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  • Like many have said before me, this game favors SWF but not survivors in general. In solo queue matches, as I'm sure we have all had our own frustrating experiences with, the game is usually killer sided; however, if it's a map like haddonfield and they're all splitting gens and decent at chase you will lose but very rarely. If you get a map like Coal Tower against solo queue survivors and are a decent killer you will stomp them likely before three gens are finished.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122587#Comment_2122587

    No that was still server being really laggy when displaying killer animations about a second farther back then the killer actually was and nothing to do with survivor locomotion

    Desync has been horrible since dedicated servers since it pretty much singlehandedly introduced desync into the game by removing peer to peer match making, so instead of 1-100 killers having mcdonalds internet and gaining an advantage from it 100-100 killers get to enjoy the servers just providing them the benefits that comes with desync with none of the hassle.

    To be fair its improving over time but they still need something to make it a bit better

    Yes! They say hit validation is supposed to improve this and I honestly have not seen a big difference. PvP servers before the time of dedicated servers were so much more reliable, despite the fact you would get that one leatherface every once in awhile who would have everybody lagging off the map almost. Survivor locomotion definitely didn't introduce desync but in my experience has made it worse during animations like vaulting windows and pallets. I have gotten some hits at vaults when I play killer that would have NEVER connected during the direct server days.

  • @bjorksnas said:

    Honestly this part confuses me the most

    My lobby ping as killer, 60ms

    Survivors lobby ping, 30ms

    Gameplay: https://youtu.be/BMSR7vNPt-A

    For some reason killer ping just doesn't always add up and its weird

    Ever since they changed survivor locomotion the desync has been so horrible. It was MUCH worse when it first released as we all remember getting hit from insanely far away but I know for a fact that during old locomotion I never experienced hits like I have the past few months. It's almost like they never needed to change locomotion to begin with...

  • Plague is great perk wise and so is hag. Corrupt Intervention and Infectious fright are both great for aggressive playstyles and devour hope and ruin are great for hag.

  • I think I just went against this exact same lag lord pig. Are you on east coast servers by chance? Also no, pallets are not fixed whatsoever despite what they say. Spaghetti code at its absolute finest.

  • I was just trying to get my adept achievement on pig and I was so close only to not get it literally bc it was a three stack with no mither, soul guard, breakdown, borrowed time. I literally could not do anything. An entire side of the map had zero hooks and they refused to play the game and I could bleed them out for an extremely long time bc of no mither plus soul guard, it’s literally insane how powerful this combination is right now. They need to disable it because multiple people have reported the issue and they’ve done nothing.

  • I've been thinking about this for awhile. It would be a trap that survivors place on the floor that is invisible to killers. The trap would only alert the survivor that the killer has stepped over the trap and would have no other effect on the killer. It would be a good way to know if the killer was coming as a one-time use situation. Or in chase you would know if the double backed on a loop or something. It could have some cool uses.

  • @Mew said:

    i honestly dont think so, theres not much else they can do with a fast projectile killer without just making trickster 2.0

    I agree with this, I think the devs realize that projectile killers have been exhausted at this point. We have slinger, plague, huntress, trickster and (kinda?) victor. At this point I think everyone realizes that a new game mechanic is in order in order to appease the player base. This is only from what I could gather but there has been a long time between each projectile killer, so I doubt if they do choose to try it again that it will be anytime soon.

  • Next time I will make sure it is in MLA format and indented properly, sorry professor. :'(

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/2115505#Comment_2115505

    I don't even want to read all of that. Please write in an "eye-friendly" style next time because this is just a complete mess.

    It's eight sentences, that's normal paragraph length. o.0

  • I usually am up for a good challenge with swfs who have the same amount of hours as me (given they have public profiles on steam) but if it is some god squad comp team that have thousands of hours collectively who are just looking to bully killers in public matches I'm going to dodge. If you want to play like a comp team I will fully admit that I'm not as good as a comp killer, I play this game casually so I feel like if I don't match the vibe they put off I won't ready up.

