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  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1598826#Comment_1598826

    I mean if you are really, really bad as Killer, you wont get to use your Mori, this is correct (same for Keys). But I doubt that this should have any relevance.

    And well, not common... Just do 20 Killer Bloodwebs and 20 Survivor Bloodwebs and tell me how many Moris you have seen and how many Keys.

    https://forum.deadbydaylight.com/en/discussion/comment/1598828#Comment_1598828

    The yellow Mori can be Basekit. I would not say that the green Mori is fine, since removing 25% of the enemy team early is also an easy win for the Killer.

    But yeah, hooking every Survivor once before starting to Mori would be some way to balance it. Personally, I would not have any problem if Moris would be completely destroyed, but Devs favor the animations way too much.

    The green one still needs the killer to hook all 4 survivors before it can be used, at least making it like this you won't get mori off first hook unless your the last person to be hooked. Gives survivors a chance at playing the match and not getting mori a couple min in but also rewards the killer for hooking all 4 survivors by letting them mori survivors.

  • @Aven_Fallen said:

    So you are defending Moris by using whataboutism? Noice.

    Moris need to be nerfed. If anyone says otherwise, they are insanely biased.

    The only change moris need is that you need to hook all 4 survivors before you can use it, it stops killers using a mori after first hook like they do now because the other 3 need to be hooked so all they can do is re hook that survivor again, if they can't hook each survivor once then they cant use a mori. The other 2 area fine just make the green on the same you have to hook all 4 survivors and the yellow one is fine as it is.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1488791#Comment_1488791

    I don't think you quite understand.

    Say mmr has a rating which goes from 1-2000.

    Survivor has one mmr, say they have a fully decked survivor and have a rating of 1500. Even if they chose to play with a new char and no perks they will be matched using that 1500 mmr rating.

    A Killer player has a rating of 1500 on Huntress. They want to try Pig with no perks. They will be matched at a lower mmr. For arguments sake I will say possibly 500 (we don't know how much it will change atm)

    Now take a scenario and they start with pig to match make at 500 mmr and once in the lobby they change to huntress. So they are a 1500 rated killer and versing survivors in the 500 bracket.

    The problem at the moment is that the new MMR is not in place yet so you want to try pig you ready up and your locked into playing pig (which is at your current rank), while in the lobby the survivors all decide to change there items and all bring in flashlight the only thing you can do is hope you have perks that can counter the survivors/items your facing or dodge the lobby.

    So right now using your example you have killers with a 500 mmr vs survivors with a 1500 mmr and if you see the survivors are decked out with map, key, flashlights if you don't have any perks to counter any thing they bring in perks/items how do you think the match will go for that killer.

    That's the problem a lot off people have and why they think survivors should be locked or at least there items when they ready up, until the MMR is in place they are forcing a 500 mmr killer to vs a 1500 mmr survivor.

  • @nicnc82 said:

    Lol its not unfair. Survivors are just skins that's it. More whining and crying from kuller mains. And im a killer myself.

    So your telling all off us that every survivor you have has the same perks and the same amount off items on each one, i'm pretty sure on some off your survivors you will have more items then on other ones so there not just skins as each survivor might have different perks and items they can use. Just make sure not to DC when a killer comes in with a mori and your dead in the first min seeing as your happy with this change.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482779#Comment_1482779

    They can change addons and perks still. So the contention that "the Killer can't do anything about it now" is incorrect.

    Allowing Killer swaps will make per-Killer MMR impossible, and we need that feature.

    Load up the game and play as a lvl 1 killer then when all the survivors switch to another survivor with the perks they want and they all have a flashlight and you stand there getting blinded non stop because you had no way to counter it you might see the problem a lot off us have with what you have done not every killer people have has a perk or a way to counter things like flashlights, where not asking to take away locking killers once you pick one but survivors need the same treatment be it once they ready up or after 20 seconds there are parts that are locked like items allowing killers time to try and counter it.

    So far all you have done,mods etc is avoid the question that a lot off people are asking "Why did survivors not get touched at all and given free will to swap as they please and if they go against a killer with powerful add ons and a mori guess what they all DC".

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482645#Comment_1482645

    Nothing to do with being survivor sided at all!

    It's locked in because when you search for a match that's when the matchmaking happens, so if you queue with your strongest killer for example and then decide to change to another killer whilst in the lobby you are going to struggle...that would also be abused the other way around - you'd queue on your weaker killer and be matched with survivors of that skill level, then switch up to one of your stronger killers in the lobby.

    The difference for survivors that there's no difference between characters in the same way there is for killers.

    Apart from the fact that people might have Survivors with more perks and better items to use in a match? so there is a difference between some survivor might not have DS while another one might have it or one survivor might have more items to use so each one is different to what they are able to use in that match.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482567#Comment_1482567

    Because with the MMR system you could pick Clown or a killer you don't play much or are bad at to get inexperienced low-MMR survivors, then swap to your P3 50 Freddy and crush them easily.

    IIRC (Maybe I'm wrong.) the whole point of survivors being visible is so the killer can adapt/react to them and what they're bringing. If everyone swaps to Blendette with flashlights and key the last second I can't equip franklins or lightborn even though I was otherwise willing to swap out a perk slot for them. Survivors are technically mostly cosmetic. I just want the survivors themselves and their items locked at 30 so you can't swap at the last second. Changing your cosmetics, perks, and addons are fine, but by changing survivors you are able to quick-swap to an item.

    I just find it frustrating since usually these players tend to act super toxic. Yes this means I am stereotyping quickswitchers as toxic but it's usually what happens in my experience, especially if they're quickswapping to someone who's P3 Legacy.

    No where did i say swapping killers but adjusting what they have on that killer if the survivors all bring in a toolbox you can change to a perk better suited to handle it but at 30sec left both sides are locked and can't change, which will still work with the new MMR as you are still playing the same killer you picked but stops survivors swapping in the last few seconds to a stronger one or better items.

    Locking survivors will stop that they come in with say David they can't switch to a P3 legacy survivor they can only change what they have on David the same as Killers.

  • @Freesham said:

    Yeah I see what you mean. But also, you can choose a killer that you never play so you get matched with easier survivors, then switch to a killer you're much more experienced with, and have a much easier game. The killer you don't play remains at the same rank and you can keep doing this indefinitely.

    They just needed to lock it on both sides not just killers you pick a survivor and ready up your locked into that one and you can change perks etc the same as the killer but not swap to another one, Until the MMR comes into play killers are getting screwed with this if i go to play a killer i have never played and get a lobby full off survivors with toolboxes or flashlights trust me i'm going to dodge but if i go in with the DR with king and queen add ons plus a mori i just had 3 people DC 1 min into the game because i'm being forced to pick a killer and have them ready for the worst case.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482414#Comment_1482414

    A perfect solution would be at like the 15, 25, or 30 seconds remaining mark (I'd prefer 30 or 25) survivors are "Locked in" and can only change cosmetics, perks, offerings, and addons. They can't change survivors or items. You still can change your perk build, etc. but you can't swap from Baby Dwight to P3 Legacy Jake with a key at the 6 second mark. You'd still have plenty of time to equip an item or change survivors for like 30 seconds + the time it takes for the lobby to fill. After that you're committed to your item and survivor.

