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dugman

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  • @GreenDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755357#Comment_2755357

    Sadly it's not hacking, just crossplay off means a smaller pool of players so the odds of him facing the same killer are really high.

    But that being said constant harrasment (and kinda stalking, I mean the killer doesn't try to find out and can't about the player himself) is still bannable, if not by behaviour then by playstation. I mean hell, my friend got banned for a week because he trash talked someone after a fifa game (played on ps4). So with footage it won't be hard to give the killer atleast a time ban. Maybe a perma ban.

    The original post doesn't say anything about trash talking or insults in aftergame chat. And yes, harassing people in chat is bannable, it doesn't matter whether it happens in one chat or multiple chats.

    As far as going against the same killer multiple times because the matchmaking is putting you against them, that's not "stalking" and not bannable. Nor is tunneling or camping in those matches if that's what happened.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755309#Comment_2755309

    I think it’s a form of stalking if he’s getting in the same lobby every game. I think it is possible to cheat the system so you do get in the same match with a particular survivor.

    Ok, well if someone is hacking to get into the same lobby as someone else over and over that's bannable.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755050#Comment_2755050

    It’s not necessarily camping or tunneling. This kind of offense falls in the “going out of your way to ruin a player’s gaming experience” category.

    Except that downing and hooking and camping people isn't "ruining their experience", those are everyday tactics. And how would you even know that a killer is chasing someone because of some personal petty thing versus them just thinking the survivor is easy to down? Not to mention, how would the killer get themselves put against the same survivor over and over in the first place short of something like streamsniping or maybe playing at off-hours when nobody else is on?

  • All you have to do is compare Devour Hope to Huntress Lullaby to see why Huntress Lullaby is bad. Both require you to earn tokens by hooking people, and both only start making a difference between 3-5 tokens. But Devour Hope's effect of giving Exposed hits and free kills is MUCH more powerful than Huntress making it slightly harder to hit skill checks. They're worlds apart in effectiveness. And I'm pretty sure the consensus is Devour Hope is "good but not great", so just imagine what that means for Huntress Lullaby!

    There are some people commenting "but if Huntress Lullaby started at 5 tokens imagine how rough that would be on new players". Again, though, if you're worried about new players and Huntress Lullaby, then think about Devour Hope and how rough that perk is on new players who don't know to cleanse totems as well. Devour Hope is way more devastating on new players than on better players simply by virtue of new players not thinking to cleanse it or not knowing it exists and also being easy to catch and hit in chases with basic attacks.

    So I'm definitely of the opinion that Huntress Lullaby could really use a buff. Either

    • Keep it a Hex but remove the tokens entirely. Just make rank 1 cut sound cue times by 60%, rank 2 cut them by 80% and rank 3 cut them entirely (or something along those lines). Even then this perk is still probably kind of weak against better players, but at least it's better than the current version; or
    • Keep the tokens but make it not be a Hex at all. Treat it kind of like Dying Light, it gets tokens on hooks but isn't a Hex that can be removed.
  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2755118#Comment_2755118

    I like them as well. And I think there usually are a few questions that are interesting and don’t seem like they are already answered.

    but I guess this time there doesn’t seem to be much that interest me and I am kinda tired of the community that complains about their answers but doesn’t try to ask/upvote meaningful questions in the first place..

    Well I know what I asked, I don’t know if they’ll get answered or not but

    • One of the devs asked the forums last month if they should remove opponent’s Grades from the endgame screen since they’re confusing people who think they’re used for matchmaking. All or almost of the replies said “Yes”. Is that still something in the works?
    • It would be interesting to hear a sample walkthrough of the process and types of data they use when deciding on tweaks to perks and add-ons. It’s kind of a mysterious black box and I think it would be pretty informative to get a more detailed explanation of a typical balance pass on something. What kind of data do they examine, how long does the process take, that sort of thing.
  • Last month one of the devs (Devdaddy? I think?) asked the forum if they should remove opponents’ Grades from the endgame screen and the nearly unanimous reply was Yes. I haven’t seen anything since then so I’m not sure if they’re working on it currently or it’s in their to-do list or they scrapped the idea for some reason.

    That’s not to say he asked if they should show an MMR bracket. They may still not want to show those for some reason, or it may be that they are ok with removing opponent Grades but only once they figure out what they want to replace them with on that screen versus just having a blank space. Hopefully it’s still in the works though, showing those opponent grades just causes more confusion than anything else.

