generator the killer is near (terror radius faint) and high-tail it out of there. It's a situational perk; or useful if a generator finishes while you're being chased.

    If anything, I'd put a: You see the aura of unfinished generators for 1/2/3 seconds; as part of the effect as well.

  • @ChantyBoi said:

    With the nerf of pop I think we're going to get something thrown into full light with the low mobility killers. How completely pointless it is to kick gens. As a killer it wastes your precious time kicking a gen, a survivor can then walk in and stop the regression MID CHASE at almost zero risk. And you'll usually never get more than MAYBE 2-4 percent off a gen from kicking it normally. I think increasing base gen regression speed would be a good idea. And also make it so survivors have to stay on a gen for about 3-4 seconds to stop regression because being able to poke it to completely waste the time the killer spent is just absurd. Increasing the base gen regression speed would allow killers more pressure without actually having to increase the time spent on gens AND would make kicking gens actually worth a damn because as it stands without pop or something like Surveillance there is almost no point wasting time to kick a gen. I dunno man I just think it'd be a good change. Let me know what you guys think.

    I've suggested for a while:

    Kicking generators should cause immediate regression the same way missing a skill check does. This not only stops Survivors 'stealthing' around the Generator to tap it, only to have it kicked again - because it starts quickly regressing far beyond what it is worth to stay by it; but also allows killers to apply a little bit more pressure when they do run Survivors off a generator instead of just oh he kicked it, let's tap it to stop regression.

    I've also suggested that in addition to this, regression should require 2 seconds of continual repair to stop, to further prevent 'tapping' a generator mid-chase or while passing through an area just to stop it from regressing.

  • @lazerlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657994#Comment_1657994

    Those situations will still happen, adding a ramp will just give survivors more options to take. Whether to keep running around the hill, or meet the killer on top of it, or a second chance for a balanced landing play, etc.

    I don't think so - I think if there was a second ramp, Survivors would take it constantly because they are the only side that takes stun-time for falling from heights. Killers wouldn't care either way because they can walk off the Empire State Building and keep going in this game lol

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658466#Comment_1658466

    It has nothing to do with survivors not adapting. Those arguments are always silly, i mean i could also say that to killer about DS and Unbreakable. so please stop that.

    About topic: It takes to long to get them out of the way. Undying should have 2 tokens and loose 1 token for every cleansed totem. Games where all 5 totems have to be cleansed to get rid of ruin are almost unwinable.

    On the contrary I have done just fine in those games - the problem comes down to whether or not Survivors on your team take the time to search out the totems to do them or try to ignore them and complete as many gens as they can without having to get off of them too much. I do agree - somewhat - on totem counters as mentioned by others, but at the same time I feel like a totem counter would make Hexes even weaker than they already are because it'd be too easy to monitor totems on the Survivor's end. Sure it helps solo, but at some point the game has to quit balancing around solo-players in a multi-player game.

    As for adapting - Killers have adapted to DS and Unbreakable -- we slug you until the timer runs out on DS if we suspect you have it (and Survivors complain about it being "useless" because they don't get to use it), or we slug you and then hook you or monitor you in case we suspect Unbreakable.

  • Undying and Ruin both are perfectly fine. The problem is Survivors - they don't want to adapt or change their meta-playstyle at all to accommodate the increase focus in doing totems; and the increasedd caution to be taken in case Undying is there because the aura reading. They want to, literally, continue just "Oh look a totem" while running around; run up to it and break it; and go on with their generators or killer-trolling.

    With Undying and other hexes now, their precious 'trolling time' is taking a hit to actively look for totems and so they're all throwing a giant fit about it. They're not used to having to actively work on two objectives and not just ######### with the killer the entire match with their clicky-clicky, teabagging annoyances.

  • @lazerlight said:

    I feel like giving them two ramps will reduce situations where Killers corner survivors who run behind the hill by taking the ramp and getting them from the top.

    Conversely, it would reduce situations where survivors are "untouchable" until the Killer goes all the way around the hill. Reducing "cocky" plays from survivors and saving Killers' time.

    Just a thought.

    Hmm.. while I like the idea, I think I've got to disagree with it - if only because as a Killer, I have gotten several hits from cocky Survivors trying to lunge off the hill top and misjudging my ability to fall and lunge at the same time. XD

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657023#Comment_1657023

    I would very much like IDs removed from lobby and during the match. Have it be survivor 1/2 or character name (1/2 if more than one). End game have whatever was used to identify players be next to IDs if report needs to be made.

    The only reason I see to avoid showing ID's is to avoid people being able to find your profile to look at you beforehand; or to find it and message you or try to add you, etc.

  • @dspaceman20 said:

    If it is an anti tunnel perk then its not a very good one. I have used it multiple times when the killer is tunneling me, but it didn't deter the killer and they continued to chase me and kill me. So i as make it so that after they are stuned for 5 seconds in those seconds you leave no scratch marks, blood trails. That way they can get away better.

    I would be willing to accept no scratch marks or blood trails for the duration of the stun. That would be a fair buff without affecting the usability amount.

    I'd be willing to entertain buffing it with that and keeping the suggestion to automatically turn itself off if you heal a health state, touch a generator, hop in a locker, or attempt to cleanse a totem - anything non-chase-related. This way, it was purely a perk only usable during a chase and to get out of a chase; and not as a 60-second safety net to do other activities in.

  • @SCP_FOR_DBD said:

    Saves time and lest you hook mid chase. Also lets you destroy DS. They are way more underrated than people realize.

    I don't think it is so much as an 'underrated' I think it is just not that "attractive" as it was upon its original release - sending them to a cage that you can see and make your way towards to possibly ambush anyone immediately running for an unhook - all while canceling common meta hook perks DS/BT.

    As it stands, if a power needs a specific perk (in examples here, IF), then it needs to be reworked. Powers should be useful an, well, powerful on their own without needing a perk or add-on to make them good.

    And the only reason his cage was changed was outcry because "we're being camped at the Cage" - despite the fact it means he was specifically not checking generators or only checking generators on the way to the Cage; and you could still do the gens as is always the case (and BHVR's actual response to 'camping' per a mobile tooltip).