    Why should survivors be treated any different then killers and not locked in as soon as they hit ready and they have to work with the survivor they picked, then like you said at 30 sec both sides are locked and can't change anything all they are doing by locking killers and not touching survivors is making killers go all out on there builds or dodge lobbies.

    Which one sounds more fun a Killer going all out with a mori, dodging a lobby or give both sides time to adjust the killer/survivor they picked before both sides are locked in?


  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482328#Comment_1482328

    Because Survivors are all the same. We're not tracking per-Survivor MMR.

    Survivors are the same by looks but the person playing the survivor is different (perks they use, items they pick, how they play etc), are you saying it's fair for all 4 survivors to switch to flashlights at the last second and there is nothing the killer can do about it apart from leave the match or play the match and suffer during it because all survivors are the same?

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482186#Comment_1482186

    Was any of the issues people seen with this change brought forward? Being able to change Killer's was an extremely big part of the balance of the game, like game changingly so. For example you get into a campfire as Killer and see everyone running med kit's. So you switch to Plague, or you see people running flashlights - so you switch to a Killer that you have room to use Lightborn on. I even know of some streamers that would go stealth killers when they see players with a lot of toolboxes, because a survivor focusing on gen's made coming up on them unexpectedly even easier.

    Idk, this decision seems like it's going to come with a few big drawbacks. Not like game crushing, but like a mosquito annoyance. Possibly even have players leaving lobby's simply because they don't want to face a full med kit team with their Oni.

    I'm with you on this i don't think the devs put much thought into it when they made the choice to lock the killer once you hit ready, if you load into a lobby with a new killer you are starting to lvl up and as the timer hits 30sec left and every survivor switches to a medkit, torch or a toolbox why would the killer want to hang around and deal with that in the match when they have nothing to counter any off it.

    They should of at least locked survivors form changing items once they hit ready to balance it out but now your just going to have more killers dodge lobbies because the killer they want to play with doesn't have any perks to counter 4 survivors all with toolboxes, If the survivors swap in items at the last second killers will just DC.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215170#Comment_1215170

    The entire map is gonna be a dead zone lmao you get seen by the killer at all, you’re dead 🤷‍♂️ Simple as that. GG go queue up for another game. Good luck getting off the hook after they make the maps smaller and get rid of any chance of guaranteed chase wins. all 8 gens are gonna feel like they’re in the killers terror radius all the time. You get pulled off the hook here comes the killer again because he didn’t have to go far to patrol his generators. Boop, you’re down again and oh... Mori. How lovely. This games fun for survivor. Yeah! Maps smaller and less loops please.

    oh less pallets too. It’s not like they’re currently a mile apart or anything on some of these maps 😂

    "Good luck getting off the hook after they make the maps smaller and get rid of any chance of guaranteed chase wins" That's the problem and people like you thinking like that no chase should be a guaranteed win/escape it should be based on skill, mind games, perks etc for to escape the killer or the killer downs you both sides should have a 50/50 chance in a chase. Then the % will change based on what perks are being used, skill and even the type off killer.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1197143#Comment_1197143

    You mean like when they nerfed survivors into the ground before even nerfing Ruin?.. Also Ruin didnt affect purple/red ranks.. It only affected newer players and those suffering from bad latency.

    Just like they nerfed killers also before ruin the point is that they can't adjust bloodlust till they find out how these new maps work and if it should be changed and if so how same with a lot off other things they will only be able to adjust things once they have got the data they need from changing the maps, some killers might be OP in some areas because off the change and will need adjusting but they won't know that until later on when people have played on the new maps.

  • @SurviveByDaylight said:

    Its already difficult to play solo survivor. I agree teams of 4 can be a problem, but solo surviving is at the other end of the spectrum here. It’s unfair to be uncoordinated too as most of these killers are built to end chases shortly. Tbh changes that need to be made are Mori’s and keys. That’s it. Gen speed needs to be fast because killers can kill fast.

    Are you really that blind with your love/hate relationship with mori that you can't look past the bigger picture off this next update, they are changing maps. loops, gen speeds (which isn't a real major nerf more so if more people are on one gen) and before this ruin was nerfed but you never bring that up. Now factor all that in and forget about mori and keys for 5 min and you might be able to see they are trying to get the game to a point where every killer is able to be played and not just a few at red ranks, more survivor/killer interaction which after a couple weeks they find killers are catching survivors to easy they can look into things like blood lust and adjusting it as needed.

    By bringing everything to around the same level it will be more easy for them to balance and adjust things be it killers or survivors where as things right now it's hard to adjust 1 thing without it impacting a lot off other things, take the hag if they find having smaller maps makes it to easy for her to get around then they can adjust how far she can teleport knowing it's not going to affect playing her on bigger maps, which is something they can't do now for that reason if they make it smaller she will struggle on bigger maps same with a lot off other thing.

    People just need to give this next update time and see where it leads and what happens from it take ruin killer mains were pissed about the nerf to it but after a few updates things got adjusted because they we able to get the data they needed.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195947#Comment_1195947

    If you're making changes, bloodlust is something that should be looked at before you even release the update on the PTB.

    You mean like when they changed ruin and didn't adjust gen speeds, toolboxes to go with it they just nerfed ruin and left it at that? now they have better data on gen speeds they are changing things to adjust for it makes you wonder if they will do the same thing test the new maps for a while then adjust things as needed.

  • @choffox013 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183312#Comment_1183312

    All you say its alright, but if you see someone unhooking someone and u go for the unhooked one, you a really an #########. That's is tunneling and, not go for the injured one, is go for the injured one previously unhooked and not give any time for do nothing. Understand what i mean?

    If one off your teammates unhooks you right in front off my face or soon as i turn my back to you sorry but i will down you and the person that unhooked you, stop trying to blame killers if they down you after you get unhooked when its your teammates that are the ones to blame because they couldn't wait for the killer to move away from the hook to unhook your and allow you to get away safely.

    Why should killers give survivors a free pass when one off there teammates makes a bad move by unhooking you in front off the killer?

  • @Deadman316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187171#Comment_1187171

    But think about the time that it takes to even get to that point. Complete 4 gens, then search for hatch. There's a lot that can happen during that time, which would be advantage killer. Ebony Mori is simply hooking somebody, they get rescued and if killed again (very likely), they get the Mori. That is very much advantage killer because the dominoes just fall in place after that, unless they're up against really skilled survivors.

