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dont_ask_me_again

dont_ask_me_again

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  • In summary... Bubba is like the Tachanka in R6S (literally a big guy that camps on a turret)... a god that shouldn’t be touched... and the devs there do pay respect to him... when new operators come they don’t hard counter him... nomad airjabs do nothing to him on his turret and the new kali sniper takes like 6-7 shots to destroy his face-shield (so very difficult). Pretty much only deserves buffs and the memes are sacred.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/885884#Comment_885884

    But those plays can only be done with killers who have the undetectable status.

    Trapper, clown, Billy, Leatherface, Doctor, Myers in T2/T3 can't use those plays. It's about consistency for all so it can be balanced correctly and not just be strong on most of the weakest killers.

    Your last point tends to say you do camp and that is why you are seemingly annoyed by the suggestion.

    Leatherface has a one hit down and his ability to hit multiple was ill thought out on how it could be used by some players. He was never designed to be a camping god it was the players who started to use that strat. His ability was designed to one hit and catch people off guard and have multi hits now and again.

    If people want the game to be more balanced certain things to be consistent as if not it buffs some but weakens others creating more of a problem.

    I played leatherface when he was viable, I’d slug the person rescued and punish hook rushers but otherwise played normally - I killed what I didn’t like as teammates when I solo’ed but yeah I’d camp SWF and you might have some clue how op they were back in the day... they’re still op but nowhere near the current level... I played hag after and now nurse. I wouldn’t ever sit on the hook all game because I wanted to win... unless it was the obsession (original DS) because killing that was necessary if you managed to dribble it to a hook in order to win because they could just do so much with DS to ruin your chances of winning... simply going down in-place of a teammate by bodyblocking near the end of the game would mean you’d get no momentum left.

    If you’ve watched the leatherface films he ambushes people he kills looking through peep holes and jumping out. The devs probably wouldn’t admit it but I can pretty much they bet they thought of him being paired with insidious... at-least some of them.

    No, the play to play around hook-rushers (who are trying to steal the killers momentum) would be removed and that needs counter-play. BT or not, survivors meed to rescue not on their terms but based around what the killer is doing. If someone actually insidious camps against good survivors... the good survivors will do gens letting the teammate hit stage 2 and then rescue them if they can and the killer will lose because the gens have been done. And it’s bubba... good survivors will just loop him well enough. There’s tonnes of pallets on every map and he’s a standard 115m/s... a lot more evadable than high mobility killers.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/885815#Comment_885815

    It's not about removing plays from a killer but the mechanic being consistent for all. This helps with balance as the trapped or clown are disadvantaged more than those who have a power to negate it.

    I have met planet swf who hook rush and I get free hits on them and always chase thr unhooker. I don't tunnel so BT never affects me for the 20s. The only time its obnoxious is end game which reworking it can be solve that issue.

    https://forum.deadbydaylight.com/en/discussion/comment/885820#Comment_885820

    It's not, its just the players who choose too use it that way. The good leatherface players never have to camp and do well with him.

    @GrootDude is one of them.

    But it would remove plays... and yeah like the other person says... leatherface gets hits the hardest who’s already one of the weakest killers... bubba is fair, he’s easy to loop but if he catches you his power is based around putting up a fight after this and BT absolutely makes him worthless. There’s no reason to not take billy over him if his defensive mechanics are easily shut down. The fact that he has to run a perk to keep that alive is already a lot to ask and it’s just not that good of a perk.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/885770#Comment_885770

    That I what I said in my post you quoted stop it from working at end game.

    Why should the trailer be punished the whole game but Freddy can negate it? I don't think you realise how the stats can be skewed with allowing this on stealth killers which makes it harder to balance and can make them seem more powerful than they are.

    Killers already have exhaustion add-ons to negate those perks from working.

    It's a bad concept for those that use a power to camp. It's not a bad concept for those that don't as they won't be ever be affected by it in the first place.

    yeah exhaustion add-ons need a rework - forgot about those.

    You can’t just eliminate plays from the killer... I play nice up until it’s a tryhard swf... sometimes you need to make a play etc... swf’s would beg the devs to remove any counterplay to their powerlevel no doubt... and it’s already unfair... do you see insidious at high ranks? Not since the emblem system came... do you see borrowed time in high ranks? Always been there and only been buffed which is daft... yet both perks can be obnoxious to the opponents but really insidious is just a juke and nothing more that’ll only work once if the person saving doesn’t check. Really neither perk deserves to exist at high ranks or both perks deserve to... can’t have it one way to make it un-impartial.