  • I think that there is a necessary change that could make NOED less beneficial to killers who just wasted time during the match and more beneficial to killers who do. I dislike the "do bones" argument as noed is the only totem that is not lit up until it is too late. Cleansing every totem every match when there are no active hexes such as ruin, is like a killer searching every single bush, tree, and corner to check if a survivor has urban evasion and is hiding. It's a waste of time in a game that is so fun because of it's quick match time and ability to quickly go into the next one. If there was a built in totem counter it would help let solo queue survivors know how many are left, because on a map like Lery's good luck finding every totem on the map and checking for every broken totem just to ensure you don't get hit with NOED. I understand they want to just put it with small game but essentially small game is just a perk to counter NOED and that's it, and if totems are SUPPOSED to be a game objective, wouldn't it be on the HUD like generators or hooks? If your argument is that survivors do bones I will agree but survivors shouldn't have to use a perk slot to possibly prevent the presents of noed. Kinda like killers shouldn't have to use franklin's in case a survivor finds a key by chance.

  • Mommy Milk.... I mean Lady Dimitrescu please.

  • Honestly I wouldn’t mind NOED if they would just add totem counter to the objective section on the HUD. The buff to small game as great but if the devs want to encourage survivors to do something else other than just generators, especially in solo queue where there is zero communication or notification that totems are being cleansed and they’re literally one of the objectives, it’s counterproductive. I don’t think Noed is a super great perk to begin with when compared to other slowdowns that help you during the match but everyone is allowed to play how they see fit as long as it isn’t against TOS.

  • Thanks guys, I thought I was alright but always gotta make sure.

  • I think buffing his movement speed is just a band-aid on a bigger issue: his power. Most 4.4 killers have crippling punishments for making mistakes at tiles or being caught not on your toes. A slinger will harpoon you, reel you in and get the M1, a huntress will get you with a hatchet, spirit will phase on your spine, etc. Being caught out of position by a trickster, if you aren’t in M1 range it’s kinda just spray and pray with his knives. He needs a stronger power to warrant a 4.4 movement speed, because every other 4.4 killer takes a very quick advantage when survivors make mistakes, trickster just simply does not.

  • Honestly if I’m getting my butt handed to me I’ll just start meme-ing with them and either they’re interested in just being silly and getting some BP for both sides or they think that’s boring, slam the gens and leave. You can’t really be mad at a match going sour if you’re just messing around once you realize it’s likely you wont get a kill anyway. Then you can’t get reported for a rage quit or being AFK, both sides win

  • I personally like Demo’s new add ons because black heart is now 4 stacks of STBFL for shred attacks which is going to be insane when ran together and barb’s glasses which will make shredding pallets basically built in brutal strength. Rat liver was just a feel-good add on to begin with, personally I’ve won most average matches with demo (I’ve been playing killer awhile but I digress) and no gen slow down and I’m not quite sure why people say he is weak. His shred has insane potential and has the same zoning potential and ability is pyramid head damn near. Rat liver was always extremely overrated in my opinion, I suppose if you were accustom to it the change may hurt for a day or two but with the changes to his other add ons it will not be missed for me personally.

  • @HealsBadMan said:

    The changes are good except for the nerf to pallets (weren't that useful or common, should've been buffed so pallets and snares saw equal amounts of play) and the addon changes. Who the hell would use addons to make Survivors louder? Even the change to Primer Bulb on Bubba and Billy wasn't as drastic as this. Ideally they would keep the same idea that they have been doing for the past few new addons, making them do mini-versions of the Killer's teachables. For Freddy we could have the chain/rope addons be like Fire Up increasing action speed for each Survivor asleep, or like Remember Me making Exit Gates take longer to open for each Survivor asleep.

    As for Black Box, they tried going for this idea making it kinda like Bloodwarden, but its not good. In another thread I brought up the following:

    Survivors will wake up after being asleep for 120 seconds. Survivors that are asleep cannot leave through the Exit Gates.

    Strong, but counterable and not broken by using Red Paintbrush or something akin to it.

    I completely agree with this. I think that replacing semi-boring addons with more boring addons is not the move. The addons just seem a bit uninteresting and I feel like there was a much more exciting route they could have taken. I really like your ideas for them! I also agree with the pallet thing, they are considerably weak compared to the snares and there wasn't really a need to change them.

  • @ChurchofPig said:

    I have mixed feelings about it, but I think when it comes to how strong he was and game health they were needed changes. I personally am not going to completely judge the changes though until I'm in game because I feel like when reading how things are going to be on paper thing sound a lot better or worse then they turn out to be. Like right now I'm like, he doesn't seem nerfed that far but maybe I play the ptb tomorrow and it's like "Oh, maybe they should buff him slightly" ya know? I'm totally okay with the Borrowed Time thing, that was kind of broken against Freddy because he could just sit there and "Oh well no Borrowed Time for you."

