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  • @pizzaduffyhp90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740263#Comment_2740263

    I think Scarecrow and Joker would be the best choices for the game. And I'd also buy them in a heartbeat they're my favorite DC villains

    Scarecrow doing some sort of Fear Toxin on survivors could be amazing if they could come up with a neat mechanical way to do it!

  • @calem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740246#Comment_2740246

    Realistically boons should have been changed ages ago. BHVR just refuses to listen to people. They don't need to spend months and months collecting data. It's extremely obvious they need nerfs.

    The dev in their post said they've been burned in the past reacting too quickly to balance new content so that's why they have a process in place now to give a bit of time for players to get used to it before making changes.

  • I've never played any of the games in the original thread, sorry. 🙁 I think the only video game I've played that has serial killers that could hypothetically fit is the Arkham Batman series. I doubt DbD would get DC villains, but if they did a few of Batman's villains could work. I could see maybe Zsasz, Croc, Scarecrow, even maybe Riddler or Joker. I'd buy a Batman villain killer in a heartbeat personally, I just doubt it'd ever happen.

  • The devs posted this week that they aren't overlooking Circle of Healing, they're just still gathering data on it. Basically they have a process where they release something, collect data for at least a few months to give things time to settle a bit, and then make a balance pass. We're still in the stage where they're collecting data while things settle when it comes to Mikaela and her perks and add-ons, including Circle of Healing and Boons in general. So maybe we'll see something in the patch around March? 🤷‍♂️

  • I like RPD, most of the pallets are gameable and it has a nice look to it. Aside from occasionally getting a little confused on it I haven't had a problem with it.

  • @gendoss said:

    Something like this would be amazing for the game I feel. Hexes are far too reliant on RNG which is really lame. They need to be toned down a bit and then act more consistently instead of having random spawns.

    That's a playstyle preference, some people like the high risk/reward idea of the current Hex system. Sure, Devour Hope isn't likely to get 5 tokens for instance, but when it does it's awesome.

    Some people don't mind a bit of luck in their perks, others don't want any. Which is fine, the people who don't like Hexes have plenty of other perks to choose from.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739132#Comment_2739132

    If you want to try another 'wait, what exactly is happening?' build, run Plaything on Demogorgon with the Lighter and Cat addons. Basically, permanently blind, permanently oblivious survivors.

    Yeah, I’ve messed around also with builds where most or all the perks make you Oblivious somehow. Last time I did that was on Pyramid Head and I can only imagine how creepy it is getting snuck up on by that guy! 😯

  • The devs talk a bit about mismatches in Part 1 of their recent Developer Update. Basically even assuming the MMR itself is a really accurate rating for a player, matchmaking is still going to be limited for outlier players like Otz because of some factors

    • There aren’t many players with Otz’s rating probably. He’s a professional player with a massive amount of hours, the great majority of players aren’t in his rough bracket. So a lot of the time he’s going to end up timing out into a next available slot situation where he’s in whatever match it can get him.
    • Additionally whenever someone leaves a lobby the system prioritizes filling the empty slot so it doesn’t have four players waiting a really long time for a replacement. That means shoving in whoever happens to be available, which could be someone like Otz who is playing prolifically.

    So mismatches aren’t necessarily an indication the hidden MMR is wrong, but rather a function of what happens when there isn’t a close match readily available. And since the game is such that skill makes a really big difference in the outcome of the match, if Otz gets matched against a team that includes one or two people not at his level he will quickly find the weak links and eliminate them, allowing him to mop up the stronger players after they lose their support.

    Finally the update also mentions that brand new players probably have their initial MMR set too high, they’re coming in around average or below average when if they’re truly brand new their actual accurate rating would be really, really low. They said they’re working in adjusting that.

  • I’m inclined to think NOED isn’t really all that different from Haunted Grounds other than it triggers late in the game versus early in the game. Obviously it’s not identical but you get about 1-2 downs from both perks on average I think so the net effects are in the same ballpark.

    If the devs ever do determine it’s too powerful and tweak it a bit, no problem, I don’t care about the perk or use it all that much either way. But I don’t think it “needs” a change as in I don’t think it’s gamebreaking or whatever.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739119#Comment_2739119

    The whole point of MMR is matching players of equal skill. If we accept that SBMM is a thing and it works, we must accept Otz was matched with equal players. Therefore his opponents were on the same skill level as Otz.