    Most off the time it's because a teammate rushed in to get the save before the killer has even left sorry but if that happens and i down you and mori you that's on your team for not waiting to do a safe rescue, what's the point off changing them to be only able to use after 2 hooks if your teammates let you get to 2nd stage well can't do a mori as you haven't been hooked twice and if there is a hook right in front off you why waste the time doing the mori when its quicker to hook them.

    If mori are going to change it should be after each survivor has been hooked at least once which will stop survivors getting mori after first hook and keys need to be taken out off chest and only one person can escape per key.

  • @SurviveByDaylight said:

    https://us.v-cdn.net/6030815/uploads/556/2J0KXZAYFYSM.jpeg

    It just sucks because I play games and they usually end up like this here in the photo I attached. I mean, look at that broken scoreboard. Killers got it way too easy and the bp is sad for survivors. It’s worse for those that get tunneled and face camped. You wonder why people disconnect. And this game punishes you for it. This game posted was a billy that basically Billy’d out and then billy’d back when the guy got unhooked (another form of tunneling)

    we got the gens done down to 2 left, he stomped on hatch and I had nowhere to go because I can’t open gates faster than he can billy chainsaw his way around the map 😂 it’s whatever. I don’t think this games very fun to hold down a button and stare at a progress bar to repair gens until I become someone’s 4K every game. Nahhh. DC penalty? Nah, I don’t like that. Makes it more frustrating to play a game that’s even more frustrating. I consider this to be a killer sided game for sure. Where are these sweaty SWF teams at? I don’t have these magical Houdini gen rushing teammates ever playing solo 😂

    So why didn't you use your key to escape and i don't see the killer using a mori so this must off been one off those rare games where the killer didn't bring a mori in, For the killer to have scored that many points they couldn't off faced camped and tunneled 32k is a perfect score for a killer which means they were doing a lot off things to get the points that high so something is not right with what your claiming?

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183578#Comment_1183578

    I don’t even understand why people complain about swf when killers are OP too. Solo It’s not 50/50 on the escapes that’s for sure - more like 90/10 with 10% being escapes. 100% dying on the smaller maps 😂 Trapper needs a nerf. Speed and amount of traps seem excessive. I use lithe and I turn around he’s right behind me again. Legion, I use lithe and turn around he’s gone (inside I’m like hehehe juked!) but then when I look forward again he is actually so fast he’s in front of me actually outrunning my Lithe burst. It’s just not that serious their speed needs to be that high. I get it you’re gonna say get good, but nahh. I don’t really think this game is survivor sided. Even with sweaty SWF opponents I think if people are smart enough to avoid loops and get those ez downs it’s just not fun for survivors most of the time. Then they want to have this DC penalty, well... I think at that point if you’re not going to let me have fun with the game and actually play without seeing a teammate go down 15 seconds into spawning in then I don’t know how that wouldn’t cause a surge in uninstalls. Because I don’t want to go in and be some cocky killers 4K every game. I understand survivors don’t need to escape to Pip. But that’s part of the fun. You gotta remember survivors don’t get as much BP as killers do unless killers are really bad. So it makes you feel like you wasted your time. I don’t expect killers to lay down for me every game but they don’t have to, they just need to be slowed down a bit just like they nerfed toolboxes and buffed Doctor. You’re gonna keep giving killers buffs? Yeah okay. Chases are fun too, but a lot of these killers cut chases so short it’s not fun 🤨 why was the killer a mile behind me and still smacks me through the vault even though I’ve already made progress in the next direction? Why should I come in and stare at a progress bar or myself on a hook? I think survivors need more to do and slow killers down a bit. It’s a bit much they spawn on a survivor and get their down 10-15 seconds into the game and there’s always a hook convenient for them. That’s kinda ridiculous.

    So many things wrong with your post did you think maybe the legion used feral frenzy which is why they were able to out run you and guess what was nerfed before toolboxes ruin was nerfed so in a way both off them balanced each other out, they didn't buff the DR they reworked him even the plague only got a qol change with the new chapter the plague now has 1 Pool of Devotion at the start of the match as not many survivors cleansed so the plague never really had a chance to use that power.

    Take the trapper you do know you can disarm the traps and it takes time for him to place them down so what are you doing while he is placing traps watching him do it or working on a gen and the trapper also got a qol change able to reset traps with out having to pick them up wow that is such a huge buff to him, you keep going on about killer buffs please tell me what buffs nurse and spirit got nerfed Freddy got a rework done to him same as the DR but by all means please tell me these buffs you keep going on about.

    But you won't talk about any off the survivor buffs or OP perks or items that they have if your going to argue a point at least come with some evidence to prove your point not just complain killers are OP.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184111#Comment_1184111

    I know and after that nerf survivor will complain ever more about long queue because ever perk killed had that help them without needing to do much have been nerf.

    while they are complaining about queue times it will be nurses calling they will complain about because they can't heal themselves without being spotted and it's to much effort to run a bit further away.

  • @BananaBlooD95 said:

    Survivor complaining about NOED...Just break totem and it's like if the killer only had 3 perk.

    Didn't you know it's to hard for survivors to do totems during the match and they are waiting for the devs to nerf NOED to make things easy for them.

  • @SurviveByDaylight said:

    I think they need to do something about recovery time from Killer missed attacks Make it longer

    And if they land a hit then they get to attack quicker then normal to balance it and you really need to learn more about killer or at least play 1 match "I’ve never seen so many crutch perks, abilities add ons and offerings on one character in my life than the killer. Ebony Mori, iridescent head, NOED, exposed, infinite evil within, one hit downs, extensive lunge attacks through vaults and in general" i never knew 1 killer could have the choice of using all off them please tell me which one it is.

    NOED can be counted by survivors doing bones simple as that and the killer has to play with 3 perks the whole match for a chance to use NOED but you keep claiming everyone gets mori off first hook so not sure how your running into NOED, only a couple killers can make you exposed and it only last so long unless you use a add on for evil within otherwise most times it's a perk like a hex totem. One hit downs there is only a couple killers that can do that the rest you need a add on to do it or have to build up there power to be able to one hit survivors.

    Survivors have a lot more 2nd chance perks and they don't need to bring in perks to try and help balance the game out but you would know all about that being rank 5, so if the survivors did the objective so the doors should spawn in a way they can get out would you be happy to balance that if the survivors failed to do the objective the hatch didn't spawn?

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183343#Comment_1183343

    Moris aren't really comparable to 2nd chance Perks. Even if every Survivor brings Decisive Strike and Borrowed and all of them proc them, (which is often the Killer's own fault anyway) that's not really comparable to an Ebony Mori. The game's balanced around no Moris.

    Also, you're clearly trying to poke fun at Survivors complaining about Moris, but what exactly isn't un-fun about getting unlucky and found first by a Killer, chased and Hooked, immediately going down after a rescue because a teammate of yours was a moron, and then getting booted from the match by an instant Mori?