    I completely agree, I think that we will have to see how he plays out from both sides to measure his efficacy. I personally think that he was never up for the battle against a highly efficient SWF or anything anyway like most people have said. There is a reason that there are so many nurse and spirits in the competition scene. At the end of the day if you really want to defeat efficient survivors you literally have to be multiple places at once nearly, which they both do well at.

  • @GeneralV said:

    If you wish to know the opinion of a long time Freddy main:

    -Reduced movement speed while placing snares is a good change. It actually brings him somewhat closer to killers such as Trapper and Hag.

    -Reduced the maximum number of pallets and snares is a weird change, to be honest. I can see it working for Snares, since it prevents you from literally spamming them during a chase (something that you should never do). But pallets are not that strong, and they do not give you any advantages until the very last second when a survivor drops it. Reducing the number of pallets is overkill.

    -Alarm clocks tweaks are pointless, in my opinion. I mean, you don't have time to actually protect them, and it is very possible that you will take longer than 30 seconds to find a survivor that just woke up.

    -Add-on changes are extremely bad. Black Box is now a joke, and why on Earth, or Entity's realm, would you use an add-on that makes actions louder? If you want to counter Iron Will, there is Stridor and a generator being repaired is a loud action by itself.

    -No option to play as Old Freddy = sadness

    It's nice to hear it from a main of the killer! I do agree that they should've made his add-ons more... interesting? I don't really see the point of making actions louder. As we all know perks like technician are kind've pointless to any player with eyeballs so I see the same issue with these. Making more changes to the dream state to make the effects more disorienting or something like that would be cool without making him too much like doctor. The pallet change also seems unnecessary as I state since it is infamously a weaker addon than snares and survivors who are paying attention often don't fall for it anyway.

  • My killer choice would be easy

    Nurse: Sloppy, Whispers, Bitter Murmer, Thana

    (Current Build: BBQ, Starstruck, Infectious, Shadowborn)

    Survivor is much harder but personally I feel like Bill is the most versatile perk wise for most matches and actually helping teammates

    Survivor: Bill: Borrowed Time, Kindred, Unbreakable, Resilience

  • @KillersCantCatchMe01 said:

    https://forum.deadbydaylight.com/en/discussion/240895/why-do-some-people-play-so-scummy

    I honestly think it's both sides that make it so scummy not just one side. I've seen randoms play horribly toxic more than I've seen swf. But survivors and killers are both equally toxic and equally scummy. If I see randoms not helping at all and trolling the killer, I won't help them. There's a difference between looping the killer and trolling the killer.

    I agree 100%. If I see somebody who is simply just trying to piss the other person off by either purposefully sandbagging teammates at pallets or somebody just griefing the killer for fun I don’t help them. I just want everyone to actually have a fun game and play the way they want without purposefully being rude to the other side.

  • @[Deleted User] said:

    I mean, people can play how they want, you don't have to like it but if people want to try hard they can.

    If what they use when try harding is broken and unfair, like iri hatchets, developers should just do their job and promptly fix it. People in a competitive game will always and have always used everything they can use to their advantage.

    Dead by Daylight was never intended to be a Comp game, but I understand there is a whole scene that takes pleasure in it and I respect it. But I Do get your point, people can play how they want they did buy the game I guess I just don’t understand the use of stuff like Irri heads and other super strong perks on both sides just to win a single match. Maybe I just don’t understand the desire, i don’t dislike people who play to win just when they go above and beyond to GGEZ a match.

  • @immoraldemise said:

    You're harping too much on SWFs when its really the community all together. But SWFs do cause a large portion of the headaches.. but so do killers who play a certain way, which typically ends up with people DCing or first hook suicides(solo queue). Killers think getting a 4k is a win, while they get 15k bps and don't know why, while i'm walking out with 25k and not surviving. lol who really "wins"?

    Killing isn't really a win condition and neither is surviving but both sides need a damn shower.

    That wasn’t my intention, like I said my only qualm is with ANYBODY that enters a DBD match so sweat as much as they possibly can. SWF’s just so happen to do this more often than solo queue survivors. Many killers do this as well, as somebody who’s pretty much 50/50 on killer and survivor I’ve seen plenty on both sides.