    We can make two conclusions from his experiment: either SBMM doesn't work and must be scrapped, or SBMM actually works and the killers are just OP and must be nerfed, and looking at his numbers - nerfed hard.

    That’s a faulty premise. Matchmaking can’t create players out of thin air, if you have an outlier rating it can’t manufacture a player in your bracket if one isn’t a available. So the matchmaking system always has to choose between waiting for a close match and putting you in whatever match is available to get you into a game. A player like Otz is almost certainly going to be landing in a lot of lobbies where the closest matches the game can find in a reasonable time are not on his level.

    • I Prestige every time I get to level 50 so I can reset my stuff and see what I get from scratch. I like playing with whatever the bloodweb gives me and see how I do, it forces me to try perks and add-ons I might otherwise not consider.
    • Doctor’s “I want them to hear me coming” build. Distressing, Unnerving Presence, Overwhelming Presence, Coulrophopbia for instance. Sometimes Overcharge in there, maybe Startstruck if I get it unlocked on him. It’s just fun having a massive terror radius on Doctor. 😄
    • Builds with all five totems Hexed at the start of the match, such as Devour Hope, Haunted Grounds, Retribution and Undying. There’s lots of combos, but Haunted Ground adds that extra lit totem in the beginning so it’s kind of mandatory here (plus it’s really effective with survivors who cleanse and bless every hex they see)
    • The “Blind Me Bro” build. Lightborn, Enduring, Brutal Kick, Agitation for instance. Basically if they stun you with a pallet and go for a blind it’s pretty much a free hit since you break the pallet super fast and can see their aura if they try and run. Agitation is so that if they try and blind you while carrying someone you move faster than them and get a hit there. You can also replace Agitation with Fire Up or Spirit Fury if you want to break the pallets even faster, or replace Enduring with Mad Grit if you want to really go after people while carrying someone.
    • A little similar to above, I’ve beeb meaning to someday try a “Carry On My Wayward Son” build which focuses on things that happen while you carry survivors. Thrilling Tremors, Agitation, Mad Grit, Starstruck for example. So you down someone, carry them, get gen information and a bit of slowdown from Tremors, and if you have another survivor nearby get to chase and hit them with Starstruck potentially.
  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739022#Comment_2739022

    Otz has a huge MMR and he did this no perk & 30s AFK experiment, proving it's the killers who are OP.

    Otz’s video doesn’t show killers are OP, it shows Otz is OP. Basically most wins and losses typically comes down to which side made more misplays, mistakes far outweigh the various other balance issues everybody goes on about on the forums. Virtually every game I lose I can point to mistakes I made that cost me hooks and time (whiffing attacks, not switching a target when I should, not finding someone I missed, etc) Otz is an extremely good killer who plays the game professionally and does not tend to make nearly as many mistakes as the great majority of players. Since the survivors are brought down in part by their weakest links, unless all four survivors are at Otz’s level of play the odds are exceptionally good he’ll find the weakest links first, eliminate them and then finish the stronger survivors off because they’re short on support. And the odds of four players at Otz’s level being in the same lobby when Otz is looking for a match is small (best chance of it happening would be a really strong full swf team which there aren’t that many.)

    So while there are balance issues, in reality they mainly only impact matches where all five players are at equally really high skill. The great majority of players aren’t at that elite level, and for them mistakes outweigh these balance discrepancies. Losing a chase because you went the wrong way or missed a swing is way more hurtful than if you equipped one slow down perk versus a stronger slow down perk for instance.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738003#Comment_2738003

    Bizarre nerfs to Twins and Nemesis that seem to boil down to 'we nerfed these addons because they were the only addons used on these killers' - without considering that these are basically the only good addons these killers have.

    No adjustments to Boons (particularly CoH) despite everyone and their dog agreeing that CoH is bonkers OP and boons as a whole are, as they stand, unhealthy for the meta.

    Note that they have done Mikaela’s balance pass yet, they normally do balance passes on brand new characters a few months after release. I was thinking it might have been this patch but maybe March for her? Either way when they do her pass it would include her perks including Circle of Healing and her add-ons, it’s only a matter of time.

  • Only reason I vote No is the film has a bunch of ghosts with small roles but not really a serial killer in the sense of DbD. It would be a bit like making DLC from The Haunting of Hill House, there’s not an obvious killer ghost to choose.