  • OoO is clearly designed for SWF friends groups. One runs in, relays killer information to the other Survivors to coordinate around it.

  • @StrongWolf85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657393#Comment_1657393

    I do agree 100%

    to your point about the gen speed: I think here one of the main issues is the distance between gens, not even map size. let's say a killer picks and guards 3 gens early looking around I usually see another possible 3 gen opportunity...that i know will all pop in a few seconds because I run whispers and lo-and-behold there are no survivors around my (sometimes) less optimal 3 gen, at that point, that is 2-3 gens completed in under 2 minutes m(1 at 44s and 2 at 80s-ish because of possible assistance). The devs say they expect at least 2 gens to pop early on a killer but because of the default regression speed a coordinated 3/4 man can easily beat a 3 gen even when the gens are stacked on top of each other (i've seen it). I agree the benefit of multiple survivors needs to be reduced, 100%. but perhaps the devs should consider not spreading the gens out so much or adding another gen to the map and require survivors to do that one more gen. the other issue is that the game only has two phases: survivor/killer on offense followed by a brief period with survivors on offense and killer on defense (if that). I think this could be resolved by the devs adding a mid-stage to the match. after generators are repaired, survivors have one more task that complete that is much more centralized and gives the Killer a greater opportunity to play defense rather than running between three gens they can't stop or face camping a hook.

    To your point about EGC, I'm am totally down for changing a few perks for an all around better end game mechanic, and I run remember me.

    Honestly - for generators, another method of fixing and slowing them down is allowing Killers to inflict immediate regression on generators that they damage and then trigger normal regression - not only would this punish Survivors sneaking around generators and just immediately going back to them only to have them kicked again; but if you also change it to where regression can only be stopped by working continuously on a generator for 2 seconds or longer, you remove Survivors 'chase-tapping' generators to stop regression also. A simple - damaging generator causes regression similar to the missed skill checks; and then triggers natural regression.

    As for Remember Me, it honestly isn't even the problem perk in that scenario - Blood Warden would be. 16 seconds on a gate timer is nothing compared to 60 seconds of Gate being sealed. If that change was implemented, Warden would need to be something like 10/15/20 or 15/20/25 seconds at the most.

  • @NoOneKnowsNova said:

    I'd agree for Freddy, as unless you're not asleep there is no way to counter this, however I think BT is fine the way it is for the rest of the cast.

    I have to disagree. When I play Freddy I love being able to tell who is quite possibly running Borrowed Time because they're just about the only Survivors desperate to not being the asleep state -- because the state is worthless without add-ons and doesn't hinder a Survivor at all anymore.

  • @Hopesfall said:

    So that you can get rid of Undying quicker? even though you're glad it was added? ok

    why does every new killer "buff" need to have an immediate counter.. what happened to that whole adapt thing?

    and Undying isn't even that good, it's a 50% chance it's gone on first cleanse.. meaning you have to do a whopping 2-3 totems.. the horror

    "B-B-But I don't want to worry about totems; I don't want to worry about my aura being shown because I ran too close to a totem I didn't bother looking around for. I want totems to just be an optional 1-5k bp that I can do if I feel like it." -- How I hear complaints against Undying.

  • Cage only use is to give a free unhook to Survivors that bypasses Decisive and Borrowed.

    Other than that, it became absolutely worthless when Survivors cried and cried until it changed to where Pyramid couldn't even defend or check on the Cage because "waaaaaaaaa camping".

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657511#Comment_1657511

    So where do you disagree? You just agreed with my points and then just named your own suggestions instead of giving any arguments why do you disagree with my opinion

    First off, I don't really need an 'argument' to disagree with an idea if I disagree with the entire thing.

    But, I disagree with: "1) Hatch deleted. This mechanic is outdated and would no longer be needed with my idea.

    2) When 1 survivor remains in trial&EGC has not started yet the following happens:

    • 4 minute EGC starts.
    • Killer and survivor have their aura revealed to each other until the engage a chase. Auras become revealed again if the chase has ended for any reason after 10 seconds since chase end. If the aura cannot be revealed for any reason, then the position of that player is revealed every 5 seconds.
    • Aura of both exit gates is revealed to survivor until the end of the trial.
    • Both exit gates switches start automatically progressing at 100%/3.5 minutes rate.
    • The Entity restores 25% of pallets in trial. Algorithm tries to put these pallets in same proximity from each other.

    3) Things that aren't necessary, but would be cool:

    • Unique music for that kind of EGC.
    • Colour pallete change for survivor (and killer possibly), like everything becomes white&black or colours get inverted or something else to show the importance of the moment
    • Special Sound cue for everyone that gates have opened
    • Bonus points for killer/survivor for winning that chase/lasting in it."


    I do not think the Hatch needs to be removed. I do not think EGC needs to start at 4 minutes on 1 survivor being alive; I do not think EGC needs to reveal killer and survivor aura to each other to initiate a chase; I do not think the aura of the gates should be revealed to Survivors (that's what Wake Up is for); I do not think the Gates needd to automatically progress (Gates need REGRESSION mechanics, not progression mechancis); I do not think pallets should be restored.

    I do not think that EGC would need a unique theme. I do not think it would need a color palette change. I do not think there would need a sound for gates being opened. I do not think there would need to be bonus blood points.

    Just because I didn't explicitly listed the fact that I disagreed with each and every point - and summarized it with I disagree - before providing my own suggestion to the situation, does not mean I disagreed that there is a problem. I just disagreed with the post and the suggestions to deal with it, in completion, so there wasn't a a need to break it down.

  • Remember Me's biggest drawback is not working on the obsession.

    I think it would be perfectly balanced if it worked on the obsession as well - because you have to hit the obsession to gain additional time anyway, so it isn't like you could abuse it by hitting any survivor just for a free gate slow down.

    It's only 16 seconds at Tier 3 anyway.

    I don't think it needs to be changed in any other way, honestly. EGC needs reworked before it becomes a problem for Remember Me (such as my suggestions that EGC automatically trigger upon final generator completion without killer closing hatch or opening a gate and without Survivors being able to 99% a gate before triggering it; because that would automatically start the EGC timer to find hatch or open the gates and Remember Me could start being dangerous if paired with something like Blood Warden in a situation like that (but Blood Warden really is more of the problem there).