    You can say you think Moris/Keys need a rework, but I personally think there isn't that much you can do to them that doesn't destroy their current appeal. You can stack on more restrictions, but at the end of the day Moris are for executing Survivors, and Keys are for escaping when you ordinarily wouldn't have "earned" it yet. I think compensation BP would be a solution that partially resolves the "I waited in matchmaking and didn't get a match" complaint at least from a progression perspective. (I also disagree with your Hatch rework, I MUCH prefer DbD's endgame now from back when I was playing with the old system, but that's kind of offtopic as it doesn't change how Keys are used)

    Survivors don't NEED items to do their job, yes, just like a Spirit doesn't need scratch marks to down Survivors with her power, Trapper doesn't need to deal Health State damage with traps to get hooks with them, Billy doesn't need instadowns, Clown doesn't need all five Bottles, ecetera. One addon here I'm unsatisfied with in that respect is LF's Speed Limiter, as instadowns are all LF really has going for him in the first place, but an LF rework is a seperate topic.

    Some Killers are reliant on addons but the game isn't supposed to be balanced around that, neither should the game be balanced around certain addons being useless. Those issues are (more slowly than I'd like) being resolved. About the only Killers I think are seriously addon reliant right now are Wraith and Trapper, honestly, at least from the ones I've played (perhaps ones like Oni are also reliant on addons?). In any case, I've already said I actually don't want the Survivor BP bonuses to make Survivors equal Killers in BP gain, but to stop the gap between the two from widening too much.

    Good thing i said 2nd chance perks, items and getting the gens done as fast as they can i didn't just limit it to 2nd chance perks like you did and like you said "but what exactly isn't un-fun about getting unlucky and found first by a Killer, chased and Hooked, immediately going down after a rescue because a teammate of yours was a moron". The amount off time i have hooked someone walked a few feet away from the hook just for someone to unhook them or do it right in front off my face sorry but that's on your teammate not me if you go down again, that's why survivors get BP for a safe rescue so survivors need to stop blaming killers all the time and start looking at there teammates.

    Yes there are killers that camp or will hang around the hook if i know someone is at the hook i will look for them otherwise i move on to the next survivor all survivors need to do is wait a bit then unhook not go i will unhook now in front off the killer and expect them not to do anything.

    The most easy way to balance mori and keys would be that you have to hook each survivor at least once before you can mori a survivor which will stop i just got unhooked then mori complaints because the killer will need to hook all 4 survivors at least once to use it and for keys only one person can get out with the key which will stop complaints about 2 or more people getting out with a 1 key.

    All the things you listed are the killer base kit which allows them to do there job as the killer and what make them unique just like it's in the survivors base kit to fix gens, heal other survivors, disarm traps, pull down pallets. Take away what power the killers have and you will turn them all into M1 killers that can't do anything else.

    If you want to close the gap on BP between killers and survivors then they need to fix the maps and gens to allow for more interaction with the killer, when i'm having one off my matches where i hook everyone once for BBQ then just screw around and chase people and down them but not hook them the BP gap is pretty small. Why because everyone got into a chase, got hit, escaped a chase, got someone off a hook, worked on gens they pretty much did nearly everything they could.

    Instead off hand feeding things to players or nerfing killers even more or giving BP to survivors for no reason i.e they got mori lets give them blood points they should spend there time on working out how to make killer/survivor interactions better, when people ask me why i didn't hook them a 2nd time my answer is simple i enjoy the chase more then killing because off that everyone is getting more interaction with each side which in turns means more BP.

    I would love to see how many people that play killer like your idea off nerfing killers even more just for a 50% bonus in BP knowing that there are a few killers that struggle now even more if its a bigger map.


  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1183089#Comment_1183089

    Survivors who end up being the Obsession actually already get BP for dying.

    The Survivor did die, but they didn't die to a standard Sacrifice, they died to a Mori. Currently moris are incredibly divisive among the Survivor playerbase and a lot less "fun" than they should be, especially Ebony/Ivory Moris where a Survivor understandably feels cheated. With this change, Cypress Moris would actually be a benefit to the final Survivor and hopefully not feel as salty, and while Ebony/Ivory moris could still remove you early, you'd get a parting BP bonus to compensate for not getting a proper game.

    If you want a comparable bonus for Killers, an amount of Sacrifice points (like 500 at the end of the match) for each Survivor who escaped via a Hatch opened with a Key would be the more fitting comparison. That's also a situation where you might feel cheated out of a "proper" game, and I don't think that would actually be a bad change either.

    Survivors shouldn't lose BP for being hit, not even the best Survivor in the world can get chased by a competent Killer forever without getting hit (even with the best environmental props, excluding an infinite the Killer just moves faster and the Survivor will eventually need to consume pallets for more distance). The Dead Hard BP is supposed to be a bonus for people who use Dead Hard correctly, just like how Killers get BP for using their Killer Powers correctly to down Survivors.

    And yes, the Killer addons would significantly impact a Killer's game. Remember that Survivors already do something quite comparable to this when they enter matches without any items. The intention with these Addons is also to allow for them to be played around to an extent- If I'm worried about any of them being overkill, it's probably Myers' because EWI can already be difficult to escape in high ranks.

    I considered Survivors getting similar negative addons for Bloodpoints, but because Items are fundamentally a different mechanic it's not quite the same thing, and as Survivors are playing on a team that might not appreciate the others gutting themselves too much.

    It also doesn't help that your reply is kinda predicated on the premise that Survivor/Killer BP earnings are balanced with each other when that is very clearly not the case. A Survivor needs to escape and perform well in all categories of play (or be very, very good at the game and barely not escape) to get Bloodpoints roughly equivalent to what a Killer gets in essentially every match, AND their BP farming Perk isn't BBQ + Chili. It is well-known that Killers earn more Bloodpoints than Survivors.

    That's the thing what is a proper game survivors complain about mori but have no problem bringing in all the 2nd chance perks they can, items and getting the gens done as fast as they can or like you said use a key to get a free escape, but a killer brings in a mori to balance the playing field and all off a sudden its unfun for survivors and they need to be given BP to say sorry you died have some BP as a reward and are way of saying sorry you died why not just take the loss and move on to the next game not everything needs a reward. If survivors beat me fair and square and i don't get 1 kill and the gens get done fast or 2-3 survivors get out because off a key i just say gg and move on to the next game.

    Mori and keys both need a rework done to them not BP given to the player because they died to a mori, i think the hatch should go back to how it was when so many gens had to be done not like now if your the last one alive the hatch opens even if only 1 gen got done the survivors failed at doing there objective they shouldn't get a free pass but keep it so they can try and open the gate or the killer can forcing the EGC.

    But survivors don't need items to do there job if they need to heal they have perks or other players, they don't need a toolbox to fix a gen so not taking a item into the match won't impact the survivors i.e making it take 100sec to fix a gen not 80. Lets not forget that survivors can find items in the match to so survivors are not really at a loss if they go into a match without a item as it doesn't stop them from doing what they need to do.