  • I like the Q & As, I tend to forget when they’re on though. 🤷‍♂️ But there’s usually some interesting tid bit in them, even if most of the answers are along the lines of “maybe” or “soon (tm)”.

  • I like Freddy, if I were to change anything though it would be to make fake pallets just part of his base kit and he can swap between pallets and snares by tapping the Activate Ability button (similar to how Clown can tap the button to swap between yellow and pink gas.) That would free up all those “pallet” add-ons to either do something else or to specifically buff pallets in some interesting way. And it would give Freddy additional flexibility, he could use snares mid chase to help zone at loops, or he could place fake pallets between chases to set up possible “gotchas”.

  • Just to clarify, hit validation isn’t the problem, that’s actually a good thing overall. The feedback on the scream is sometimes awkward from a hit getting retracted but the result is correct.

    The issue is that Dead Hard is probably overpowered. It was held partially in check previously because it wasn’t working as intended due to latency. But now that is works properly it’s become more apparent just how strong that perk is since not only is it useful to gain distance but it also is useful to 100% dodge hits when the survivor sees an attack animation. So assuming I’m correct about Dead Hard being too strong, the solution is adjust that perk, not revert the validation.

  • @GannTM said:

    If he’s doing it over multiple games, it is a bannable offense if you have video evidence.

    Tunneling and camping aren’t bannable regardless of how many games the killer does it.

  • Just for reference, flashlights burn other killers besides the Wraith

    • Hag’s traps can be burned off
    • Artist’s crows can be burned
    • Spirit’s Husk can be destroyed
    • Nemesis’ zombies can be stunned for 15 seconds (Zombies hate this one survivor trick!)
    • Nurse can be burned out of a blink (the timing is tricky but it’s possible)

    I suspect they do this because they want flashlights to have some other use besides just attempting to blind a killer saving someone or blinding for points at a pallet. If that was all flashlights did they’re probably be too weak. (They’re kind of weak now in fact seems to be a consensus among a lot of killers.)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753428#Comment_2753428

    I've suggested this kind of mechanic last year. I called it a "reverse Ghostface mechanic" or something like that. I imagined a killer that would be scary to look at that you should avoid doing it. The more a survivor looked at the a killer the more powerful it would become. Or the survivor would become weaker instead.

    I really hope to see this "cursed over time" mechanic that you've mentioned. If not in Sadako maybe another killer.

    Yeah, I suggested it to for a Medusa killer. 🙂

  • @Cornpopers_Evan - Thanks for the shout out! 🙂

    Honestly I'm as much in the dark as you guys on who the Anniversary killer will be. I'll be a little surprised if it's not a licensed character though since those are bigger draws than original characters, but anything's possible.

    Just off-hand guesses for top picks are basically things already mentioned.

    • Five Nights at Freddy's is a massive IP. I've never played the game so I have no horse in that fight but I know for sure there are a ton of people who would freak out if they got this one
    • Friday the 13th is a contender since we know for sure Behaviour has tried to get this license before and some of the legal hurdles around it cleared up recently. And it certainly is an IP worth an anniversary release!
    • Alien is a dark horse. It would be great to have it in the game but like people said above it's owned by Disney so it's pretty likely that IP is already tied up somehow. So hurray if it got in the game, I'm not holding my breath though. (Same goes for Predator, also owned by Disney)
    • Dead Space and Bioshock were mentioned too. Again, never played these, I do see there's a Dead Space remake in the works though. That could go either way, they could try and get it in DbD for cross promotion or it could be locked up because of some exclusive licensing thing. Not bad picks though. 🤷‍♂️
    • Slenderman and It are also both up there in the strawpoll. I could see either of them being picked up potentially. Same with Candyman