  • Mmm, gotta disagree. Hatch is annoying and I believe its spawn (and totems, but that's unrelated) should be 100% random so you can't just memorize 'common spawns' on a map to greatly increase you chance of escaping/closing the hatch; but I think the EGC just needs to automatically trigger the moment the 5th generator is finished so neither side has to trigger it manually (killers don't have to find hatch or open a gate for Survivors; and Survivors can't 99% a gate to gather their friends before opening it). Then, rework perks like Blood Warden and Remember Me using this new EGC system.

    Hatch camping and downing the 2nd-to-last Survivor to go find the last one isn't anything new and while it does suck, it is done so primarily because those last 2 survivors usually begins the mindset of "let me just hide until the other dies" and drags the game on and on.

    An interesting take on the Hatch would be allowing the killer to 'damage' the opening mechanism/lock on a spawned Hatch - prior to EGC - and thus preventing it from opening up. If the killer comes across the Hatch (4 gens done w/ 3 Survivors alive; 3 gens w/ 2) they can 'disable' it ahead of time - and give a match-wide notification of Hatch Broken - and then there is no longer a need to slug one of the last two Survivors because the Hatch isn't an option anymore. Of course, any change to the Hatch practically screws Survivors if they get limited to one or two remaining with too many generators left to do.

    I guess another interesting take would be to remove a generator from the "remaining total" needed to be repaired whenever a Survivor is killed or DC's; which would only leave 3 generators in total that need to be done if the other two survivors are killed before any gens pop.

  • The new graphics don't look bad - they just don't blend into the environment's coloring anymore. They stand out more and are a move in the direction of more 'realism' in map design instead of the art style that had been used in the past to give maps an individual 'flavor'. Maps will look more and more similar because that's how they realistically would, and the result is that some of the textures from before will stand out more. They're moving to a more ambient, white-lighted sort of lighting system instead of this blue-tinted that has been everywhere for years now.

  • @kolosovski said:

    Undying and ruin is the new meta and it doesn't revolve around skill, it is more luck based in a sense due to how fast survivors will find and cleanse totems. It just give the killer more time and in maps like midwich, hawkings, mother's dwelling and other huge maps it makes finding and cleasing totems the main objective instead of the secondary. Ultimately makes the match very boring and too long. It definitely should be changed, maybe for a single transfer and without aura reading.

    Absolutely not. With how long it takes to get into matches sometimes, it is appalling to hear "matches take too long" when you're actually in them. Just because you find the act of having to actually find the totems and break them cautiously a less-interesting M1 simulator than the 'hello I'm a generator' poles jutting out of the ground on outdoor maps, does not mean that because you now have a second objective instead of rushing down just one objective and proceeding to use the rest of the match time to drag out and troll and 'farm' emblem points, the matches are "boring".

    And for the record, running BT, DS, etc. etc. does not require "skill" either. Survivor players like you just are upset that it provides a period of time where the game slows down for once and you have to do something other than annoy the killer or complete your main objective. And Undying/Hex combo is a 50/50 on being broken upon the first hex totem being cleansed - and otherwise, depends on other dull totems not being broken.

    I think the biggest issue is Survivors that pay zero attention to their surroundings are getting salty about having their auras revealed because they run by a totem they overlooked. But Undying's range is ridiculously small to even be worrying about.

  • Undying is fine. Stop crying about it because it makes you have to work and think harder about totems. That is the majority of the problem Survivor mains/players have with it.

    Thrill gives audio ping and location, but no aura.

    Undying requires killer to be looking in direction of a totem to see the aura; only lasts 6s; and has a considerable 'cooldown' from triggering on the same Survivor. It is desnged to make Survivors think twice about rushing to a totem to break it - and instead, play with their brains a bit: move close to trigger Undying if it exists; move away from the detection radius (it is short range, after all); and then move back after the 6s period had ended and break the totem during its cooldown.

    Many players just don't like that now they have to worry that running to any totem they see will cause them to draw the killer's attention; instead of just being able to run around like 'oh look bones, let me break real quick' and moving on like you did to every bones until now.

    Having to think more/play more cautiously =/= perk being too strong or broken.

  • @StrongWolf85 said:

    Now I know there are many SWF players who will disagree from the word go. "just get better" "git gud" etc. and so on. we've heard it all before and will continue to hear it. It's not much of a debate really. SWF makes the already overpowered survivors even more overpowered and often to a very toxic degree. there isn't a single killer in the red ranks who can't say they haven't spotted an obvious SWF and either sighed in frustration or dodged the lobby all together. This is the problem, BHVR, one of the key issues with your game balance is that you allow SWF to begin with, never mind the coms like discord. Obviously, BHVR needs SWF survivors as it is the most popular way to play the game, next to solo survivor queue (because let's face it, almost no killer plays killer for fun, because it simply isn't fun...it's nothing but stress, especially at Rank 1 and 2).

    So where do we begin:

    1) Remove/rework Object of Obsession. With 3-4 players in voice chat and one running OoO, that's 3 to 4 survivors who know where the killer is at almost all times. This goes from being a perk with potentially interesting applications to nothing more than a simple wall hack. seriously are survivors going to tell killers to "git gud" against a 3 or 4 man wall hack? when one killer does it, it ruins the game for survivors, when one survivor does it, the killer stands little to no chance even with any perks that survivors consider crutches for killers. Alternatively, allow killers a similar perk but with the reverse effect: "killer can see the auras of all survivors when they are looking at the obsession" no range limitation or anything like that, just always on...just like a SWF group. (seriously though, remove this obnoxious in-game cheat).

    2) gen regression and time. In one of the recent dev streams the devs gave some advice to killers on how to slow gen progression. the Devs responded by telling Killers pick a few gens ad guard them (translation: git gud boosted killer lolololululolulolul) the problem with this is that even a semi-competent team of 2 survivors can over power this strategy, now throw four into the mix and it becomes an impossibility. All a killer can do is watch helplessly as the doors get powered. In order to balance this, yes, generators NEED to take even longer to complete (80/44/33 seconds isn't enough time) and regressing a gen as fast as one survivor takes to work on it is far too slow. Generators should regress at the same rate as it takes 2 survivors to to complete, by default. this would help mitigate survivors buzzing around gens like flies only to run halfway across the map and come back to a generator with hardly any progress lost.