    There is reasons why killers get more BP then survivors apart from wanting to get people to play killer, a lot off killers need add ons to be some what decent in a match and killers lose them after each match, yes survivors have that now to but they keep the item which can be used without add ons and even then they don't need to bring a item in to be able to do there job. Go though every killer and look at what addons you would use on the killer there is only a few you would really use the rest are just a waste and sit there.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1182862#Comment_1182862

    That is also a problem, yes, and it's kind of silly that, despite being BETTER than the BP addons I mention in this thread, they're still eh.

    Not 100% how I would buff them (aside from maybe just a rework to the numbers, like 100% for common, 150% for uncommon, and 200% for category-specific offerings) but maybe tying the category-specific Offerings to the Emblems system? Each BP category is somewhat related to an emblem anyway, so maybe something like +1000 BP at the end of the match for each tier of that respective emblem you earned for Common, +1500 BP for uncommon and +2000 for rare?

    So, you equip the Rare version of Spotted Owl Wreath as Killer and get iridescent Chaser at the end of the match, that's a payout of 8000 Bloodpoints in addition to the multiplier to the Hunter BP category (let's assume it's maxed because you got Irid Chaser), which with unbuffed numbers would be a total of 16,000 additional BP for the match. I think that's fair, for the best-case scenario of a Rare addon that won't always work out quite like that, especially considering Survivor Pudding/Escape! Cake and Bloody Party Streamers already exist.

    https://forum.deadbydaylight.com/en/discussion/comment/1182734#Comment_1182734

    Don't worry, I also think I wrote too much!

    So killers can get bonus BP but take a nerf while survivors get bonus BP with no downside yer no thankyou take "+1000 BP for dying, but escaping sacrifice to The Entity. (mostly by moris, or in the rare instance you bleed out. Maybe this should be +1500 or +2000?)" sorry but if the survivor died why should they get BP for it are you going to give killers BP if gens get done in under so many min to balance it.

    even "Dead Hard awards extra BP (say, 250) for the Killer missing an attack during or shortly after Dead Hard triggers, overriding other Attack Missed BP events." if the killer lands a hit they lose 250 BP. If you going to give a downside to killers using addons to get more BP you need to do the same for survivors as a lot off nerfs you listed for the killers will hurt them bad in the game.

  • @SurviveByDaylight said:

    Yea it kinda sucks. It’s hard to have fun when there’s so many frustrations 😭 on both sides of the game. it sucks when I insta die on 2nd stage after getting hooked once and fell into it because ppl can’t Get the rescue in time. And then to see that happen? Okay well, first of all It’s a brand new elite version 2 controller. No way is it my controller or inability to push the A button repeatedly 😂 or how the skill check dial jumps around all choppy making it impossible to do skill checks. I’m seeing my people dying out there and I’m like yoooo I can’t even do a skill check 😂 I can’t even push A? I can’t hop through a vault without going down even though the killer was a mile behind me?

    How did you make it to 2nd hook when every single one off your post pretty much claims you get mori after the first hook and killers get it just as bad hits we think we should get but we don't the weapon would rather hit something else then the survivor but i'm guessing that's fine by you, so your one off the reasons ruin got nerfed because your not able to hit skill checks. Play killer for a while and see how it is on the other side seeing as you think killers have it sooooooo easy and you left out you normal ######### about moris in this topic.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178969#Comment_1178969

    I am not saying DS skill check is too hard to hit, I’m saying it’s too hard for it’s one time use ability. I think it should be guaranteed. It takes up a perk slot and it’s a one time use. That would be the game telling you as a killer to go find somebody else. That’s what you should be doing 😂

    *by the way - I didn’t mean for this to be an argument. I’m simply pointing it out that I don’t think that’s necessary for doctor to tamper with DS skill checks. DS is a one time use separate skill check just like Brand New Parts.

    which one is it is it to hard to hit or it's not to hard to hit make up your mind, that's the risk you take when you run perks like that you might not always get to use them in your case it sounds like you can't hit a skill check so you don't get to use your DS. Killers can run perks like devour hope, NOED, Blood Warden and not have the chance to use them if your happy for perks like that to be guaranteed to work then yer you can have your free DS?

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178852#Comment_1178852

    I disagree because it’s only a one time use anyways. I personally think it should be usable every time you get off the hook because it’s job is to prevent tunneling 🤷‍♂️ That’s what it should do, allow me to keep playing the game when clearly you’re not doing your job as a killer to find other people. That’s the point. It’s 5 gens vs 12 hooks but you just want easy hooks. Nah. Nobody likes to get off the hook and just go right back on it. that person should be able to heal and get back in the game. Using perks like dying light or thanataphobia can do a good job of keeping them all distracted anyways. There’s plenty of ways to encourage you to go for other people so that’s why I believe killers need to be penalized for going after the same guy OVER and OVER and OVER if the survivor brings in a perk to defend himself. Why should killers get ez downs and ez hooks. Just go Chase somebody else? Ya know? The game rewards you for that. So I think DS should be active every time you get off the hook, not just once.

    You really need to go play killer and see what DS is like on the other side you say DS is a anti tunnel perk then why is it if you get unhooked and i down and hook someone else then find you working on a gen and down you just to still get hit by your DS? when i clearly didn't tunnel you seeing as you had time to work on a gen or are you going to claim that if i find you in that 1 min window that i tunneled you. You want to know one off the biggest reasons i have come across why people get downed just after they get hooked is because there teammate unhooks them when i'm right there or a few steps away from the hook, sorry but if your teammates are going to unhook you like that then that's on them not me if you get hooked again.

    "Why should killers get ez downs and ez hooks. Just go Chase somebody else? Ya know? The game rewards you for that" the game also rewards survivors for a safe rescues but yet so many rush the hook to get the save, so maybe ask your teammates why they are unhooking you when the killer is just walking away and not waiting a few seconds.

    If you had any idea about DS you would have some understanding of what some off the player base thinks needs changing to it i.e if you start working on a gen it deactivates as your no longer being tunneled if you have time to work on a gen.

  • There is but the people that do that don't care about it and will still do it, if you want to go down that path off what is toxic and needs to be looked at there will be a lot off things from both sides.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1169858#Comment_1169858

    Yeah, Mori is 😂 I believe that because it allows you a short cut on your objectives which survivors don’t have. Brand new part doesn’t have as big of an impact as Ebony Mori does.

    And survivors have keys that allow them to short cut there objective and get out before all gens are done, both mori and keys need to be looked at if your going to compare things at least do stuff on the same level like mori/keys but your probably think keys are fine and nothing wrong with them.

  • @SurviveByDaylight said:

    I think this needs to be looked at.