    Hypothetically if you were looking for something along those lines I could maybe see something like the lady in the water from Haunting of Bly Manor? I don’t know how effective she’d be mechanically, but thematically she was pretty creepy and dangerous. I think to do it in the game it would be something like an Undetectable stealth killer that instead of doing basic attacks automatically gets grabs on a hit. (Kind of like a built in weaker effect than Meyer’s Tombstone attacks). Might be fun to play against, might not, hard to say.

  • My condolences to you and your family.

  • I don’t go particularly out of my way to chase someone all match, but if I have a chance to hook someone twice in a row versus two people one at a time it’s obviously stronger to get two hooks on the same survivor to eliminate them faster.

    I suspect though some players get really focussed on the first person they see and just never break off. New killers don’t know when to keep chasing and when to switch targets so I can definitely see a new player just chasing the first survivor for three minutes trying to get them hooked if the survivor is a better runner than them.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738762#Comment_2738762

    Yes you are true on one thing it was going up and up however the it's now regressing back down especially with the last few updates making it clear there's some bias towards one side more than the other and also showing that no matter the license or what original characters there's a good change that they will not be worth the effort anymore.

    That and the lack of optimization for consoles.

    I like Pinhead and Pyramid Head, they’re both fun. Nemesis is growing on me somewhat as well. Trickster is ok, not my favorite, and I haven’t unlocked Artist yet. (Need 500 more shards, just about there.) So at least for me the recent killers are overall a fun batch. 🙂

    I play on PC so have no opinion either way on consoles.

  • I’m sure some people would take advantage of incentives to play the side with the longer queue times. Not me though, I don’t enjoy playing survivor and I don’t need the bloodpoints.

  • @Superyoshiegg said:

    That's what daily rituals already do, no?

    I'm fairly sure that its tailored to primarily give you rituals to the side you play less, seeing as 90% of my rituals are always Killer ones.

    I'm lucky to get a Survivor ritual a week.

    No, the daily rituals are just random, they’re not tailored toward anything.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738751#Comment_2738751

    I never said I liked it in 2017. My main point is that look at that and look at it now and it's basically the same just instead of the old issues they have been replaced by new issues.

    Also the fact that this game is in the current state shows that at this moment there's no reason to believe it will get better.

    But the old issues are way worse than the current issues. Yeah, there are balance issues, but they’re not nearly as severe now as they were four years ago. The overall trend of the game year over year is it gets slowly better over time.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738718#Comment_2738718

    Yeah back in 2017 we didn't have the broken meta, killers that don't have the punch that they should and this false idea of balance.

    Nowadays you have to remember its been 5+ years and look at what it is now the same game mode with a stale formula that desperately needs fixing and basically a mindset where what the devs do is almost always correct and anyone that has problems should be ignored.

    If you think the game was in a better state in 2017 than it is now you're wearing some really rose tinted glasses. There was SO much broken stuff when this game came out compared to now. Many more infinite loops, no endgame collapse so games could stall out more often, matchmaking was even worse than it is now because it was the pre-emblem system. The graphics were way worse when the game released, there were far fewer killers and maps available. The game is objectively better now than it was in 2017, no question.

  • In terms of being "worth their money", I got all the original killer DLCs for free using shards. The only DLC I've paid for was the licensed killers.

    Ranking those in terms of how fun the killer is to play (which is the only thing I care about honestly, I don't buy DLC for the perks.)