    3) Borrowed Time needs a mega nerf. The fact that Borrowed time can be used repeatedly is simply overpowered. I understand that BT is intended to be an answer to camping and tunneling however BT, in it's current form, is actually the cause of camping and tunneling. Moreover the perk is heavily abused to avoid hook trading when making a clearly bad save. So what commonly happens (especially in upper ranks) is this: player A takes a hit trying to rescue player B from the hook; Player B then uses the endurance status to take a hit for wounded player A; killer sits there and carefully and thoroughly cleans off his weapon before inspecting the shine job while two survivors get a free escape. There are two possible solutions to this problem which will give BT some much, MUCH, needed balance (especially with SWF): the first is option is to make it so BT can only be used once during a match, much like Decisive Strike; the other option would be to make players who take protection his after being rescued with borrowed time are put into the dying state. The purpose of BT was always to allow players an option to make risky saves, however BT's actual usage makes dumb saves under the killers nose safer than ever for nearly everyone. By putting a limitation on BT (again) it would server to prevent well coordinated teams from simply rushing and diving the hooks...constantly. Alternatively, by allowing a survivor rescued with BT to go down for taking a protection hit it would force survivors to make careful and skillful decisions about their rescues, the person getting off the hook will need to get as far away from their rescuer to gain the benefits of BT and the rescuer will have to make more careful decisions about rescues or making a trade rather than diving the hook knowing they too will get a free shield...which was removed from BT because it was too over powered...

    4) Invincible hooked survivors. this simply needs to go. again this was to avoid issues with camping and tunneling however the result is an overly abused mechanic that creates a free shield for players diving the hooks, worse, it acts as a bonus free shield for survivors running BT and diving at hooks. If a player is going to use a hooked survivor as a literal meat shield then the BT affect should trigger while they are still being pulled off the hook. Alternatively the survivor on the hook could be made intangible so that the only one getting hit is the survivor making the rescue. All it takes is to catch the hitbox of the survivor being unhooked and suddenly they get a free escape. This tactic is also abused to make it near impossible for survivors to be hit by hiding or glitching near enough to the hooked survivor that ONLY that survivor's hitbox registers the hit making a free shield which killers have no choice but to watch helplessly.

    5) End Game Collapse, Great in concept, awful in execution. All it takes for survivors to avoid this timer is to 99% the doors, which is tantamount to a free open if you are chased towards it. SWF groups will very often 99% both doors while they spend excessive amounts of time coordinating 3 man, full body blocking, BT, flashlight assisted, hooked-meat-shielded rescues with no concern in the world for how long they take to accomplish this. "oh just run NOED" says anyone who lacks a functioning brain, the trouble is that NOED can and usually is countered before the generators are complete and when it isn't, if a killer leaves the hook in end game to chase survivors around who are searching for NOED then he looses the hooked survivor...and every other survivor as well. You see, NOED doesn't keep players in the game, the hooked survivor does so once the rescue is made there is no reason for a SWF group to stay unless they are really that concerned with breaking NOED so they can gloat in end game. Simply put, as soon as the last generator is complete, EGC should trigger. That is the killer's last chance for hooks, that is survivors queue to leave. This will ensure survivors spend more time trying to leave then they do figuring out ways to bully the killer once the game is essentially over.

    6) Decisive Strike should only be usable by an obsession. DS has always been a heavy handed crutch perk subject to much contention, especially when the devs allowed anyone and everyone to use it. There was a time when all non-obsessions ended up wasting a perk slot in the hopes to being the one to use DS. Now, because there is a variety of ways survivors to become the obsession, there is no need to allow DS to be available for everyone.

    7) survivor perk meta: generally. There isn't a single killer out there who can say they are surprised when after a match we see the following DS x3/4, BT x3/4, DH x3/4. on their own these perks are extremely powerful tools for any solo survivor...when used in a SWF they become inarguably abusive, and that's not taking other overpowered survivor perks into consideration. The solution is both simple and tricky: impose a class system. Basically survivors will have a limited selection of perks available to their class in addition to the perks native to their chosen survivor. This will ensure that in a SWF, all or most of the survivors aren't running the same combination of overly abused perks in addition to other second chance perks. This will also ensure that choosing a survivor is more than just a "skin" but rather a meaningful choice that affects how they play. This of course would not impact the way solo players can build themselves (unless they want to, in which case they should be awarded blood-points for the self imposed restriction). The purpose of requiring SWF groups to pick a class is to limit the power each individual survivor has in a coordinated group using voice coms.

    hose are some ideas to start. the problem with DbD is that the devs so badly want the game to be "fun" and "casual" that the end result is that it becomes abusive and extremely toxic to one side. the end result is that the "fun" and "casual" players end up leaving the game for good, feeling burned by the devs, leaving only the most toxic and overly competitive players left in the game. In their attempts to avoid toxicity the devs have created a toxic community dominated by entitled and abusive survivor mains. I understand that as much as SWF breaks the game, it is also very popular way to play the game and necessary for BHVR to include if they want to make money. at the same time, this very thing is also the very thing that is causing them to lose potential sales due to the imbalance and toxicity created by it. Even if none of my suggestions were to be even considered, the number one thing the devs absolutely need to consider when balancing anything survivor/killer related is not how something affects a single survivor or a group of solo survivors but rather how the change affects a group of 3/4 coordinated survivors using discord or teamspeak. The game is designed around solo survivor play however by allowing SWF groups that inherently affects how the game is played and therefore must necessarily effect how the game is (re)balanced and (re)designed moving forward. The devs want a focus on ensuring the game is fun, but if you're a killer the game isn't fun, there is nothing fun about being stomped by a team who completes the gens and escapes within 3-4 minuets while all you can do is watch as they teabag and laugh among themselves in coms. The devs need to wake up and realize that they need to balance this game around coordinated teams of survivors and not 4 individual survivors.