    Some less likely sounding ones from the poll are

    • Scooby Doo probably wouldn't happen since it's a cartoon aimed at kids so it's not likely they'd want to license it in a Mature rated video game. (They did do a Scooby Doo episode on Supernatural which was pretty hilarious, but that was more satire than watching the Scooby gang get shoved on meat hooks screaming for their lives.)
    • Chucky would be fun but it's hard to imagine mechanically how they'd get him to work. I guess he'd run around like Victor and have a special animation for carrying and hooks kind of like how Pyramid Head has a special Cage animation? Just difficult to picture it.
    • Walking Dead is certainly creepy, certainly there are some good survivor candidates in it. Not sure about the killer though, Neegan I suppose? Or maybe Beta who was the massive right hand man from the Whisperers?
    • The Thing would be a fantastic license if they could get it, the only problem being I think they've tried in the past to make a killer who could mimic a survivor and shelved the idea. Hope springs eternal though!
    • The Shining would be really awesome as a map or a pair of maps, imagine chasing people down in the hedge maze and hotel? Jack Torrence isn't all that exciting a killer though.
    • American Horror Story has a few possibly decent characters in it. That show is kind of all over the place thematically so hard to tell where they'd even want to go with it.
    • Hannibal Lector is a great character but probably not a great killer for the game. He's much more of a talker and planner than a walk around slashing random people type killer. Then again they added Amanda from Saw so who knows?
    • Supernatural is my pet IP I'd love to see. Winchesters as survivors, a Demon as a killer, the Bunker as the map. Sign me up! I have a feeling though if the Supernatural IP holders were interested they'd have sought a deal a while ago when the show was still on the air.
    • DC Comics is unlikely. Some of Batman's villains would make decent killers though (I could definitely see Scarecrow, Bane, Croc, The Bat who Laughs or Zsasz.) Likewise for Marvel characters, there's a few that might fit but I find it hard to picture Disney and Marvel lending them over to DbD.
    • Jeepers Creepers is in licensing and legal hell. Great character but probably never going to happen.

    And a license I didn't see on the strawpoll

    • Final Destination. Imagine a killer that is actually an invisible avatar that manipulates the environment to kill the survivors. I doubt it would happen since it's one of those ones that's mechanically hard to picture, but if they could figure out a good way to do it I'd be all in. 🙂
  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754101#Comment_2754101

    You'd definitely be correct about that last part, I hate Ormond, but I hate Eyrie of crows even more.

    The only thing that throws me off in Eyrie compared to Ormond is the stairs and indoor ramparts don't have railings so I have a bad tendency to fall off if I'm not careful. That place definitely is a workplace hazard!

  • @Wallydraigle said:

    Playing as killer I decided to throw in a sacrificial ward to cancel out any survivor offerings; a survivor threw in the Eyrie of crow map offering, needless to say we went to the Eyrie of crows map. Is this a bug??? Or did i just get poor RNG and we went to that map anyway. How exactly are Sacrificial wards intended to work?

    Just random chance, you happened to get Eyrie as the random map.

    The only way for the survivors to override that Sacrificial Ward is for all four survivors to burn the same map offering. Otherwise the map will be random.

  • Eyrie isn't a "gigantic map", that's a myth. It's literally in the median of the map sizes: something like 15 maps are larger than it, 14 are smaller than it, and 7 are the same exact size as it.

    The map it's most similar to is probably Ormond. It's a mid-size map with a bright outdoors and a large central building that has a second floor looking down on a first floor lobby which also has a couple of safe pallets in the upper floors and a few breakable walls. Odds are if you like or dislike Ormond you probably feel pretty much the same way about Eyrie.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753900#Comment_2753900

    Billy is easy? lol...

    There are killers where I would be like hard to tell. For example Huntress, skill needed to decently play her is not that high, but her maximum skill ceiling is nowhere to be seen.

    Yeah, I think they originally had Hillbilly as easy before they added Overheat. Even then I've never been good at hitting with his chainsaw so on my own list he'd be Intermediate. 🤷‍♂️

  • I think they probably haven't updated some of the ratings since the characters originally came out.

    Just for reference here are all the official difficulties

    image.png


  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753428#Comment_2753428

    Don’t use the Silent Hill movie to generalize the Silent Hill franchise, just don’t.

    I'm not, I said I've never played the games so that's why I wasn't that excited by the IP.

  • I’m definitely more excited by the Ring IP than I am Silent Hill and Resident Evil since I never played either of those games and their movies were … ok? 🤷‍♂️

    And yeah, mechanically I’m really curious to see what they come up with. Personally I’m hoping for something maybe like this