    • Nightmare on Elm Street - Freddy : I love playing Freddy. The Dream World has a neat aesthetic, and it's fun teleporting around the map and using his ability. While I consider his snares a bit more effective than pallets, I always use pallets because I never get tired of seeing survivors fall for them and getting smacked in the face while their pallet explodes. 😄
    • Halloween - Meyers : Although I'm not really a fan of his base kit, his variant playstyle add-ons (Mirrors and Tombstones) are really fun to use. I love Purple and Red add-ons that really change up how you actually play a killer.
    • Hellraiser - Pinhead : The IP is great, Pinhead has a good luck to him, and they really did a nice job capturing the theme with the Box (and it's pretty awesome that they got Doug Bradley to record a whole slew of new voice lines for the next patch!) More importantly, despite him being a ranged killer which I don't usually go for as much as melee, his ranged attack is actually easy for me to hit with and his Chain Hunts are really impactful. Plus, to my surprise, I found his teleports are actually more useful than some people think. Basically if it looks like a survivor is going to be opening the box anyway, and you don't have something pressing going on, Teleporting to them normally gets you a quick hit and also denies them a free item they'd get from opening the box. It's that combination of three different abilities that I like, he's just fun to play because of it.
    • Saw - Pig : I know Pig isn't high on a lot of tier lists, but I always have a good time playing her. I actually like her Stealth, and I even like hitting survivors with her Ambush from stealth (I hit surprisingly often with it, I think it might get a bit of a bad rap honestly.) And of course her head traps give her some nice passive slowdown which gives you time to get hits and downs hopefully. Frankly despite her not being popular I tend to have a good time with her and actually do pretty decently even.
    • Silent Hill - Pyramid Head : My favorite part of Pyramid Head's kit is his Cages and Torment Trails. Yeah, his ranged attack is effective, but I just like melee style better than ranged generally speaking. But the Cages and trails are a lot of fun to mess with, and a lot of people underestimate how much time Cages save you compared to carrying someone to a hook. (Carrying can take around 10 seconds to do, versus a 2 second Cage, and in 8 seconds you can cross most of the map and get into a new chase in the time it takes to carry someone.) He also has some great music, and just has a great look to him.
    • Resident Evil - Nemesis : Again, my favorite part of Nemesis' kit isn't his ranged attack, it's his Zombies. Yeah, they're stupid and slow, but they make pretty great survivor detectors. It's very common for me to see a Zombie's aura chasing someone, I head over there and a few seconds later and in a chase. With a little luck I can even steer the chase toward the Zombie to mess up the survivor's pathing. And then after the chase ends, I can just whip the Zombie, gain infection, and force it to respawn elsewhere to try and keep the other survivors on their toes not knowing where the new zombies are appearing. I'm not really a fan of using his whip to damage survivors typically, but it does make for a pretty sweet pallet smasher once you hit second stage.
    • Ghost Face : Really Ghost Face and Pig are pretty close in terms of why I like them. I just generally like using their Stealth to get in close and get hits. Ghost Face's Stalk is fun, but it's a bit finicky sometimes getting it to work. I like playing him but for whatever reason I just seem to do a bit better with Pig I think, go figure.
    • Stranger Things - Demogorgon : Demogorgon is a fun killer, in fact my favorite part of his kit is actually using his tunnels as radar stations for tracking. Other than that he's pretty good. I put him a bit above Leatherface simply because his combination of tunnels and lunges gives his playstyle a bit more breadth.
    • Leatherface : Bubba is pretty solid since his revamp a couple years ago. I put him a bit below Meyers in the fun department though mainly because his add-ons don't really change up his playstyle at all so he's kind of a one trick pony. It's a neat trick, but it just doesn't have the same feeling of variety.


    So looking back over them all I don't regret buying any of these killers. Even Leatherface, who's probably my least favorite DLC character above, is still a character I like playing more than some of the other original characters. (Notably, I like playing Leatherface waaaay more than I like playing Hillbilly. Hitting with Bubba's chainsaw just feels a lot more fluid, and if I wanted to sprint quickly around the map Blight does it at least as well if not better in terms of doing sharp turns.) There are original characters I really like playing (Doctor is one of my favorite killers to play overall for instance), but there are also original characters I don't enjoy (Nurse is my least favorite killer in the game, by far. So much so that I keep a Nurse mission in my daily log just so I never get another Nurse mission.)


  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738669#Comment_2738669

    Nah people are actually leaving and making the numbers dip slowly but surely.

    Keep in mind, Dead by Daylight came out in 2017, the fact that it's even still around and has more players now then it did this time last year and the year before that is a sign of a solid game. Just going through other Steam games that came out in 2017, for instance, the closest I could find in terms of concurrent players this month is Total War Warhammer II which is currently running about half the number that Dead by Daylight has.

    An ongoing analysis of Steam's player numbers, seeing what's been played the most.

    Basically being a 5-6 year old game at this point you'd normally expect it to have fallen off much more than it has, so the game still having twice the player base it had in January 2021 is pretty solid.

    Also it's fairly likely that, like most big chapters, there'll be a surge when Ringu comes out in March. So reports of DbD's demise are premature.

  • Exactly, it's not overpowered because it's popular, it's popular because it's overpowered.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737679#Comment_2737679

    B&c is so used too, and killers in this forum only use it for the blood points. So devs should remove the aura reading

    I already said I don’t think Dead Hard’s popularity means its overpowered, I think it’s overpowered because of its combined effects.