    A lot of good points and interesting points. I just want to remark on #2 and #5.

    #2 - Generator repair times are ridiculously busted. The 80 seconds solo time is fine, BUT the stupid ability to shave of 36 Seconds just by adding a second Survivor is where the busted design comes in. Times should be 80/65/55/45. Yes, in higher level gameplay it is actually worse on a killer for Survivors to spread out and pop multiple gens in 80 seconds - but that's 80 seconds for usually just 1-2 gens if you're actively chasing/hooking/luring one or two survivors off the gens... not 2 gens in 44 seconds if the Survivors manage to give you the slip briefly and pair up. This is the single most busted point of the game design and it is the one point that the Devs are brick-stupid about because they "don't think the generator times need to be adjusted anymore" and they "like the numbers they are at now". Complete idiocy.

    #5 - EGC needs a simple overhaul. Automatically trigger the moment the 5th generator is finished. No longer require the killer to either find the hatch or open an escape path through an exit gate for the Survivors in order to trigger it. This would not only force Survivors to think a little more carefully about their generators and rushing them down, because they could be caught out in the open around the generators when that 5th one pops; but it also prevents the Survivors from being able to 99% the Exit Gates to avoid the EGC timer; gather their team; and then all race back to tap the gate open and leave. This would force the timer and pressure immediately. Of course, once this change was implemented they would need to change Blood Warden/Remember Me to be a shorter duration, because those two perks would become too powerful with automatic EGC active before the gates or hatch close. But just because those two perks would need tweaking does not mean the EGC rework should just be thrown out like many players seem to have the mentality (no we can't change that because then you have to change these perks; and so just scrap the whole idea because it can't be implemented without changing anything else).

  • @Raz_ said:

    Anti tunnel right? can you get tunneled just 1 time? nope you can also get tunneled all game long, or someone can just go after you 2x after getting unhooked.

    1. make decisive strike usable 2x that will make killers actually stop hard tunneling people what is the most boring thing for a survivor.
    2. the next problem is being invulnerable and doing what ever you want to do for 60 second. going in lockers, doing other objectives and even when the killer isnt tunneling he can still get DS'ed on the last second. The solution, after going in a locker, touching a gen, getting healed or interacting with anything what is outside chasaing DS gets deactivated.
    3. DS timer from 60 seconds to 45 seconds BUT as long you have a terror radius DS doesnt run out, that will actually force a killer to chase someone else. that would also make the small pipi build useless because the TR wouldnt run out when slugging and waiting.
    4. there should be a obsession every match doesnt matter if someone has DS or a killer a obsession perk. i noticed having no obsession encourage killers to hard tunnel every single survivor.
    5. after the endgame starts DS will get deactivated but you will get the endurance effect for 5 seconds when you get unhooked, means when the Gates are far away the killer could still do something about it.
    6. the only problem are stealth killer who can just hide the TR.. well for that you either bring a new status effect or the stealh killer lose the game just by waiting while others do gens.
      • Here you go a anti-tunnel perk, everyone is complaining about its not being a full anti tunnel perk, what else do you want? tunneling isnt fun, isnt skill and isnt optimal when you tunnel a strong survivor. DS is not fair most of the time, especially when you didnt even tunnel and found the survivor randomly again. and when people dont like it just bring the old DS back because that was pretty balanced right? :)

    #1 is iffy, I don't feel DS needs a buff of any sort; it's just that killers are becoming used to everyone running it so they're either slugging and letting the timer run out to cancel it (which I've seen complaints about), or eating the DS and proceeding to still go tunnel down the Survivor (which is annoying, yes, but also still a valid strategy if they want to remove someone from the game quickly and effectively).

    #2 is what I am always advocating for - the perk disabling if you do anything that isn't chase-related because then you are clearly not being tunneled anymore.

    #3 is a half no, half yes. Yes to the duration of DS being changed to be lower (because again, if you are being "tunneled" in order to fit the definition you would have to be constantly in a chase and if a killer is chasing you for even 45 seconds? You're going to go down either way if your teammates aren't doing objectives). No to the terror radius pausing the timer - or any other activity pausing the timer.

    #4 I agree with this, if only so there is always an obsession.

    #5 Absolutely not - no free BT during EGC. If anything, EGC needs to be reworked in the first place to automatically trigger when 5th generator is complete without any side having a say so on when to activate it - which would force Survivors to already have to play better because they could be caught out away from exit gates more often when that last gen pops and the EGC starts.

    #6 Irrelevant with #5 being a No.

  • Because the emblem system doesn't reward you actually playing the game well.

    The Devs (and the majority of Survivor playerbase, some killerr) wanted the game to not reward you based on how effectively you managed to complete your objective (survive; kill) and instead, wanting to "force" Survivors to have to not play stealthily and get themselves caught and chased and hooked twice so they could be unhooked and healed for maximum 'emblem' points; and to "force" killers to have to chase Survivors and ultimately let them go, let their hooked victims be unhooked so they could hook them a second and third time, and all-around just play counter-intuitively to their objective to maximize their points.

    Because BHVR designed a game and then decided once it was released that they didn't like the "unengaging" matches where players focused on their objectives and Survivors weren't getting chased often enough for their liking and the backwards emblem and pip system came into being as we know it today.

    It's stupid and a completely worthless design; and ranks are arbitrary and meaningless; the only ranks that you can garner some level of 'skill' from is Red Ranks and even then "skill" is questionable - it is more a metric to determine how well do these players play the way the Devs want to force us to play.

  • They want Killers to have to continually feed bloodpoints into their bloodwebs to restock their add-ons - so they can't just hold onto iri's and such match after match; so they have it designed killers lose everything whether they win or lose -- and they get more bloodpoints easier in exchange.

  • Camping will remain valid and effective as long as Survivors refuse to give up the unhooking/healing bloodpoints and just do the generators and escape the match to move on. Everyone is so obsessed with squeezing out as much bp as possible - or so obsessed with ranks and emblems and pips that camping will always be effective - because more times than not there will be Survivors unable to resist trying to go for it.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653371#Comment_1653371

    First things first: This is NOT a nerf as if this suggestion were to go through they'd buff thana and dying light since they no longer would have to worry about stacking and thus could make both stronger individually.