    I’m going to guess you’ve never had several swf games with bt’s and ds’s... it’s extremely unpleasant to vs.


    and no survivors aren’t entitled to be saved (taking the killer’s momentum)... to make a save you do gens regularly so the killer doesn’t go near the hook (And use stealth to make the save not rushing with scratchmarks)... only the best survivors know this and there’s so few of them.

    People saved before BT existed you know? You don’t have to gen-rush the killer, just simply do the odd gen to let them know you’re busy and don’t hook rush. I like insidious players because they punish hook rushers... hope devs actually revive it.

    Beating a good killer is incredibly hard as a solo survivor because most survivors you get teamed up with don’t do gens to draw killers away from hooks but instead all try to hook hive with BT.

    The devs balance around 4 man swfs with bt/ds... the devs should nerf those groups for the better health of the game because it’s the solos and the killers that suffer.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/885740#Comment_885740

    Its a strat yes bug one the devs have been actively trying to get peoole away from using. So it makes sense.

    BT only works versus a camper with my time activation idea. If there is no camping in the high ranks it won't really affect the game and becomes a dead perk. They can even make changes to end game to make it less obnoxious by removing it after the gates are powered. Yes sometimes camping is needed and it should be viable in certain situations but it shouldn't be a strat that is viable the whole game just because one used a killer with a power which negates it.

    I don't agree a wraith should be able to do this due to their power. That to me is called cheesing a down and is just as bad as the moonwalk scenario with old legion.

    You’d essentially have to make BT not work when the exit gates are powered if you’re going to include “honest killers” as a whole but pretty much if a killer runs a perk to counter BT: i.e. insidious which is already weak (could use a buff where you could walk for a few seconds then it can be used at pallets etc to mindgame)... or someone takes pig, or someone takes wraith etc... BT shouldn’t work. That’s like the killer bringing a perk to permanently turn off exhaustion perks the whole game etc.

    It’s a bad concept.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/885657#Comment_885657

    BT by design is an anti camping perk. It not working as intended due to an added mechanic makes sense that it then needs a change. A killer shouldn't be able to camp and negate a perk specifically designed to help with it just becasue they have no TR.

    They can rework it so farming doesn't work and make it not activate for 20 seconds after a hook so a killer has a least some time to leave for example so honest killers won't be affected.

    All crutches have conditions... camping a strategy killers can use... we’d be back to free escapes when the exit gates got powered so won’t happen.

    If a wraith goes invis to counter it - i.e. the person saving is on death hook, the person on the hook isn’t... the wraith should be able to tunnel considering he has the kit to ignore BT and also gain additional hooks this way.

    And no BT is: let me run at the hook, “oh killer see’s me/my scratch marks, I don’t care and can farm this guy” perk.

    And really, at high ranks there is practically no camping until the exit gates are powered since if you camp before gens get done... BT pretty much just acts as a free escape for swf in the endgame followed by t-bagging the killer for playing fair before the end.

    oh yeah and no killer wants to deal with that ######### where swf get out with crutches, played like planks the whole game, hovering the hook then calling the killer a camper for defending it etc etc... like no, the devs should remove tools from SWF that makes them go into mob-like mode against the killer. BT needs an entire rework.

    it’s super obnoxious as a killer... if you manage to down someone who got BT saved or the person who rescued but their friend has BT... it’s absolutely garbage that the killer needs to keep fighting against the deep wound effect over and over as the survivors trade back and forth. If the killer beat it once, he deserves a break and deserves the hook without further annoyance. If you failed to get away with a second chance you shouldn’t get more really.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/885554#Comment_885554

    For now but I can see that changing to be distance related soon enough.

    I can’t. Even if a mob of entitled survivors demand it, it won’t happen since there are no survivor perks that stop killer perks from working and it’d be pretty dumb if there were.

    BT’s overpowered in co-ordinated teams and is pretty much used to farm or make saves that punish honest killers. Killers should be able to slug the person that got off the hook to punish the farmer.

    I main survivor btw, like I even watched angrypug bashing the perk the other day. It just creates bad survivor plays eliminating the need to be smart at all.

    The perk’s annoying as hell for killers especially when with SWF and I hate being farmed as a solo survivor with that perk - if I get immediately unhooked after getting on a hook... I let the killer down and kill me. That’s the only form of protest to the perk there is.

  • @twistedmonkey said:

    This isn't a nerf to Legion as it doesn't affect them from what they were so nothing really changes.