  • I will have to go with the consensus here of feng and nea. Personally I’ve only seen scoops ahoy Steve’s be particularly annoying. But on the flip side most felix’s, jake’s, and bills are pretty wholesome. As a felix main myself I could be a bit biased but we’re rarely toxic.

  • I would be okay with it being something that had to stack to do anything. I would say that with the dc penalty being implemented things have been better but not perfect. Honestly the new hook struggle is good but like if somebody doesn’t want to keep playing they’re not going to. Make it so that they receive the equivalent of a DC temp ban after 5+ purposeful deaths on first hook within a certain time frame of a few hours.

  • I agree the Adrenaline is quite powerful but especially in solo queue where making it to end game each match is honestly a complete gamble, it seems like a waste when compared to so many other perks. Honestly I could just take sprint burst and a good med kit and bam both effects I need all in one perk and an item. I can heal myself multiple times without burdening a teammate and I can break out into a sprint multiple times at my leisure.

    In my personal opinion exhaustion perks like sprint burst and dead hard will always be the meta. BT and DS will always exist in the meta but honestly those need actual conditions to be triggered. Sprint burst especially is crazy good, the only condition is that you didn’t exhaust yourself and you have a functioning shift key.

  • @glitchboi said:

    I hope the 5th anniversary gives us a huge special. 105% party streamer offering and a double bloodpoint event for the entirety of it, and something like the crown for all non-licensed characters. 5 years of DBD gotta bring something HUGE, eh?

    This is what I’m hoping. A felix crown would be the dream. They have such a great opportunity and with Behavior renewing its license for Halloween as well. I just hope we see some new stuff.

  • I feel like there should be a way to earn Noed. I personally like the idea of it being for each totem left. It could even be for each unique hook like BBQ or No Way Out. Four instadowns is extremely powerful because even with four healthy survivors you could get a free down on each one. I don’t mind rewarding killers for playing the game and the same for survivors, getting tunneled isn’t fun and neither is getting gen-rushed. The problem is that people compare second-chance perks way too broadly.

    They compare DS and noed as if they’re the same. I play killer more these days and I realize that comparing killer perks which effect all four survivors and a survivor perk which only affects the killer is kinda silly. That’s why we have to realize the common ground is both sides are still going to dislike the other, but if we can make that animosity be just slightly less where then it is a win. At the end of the day mains on both sides will complain, let’s just hope the devs can find the balance that will make both sides have the least amount of issues with the other.

  • As a nurse main the best way to play against her is to make distance and be unpredictable. I see so many people trying to run loops like she is a typical killer or even a spirit. The beauty of nurse over spirit is that you always see where she is and if you pay attention to the direction she is facing you can see where she intends on going. I will admit that in close contact you can feel a bit helpless but that’s why making distance when you hear her coming toward you is so important. In a weird way it’s like billy or bubba, you just want to stay away from them once they get close. Just try to go ways that don’t make sense and never commit to any particular direction or keep doubling back because a good nurse will catch on. I’ve been outplayed a lot as her, she’s difficult to go against but certainly not as miserable as spirit in my own opinion.

  • I personally think the beauty of doctor is that the better you get at using his shocks the more rewarding using it becomes. Even a survivor that pre drops can often be forced on one side of a pallet with a shock and score you and easy hit since they can’t fault for a short period of time. He’s a more difficult killer to perfect as many people play different against him but if played well he punishes greed for those who keep looping a pallet or vault and those who use resources too quickly. Personally I wouldn’t mind seeing SOMETHING a long ways down the line that could make his power a bit more friendly for beginners but there’s so many other killers that need serious help now cough trickster cough

  • @Mooks said:

    They said that they will focus on those 2 ‚main’ events after the Halloween Event and the feedback of the community, didn’t they?

    I recall this being very shortly before the Halloween event but I could be mistaken.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2085876#Comment_2085876

    Ah ok

    Looks like it takes half a second off the penalty (1s). Not a big issue, there are better addons they could be running. Besides, a bigger bug that needs to be fixed is where she can look up during fatigue.

    I doubt the Devs even know about it.