    Secondly the devs have said repeatedly they won't be nerfing base solo generator repair speeds anymore and they have already nerfed stacking efficiency exponetially past the first 2(Previously 4 man gens took ~ 28.5 seconds and now they take ~36.36)

    Why I say we should address the slow down stacking as its been the boogeyman of the development team since they looked at thana the last time.

    The Devs are bitches too scared to do anything about the actual problems with the game. "We aren't going to touch generator speeds anymore" - directly translates to 'we are too scared that Survivors will quit playing the game if we change their repair speeds to actually take longer than they do now and be more dangerous to commit to'. It's sickening how much they walk on eggshells with the balance in this game.

  • @Warcrafter4 said:

    Just make Thanatophobia and Dying Light(Along with all future % generator slowdown perk) have this as part of the effect:

    This does not stack with other generator slowdown perks. Only the perk with the highest % generator slowdown will be applied.

    This would let the devs balance/buff Thanatophobia and Dying Light without them needing to worry about them or future perks stacking because as it currently stands neither is worth using even when stacked.

    We could.

    Or we could not nerf generator progression perks for Killers and instead look at generator repair speeds and stacking efficiency for Survivors. But that's just crazy talk.

  • An interesting idea, though I think the likelihood of BHVR being able to code anything as complex as AI-controlled decoys into the game is extremely slim (they haven't even gotten around to bringing Mobile DBD's perk-preview for Survivor lobbies; or the AI-bot replacements for DC characters yet).

    Still, an interesting idea if this were any other game with a less spaghetti'd mess of coding.

  • @Bulbasaur2008 said:

    I had more than one case where i prestiged character i don't want to play while wasting 30+ summer offerings, or 10+ Lunar Year event tickets. And what is wrong with that, why everything HAS to be separated? This game is already a grindfest bigger than most MMORPG games - i have 1000h and only 3 killers on T3 and 1 survivor (almost everyone on T1, but it shows how much time one has to spend to get to T3 everywhere and it only will get worse with future chapters). Why i have to play someone i don't want, JUST to get that additional bloodpoints from event offerings. Why i can't get that 2 "red book" or "pied piper" offerings from plague to use on nurse? This is opposite of fun, and makes game repelling very fast.

    Will we get any change in that matter in the future?

    It won't ever change, unfortunately. The entire premise of taking your character to Prestige levels is the bloodied clothing; and in exchange, you lose all add-ons/items/offerings/perks for that character and get to re-level them. The reason for this is simply - it makes people have to play the game longer. If someone really wants the prestige sets, they'll have to bite the bullet and level 150 levels and go through perk RNG three times to do so. The idea is that once you have a character at P3 - that's when you worry about building a collection of items/add-ons/offerings and your perks.

    It isn't intended to be able to play a single character and use everything you unlock on their webs (item/add-on/offering-wise) on other characters, because then you aren't putting the time into those characters and grinding out game after game to level those characters. The entire game is designed around an insane level of grind atop grind, resetting it, and grinding it all out again before you can finally say you have everything "done" on a character and move on to another.

    The idea is that you will play games until you have burned through any items that you just absolutely want to use - or you'll get rid of them since they are just RNG and you can get them (aside from event items) again while you re-level. Or, you sit there at level 50 and never prestige the character and just go through bloodweb after bloodweb to replenish/build your inventory for that character.

    At least the game doesn't force you to prestige once you've cleared level 50's blood web and doesn't just stop you from leveling that character up if you don't want to re-level them through prestige.

  • Nah, just give the killer - and remaining Survivors - get full sacrificial points for a DC (for Survivor give them the combined points of an unhook and heal) - automatically award them all BP that is denied by a player DC'ing instead of the pathetic compensation we get now.

    Let the quitters quit (I myself have DC'd on occasion when I am just too fed up at the trolling or toxic gameplay and I move on to something else); but give the ones left behind proper compensation.

  • @Zippy said:

    I’m a level 9 killer rank. I play killer 100% of the time and lately the survivors have been completing gens way too fast. Impossible to even get two kills let alone one. I was once able to get at least 2 -3 kills, even 4 on certain good days. Maybe I’m the only one but if this game keeps going like this I’m going to have to stop playing. It’s not a challenge anymore for survivors. Which makes it no fun to me as a killer. I at least want a fair shot. Are there new add ons for survivors that are OP?? Oh and another thing, What is up with that stupid perk where a survivor heals magically after the last gen is completed? After I’ve been running my but off trying to catch them and I finally get close but BAM healed. That is not cool. I worked hard to bloody up that survivor and they miraculously heal? Devs, Get rid of that please. It’s making me sick.

    P.S, survivors, please stop the tea bagging. It’s ridiculous. It’s a game meant to have fun. You aren’t making money off of this like a professional athlete so stop the stupid virtual trash talk of tea bagging and just run out the gates and be done.

    Adrenaline is the perk you're talking about and it does need to be changed to not work on downed survivors, but I don't know about being fully removed (making it not able to trigger if you have Exhaustion active would also go a long way to help tone it down).

    Other than that, no it's just how strong toolboxes still are when stacked with the right add-ons and stacking two Survivors on a generator shaving off 30 seconds of repair time immediately.

  • @tfareyouthinking said:

    48 seconds with two survivors on gen is a extreme jump from 80 seconds with one survivor on gen. Reducing the speed of coop gen repair will give a low mobility killer like trapper, hag, etc. get more of a chance rather than be completely gen rushed. Gen repairs while coop should be 60 seconds with two and 46 seconds with three.

    And before anyone say use corrupt intervention. If I’m playing trapper/hag I have to set my traps and practically waisting my entire CI, and that’s if I’m not having a survivor purposely setting them off.

    i would like this game to make all killers actually viable at the top ranks rather than just a handful.

    I have stated time and time and time again that a 30-second decrease for a second survivor joining you is ridiculous.

    I think the times should be 100, 80, 65, 50 for generators honestly.