    It's a qol change due to the undetectable status as that negated BT along and made the anti camping perk useless versus that mechanic.

    BT still only triggers in the killer’s TR so a nerf. (I’m glad it got something of a nerf).

    Oh forgot they reduced mend timer so can’t really cal it a nerf.

  • @TAG said:

    If they completely remove any way to tell if DS is in play, I'm simply never gonna play around DS. ;)

    I mean... if there’s an obsession you know there’s probably DS so try to play around... but if no obsession there’s no DS.

  • I think it just needs something like... percentages also decreases the skill-check size... just something simple tbh.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/109081/decisive-strike-change

    Hmm ok so broken for 60 seconds... I get it.. but the second part. Are you saying games without people that have dstrike or an obsession perk will have an obsession? Cause that seems like a buff, hurting killers.

    I'm just not understanding because dstrike itself is an obsession perk. It makes someone in the game an obsession, not always the person running dstrike tho.

    Well it’s not really a buff to the perk, but a buff to not running it... and you also should consider that it buffs killers... if you run an obsession perk the survivors are more eager to think twice that you might have one. (easier pwyf stacks as an example)... The whole point of DS is to prevent tunnelling... but then people who don’t run it get punished? Doesn’t make an awful lot of sense if you want people to not take it.

  • If you depend on perks to make saves... you’ll never understand how to counter the situation properly... BT is overpowered and should be nerfed to a 1 use skill perk again (works for both players but no longer works when the EGC starts).

  • This is why I say make a new chapter that gives survivors some core new abilities (Not with perks)/adds some new objectives

    ...but I’m fairly sure we’re gonna wait till next gen consoles until this can be a thing.

    what if proning and climbing were added as examples? Opens more dimensions for new perks and killers.

  • The only thing I can’t agree with is no downside to the obsession yeah.

  • I mean all killers have perks that will synergise well with them nearly to a strong degree... bbq billy, nurse with infectious fright, insidious bubba, distressing doctor, thanato-plague, etc... i don’t think pwyf wraith is near their levels. 1-second off The cooldown... maybe and the perk would just be stronger all around for other killers.

  • Lol xD true but still not the best perk for him currently.

  • @[Deleted User] said:

    Huh?

    You ever used the perk “play with your food”? There’s a cooldown after gaining a token until you gain try to get a new one.

  • Why nerf bubba if that’s one of his potential playstyles? There are plenty of ways around it.

  • I’d love if you did get incentive as killer for vs’ing swf but also solo survivor’s got a reward, duo’s get a medium reward, trio a tiny reward and quad’s none... if you see the idea behind that.


    basically works the opposite way for killer:


    they face a duo: medium reward

    they face a trio/double-duo: large reward

    they face quad: top reward

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/881954#Comment_881954

    Resilience was a very minor detail and this map configuration (At least for me) Is quite common. Plus its really more the position of the kitchen window than anything else. So by minimum its a 50/50 chance

    They’re nerfing BL soon to remove the stagger reduction... resilence is finally a solid perk since it had this 9% vault back... spine chill is still better if you had to pick from the perks apart and think Resilience is as good if you don’t make a noise running from a heal-skill check and lose no progression... makes sense for the perk too.

  • @xllxENIGMAxllx said:

    The 1% is not even balanced that's why the game is survivors sided. Have you seen the syndicate team playing survivors against 4000 - 6000 hours killers. They get looped into oblivion even nurse herself.

    All survivors aren't even that good that's why many say he is balanced for killers now. In reality he is for the low-mid tier players. Scott is an experienced player not a god tier player. However as flickbilly they are clearly the strongest you can be with billy, they destroy everyone because pretty much no one is used to that very high level of gameplay.

    No matter how much this forum or community want it to believe it the good survivors still control the flows for killers (gen rush is controlled by survivors , some power is controlled by survivors (plague), Loops is played correctly can be a huge time waster). The game is hard to balance because you have to hook 3 time each survivors.

    Anyway my point we should be thankful that the large community don't play like that or this game would still be a nightmare for killers. If they want a strong balance they have to balance those.

    1. Reduce number of tiles close of each other (Jungle Gym , L-T wall etc...) because those can be exploited to create practically an infinite (Suffocation Pit is the perfect exemple of it).
    2. Buff all killers to at least be mid-tier or High tier.
    3. Second chance perk reduce the skill cap a lot (exhausion perks except SB and HO) and can increase chase time way too much and have infinite uses.