    • The map has a bunch of televisions in places where Jigsaw boxes can appear. Sadako can teleport through the televisions similar to how Freddy teleports to gens.
    • Survivors who have Sadako in their line of sight slowly become Cursed over time. The longer you look at her the worse the effects get. It could be anything ranging from Hindered movement to Blindness or Hallucinations or even Exposed if you watch her long enough. The Curses grow worse and last until the survivor interacts with the VCRs at the TV sets which removes it. Basically I love the idea of a killer you actively want to avoid looking at while running away or doing gens, etc.
    • Finally her Power button might allow her to actively do something useful against people who are Cursed, such as maybe seeing their auras or slowing them down, or maybe even causing them to see illusions or blur their vision or impact the environment in some way. This is pretty open ended, other than I’m sure the devs will want her to be able to do something fun and thematic with her Power button.
  • I think a good analogy to look at here is Spirits’s red Kintsugi Teacup add-on which refreshes her Phase timer when she breaks a pallet. Both that add-on and Blight’s Ring serve a similar purpose, they let the killer catch back up to the survivor after the survivor has a chance to gain a lot of distance. In Spirit’s case, after a safe pallet is dropped she can break it and immediately Phase after the fleeing survivor. With Blight he gets to likewise use his power to go right back after someone he hit. But I see more complaints about Blight’s add-on than Spirits.

    I think the reasons more people seem to dislike Blight’s add-on are

    • It can potentially trigger more often. Every hit on a healthy survivor triggers it and that usually happens more often than having to break a dropped pallet. (Although sometimes there are a LOT of dropped pallets, no doubt!)
    • And because Blight’s power follows a hit, the next leg of the chase results in a down. With Spirit though she catches up after NOT hitting the survivor, so hypothetically the survivor can keep looping and dropping pallets over and over and still be standing.
    • Finally Blight’s add-on is a Purple and Spirit’s is a red, so it’s easier to get Blight’s on the web.


    I don’t know what the data looks like so I don’t know how good or bad Blight’s ring actually is compared to Spirit. But assuming for the sake of argument that it does deserve a change, I could see maybe making it work like Spirit’s add-on instead where he recharges his tokens after breaking a pallet or wall. It would still be quite good but probably a little less powerful. I’m ambivalent about it being Purple versus Red honestly.

    (There’s a misconception that Reds are supposed to be “better” than Purples, but that’s inaccurate. Reds are supposed to have effects which are particularly unique and impactful, but not necessarily be better overall than other perks because the strongest effects often also have a handicap on the add-on such as Iri Head on Huntress limiting her ammo to 1 shot, etc. So really all the Purple and Red add-ons are in the same ballpark in terms of usefulness, it’s just the Red add-ons have cooler sounding effects.)

  • My guess is she’s still potentially the best killer even when she runs no perks. There’s no underestimating the value of being able to totally ignore all terrain.

  • @AngyKiller said:

    Honestly, the only fix Deep Wounds needs is that the timer goes down 15% faster if you're sprinting & not in a chase. To avoid exploits, it could be instead 'when you can't hear the Killer's Terror Radius'.

    I mean, you have DEEP WOUNDS and you're sprinting everywhere. That should make you bleed faster.

    One possible issue there might be if Legion has something that makes them Undetectable. (Or, ironically, if they have something like Furtive Chase or Beast of Prey that is normally worthless because it reduces terror radius but only in a chase). If that happens then you could possibly chase someone until they bleed out from Deep Wound simply by them always having to run to stay ahead of you. (Technically you can do that now, even, because every time a survivor vaults or drops a pallet their timer runs down slightly, it just takes a really long time for that to add up unless you happen to have the Purple add-ons that reduce the timer.)

    I’m not saying it’s a bad idea to have the timer run down slowly while running regardless of whether you’re in a chase, I’m just saying it maybe shouldn’t tick down at normal speed if the killer has a very small or no terror radius.

  • Hell, sometimes I can see a gen was worked on recently and a locker nearby and I just on a hunch open it and get a grab. 😄

  • @Sakurra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2753056#Comment_2753056

    Your first question makes no sense. It doesn't matter if you have perks or not! Their ego is too big! If they see someone better than him they will just camp and tunnel which is very lame.

    Edit: when you chase a perk less survivor too much you are a loser. This is just embarrassing.

    Actually I’m the opposite, if I realize a survivor is probably a strong runner who likes to get to strong tiles I’ll try and switch to a weaker survivor instead and save the strong one for later after I get a kill or two. It’s much more efficient to pressure a strong runner once you take out their support.

  • I don’t know that Ghostbusters fits the theme, it’s not like any of the ghosts actually kill anybody I don’t think? But as far as the look goes I could maybe see Gozer or even a tiny Staypuff Marshmallow Man skin being fun to see. 😄

  • If it makes you feel better there are probably as many nice people as people like the ones you described. I suspect about 10% of people are really friendly and talkative, and another 10% are asshats in chat. People just tend to remember the asshats more because getting insulted burns itself into memory more than a polite short conversation.

