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dugman

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  • I like a lot of things about the game but I admit I don’t play it because of the writing and lore. DbD has a fun mood and aesthetic but the story is kind of nonsense. That said though I like the voice actor who narrates the Rifts. 🙂

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856991#Comment_2856991

    Mm. That's what I mean - she's only decent if people underestimate her or make silly mistakes. Against people that know what they are doing, you'd probably be just as well off playing Pig.

    I actually do pretty well with Pig personally too. I’d say they’re both in the same bucket, about 2 1/2 stars out of 5. It really boils down to stealth in general is strong against average players and weaker against strong players. I think Pig’s stealth might be slightly better because she doesn’t have the lullaby, but Sadako’s much better map mobility easily makes up the difference. Sadako is also slightly better in a chase since her on and off invisibility helps more often than Pig’s lunge midchase. Both of them have innate slowdown which gets survivors off gens for a bit but aren’t on their own likely to do much else.

    In terms of how fun they both are to play, though, I think Sadako is a bit more fun than Pig. The teleporting around is a blast, and she has a cooler aesthetic. 🙂 Plus on those rare times either of them gets a kill Sadakok’s stare is also more entertaining to do.


    Of the other stealth killers:

    • Ghost Face is probably 2 1/2 for me as well. He lacks the map mobility of Sadako and the slowdown of Pig but his stealth is better than both of theirs. His ability to get Exposed hits is tricky to land sometimes but does usually get him a couple of extra downs per match. He’d be higher if he had any mobility at all.
    • Wraith I put at 2. He’s got somewhat better than average map mobility but it’s not as good as Sadako’s. And while his stealth is decent he’s so tall that even though he’s partially camoflaged (versus being invisible) survivors can still see him coming, even better if survivors are paying attention than Ghost Face and Pig and Sadako who all have lower profiles. And unlike all three of them he has to practically come to a full stop for a couple of seconds to decloak which significantly hurts his ambush ability and he has to rely more on trying to bodyblock in a chase to confuse survivors to give himself time to catch up after a Decloak. Just on average I think he’s a touch worse than the others.
    • I should probably also put in Scratch Mirror Meyers here since he’s kind of his own separate character from base kit Meyers. He’s tougher to judge… I might put him at 1 1/2 or maybe 2 stars? His mobility is bad, he only moves 105%, which is a big handicap. But on the other hand permanent Undetectability is great and his aura reading is also pretty fantastic. He has a tall profile like Wraith but, unlike Wraith, doesn’t have to stop mid movement to go for an attack which is a significant advantage. If a chase starts he can technically catch up to them but it’s certainly more difficult and he’s much more reliant on ambushes. I actually think he’s less map reliant than a lot of people claim, I’ve gotten 4ks with him on all sorts of maps (last map I played him I got a 4k on Eyrie of Crows which everybody seems to assume is bad for stealth for instance), you just have to pay good attention to using cover and awareness of where survivors are and their sightlines on approaches. But that slow mobility definitely hurts him against any survivors that stick to gens and spread out.
  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856987#Comment_2856987

    The trick with Hag, if you're not just going to spam teleport constantly, is to drive people into your 'zone' (usually the central structure) and anticipate the teleport. The big annoyance with her is that she has a very long setup time initially, and if you're against a PTS comp, you can lose multiple gens before you see anyone.

    Artist - don't put birds over pallets, instead put them laterally along the sides of loops. You'll force people to leave them or eat a bird. For followups, you want to use a single bird to swarm and then fire a volley of 3. If they're juking, they usually aren't moving away from you, and you can then catch up. She's so damn strong once you get her tempo down.

    Yeah, I get the strategy with Hag, it's the physical timing. (And no, I'm not going to bother changing her ability to my mouse wheel just for this.)

    Same with Artist. I know the strategy, my timing is just bad at the execution.

  • @pseudechis said:

    Played the first few games with her and she's fun. Its a bit like old freddy but more enjoyable.

    Haven't managed to pull off a mini mori yet.

    Like the creepiness of her game menu they really captured the theme well.

    I actually had a match just now where I got two Condemned kills. 🙂 You'd think after the first one the second survivor would have taken the hint to watch their stacks, but ... 🤷‍♂️

    And yeah, I'm having a lot of fun with her too. I love how she can go in and out of stealth so easily and teleport on a whim basically. Very fluid.