  • I think with Dead Hard it’s important to note that it’s possible that prior to hit validation going into effect the stats on Dead Hard’s impact on matches that devs looked at didn’t indicate it needed a nerf. But before hit validation Dead Hard dodging an attack was spottier. Now a survivor can basically 100% dodge an attack if they have quick enough reflexes and that aspect of the perk is significantly better.

    Hit validation though is still relatively new so even assuming the perk is now overpowered because it works properly it may simply be that either the devs haven’t reviewed it yet or they’re holding off reviewing it until they are sure they aren’t making additional changes to the hit validation. After all, if they tweak Dead Hard, but then later change hit validation, they might have to retweak Dead Hard again since its effectiveness is correlated with that. Or maybe they’ve looked at Dead Hard and found a lot of people don’t benefit from it because they mistime it or don’t use it efficiently, so it could be something overpowered at high skill level but kind of meh with average players and they don’t see a need to change it much. (Kind of like they’re not too concerned that Nurse is generally considered the best killer in the game by far at high skill level because among average players she’s kind of so-so since she’s hard to use.)

  • @Marigoria said:

    Just because something is used a lot doesn't mean it's OP and needs a nerf.

    I see BBQ and ruin on 99% of my matches and I dont think they need to be nerfed.

    Pinky Finger was an issue, but I do agree that clown needs another rework, because the one they gave him a while ago didn't really improve anything at all. He still lacks map pressure and is still one of the weakest killers in the game.

    Being popular also doesn’t mean it’s not overpowered. The reason people like myself say Dead Hard is powerful isn’t because it’s popular, it’s because it combines two effects which both would be decent perks on their own into one mega perk. It allows survivors to lunge forward a decent distance in a pinch, and also to evade attacks. And because hit validation now allows that evasion to work properly that aspect of the perk has become relatively much more impactful with survivors able to force a miss 100% of the time if they have decent reactions.

    I did do a poll last month among survivors and of the respondents who regularly use Dead Hard almost all of them said they would still use the perk if it didn’t make you invulnerable simply because that extra distance is so useful. Which should tell you something about how good that effect is and why I think the perk is overpowered when you combine it with forced misses as well. They could literally nerf the invulnerability out completely and it would still be used by a lot of people just for distance.

  • Just for reference the devs have commented they don’t like literal facecamping either since it’s boring to do and watch and be the target of. The problem is all the things they’ve experimented with internally ran into issues so they don’t have a good way to actually make facecamping not be a thing. For instance, if they stopped the timer when the killer is within a certain range of the hook then if the range is short it would make no difference (e.g. stand 4 meters away doesn’t matter much if the range is 3 meters), and if the range is too large then it becomes too easy for survivors to exploit it and make it very difficult to stop any rescues at all. And in the emblem system they penalized killers emblem points for being too close to hooks but that caused similar problems and had no impact on players who didn’t care about emblems in the first place.

    There could be a good game mechanical way to get killers to specifically want to avoid facecamping but I don’t know what it is. 🤷‍♂️

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737532#Comment_2737532

    Overpowered in certain circumstances is going to be frustrating to players. Especially when survivors decide which maps you get sent to. The game should have as little frustration as possible, *consistently* for both sides.

    If i get facecamped a few games in a row, I'm probably going to stop playing for the evening. If I get sent to eyrie, rpd, haddonfield back to back vs. survivors in a group that are using perks that forbid me from progressing the game..... I'm probably not playing for the rest of the evening.

    Both of these situations are frustrating, but not necessarily overpowered. Neither of them should happen and perks/killers that enable them should be mitigated.

    Oh I am completely onboard if you’re advocating removing map offerings entirely! Map offerings are way more annoying than any benefit they give to the game overall. They just exacerbate the usage of maps that people consider skewed their favor, plus enable trolls to pick maps with exploitable areas specifically to drag matches out indefinitely. I’d be totally happy if map offerings got tossed altogether.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737383#Comment_2737383

    Okay, I'll just stop trying to hit blinks and walk around the map.

    Not really a lot I can change up about trying to learn Nurse, 'fraid to say.

    So far as I see it, I need to be able to accurately predict where my blinks are going, land my blinks, hit Survivors after landing a blink and repeat.

    Not much of a way around that.

    Use the Plaid Flannel common add-on starting out, that’ll show you where you’re blinking until you get a better feel for the range.