    Two problems however with fixing generator repair speeds:

    If you change speeds, it becomes more beneficial for Survivors to spread out - knock 2/3/4 gens out in 100 seconds or knock 2 out in 80.

    If you leave it as they are, ganging up is too strong.

    I think a better fix would be to only allow one toolbox to be used at a single time on a generator - and only one brand new part at any given point during the match on each generator (so you can''t stack them onto a generator by using one with one person, them stopping, and another using theirs with their toolbox).

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650863#Comment_1650863

    Yeah, this community isn't exactly the one that is friendly towards inexperience players lol.

    And the thing is, most of the time they aren't inexperienced - they just don't believe in playing the way the Dev's emblem system currently rewards.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650854#Comment_1650854

    Well, voice chat on occasional SWF groups is already very strong. Imagine going into every game at all ranks, even lower ranks as a killer. The survivors would always have some form of communication which would be too powerful. Crosshairs for the ranged killers Deathslinger and Huntress would take away some of the skill needed to play them. Not being rude, just offering constructive critisism.

    I've always been a proponent of in-game voice chat -- but universal.

    The in-game chat takes priority over external chat programs/features (unlike most games that prioritize like say PS4 Party Chat over in-game chat). Within such and such distance, players can hear what is being said by X player - Survivors can hear Killer; Killer can hear Survivor.

    Problem A - Leads to toxic chat in-game.

    Problem B - Extremely powerful in the right hands; extremely detrimental in the wrong hands (a chatter box that wants to have convo with friends while playing)

    Problem C - Removes the ability to play the game and just chat with your friends.

    Problem it would fix - The imbalance in how powerful communication is and how strong and annoying it makes going against SWF groups.

  • Thought of another one:

    The ability to see player Ranks (as a Survivor, seeing other Survivor) in-lobby instead of just post-death. I think it would be beneficial in the sense that so many players hold Ranks in such high regard - that they will have a better understanding of how that player may play.

    Double-edged sword though because I know the community - they would avoid lobbies with lower ranked players because they'd assume they don't know how to play the game if they aren't high-ranked; when in actuality, they could just care zilch about their pips or understand that ranks aren't a good indication of skill and they know how to play but don't go out of their way to pip/rank up.

  • @FGC_Brute said:

    I've been playing a lot, and I mean a lot lately because I need to get everything in the current time thing. And literally, Every. Single. Game. I. Play. The. Killer. Tunnels. I don't even play toxic! I do gens and save people. I don't loop cause I don't know how, I also don't teabag. And yet....KILLERS STILL TUNNEL. The survivors I play with are usually trash so there should be absolutely no need for tunneling and yet Freddie's, Pigs, Michael's, Spirits, literally every single killer in this damn game alllllllllllll tunnel. It's BS. I don't understand.

    I applaud you for not being a usual annoyance/toxic Survivor. The problem, as CookieBaws stated, is killers get fed up from match after match after match of toxic/annoying SWF groups constantly trolling them so they start tunneling - especially if they have any daily ritual that requires kills with a specific character.

    A lot of it also has to do with not being able to know the actual skill level of your opponent because ranks are meangingless.

  • @Trevize said:

    Be able to load and save build perks

    The name of the survivor next to the name of the player in the ending screen

    A code to support your favourite DBD content creator as in Rocket or Fornite.

    Know how many points I have in objectives, etc... in the ESC pause ingame menu.

    Be able of set the volume for different kind of music-sounds: volume of the chase music, volume of gen repair sounds, etc...

    In the gameplay screen, use the face of the survivor instead of a standar face to know who is each survivor.

    Only one I disagree with is adjusting volumes - that kind of ruins the point of some music and sounds being loud and distracting so you can't hear anything else going on, especially chase music and generator repair sounds, they're meant to be loud and distracting so your attention and alertness are drawn to it instead of focusing on everything else. (Killer side: chase music meant to make it harder to hear nearby Survivors or a mindgaming/looping Survivor you may have temporarily lost track of; Survivor side: generator repair sounds meant to make it a little harder to pay attention to heart beat or other action sounds).

    For me, some QoL changes I think the game really needs is:

    Survivors -

    Being able to see perks being run by other players (Mobile does this already if I am not mistaken; wouldn't be difficult to change the UI screen for consoles/PC to show the perks/offering above player names;

    # of remaining Totems indicator next to # of Generators (alternative, no indicator but a global sound alert when last totem has been shattered so if you haven't heard it you know at least 1 totem remains).

    Some sort of UI indicator when you have a septic agent or syringe active on you from a medkit heal.

    Killers -

    Being able to see Dull totems as yellow-auras so you can add them to your patrol routes along with your gens (with a delayed removal like, aura remains for 5 seconds after destruction before fading away - so Killers can't just immediately run to a disappearing totem to catch Survivors since they'll likely have moved on in those few seconds if they're wise);

    Being able to see the icon of what Hex (or a small floating number of some sort) is assigned to what totem so you can prioritize defense. Not too powerful to let Killers adjust their patrol routes to include important Hexes over less-important ones.

    When a Survivor is hooked, a faint orange radius indicating how far out from the hook is the border to when you stop losing points by being "too close". Would allow killers to still monitor the hook for any unhook attempts (because it is silly to tell killers they have to run far away and allow an unhook to be "fair" but that's another issue and not QoL), but also allow them to know if they are too close to the hook and losing emblem points so they can adjust their monitor distance.

    Universal -

    Shaking/wobbling icon similar to current Obsession notification when a Survivor is caught in a chase (I don't feel like it would be too powerful to know who is being chased, and helpful to remind killers what player they are chasing (if there are multiples of the same Survivor, or for personal vendettas (they brought a key or flashlight 😈)));

    Soft green pulsing icons when a Survivor is currently being healed (so you know if they're just running around injured or trying to find a heal or whatever, but not know if it is self-care or someone else healing them. I don't think it would be too strong for a killer to know when Survivors are patching up either);

    Menu Screen -

    Selectable background music (even if you can't select the 'theme' of the menu screens because marketing). Some of the killer-themes are just more enjoyable to listen to.