    I think Dead Hard deserves an identity as a skill based perk... the killer reads it the next time, you have to not look behind you in order to not tell the killer and have to work from red glow... on the killer’s end a skill is required off them to work out the survivor has dead hard... simply see no BL, no SB or Lithe trigger before you get close to them.

    BT removes most of the skill from the game honestly because you don’t need to be tactical around what the killer does... no need for stealth, no need to do gens if they proxy, no need to read the killer, and a teammate that you save can tank a hit for you.

  • @ASAPTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/870470#Comment_870470

    No, because then the survivor will gain wiggling progress. It'd be stupid to do that.

    Yeah it would be a terrible idea to chase this other person, down them and then pick up the other person you were carrying instead.

    You don’t pick them up... you pick up the survivor you were chasing instead.

  • I saw a youtube vid where he played doctor against an swf with ds’es. I haven’t seen the leatherface clip and that’s not much of an upgrade in terms of killer tier. :P

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/871078#Comment_871078

    What kind of logic is that.

    Anyone should be able to play whatever character they want, when they want.

    The problem isn't that he played a specific character. The problem is the perk which creates an unbalance where the killer is literally punished for doing their job.

    If there was an equivalent perk for killers that punished survivors for just doing generators there would be an utter ######### storm, yet somehow DS is perfectly fine.

    I’ve been playing nurse and DS is a joke... he can play a weak killer if he wants, you’re missing the point... if doctor got reworked which meant he also got stronger then DS would be less of an issue since doc would be able to down people faster.


    killers have noed, spirit fury, rancor, loads of perks but that’s a few off the top of my head.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/871068#Comment_871068

    You can or you can do what happened to otz put yourself in danger unhook a survivor infront of the killer which youd think youd get punished for. Nope ds you just saved that survivor and got off scott free. It should honestly deactivate if another survivor is hooked as its a anti tunnel perk.

    And if someone was already slugged right by the hook? Then there’s BBQ giving free information of where the unhooked went etc... and if they had no real time to heal following that.

    I saw that vid with otz against DS’es with doctor... his problem was he played doctor who’s gonna get reworked some point.

    BT on the other hand encourages dumb saves with up to 6 uses/shields or 8 if 2 are in play.

  • @anarchy753 said:

    Keys and moris both have the exact same issues. They end the game prematurely and deny the enemy a huge amount of points and pips. They are both basically uncounterable as well.

    They're incredibly unhealthy for the game, and I hope they get side-by-side nerfs/reworks soon.

    Keys are a lot harder to pull off than moris... the only change keys need is that if you open a hatch with one and escape it automatically shuts after (because swf). And broken keys need to actually work but take a certain amount of time until they’ll open the hatch or something.

  • DS isn’t nearly as bad as BT.

    If someone jumps in a locker I just wait it out... as a killer 9/10 you’re in a position to chase someone else before them and if you see them later it’s just like 20 seconds. I don’t think DS should be touched considering you could be directly tunnelled for a minute.

  • I doubt it... as the killer you’re meant to just drop the survivor you’re carrying immediately if you see another survivor in range and take that momentum.

  • If they added voice comms to dbd that’d bring a lot more life to the game.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/comment/868044#Comment_868044

    Kill rates have to be at 60-70% at red ranks because that's what it takes to pip at red ranks as killer.. if it was 50% like their goal is all the red rank killers would depip..

    Meanwhile I can die every game and pip as survivor in red ranks.. it's way to easy.. so as the ranking system stands it needs to be about 65% death 35% survive.. maybe fluctuating a bit for diff killers.

    It’s not that simple... if they made killers weaker tomorrow... survivors would be too dominant to decide the outcome of who wins and who doesn’t if they decided to try.


    @Peanits I hope you ask the devs to play a game called “deadly premonition: the director’s cut” ... it’s on steam too... it’s a soloplayer horror game... just for the scenery and to see how it has random food/beverages dotted around the map... It’s also a horror game... and it wouldn’t be copying the game since it uses those items for a health system but if put into dbd it can be an energy system to do gens. Would recommend having a look at the game yourself. The games reviews will say it has a comedic touch to it’s horror theme.

  • @Murcielago said:

    https://forum.deadbydaylight.com/en/discussion/comment/868055#Comment_868055

    It's killer sided ? You have a huge amount of pressure to be on everyone you can't really chase a survivor for long with three gens being able to get done in under two minutes if survivors wanted to at red ranks

    That’s the broken part of the gameplay loop... survivors just go on gens when they want. It’s not difficult to safety as survivor... so the option is there just to play the game once you reach a rank you want to and not do gens until you’ve had fun... even if you die you’ll probably safety pip.