    But yeah, Nurse is the only killer I actively dislike playing, I hate wheezing and puking on my feet half the match. I’d play her if she at least kept her head up.

  • Well when you play a new killer for the first time I think their MMR starts out at your highest killer rating among your other killers. So if he was really good with someone else and never played Nurse (the hardest killer to learn) then I could easily see him getting decimated for a while.

  • @Oiry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737526#Comment_2737526

    If they are just there to "have some fun", maybe sabo squad with breakout, or some classic flashy saves, it can be annoying, but I will take it. But there are certain borders I expressed in the post itself, and when those are crossed, I just don't feel like it. Also, these games would usually go on for 30 minutes...

    Yeah I haven’t come across a group using an exploit to keep the match going indefinitely against me yet but I’m sure that’s annoying.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737509#Comment_2737509

    Mmm, it's a perk issue if it leads to some sort of unclear feedback; the perk description calls out "high drops" or something, but you're expected to know that this will mean if you walk off steps or something? I know it's been pointed out how e.g. the exit gate platforms in The Game will trigger the 25% wiggle timer boost. Those are like three steps up.

    And thinking about how omnipresent low-ish platforms are in main buildings when they don't have high floors (and how the 2-story maps already have hook spawn problems), it's already something that's fairly common amongst most maps.

    The question isn’t whether low platforms exist and you occasionally step off one, it’s how often that happens and then the Boil Over four second wiggle causes you to lose the hook. You’re not going to lose the hook every time you lose four seconds, many hooks are in the 5-10 second range.

    I have no idea if Boil Over will be good or meh or overpowered, I’m just saying that in principle it might be ok on most maps assuming there aren’t too many instances of it giving escapes.

  • @Oiry said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737498#Comment_2737498

    I respect them enough to not dc. afk if they are a-holes.

    Honestly if they’re ######### it makes it even more fun to get hooks on them. And sometimes it’s their cockiness that gets them killed.

  • That could be interesting, although obviously it’s something they’d have to have planned around from the beginning probably.

    A related idea that comes up sometimes is a killer that imitates survivors. They look like one of the survivors, have Undetectable so there’s no red stain or terror radius (until they attack probably and then they’re a killer in a chase) and while in that state they can move like a survivor, vault, pretend to work on gens, look like they have an item, etc. Maybe they can even occasionally drop a pallet sometimes (that would have to be limited though or it could be too powerful. But being able to drop one or maybe two a match could be a good ability but not broken.)

    I seem to recall the devs have maybe looked into this type if killer but decided against it for some reason? And the Legion trailer really strongly hinted that maybe their original idea for Legion was to imitate a survivor. But yeah, I’d love to see a killer like The Thing that blends in with survivors to get close then turns into a monster to attack from surprise.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737498#Comment_2737498

    Better hope they respect back then or else that's kinda pointless.

    If the other players are jackasses that’s their issue, not mine. I just play the game normally regardless.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737493#Comment_2737493

    25% wiggle progress for stepping off a staircase one or two steps too early is probably a perk issue rather than a map one. If it's exploitable on certain maps, that wouldn't change that the drop triggering it is way too short.

    It’s only a perk issue if that makes the perk overpowered. Is there actually any indication this causes too many escapes on normal maps?

    Keep in mind, allowing up to maybe one escape every now and then isn’t necessarily overpowered, a survivor perk if it’s properly balanced should have some sort of impact on escape rates.

  • I’m a killer main and I never go afk barring some real emergency, it’s disrespectful to the other players.

  • I agree, I have no problem with weak perks getting buffed, as long as the specific buff doesn’t break the game somehow obviously.

    The only issue I can see with the Boil Over buff is simply that on certain maps Boil Over could maybe, possibly, create exploitable situations where a survivor can go to a specific spot and be guaranteed to not be hookable. That’s as much a map specific potential problem as it is Boil Over. Really though the solution there is adjust the broken map versus adjust Boil Over. If Boil Over is fine in the great majority of cases, but broken due to very specific map terrain and hook layout, then fixing the problematic map leaves an otherwise reasonable perk available everywhere else and plugs the hole for future problems as well.

  • “Tunneling” isn’t toxic, it’s common sense to chase someone who’s injured versus healthy or who you think you can kill on a hook versus just get a single hook. Complaints about tunneling are just sour grapes about getting downed or eliminated, nothing more to it than that. Hell, I got accused of “tunneling” once when I had a 12 hook Legion game. It’s nonsense.