    And let me guess you think his mori is OP there are other killers that need to be looked at more then Trapper and given some buffs or qol changes but we all know you think all killers are OP, ones like the pig, legion and the clown need some work done to them things like the EGC nerfed the pig and they never changed it for her and just left it.

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163374#Comment_1163374

    Yes, however, one problem that you are not addressing is that the Mori 100% removes the Perk as if the Survivor didn't even have a Perk Slot equipped at all. That's not quite fair either, given that it is taking up a Perk slot and we had no idea ahead of time that the Killer was going to use a Mori.

    I think this would be less of an issue if we could see the Mori offering ahead of time so we know not to waste a Perk slot with DS, but as it is it makes DS 100% useless if the Killer decides to Mori off the first hook.

    Also, there is absolutely no guarantee that if I wouldn't have played "unsafe" that I would have survived longer. The killer still did Tunnel me, granted I felt safe so I wasn't worried about it, but had I not felt safe and still tried to escape there is definitely no guarantee that I would have managed to escape, as the Killer did 100% tunnel me after I got unhooked, and clearly intended to Mori me right away. I'm not the best Survivor (as I play Killer more - also I have never yet in my life used a Mori as a Killer before, simply because I prefer to save them for who knows when) so my chances of getting away were rather slim either way.

    If the point of DS as a Perk is to help prevent tunneling, then when a Killer runs a Mori they have the ability to continue to Tunnel while also completely 100% disabling the use of DS as a Perk. It is a legitimate 100% Counter to DS, without any counter back, at least not one that I can think of.

    Now your starting to go into a whole new ball park about not knowing what the other side is bringing in, if killers knew what map offering a survivor put up they might change killer or load out as some killers are better then others on some maps.

    The same thing could be said for keys killers could have end game perks and be ready for a end game setup and all those perks got wasted because someone had a key and everyone got out because of it.

    Survivors throw around the tunneling word to much it's pretty much become if you chase me at all in that 60 sec window your tunneling me, if you get unhooked in front off me or soon as my back is turned and i chase you then yes that is tunneling, if 45 seconds of your DS has passed and i find you working on a gen that is not tunneling so if i find you 45+ seconds after you get unhooked working on a gen how is that tunneling but yet you still have DS is that fair for the killer.

    Just like keys there is only one counter and that's if you have the perk equipped otherwise there is no real counter unless you kill everyone before it gets used, killers have no way to 100% counter keys just like survivors with mori's if you want them to look at how mori work so you don't die within the first couple min then they also need to look at keys and rework both off them not DS.

  • @ReviloDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1162548#Comment_1162548

    I've had it happen before where I didn't see that the Killer brought a Mori, and I had DS so I felt comfortable after being hooked to play a little unsafe just knowing I can land DS and potentially get away.

    I was first person to get hooked, and when I got tunneled I was careless (intentionally) and the killer downed me, to my surprise I got Mori'd and the game was over for me, this all happened within like the first 2min of the match lol.

    I was upset because I knew I had DS up and that was the only reason that I was playing "unsafe" for the moment. I had DS and technically 2 "hooks" left before I would have normally been dead, but due to the Mori I died immediately right away. First person to die.

    In this situation I did wish that DS would have been able to stop the Mori, if I had a chance to land it, and at least worked like DS works when you get picked up. I'm not sure how unfair it would be, but I think it would still be fair in this specific situation.

    Couple problems though and even you admitted to it one was the thought of "I had DS so I felt comfortable after being hooked to play a little unsafe just knowing I can land DS and potentially get away" and the other "when I got tunneled I was careless (intentionally) and the killer downed me", because you had DS you felt comfortable to play unsafe which backfired on you and you got mori'd now what would off happen if you played it safe.

    So why should a survivor be able to use DS to stop a mori when they make the choice to play unsafe like you did because they know they have DS?

  • @gezza123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163177#Comment_1163177

    And you are the type of person survivors hate and ruin the game for the rest of us

    Sorry but if someone unhooks you within seconds of me hooking you and i come back that's on your teammate not me for not waiting a few more seconds for me to go somewhere else, if they run away or hide in a locker and your left alone and the only person i find at that time that's on your teammate again they should get me to focus on them even if it is scratch marks and not you giving you a chance to get away and heal. You can blame the killer as much as you like but it's the survivors that are unhooking each other when the killer is right there then complaining because you got hit again soon as you got unhooked it's easy to fix that don't unhook a survivor if the killer just hooked them or is walking away wait a bit then do it.

    As for your DS to stop mori simple answer no as DS needs to be looked at and a few things adjusted to it i.e if you start working on a gen it deactivates, if you want killers to play fair then survivors need to do the same thing and i can't see that happening.

  • The answer is easy they want to make the game as easy as they can for survivors, like really who in the hell in BVHR thought it was a great idea to let survivors able to sabo hooks faster then the cool down after you hit them. Sorry but that is something that needs to change it shouldn't be quicker then the cool down after a hit, i would really like to know what the person was thinking when they came up with that change.

  • @Cheers said:

    The problem with DS is that although it can be an anti tunnel perk, it usually isn't. There are many situations where it is abused or you get unlucky.

    Let's say you're running make your choice, so you have reason to go back to the hook, but no one is there. You search for a bit and see the unhooked survivor. Is it tunnelling? No but ds activates.

    Now let's say you're just patrolling gens, and you see a recently unhooked survivor on it. That's not tunnelling either but ds activates.

    I believe if ds thoroughly needs to be anti tunnel you can't perform any action besides healing and the killer needs to be within 40 meters upon the hooked player being saved.

    i would change the healing bit that once fully healed it deactivates if they have enough time to stop and fully heal then the killer not tunneling them and your back to two hits before your downed, unless it's a killer which can do it in 1 hit which healing won't make a difference if your healed or not.

  • DS needs adjusting for moments like that as much as survivors will say you shouldn't off tunneled Jake then what do you want the killer to do let them have a free escape, this is the problem killers have with DS survivors can use it to get a free unhook right in front off your face knowing you can't do anything about it. If they want to do plays like that soon as the Jake went for the unhook and started unhooking Feng DS should deactivate start making survivors do safe unhooks and not just rush the hook knowing they have DS and there is nothing the killer can do if they grab them instead off hitting them, even then they can't pick them up because of DS.

  • The biggest problem will be what happens at the end off the 20 min take F13 after 20 min the match ends and you survive but that was built in as a win for survivors to survive the night, so what would it be for DBD if survivors get it classed as a escape then matches can be dragged out for the 20 min, if killers win and survivors get killed like the EGC after 20 min or no one gets anything and the match ends there is no real way to balance it.