  • @Buzzkilljoy1248 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650434#Comment_1650434

    I'm sure the idea will make some Killers harder to play (such as Doctor or Nurse), but that just means they were pretty broken from the start and need to be reworked. Of course, it'll also require some practice on the players' part.

    Definitely - I think it would shine a light on the killers that were designed and then had their perks designed around other existing perks instead of being plausible to run with one another.

  • I wish they would do something that made Survivors less of a 'skin' and put more emphasize on their personal perks - like, empowering their personal perks if they run them - maybe giving them a 'Tier 4' empowered version if a character is running the Tier 3 version of one of their perks.

    I absolutely agree with the limiting Survivors to only "one" of a type - but maybe not so restrictive as like only one Feng at a time -- but something like, only one character with a specific cosmetic look at a time (but limiting by name is much easier to code and program; even though I think it would require removing the 'pre-lobby' and having character selection be at the pre-game lobby instead.) The amount of times I just leave a lobby as killer because I see two Claudette wearing her deep red or black shirt, beanie hair, and dark jeans and just know they are going to play stealth/immersion the entire match is just getting too high lol.

  • @xXCAM3R0NXx said:

    I've seen the arguments between those for and against tunnelling. Most of who agree with it are killer mains.

    They say its not 'toxic' but a form of 'strategy' and 'skill'. Now I don't know what's clever and well played about hitting the same person over and over again, but that's just me lol.

    I'm not totally against tunneling, ive seen killers try their best and get zero hooks, gen rushed and swf'd. All killers want at least a kill and if its endgame, there's no other way but to go after the one whose just been unhooked. It's up to the teammates to bodyblock and distract.

    Tunnelling isn't strategy or skill, but merely a form of last resort for kills.

    P.S My opinion!

    I can understand where your opinion comes from even if I completely disagree with it not being a 'strategy'.

    With the way the emblem and pip system works; and everyone being overly concerned about rank and getting as much bloodpoints as possible for their match times, tunneling is often an extremely effective, if not one of the most effective strategies killers have to secure kills - it along with the dread "camping".

    You see, if you tunnel someone down and can do so swiftly (downing them rapidly after they're unhooked instead of taking even longer on full chases), you can remove a player from the enemy team permanently and increase the difficulty and workload of the remaining Survivors - instead of letting them patch up their friend and keep working at full capacity.

    It goes hand in hand with camping, which preys upon Survivors need to get those altruism points for unhooking due to the ranking/emblem system, and is often very effective at drawing Survivors off the generators (main goal) and sometimes either injuring multiple or getting another down (combined with tunneling you can get a new down and down your previous target at the same time and now you have two victims).

    It is not 'toxic' - about on the same level as pallet-flashlight blinding and other Survivor tactics could be considered "toxic" to killers - but being on the receiving end of it can be a mood-killer because you're effectively removed from the game, some times early, and denied the chance at bloodpoints, and often times can barely manage a safety pip.

  • @xQueenlyMajesty said:

    Am I the only one who feels that survivors are too overpowered??

    The Gen Rush is insane! By the time I get to hook a survivor after endless loops 2-3 gens are completed. Hex: Ruin gets destroyed 2 mins into the match, Corrupt intervention doesn’t last long enough to slow down the gens and the maps are too big!

    As others have said (and others will say), you shouldn't have chased a Survivor longer than like 10-15 seconds if you were getting looped constantly. The Devs (and Survivor player base) have balanced the game to where the killer has to let the Survivors go and give them ample amount of time to complete their objectives, save their friends from hooks, heal from every single injured state you put them in, and get into and escape chases on a regular basis - instead of designing the game simply around survive vs. die.

    Survivors' goal: Cause as much of a headache and nuisance to killers as possible instead of trying to avoid being caught by the killer = rewards and praise; complete survival objective = rewards and praise.

    Killers' goal: Cause as much of a stressful pressure upon Survivors = punished for it; Complete sacrifice objective and secure kills = punished for it; let your prey go, give them second chances on top of their second chance perks, and allow them to rescue each other from sacrifices so you have to go through the triple-hook process for all four Survivors = reward and praise.

    It's a backwards system and you are 100% valid in your post. Currently (and never) has Dead by Daylight ever had the killer being the power role and the Survivors being the 'numbers' role of the asymmetrical format; instead, more times than not, Survivors have both the power and the numbers on their side in the majority of cases.

  • @sleepopeepo said:

    https://us.v-cdn.net/6030815/uploads/MKJN3QXDPJ0Y/untitled.png

    no, just with this single challenge i am absolutely certain that the devs are killer-sided. This is what the Killers want - survivors crouching and forced to do nothing to give killers all the time they need to kill and have no gens being done.

    ...

    do u realize how dumb that sounds?? not everyone is out there trying to get you. 3 iri devout emblems arent even hard to get. stop getting so pressed over a challenge.

    That is one of the small handful of Survivor challenges that are completely stupid. The fact the nearly everyone in this game just sucks off the Devs and shrugs their shoulders at imbalances because they happen to release something every now and then on the opposite side to make it seem like they care about both ends is ridiculous - but very telling on how BHVR continues to get away with this crap over and over and over.

    It's not just in this game, it's the industry as a whole - players just shrug their shoulders and accept whatever the Devs of a game does, which sends the message to the Devs that 'well the players must like this so let's repeat it'.

    All of these extremely specialized "challenges" are just stupid, pathetic attempts to draw players into playing more. Instead of being a pool of rational, generalized challenges that you can do with any character (instead of characters you either have to pay to unlock or grind and grind for shards to unlock); they design specialized challenges to force a specific playstyle to get them done -- and overwhelmingly, the Survivor's challenges are far easier to accomplish than killer challenges. Part of it has to do with Survivors having alternative actions to generator repair (totems, chases, etc.); but when it comes to killers they have to add additional "challenges" on top of the killers' activities of chasing, downing, hooking, and killing.

    BHVR gets it right with the "earn X bp", "break X gens/pallets", "chase/hook X survivors", "complete X generators", "cleanse X totems" and similar challenges. Even the "Earn X emblems of Gold-tier" are acceptable because they are generalized and accept any emblem as progress.

    The specialized challenges are the ones at fault here and more times than not, they favor Survivors getting them done with less issue.

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