  • I’ll say Shadow Step is a bit better than Exponential solely because if a survivor is in solo queue and has Shadow Step they’re more likely to be able to take advantage of it then they are to be in a position to take advantage of Exponential after they’re downed.

  • @AngyKiller said:

    I still think what is Dead Hard should be 2 separate perks:

    1. For Distance: Pressing <use power> lets the Survivors dash forward. They can still be hit.
    2. For I-Frames: Pressing <use power> lets the Survivor lose their hitbox for the second or so (however long DH lasts). This lets the Survivor: Run over Trapper Traps untouched. Avoid attacks. Avoid damaging Killer powers (chainsaw, tentacle, etc). Or run through the Killer when bodyblocked. But it has to be well-timed, given the small window of i-frames.

    Now, Survivors can either pick to make the loop, but have to use it early to avoid a hit, or become i-framed.

    Edit: Or keep it as 1 perk, but it's effects are bound to 2 separate buttons. So you can activate one OR the other, as situation demands. But never both, and not one right after the other.

    Yep, I agree. Either of the two effects Dead Hard gives is good enough on its own that survivors might use the perk. Having both combined into a single perk is what makes it really overpowered in my opinion. They could strip invulnerability out entirely and it still might be one of the most popular perks in the game for survivors based on how many of its current users like it just for the extra distance it gives in a pinch.

  • A lot of good advice already. One additional thing is, if you know there’s a Boon because you heard the unique noise alert for a Boon creation, watch what direction survivors tend to run after you hit them since they will probably tend to try and get close to it to heal or hide or maybe be in range of Exponential if they get slugged. That way when you get a moment you can scout that area to see if you can flush a survivor out or hear the Boon they’re going to.

    Also if you do find and snuff a Boon, remember where it was because survivors who reapply Boons tend to try and reapply them to the same totems. It’s kind of like once you know they’re focussing on a gen they’re likely to keep coming back to it, human nature is often not to give up on an idea once you have it in your head. Plus the Boon maker might only know that one totem spot and not want to have to find another to get use out of their perk.


    Personally I like Bloodhound as well in this meta (in case you can’t tell from my avatar). It’s great for keeping after people who are injured before they can heal. Once you have their blood trail they basically can’t escape if you follow it. Of course you have to weigh that against possibly needing to pressure people off a gen that might be about to pop, but if you like using blood to track survivors this not only makes the blood trivial to see even on grass and dark ground but also makes the blood last a few seconds longer than normal which makes it more likely you’ll spot it before it fades. And blood works regardless of what they’re doing - Nurse’s Calling’s aura is great but only happens during the actual healing.

  • Blood Warden is objectively worse than No Way Out. No Way Out blocks the exits the same amount of time but automatically works every game. For Blood Warden to trigger the exits have to already be open AND you have to hook someone at that point. The only minor advantage Blood Warden has is the auras are always on versus the noise alert in No Way Out only happens once, that’s not nearly good enough to make up for that unreliable trigger condition though.

    I honestly find it hard to imagine anybody who has both perks available choosing Blood Warden over No Way Out if they only want to run one such perk. Now if Blood Warden just automatically worked when the doors opened with no hook required then it would be a solid perk.

  • @Foodnt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752047#Comment_2752047

    the deathslinger got overnerfed . i can understand why they nerfed the windup time but i cant see the reason why the tr radius got bigger

    I have a feeling they maybe increased his terror radius because of some combos involving Monitor and Abuse but that’s just a guess. 🤷‍♂️ Personally I think he’s a weaker Huntress at this point but that’s just me. I don’t like playing him too much right now though because his turning rate while aiming is super slow. I think he’s the only ranged attacker that turns more slowly while aiming, everybody else turns at their normal rate.

  • Scenario 1 is only guaranteed a kill for someone like Bubba who can instant down survivors. Without that they can potentially force a hook trade, the first hooked person runs off and heals, the gens get complete, and they bum rush or trade the second or third hooked survivor. It’s possible to get literally zero kills if all you do is literally face camp with most killers.

  • I don’t drink, just never liked the taste

  • @Booba said:

    Riddler - He would spawn additional 243 totems on the map and you would need to cleanse them all to leave the game.