    To me i would say give killers the win as survivors had 20 min to do the gens and get out and if the timer hits 0 then any survivors left gets killed but i would drop the time limit down to maybe 15 if not less put pressure on both sides before the timer ends and give less points to the killer if a survivor dies that way to stop killers dragging out the match for no reason.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145723#Comment_1145723

    I wouldn't say they can't tunnel you unless you are invisible. LOS is the key thing that is used when killers actively try to tunnel. And it is not always a straight line. Killers can cut ways. Like Scratched Mirror Myers has to do because he is so slow. And by the way, I simply think such a superman perk simply would look ridiculous in the game. Adding the deactivate conditions to DS is way more in line and equally efficient. A 5 second stun with you moving 100% and the killer 0% even gets you more distance than 10 seconds with 150% and killer 115%. And I don't like the addon "if the killer commits to tunnel you, you deserve it". Meaning if you get facecamped, you deserve the kill?

    @ausanimal If you find him again within 20 - 30 seconds, you most likely did not finish a chase on someone else yet. So it would be still tunneling. If it takes longer, it doesn't matter as you should have enough time to find someone else or at least patrol gens, and that survivor did not do anything within 50 seconds. That's good for the killer. If you chase the same guy twice without any other actions in between, you should be aware that DS might be active. And to your Freddy scenario: yes, I think most of the people in that situation would call that tunneling. Just think of it being in that situation. We can debate if this is tunneling or not, but the survivor will first complain about their team how long they need to do the unhook and then complain that the killer is directly returning to you. And I don't get your whispers comparison.

    And to the EGC thing: I'm not sure if this is really so dramatic. I mean, fluff wise, this is actually the scene where DS really makes sense. Fluff wise I would even say make DS activate when EGC starts. And technically: If you just got hooked once during the whole game, it may be a reward to get that free escape. And it is not totally free. In many situations you still need the combo with BT, unless the killer hooks you near the gate

    Is there any point that a survivor won't class they are being tunneled take the Freddy scenario the killer could be on the other side off the map and out off luck they teleport to you and you class that as tunneling, how if all 3 survivors are healed or injured you have no idea the one your going to is the one that got unhooked 45 seconds ago but that is classed as tunneling, Even if the killer moves away and then finds you again 30 seconds after you get unhooked due to patrolling gens that is no way tunneling.

    Did the killer see you get unhooked and then chase you from the hook till they downed you again that is tunneling, running into the survivor 30 sec after being unhooked be it due to a perk, patrolling gens or you just run into them is no where close to tunneling that survivor it's just bad luck for them same as if the killer downs them and gets DS they didn't tunnel them but came across them with time still on DS.

    There is no need to stop the timer for DS just because you get into a chase or slugged it just makes it even more stronger then it is now, just like Whispers if that stopped gens being progressed while active it would make the perk to strong, if survivors are going to make bad choices causing team members to get slugged that's on survivors not the killer.

    I.e i hook someone and someone unhooks them in front off my face seconds after i hook so i down both off them who's fault/mistake is that and why should the timer stop for DS because another teammate made a bad choice and the killer can't pick up the other person because DS timer has paused but lets punish the killer for a mistake you team did.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145685#Comment_1145685

    The killer is not punished for chasing someone else. The killer is punished for tunneling the guy with an active DS counter. In your scenario, the survivor is not doing anything on the objective for quite some time. That would be the same as the survivor is slugged, while the killer has the chance to apply pressure to other survivors parallel.

    And I'm pretty sure such a behaviour will soon be recognized as bait, same as some Dead Hard moves are easy to counter once you have seen them often enough to make you just wait. If you see intentionally started chases, you just take the free hit and go on patroling gens.

    And the SWF team cannot have all DS activated, that requires all of them being hooked. And DS available during EGC is always a problem, that is currently the case as well. So that wouldn't get worse.

    That's the thing the killer doesn't have to tunnel the survivor right off the hook for the timer to stop to be broken, you could find them 30 seconds-45 sec after they got unhooked and start a chase and timer stops the killer is being punished, did they tunnel them no, did they camp them no they just came across them be it a perk or saw them running. So what are killers just meant to wave to them and let them go on there way because soon as you chase them your tunneling them and the timer needs to stop.

    I could play Freddy someone with DS gets hooked and i chase another survivor and in that process the first one gets unhooked i end the chase and hook the 2nd survivor BBQ lights up and i see a survivor i teleport to the gen close to them and turns out to be the first survivor i hooked, wait stop everything i must be tunneling that survivor because there DS is active so stop the timer it's just bad luck on that survivors part that i went to them.

    So the killer is being punished for getting in a chase with someone that has DS active still be it 30 sec, 40 sec or 50 sec after they got unhooked even if they didn't tunnel that survivor. But i guess soon as the killer chases you after you get unhooked no matter how long has passed they are tunneling you.

    It's like saying lets changing whispers so when ever that activates any gens in the area can no longer progress and the bar is paused until whispers turns off would you say that's fair.

  • @Shirokuro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145652#Comment_1145652

    I'm quite certain they will increase it so that it's not possible to sabo a hook during the time your attack is on cooldown after a successful hit. If that change is made, I don't really see any problem with the changes. Survivors need to sabo just in time at the right hook or else it won't work at all. Before survivors could 99% every hook and it took 0.1 seconds to sabo every hook at that point, which is definitely worse since you couldn't react to that almost at all.

    See the key word you used there "if" there has been no word about them changing it and if i right you also can't hook someone if a survivor is in the middle off sabo a hook, if i'm right on that another smart idea to help survivors the killers should get 1 preference when it comes to a hook if your half way into a sabo the killer should be able to hook the survivor and your forced off the hook, just like killers can't kick a gen when survivors are working on it.

    I could be wrong about that second part but if i'm not then how is that fair to the killers all its doing is helping the survivors even more.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145656#Comment_1145656

    I don't think the min amount really helps. That is still easier to outplay. If the killer tries to down unhooker and unhooked, 20 seconds are going by fast enough. You wouldn't need to wait that long to avoid the 20 second counter. Why do you disagree on stopping the timer? As Aven described it, it would really make sense to counter tunneling. I don't see any possible exploit to that so far.

    Lets say the timer is kept at 60 secs if you stop the timer while being chased or slugged say 30 seconds have passed and you haven't done anything to turn it off you could find a killer say takes 10 seconds and get in to a chase with him the timer stops and if your good at looping the timer stays stopped till when if you get hit your still in a chase timer stays stopped, they hit you again and you go down and a survivors is right next to killer they leave you to get them the timer is still stopped. So while you DS is on hold till they come back to pick you up and get a free escape after god knows how many min have passed the killer is being punished for chasing someone else and trying to get another down.

    It will be even worse in the EGC having DS timer stopped when in a chase pretty much means if you have it up and you have to run all the way across the map killer might as well stop and let you go because chasing you will just stop the timer. There is so many ways it can be abused and used as a exploit by stopping the timer.

    Toss in a SWF group and they can work it out so each one takes in turns getting chased while they have DS knowing the killer can't do ######### or hook them even if they chase them for 2 min.

  • @Aven_Fallen said:

    It makes exactly 0 sense to just reduce the Timer.