    And guarding hooks isn’t toxic either. Literal facecamping is actually bad strategy in a lot of cases, but generally keeping an eye on the hook is again common sense. Think about it, the devs intentionally show the killer the hook’s aura in yellow specifically so that they know where it is at all times just so they can defend it much like they show generator auras to defend generators.


    Is it fun to lose? No. Is it toxic to play the game as intended and try and win? No.

  • As mentioned in the Developer Update, even assuming your MMR is totally accurate you still get mismatches because of a couple of other factors

    • If you’re an outlier MMR (which at 2000 hours you could be in the high tail) then the system will have trouble reliably finding enough available players in your rough MMR bracket. At which point it will be putting you into the next available slot regardless of MMRs just so you can get into a game. This timing out to a first available lobby probably happens most with really high and really low MMRs while players around the median ratings would tend to get close matchups more reliably.
    • Also if someone leaves a lobby then the system quickly fills in the gap with the next available player since it doesn’t want four people waiting a long time for a new match.
    • And finally, getting back to actuall MMR, they mentioned in the update that they appeared to have the starting ratings for brand new players a bit too high. They started them a bit below average, but players who are literally brand new still get stomped by “below average” opponents so they said they’re lowering that starting rating.

    So hopefully they’ll be able to tweak the time the system waits before putting someone in a next available match to make the wait not be TOO long but still produce decent matchups. I suspect though that ultimately players with really high ratings and/or who play at off hours will simply not have enough players in the pool to reliably get close match ups.

  • @TeabaggingGhostface said:

    Petition to change almost all hex effects into scourge hook effects

    Actually I think most Hexes make sense as Hexes, not as hook perks.

    Going down the Hex list for reference:

    • Blood Favour - Used to be pretty bad, but since it was buffed is now a decent hex perk, I've used it and gotten a bunch of free hits on survivors with it relatively early in a match before they realize it's a thing
    • Crowd Control - This is ok as a hex since it's really a straight up more powerful version of Bamboozle. It's kind of like Bamboozle where you don't have to waste time vaulting the window yourself as killer, and it also blocks multiple windows and works on all survivors simultaneously. So if this weren't a Hex it would just make Bamboozle totally obsolete.
    • Devour Hope - This is the very definition of a high risk, high reward hex perk. They might destroy it right away, or they might not find it for a while and you get some free downs, or you might get lucky and they never find it and you kill multiple survivors with your bare hands. This is really what being a hex is supposed to be about, something which is potentially really powerful but runs a risk of being negated
    • Haunted Grounds - Haunted Grounds only works because other Hexes exist. If the Hexes were turned into hook perks then Haunted Grounds wouldn't do anything.
    • Huntress Lullaby - This one I agree isn't powerful enough to be a Hex, at least not the way it works. It takes a long time to build up, and even when it's fully built up it's really that impressive. Let me put it this way, say this wasn't a Hex or a hook perk or anything, but was just a permanent passive effect where all skill checks had no sound cue. Use the perk, no sound cues for the whole match. Is that an overpowered perk? Because if the answer is no, that would be good but not broken, then why in the world is this effect so limited AND part of a hex?
    • No One Escapes Death - Despite all the hate this one gets from some people, it's actually not an overpowered perk in part because it's a Hex that can be destroyed or preempted. Hypothetically you could make this something that just automatically happens at the end of the match for 60-90 seconds or something, but I think having it be a Hex is more interesting because it gives the survivors something active they can do to get rid of it sooner.
    • Pentimento - Totally makes sense to be a Hex perk since the whole idea of it is bringing back destroyed totems. Jury is still out on how good or bad this perk is, particularly whether it's on its own versus combined with other Hexes.
    • Plaything - Permanent Obliviousness on a survivor until the totem is destroyed is a pretty nice effect. It's also a bit harder to remove since only the victim can destroy it initially. And it combos well with Pentimento.
    • Retribution - Another trap Hex that punishes cleansing or blessing it. Again, this doesn't work if other Hexes aren't a thing
    • Ruin - I could maybe see making this not be a Hex per se but having its strength be proportional to the number of dull or cursed totems on the map. Having it just be a generic perk would be a little boring probably.
    • The Third Seal - My off-hand gut feeling is they could probably buff this one to turn it into a Hex version of Fearmonger. So for reference Fearmonger makes survivors who work on generators Blind and Exhausted. They could make The Third Seal inflict permanent Blindness and Exhaustion on survivors you inflict a damage level on. This way it becomes a much more powerful version of a non-Hex perk, but being a hex runs the risk of being destroyed. And also while Blindness isn't too bad a condition for really good survivors with strong game sense, Exhaustion is a fairly nasty condition for veteran survivors because a lot of them run Dead Hard or some other Exhaustion perk that they rely on in a pinch.
    • Thrill of the Hunt - Ok, this one probably doesn't need to be a Hex itself. It could just be a generic perk that increases the cleansing and blessing time of totems, period. Especially now that it doesn't even have a detection ability, I just don't get why it's a Hex.
    • Undying - Last but not least, Undying only makes sense as a Hex perk. It's main job is protecting dull totems and other hexes. (In fact I accidentally ran this without another Hex perk last week and it turned out to be a pretty handy tracking perk! I caught three or four people by spotting their auras when they were near dull totems.)
  • Plague