    If the gameplay loop was fixed though... killers are too powerful because they’re powered around 4-man swf stats rather than the others... which an old graph did show... the devs balance around 4-man teams and none of the others. If 4-mans couldn’t be as coordinated based by a better fix to the objective then even they’ll fall into being underpowered against killers.

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/868071#Comment_868071

    At red ranks most killers are hovering around 70% kill rate. I really don't want you take offense at this, but perhaps you're making minor mistakes that most red rank killers just aren't.

    https://us.v-cdn.net/6030815/uploads/196/LE9UE7WJISC2.png

    Or the survivors aren’t doing gens and are just having fun? I know for a fact if I was insidious camping with bubba how fast survivors are willing to gens. I don’t blame them otherwise cuz yeah insidious isn’t fun anymore compared to when survivors were stronger and could actually work around tackling it now and then.

  • So if the objective couldn’t potentially be wiggled out easily by survivors... the kill rates would still be the same if not worse... doesn’t that kinda suggest that the game is killer favoured... minus the problem with the objective?


    I mean you have looked at the stats right?

  • It’s more complicated than you think and I main survivor. It can be summarised as “both sides are overpowered” but that only leads to further confusion.

  • @Rin_is_my_waifu said:

    If they keep nerfing strong killers, it will become survivor sided to a larger extend than it is currently

    The game is killer favoured minus a broken loop in how the game works.

  • And I’d say if there’s a gameplay element that frustrates one-side of game... don’t remove that element... that’s what deathgarden was doing a lot.


    rather add new features that’d solve the problem... never take away but add to a game. (Unless it’s an exploit that means a 100% stall of the game becoming a full prison.) there was a controversial thing on deathgarden where scavs could hide in cubbyholes... I wouldn’t call them exploits (since the game continued and they can bleed out) but the way they went around fixing them (removing them) kinda lost a funside to the game... I would have preferred a none-resettable bleedout timer each time you go down like DBD... the downed person did attract other scavs from doing the objective so it had it’s positives.


    I’d say “remove temporarily” than remove if the issue is too big though.


    Flashlights were an issue in DBD? Add more perk slot options for survivor and killer so the killer is definitely able to bring lightborn or franklins if they so choose. Don’t make flashlights impossible to use or lightborn to completely null them.

  • the devs on deathgarden did implement a kind of energy system with the objective... instead of collect food/beverages you needed blood for the bloodpost... it was a successful win condition but the devs there just didn’t balance the game around the top players although there was no real stats to account for it and they took away too much content from the original deathgarden rather than fixing/balancing it... which would have compensated for the stronger killers. The reason I think DBD will work better is because survivors loop... random drops of food/beverages at loops makes it far more possible to create a healthy flow of gameplay... the problem with deathgarden was that there was no direct gameplay loop... it was get caught and die eventually despite the game was well received when it was re-released for the most part... people hated the 1-life system but I commented at the deathgarden forum on steam how some of the old content could have fixed that... bring back the bloodpost but once you go on once you’re marked for death... the scavs/runners/survivors would be occupied half the match trying to save teammates and not solely objective focused in order to win.

  • @Immersed_P3_Nea said:

    https://forum.deadbydaylight.com/en/discussion/comment/867988#Comment_867988

    "Gen rushing" has always sounded absurd. The objective of the game is literally to do gens. What else do you expect survivors to do? if there's no one on a hook, and there aren't any active hex totems, there is literally nothing for survivors to do but gens.

    But survivors just don’t do it and have fun half the time... if survivors did gens they’d win. Like all simultaneously and never cared for 1 of them getting hooked.

  • Then again the devs tried to make it impossible to pip with the first emblem system if only gets got done + escape... I mean that still kinda holds true at red ranks Pipping requirement... you do pretty much have to get saves/chases etc... so I mean... there isn’t that much of a risk if survivors were to be cut some slack.

    But devs really need to come up with more solutions on survivor objective being less variable in completion time.

    I had suggested to them before that they should base the emblems around survivors also making mistakes and not just what they do (while adding more to do)... They seemed to not do that but rather de-incentivise those mistakes.

    I mean I had a real dumb idea in the past: just add food and beverages around the map like what was done on the “deadly premonition” game (which is a horror game btw)... and you need to collect them for “energy” - i.e. to do gens. People laughed at this but seriously it would solve a lot of issues lol.

    You don’t have to hold M1, it supports several play-styles and people go around the map. It would also open the gateway for new mechanics (i.e. a killer that poisons the food or maybe it can be added to plagues ability).