    Riddler would be the only killer whose terror radius "music" is just him talking incessantly about how much smarter he is than the survivors. 😄

  • I'm not sure if Hexes need a buff or not, but if the devs ever do decide that hexes generally could use a boost I like the idea of blocking them at the start of the match for X seconds. It's a relatively straightforward buff that impacts all Hexes and that X can be fine tuned up or down as desired for a lot of flexibility in how they want it to work. They could even hypothetically make X vary by perk, with some perks being blocked longer or shorter than others.

    Again, I have no data one way or another or strong opinion on if this is needed, but I do like this type of buff if the devs want to buff them.

  • @DBDVulture said:

    All I was suggesting is that DBD make every hit matter.

    Boons have put killer in a very unfortunate state where getting injured really does not matter.

    And by "Boons" you mean just Circle of Healing. The other Boons aren't the problem, it's just that one perk. All they have to do is tone Circle of Healing down.

  • You do get all those journal entries and cutscenes for completing all the highlighted slots in the tome, so that's cool. 😊

  • I hate ragequitters as much as the next person but that first DC penalty should stay low, occasional power surges or internet spikes or whatever do happen, as does Behaviour sometimes shutting down the servers unexpectedly for a hot fix. Imagine for instance if they had to kick everybody off the game and everybody who was playing got a 1 day automatic suspension because of it!

    So the DC penalty for the 1st disconnect should remain a few minutes to give the person the benefit of the doubt. After that though it should ramp up quickly, three or more disconnects in a short time frame is either a rage quitter or someone whose internet is so bad it's not fair to the other people in their matches.

  • I think Trapper is the weakest. In a lot of chases he's a basic attack killer, so he needs his traps to do things for him to win. But unless you use the add-on where he starts with all his traps in his bag he has to make a lot of extra trips picking up the randomly scattered traps just to get them into useful places. And even then survivors who see the traps when he's not nearby can disarm them. It's not a total loss, the traps still slow survivors down a bit if they disarm and you get a noise alert which is useful information, but compared to a lot of other killer abilities it's a ton of work for possibly not much payoff. (Although ironically I played Trapper tonight and did decently, got a 4k and two 2ks with lots of hooks in each. And I'll admit, when your traps are working, it feels great! 😄) So he's not so weak that he can't win, but I think you have to work a bit harder and get a bit luckier to do as well with him as a bunch of other killers.

    A master level Nurse is the strongest killer. There's very few people who disagree with that statement, and for good reason. A great Nurse makes all pallets and vaults and even a lot of walls and obstacles totally irrelevant. Aside from moving somewhat slowly when she's not teleporting, which limits her map mobility a bit on outdoor maps, she can be ferocious once she has a bead on a survivor. Fortunately for most survivors, though, Nurse also has the steepest learning curve, and if you're bad or only average with Nurse you're probably not going to do well with her simply because she's so punishing when you miss a blink attack by even a little bit. But those top tier Nurses, watch out!

  • I haven't intentionally wanted to leave DbD. I didn't play most of last year but that was because I got into other games instead, not because I had a problem with this one. And since I started back up I still don't have any serious problems with the game that make me want to stop.

  • @Pulsar said:

    If it's not Christopher Lee or Gary Oldman's Dracula, I'm not interested

    You forgot Love at First Bite George Hamilton

    Untitled Image

    (how's THAT for an old guy reference? 😉)

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752047#Comment_2752047

    1 still only FEW people complained about him yet he got nerfed too much without giving nothing in return

    2those nerfs were COMPLETELY random, without logic if i might add

    3 no doubt on that, still a nerf regardless (they nerfed flask of bleach too btw and that addon was more than fine imo)

    4 there are more examples but i don't want write everything (blight is a killer that in the next patch will be buffed, and no one asked for a blight buff as far as i know)

    1) No, a LOT of people complained about the instant aim. It was a common complaint. Nobody said he was overpowered but those complaints about the instant shots were all over the place, it wasn't a handful of posts. Just a quick Google for example

    3 votes and 46 comments so far on Reddit

    https://steamcommunity.com/app/381210/discussions/0/2967272318192569359/

    @OctaviusK said:

    After posting a discussion about ehy people hate Deathslinger I got many similar answer.

    Answers:

    -He has instant ADS that allows you get shots with almost no counterplay if your good.

    -A good deathslinger will hit you then reel you back in to down you.

    -He has no map pressure.

    Now let's see if I can fix these.