    In fact, it would make more sense, to reduce the Timer AND stop it, while being slugged or being chased.

    Because, lets be real - not everyone unhooking me will have BT. And if the Killer is indeed camping, I prefer it to be farmed off the hook instead of going into second phase, because then I at least have a chance. If the Killer then goes straight after me again, downs me and keeps me slugged until my timer expired, he still tunneled.

    Or if the chases me and I last long enough in a chase to get the timer down to 0. The Killer is tunneling at this point, but is he suddenly not tunneling anymore, because I manage to loop him for a few seconds?

    Having the timer on like 20 seconds and not going down while slugged (during those 20 seconds) or in a chase would be a more fair solution tbh.

    But hey, I know that a bunch of Killer Mains will appear and call me stupid, because we all know that Killers indeed like to tunnel :>

    (Its the best strategy for them, after all...)

    I play killer most off the time and the only thing i don't agree on is stopping the timer when slugged and if you read above your msg you will see my thoughts on DS and how it should work.

  • @Shirokuro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145604#Comment_1145604

    It definitely felt like a nerf to me during the PTB since every toolbox was gone in 3-4 seconds and you have a limited amount of toolboxes in a match. Besides, it's supposed to be a nerf so devs will probably tweak them more before the live patch if the numbers actually buffed them.

    And now that Ruin is out of the way making stats all wonky, they can focus more on balancing other things. Buffing weak killers who were depending on that perk alone for example.

    Yer like changing the speed off sabo to 2.5 seconds real great idea there i wonder which side that helps out more survivor or killer, they have bigger things to fix and change but they need to make it even more easy for survivors to sabo a hook and to be able to do it in front off the killers face while all the killer can do is stand there and go the devs don't favor one side at all this is fair for me somehow i'm sure off it.

  • The way it should work is there is a min amount off time it stays active for i.e 20 seconds in case a team mate unhooks you in front off the killer and you both go down and they hook the unhooker then pick you up you still have DS, keep the time limit off 60 sec that is fair but if you heal, work on a gen, search a chest, unhook someone or someone is hooked after that 20 sec then it deactivates. To me that seems fair across all areas for both sides and if a team mate is unhooking you in front off the killer with out BT that's on your team mate not the killer.

  • @Shirokuro said:

    It's getting really tiring at this point. Everywhere I go on this forum I see crap like this:

    Someone has an idea? "The devs won't do this because they only care about 💲💰🤑"

    Someone reports or asks about a bug? "This probably won't get fixed until half a year later because bhvr is [insert role] biased 🤡🤡"

    Any balance change (or even a bugfix) is made? "See? They only cater to entitled [insert role] mains ☺️☺️"

    Like, holy hell. I get that y'all are frustrated about the balance and how changes are made very slowly but have you ever considered that making a working 1vs4 game is VERY HARD and it will never be perfect? Not to mention that Behaviour is not a gigantic AAA game company.

    Changes will come to both sides in time. The devs aren't ignoring either of them. Stop making every single thing into an "us vs them". Feel free to tell your opinions and criticism to the devs but stop assuming they only care about one side. If that was the fact, the game would be dead already.

    This post might be half true expect your missing the fact for example when they did the ruin nerf what was it they said they changed it because survivors found it annoying and hard to face, same with the DR maybe the people wouldn't say they are if they worded things better then just saying they changed something to make it better for 1 side.

  • @BigBrainMegMain watch the two clips above and that just shows you what i'm on about in the first one the killer didn't tunnel the person the killer was followed then tried to unhook someone right in front off there face got grabbed and killer got DS and you still claim DS needs no adjustments to it, if they changed it to soon as another survivor gets hooked all DS deactivates do you think that survivor would try and do something like that the only reason he did was because he had DS and knew he was safe.

    in DS Comment by ausanimal

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145411#Comment_1145411

    Slug them, no one said ignore.

    Slugging is always an option, if you eat a DS then complain about it, that's on YOU.

    If a survivor gets in a locker after he/she were unhooked and you decide to be a 4head and open it, that DS slap is on you.

    You're talking about survivor entitlement when killers also have a second chance perk that is also blamed on the survivors if we don't get rid of it.

    NOED apparently activates on bad survivors.

    DS activates on bad killers.

    That made me laugh "DS activates on bad killers" so your saying it's fair if i hook you and go to another survivor due to BBQ while i chase and get the first hit you get unhooked now your 1 min off DS kicks in, i keep chasing the survivor i found down them and hook them while in that time your working on a gen as i hook them the gen pops so i head over that way and run into you and down you again i pick you up and get DS because you still have time left on it.

    Explain why DS shouldn't be adjusted you had time to finish a gen, i was able to hook someone else but yet you had time left so you could come find me knowing that i have 3 choices hit you and wait out the time, hit you and take the DS or leave you to find someone else knowing you still have DS up.

    If a teammate unhooks you in front off my face thats on your team not me if i hit you and not them and wait out the time, if i chase you and not them and get DS thats on me as i choose to go after you knowing there was a good chance you had DS. But if you have time to finish a gen and i have time to chase, down someone and hook them and then still get DS by you that is the part that needs to be changed. The time is fine if you are getting tunneled as soon as you get unhooked but if you have time to do a gen, heal then DS needs to deactivate that's the problem killers have with it you can heal, finish a gen and still have time left on DS and the killer is forced into 1 of 3 options if they come across you 45 seconds after you get unkooked by luck or perk i.e BBQ.

    in DS Comment by ausanimal
  • @nerdguy5 said:

    If you have to rely on MORIS because you don’t wanna be come a better play you probably SHOULD stop playing! You are probably the same person who is mad they are nerfing moris but is the same person to quit when you see a player with a key. Goodbye

    And yet survivors still need to bring in toolboxes to get gens done so by using your logic survivors using toolboxes to do gens still with how fast they get done now and not want to become a better player and learn how to do them without toolboxes should stop playing, let alone a key are survivors that bad off a player that the only chance off escape is hoping the hatch spawns to use the key. Goodbye

  • @Ghoste said:

    https://us.v-cdn.net/6030815/uploads/587/AIN5M998VYS0.png

    Usually I just take a loss and move on, but this match was a bit over the top.

    1 player DC'd with 5 gens left, so it was a 3v1 game.

    Then this killer chose to slug and let us bleed out.

    I know this isn't bannable, but it feels like it should be since this player went out of their way to make sure we had a miserable experience :(

    And survivors never go out off there way to do the same to killers both sides are guilty off doing it, if they are going to start banning people for things like this it's going to be a very thin line to work with. It's sucks that it happens stuff like that but at times survivors ask for it, i had a match just before and they all tried to get out with a key in the end i had 3 off them slugged and dying on the ground, they chose to come and try for the hatch even though the gate was open sorry but if your going to try that then i will slug and leave you on the ground.

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