  • @Immersed_P3_Nea said:

    Why isn't a ~65% kill rate considered one-sided? 50/50 is considered even in most PVP games. I play a nearly even split of killer and survivor, and killer wins way more often than not. As killer, I can't remember the last time a survivor escaped unless it was with the hatch, and even that has become more rare now that killers can close it. I get that SWF can be a problem sometimes, but even a 4 person team is going to lose against a good killer most of the time.

    62.5% to be exact and that’s somewhat by the old system where 2 deaths and 1 hook equaled a victory for a killer or 2 deaths and 2 hooks type thing (2 live). - but pretty much it just gives some wiggle room to killers to 3k for those bad swf games :P


    and na... survivors can always beat killers through the use of gen rush which is essentially to the same effect as exploiting but not being it... since you win the game without really intending to play it. No one really does it but at a competitive level there’s that nuance chance that survivors could just control who pips and who doesn’t if killers are too weak... so yeah it’s just awkward.

  • Do keys even need a nerf when you see the latest stats?

  • balanced would be 62.5% to me and nearly all the killers go above this. (Do all of them? Is nurse the most balanced killer?)

    The problems are: killers need more than the required kills to pip forcing such stats and survivors being on the short-stick.

    Edit: Nurse implicitly seems to be the most balanced killer in the game... if she has about a 50% winrate across all ranks this means killers are hovering within their “rank” but at about 65% winrate in red ranks this indicates she’s viable and performs well in the top rank.

    Edit 2: I honestly would prefer if survivors and nurse just got buffed tbh though. I mean surviving is boring... instaheals gone, bnps could be somewhat better (but nerf toolboxes), flashlights aren’t really viable against an equally skilled killer... all the features of survivor are pretty bad and there’s killers who want even keys removed. Killers aren’t featureless like survivors are... you can’t compare ultra rare kill add-ons to survivors ultra rare items/add-ons. But I don’t even agree with killers having too bad of a set.

    Edit 3: I literally don’t know what to think because I’ve had games where I feel like my teammates are throwing... I just wish survivor was more fun but the game was balanced.

  • Does this mean survivors can get some buffs? 70% winrate to killers and 2 of my main killers sitting at the bottom lmao.

  • The Bias is SWF>Killer>Solo survivor.

    The devs could do a lot more about SWF but some killers complain that if solos had stuff like built in kindred etc then they couldn’t have easier matches against solos despite the devs would buff killers more. So yeah sucks there’s a bias.

  • @Peanits said:

    I'd love to see something like that in the future and make it a regular thing. We would need to figure out what type of data you guys want to see, though. If we do it regularly, we couldn't give a ton of different stats each time (that would take way too much of the data team's time). It'd also be nice to narrow it down to a few categories that would appear every time so you can compare one month to the last.

    Perk winrate and pickrate please... this has been requested before but it’s like the devs wanna hide which perks are bad (:

  • been a thing for ages... funny how OG dead hard never had the issue but the devs needed to “tweak the speed curve” recking the perk.

  • @Peanits said:

    How do you suggest we detect who's in voice chat and who's not? Scanning through someone's PC to see what programs they're using or monitoring their microphone is usually frowned upon, and it wouldn't stop you from whipping out your phone to voice chat or sitting in the same room as someone.

    Just some ideas that’d help for both the solos and the killer.

    Killers get kinda hampered by balances needing to not be too op for solos (who get hampered harder) but be reasonable for SWF atm.

    Why not just gives solos built in kindred and everything swf has, know each others perks/ranks... the whole lot... make items more selfish rather than giving bonus’s for use on teammates removing that (just add +50% more charges in place.)

    Then just buff killer to that level. No sitting half way just going the full way 100%.

  • They need to keep that I 100% agree... I know if I should be on gens or my team can handle themselves.


    Just leave it BVHR.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/860532#Comment_860532

    When it comes to rewarding failure it often depends on how you play it.

    I know there are a lot of people who are fans of running in game builds like rancour blood warden, Noed and remember me.

    They don't typically run it because it covers their failures they run it because they tend to find endgame the most entertaining part of the match.

    There are lots of perk that in hindsight reward failure unbreakable, dead hard, most of the endgame perks you've mentioned.

    In general I don't think none of these are bad perks

    You know exhaustion perks are basically kinda placeholders for survivors having an actual ability though? Killers have powers which survivors have exhaustion perks... the devs could have gave all survivors a kind of individual exhaustion perk like deathgarden gives vambraces but is what it is.

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