    Shhhhh don’t let them know about the look up bug

  • Billy is my S tier killer to go against. I rarely run into billies but when I do they’re either really good which is nice to say after good billy players have nearly gone extinct and the newer Billy’s usually are pretty wholesome.

  • I experienced this a LOT while trying to learn nurse. I felt like I just couldn’t win a match to save my life, sucked at using my power, the works. I would get so tilted but as I continued playing I realized that all those losses were making me better and more experienced with the killer. Good survivors teach you how to be better at the game, become better at mind games, and in your case where to avoid obvious traps or well-known trap spots. Overall a loss is never a loss, because at the very least you’re gaining skill in the process. Losing in this game is subjective, so as long as YOU are getting something out of it try not to take it too seriously and I promise you’ll have a good time.

  • Richter. Literally felix’s last name. Like in what context could that ever be used to be derogatory????

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2057594#Comment_2057594

    Have you spent that 200k, though? If not it'll still go over 1,000,000.

    I have not, that must be what’s up, thank you so much!

  • I actually have an update. So I’ve played a few more rounds and it’s not from the 200k code, I redeemed that a few days ago. I have gone over the 1m cap just from gameplay BP alone and it keeps letting me earn more. I’m guessing my game is just acting up or something if it’s letting me do this.

  • Old ruin was super awful for new players. I imagine the whole reason it was changed to begin with is because of that reason alone to be honest. New players are much better off not having to deal with ruin, and with doc’s ability to easily tier survivors up in madness ruin would be insane on him now.

  • You paid for the game you can play as you like as long as you’re not a flying ghost face throwing hatchets. Speaking of, I still have yet to see this man when tf do I have to play to see this man throwing hatchets.

  • I know this may be random, but how long have you been playing DBD? I have NEVER heard somebody actually genuinely upset about 360’s like everyone else has said any killer with more than 100 hours under their belt expects a spin when a survivor is out of position and about to go down. I don’t want to be rude I’m just saying, especially with the new animations it’s not super easy to 360 a killer.

  • The world may never know why people get mad at video games. I personally don’t get it but I find it funny when people try to insult me simply bc of a win or lose. People will think of any excuse besides themselves to cope with a loss, maybe they don’t have bigger issues in their lives to worry about.

  • Yes, Yes, Yes! As a nurse main I completely understand your pain and I cannot imagine trying to become a nurse main currently. She has an insanely difficult learning curve as it is and the bugs are not making things any easier.

  • I wish that I had known to familiarize myself with the nearest vaults and pallets to the gen I was working on. It may sound silly now but I can not tell you how many times I was caught out of position and had no idea where to run simply because I was not paying attention to my surroundings.

  • Literally just don't get caught out of position. If you face Bubba often literally just run Sprint Burst and sit on a gen until you see him and run to a pallet/vault. It is literally so insanely easy to deny Bubba a chainsaw hit it is insane. I will say that insidious bubba is a problem, but most respectable bubba mains don't insidious camp anyway. Like I said, just know where your vaults and pallets are and he's literally an m1 killer.

  • I was waiting for the "I've played nurse once and she was so easy, I 4k'd at five gens" Okay but seriously I 50/50 survivor and killer depending on queue times and this is honestly not true.

    Doctor is a mid-tier killer at BEST, and I mean that is a bit generous IMO.

    Plague, quite literally, has the lowest kill rate (besides nurse bc god knows she's not beginner-friendly to say the least) because her power is entirely in the hands of the survivors, and you can literally just have you whole team keep cleaning and her pool's are all emptied. Not to mention the walls at most loops, especially the fortress-like walls on the new Macmillan are nearly impossible to land hits over not to mention the current bug where you hit a survivor with vile purge, the make the puking sound and they don't even get infected.

    Bamboozle is honestly a meme perk at best unless you're playing Bubba or Billy (All 3 Billy mains that are even left). Even killer's who can utilize it well like legion rarely choose this perk over other more useful ones.

    I really hope you aren't referring to the 'perks that let you see survivors' as BBQ, because it is literally not OP at all and only gives you a general direction to go in, most good killers use it for the BP anyway, not to mention you can literally just locker hop or hide behind the gen.

    Finally, NOED is the only perk I could say ANY argument for whatsoever, but honestly if a killer is wasting one of four perk slots on a perk that entirely relies on them not being able to keep the generators from being completed they probably aren't that great anyway. If you really hate noed just bring detective's or small game.

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