    aka Careless Whispers

    aka Flu-Da-Ba-De-Da-Ba-DIE!

    https://youtu.be/iL7h15770EY


  • I agree, those macros are really, really annoying to listen to on headphones and the only reason they exist is to troll people in the first place. Just cap the click sound effect to only trigger at most once per second and no more irritatingly loud static in the headphones.

  • It's not toxic to try and win as a survivor and I say that as a killer only player.

  • It's probably mostly regression to the mean. Keep in mind there are 26 killers currently so the average pick rate for a given killer is 1 in 26 games. (Some are more, some less, but if you add everything up the average is 1/26). That means that unless a killer is particularly popular for whatever reason and you play 3 times a night you're not likely to see them more than once or twice every two weeks.

    Spirit took a hit, no doubt, she's not at the top of the popularity charts now. But that doesn't mean she's trash or even that she's much below average in pick rates necessarily. For one thing she still has excellent map mobility and a catch up mechanic in chase which is always useful. And her speed when phased does still help her at loops because even if a survivor can hear her at the loop she can still use that to help mindgame which direction she's headed (sort of like using your red stain to help mindgame only with sound.) Plus as a bonus she has some good add-ons as well.

    Basically there's a reason Otz and OhTofu both still have her as S Tier despite the nerf to her sound.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736246#Comment_2736246

    She's better than Bubba with pallets and windows, since she can also hit those. If bubba tries he either breaks the pallet or gets a tantrum by hitting the window, which slows him down a lot.

    Right, I mentioned pallets and windows.

  • Seems to me Huntress with Iri Hatchets is probably on par with Bubba.

    • On the plus side, Huntress can throw her hatchet over a dropped pallet.
    • On the downside, Huntress only moves 110% speed, Bubba moves significantly faster while using the chainsaw. So if the idea is "get close to the survivor and instant down them" Bubba is way better at actually closing the distance and his chainsaw is easier to hit with, aside from the exception above of hitting across pallets and occasionally through windows.
    • Huntress has one hatchet (maybe a couple more with the appropriate add-on) and then she has to reload. Bubba never reloads

    Basically it seems like Huntress with Iri is a bit better than Bubba when there's a dropped pallet, and a bit worse otherwise. So I'm kind of skeptical that Huntress with Iri is broken since Bubba isn't broken. (A lot of players complain that Bubba is annoying to face because so many Bubba players face camp, but that's kind of a tangent to the question of how effective he is overall.)

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735493#Comment_2735493

    Sure not every add on needs to be addressed but they can obviously see if an add on isn't used cause they can see that some are always used so they could work on stuff like that more then they do now. Maybe it's my mind that tricks me but it feels like it takes so much longer between patches but the fact that some things like really bad add-ons and perks go by two or more patches without even the slightest changes makes it probably feel longer.

    And the testing can be done on the ptr that's what it's for you could say hey perk a, b and c and Add-on x, y and z aren't really used let's tweak the numbers put it on ptr watch two weeks maybe tweak it a bit more two more weeks and the let it go live. I think pure balance patches don't need to come with chapters or mid chapters

    Technically the PTB allows people to test upcoming changes, but honestly that’s still a fairly limited pool of people, many balance issues become more apparent once something hits live. (They do often tweak things on the PTB before going live so there is useful data from it, but it definitely doesn’t catch everything.)

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