    Fixes:

    To fix the first issue.

    -Entering ADS takes .75 seconds and a non-directional noise is played.

    This creates a noise that tells the survivor its time to dodge the gun the .75 is meant to help them vault the window or pallet before they get shoot or allow them to dodge.

    To fix the second issue.

    -Once hit The Redeemer enters a bloody state, which increases the time to enter ADS by .25 seconds.

    I hope this fixes the problem that the distance you get out of your boost won't matter.

    To fix the third issue.

    - Increase his movement speed to 115%.

    -After each hit generators he has damaged will explode if someone is on them.

    The first buff just helps him get around. The second one is meant to reward him for kicking generators and hitting survivors. Which I think is highly skilled based to both sides. He must kick a gen and hit someone, and it can be avoided if you don't work on the generator.

    Mind you, I was not one of those people, I didn't care about his instant shots. But there were definitely a lot of people who did.


    2) The nerfs weren't "random and without logic". I guarantee the devs don't spend their time randomly making changes. Just because they didn't explain the reasoning and we don't have the statistics they used doesn't mean they didn't have a reason they felt they should make those changes. You may or may not agree with their decisions, but I can guarantee their decisions weren't "random".

    4) Blight didn't get a buff next patch, unless you're talking about his Adrenaline Vial getting a small buff? And if that's the case then Clown and Nemesis also got "buffed" because they likewise had add-ons which got small buffs.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752059#Comment_2752059

    I never claimed anything like that so no clue where you are getting that from, I even wrote that there is nothing wrong if ppl want to play like that. Also I dont care at all about the kills here, my point is that the survivors dont even go for rescues, they are just pushing gens and as soon as they finish the last gen "which usually doesnt take long" they are just leaving the person behind so therefore the match ends in like 5-8min with everyone having less then 15k point on average. Sure this doesnt happen evey single game literally but I do get these games rather frequeantly, around every 3th-4th game which is just a huge time waste imo.

    I dont care about kills, I even let ppl escape sometimes, I just want to have decent long matches where everyone gets their turn on the hook "For my bbq stacks" and also them getting more unhook points since everyone gets to unhook.

    Sorry I misunderstood your complaint then. I can't comment one way or another on people leaving others to die on hook, seems like a bad strategy on their part though. Yeah, push the gen a little first, but someone should still attempt a rescue before a stage advances if possible to spread the damage out more and keep everybody active as long as possible until the doors are open.

  • Not sure about the specific mechanics, but I did like Wishmaster. 🙂

  • I don’t get complaints about survivors doing gens, and I say that as a killer main. Obviously they’re doing gens, that’s how they escape. Not to mention I’d much rather face survivors doing gens than ones that hide all game and do nothing.

    Also what’s the fascination in this thread with loops? I don’t get it, a chase is a chase to me, I don’t particularly care if they try and loop or just hold w. Aside from the rare time a loop is actually broken (which thankfully happens a lot less now than it used to years ago) why would I get upset if they use a loop or run away? It’s like if survivors run loops I see threads from some killers complaining about how strong loops are and bullying, but if the survivors hold w and try for distance other killers complain that it’s “boring”. To me a chase is a chase, as long as I feel like I have a reasonable shot at a survivor if I play well I’m satisfied.

  • I’m still enjoying the game. 🤷‍♂️

    Also I noticed comments above like “I used to get 4k most of the time and now I have to sweat to get 2 or 3 kills.” Well yeah, that means the SBMM is working! Why would you expect to get 4 kills most of the time without actually having to work for it? 1-3 kills is supposed to be the most common results, so the gens being done is the rule and not the exception. The fact that you got 4 kills all the time in the old system means the old system was worse than the current one because it was putting you against weaker players than yourself too often.

    I get the complaint by brand new players that their initial ratings are too high. I don’t empathize when people complain that they have to “sweat” to get 4 kills.

  • I’d love if the game had a behind the scenes automatic monitor for impossible activity like movement and healing speeds that can’t happen or happen too often. Automatically monitoring for effects that only happen due to cheating could allow them to temporarily suspend accounts that cause it without having to actually worry about the details of how the cheat is programmed. (It’s like you monitor a car’s speed to know if its speeding, you don’t have to understand how the car is built to do it.)

    Unfortunately even if the devs do have or are working on a system like that they won’t comment on it since they wouldn’t want to tip off cheaters what security measures they take. But who knows, maybe it could help? 🤷‍♂️

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