  • The killer abilities I'm probably worst at are:

    • Nurse - I'm extremely bad with Nurse mainly because I can't stand playing a character that stares at the ground half the match. If I actually had to play Nurse at this point I'm positive I would completely suck.
    • Oni - I just never got the hang of his dash attack. I have a little better luck getting close and doing a standard lunge type attack while powered up, which is still an instant down, but god forbid I actually want to hit someone while dashing, I miss constantly.
    • Hillbilly - Hillbilly has always felt really clunky to me. Hitting with his chainsaw is such a pain in the butt, but his daily missions require you to do it so it always takes me two or three games to get that one done. It's just so much easier to hit people with Bubba's chainsaw.
    • Hag - I don't play Hag enough to have the timing down on getting instant hits with her teleport attack. That's not to say I do all that badly with her, I usually end up getting a hit quickly after teleporting simply because I'm so close. But I just never get that insta-hit that good Hag players can get.
    • Huntress, Deathslinger, Plague, Trickster - These all fall in the same category: my aim sucks, especially at long range. I just don't play these characters enough to really practice having good aim with them. (Interestingly I can hit with Pinhead's chain usually because I can steer that one.)
    • Artist - Still don't quite have the timing on hitting with her crows against competent survivors at loops (the ones who know to juke before you fire them). Again, it's totally a matter of me not playing her enough.


    The killers I have the least trouble with are the ones with relatively straightforward melee attacks (e.g. Doctor, Sadako, Freddy, Clown, etc.) They all play kind of in a similar way in a loop and need the same mechanical skill to get a hit up close so even though I don't play any of them individually a ton just being good at basic attack killer chases helps with all of them.

  • To be fair all the Rift challenges have bloodpoints.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856615#Comment_2856615

    And how long did that buff take? And how much does that perk actually do? At best you're getting 45 seconds of blockage, not regresssion, blockage. Most of the time you're getting less than 10 unless you come to push survivors off every time, and never get distracted by a chase before you reach the gen. A meaningful buff for killer would be like Pop going back to 60 seconds, which it never should have been changed from, but you'll have survivors fighting you tooth and nail trying to justify that nerf. Meanwhile, Any Means buff, Windows buff, Boil Over buff, possible BT basekit coming soon, I could go on.

    Please don't.

    And yeah, Dead Man's Switch went from totally useless to pretty decent. I've used it and liked the results, I'm not sure why you're complaining about that perk still.

    Also just last Midchapter patch alone they buffed five different killer perks, including Dead Man's Switch. Dead Man's Switch is the best of the bunch but they did all get buffs so it's not like they're ignoring them. And the patch before that they significantly buffed Blood Favour and also buffed Fearmonger and Third Seal.

    Claiming they never buff killer perks is just objectively incorrect.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856608#Comment_2856608

    Decisive Strike definitely changed. It went from multiple uses, to one use without qualifications, to now where it can be removed early by healing, repairing gens etc.

    Oh ok, now I know what you mean.

    No, I like the current version the best, It was silly that the ability wasn’t cancelled when survivors worked on gens and healed.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/314819/this-game-desperately-needs-a-health-dedicated-chapter

    I would say there is game mechanic and design reworks that need to happen. Things like face-camping, tunneling-off-hook-till-dead, useless perks on both killers and survivors, useless mechanics like chests, gen speeds, etc etc.

    Bugs are usually addressed at some point.

    • Face camping - The devs have said they want to find a way to further mitigate literal facecamping as a playstyle but hadn’t found a solution that was both effective but didn’t break something else. So they’re aware that’s an issue but who knows if or when they’ll find a way to lessen it.
    • Tunneling - Tunneling off the hook isn’t much of an issue, but they did hint they were looking at the possibility of making Borrowed Time base kit maybe.
    • Bad perks - There are definitely some useless perks out there. They do periodically buff bad perks though (eg. Dead Man’s Switch)
    • Chests - Are chests actually useless? I see survivors rummaging through them all the time. I admit, though, I never quite understood why survivors could enter the match with an item already in their hand. Why not make it so if you want an item in a match you have to loot a chest during it? Obviously that’s a bit of a nerf to survivors, so to compensate they could add additional chests to maps and make the items in the chests be better quality than usual. But that would make chests a lot more tempting and also boost chest related perks.
    • Gen Speeds - Gen speeds are actually probably mostly where they should be based on the desire to have most matches in the 1-3 kill range. For 1-3 kills to be the norm gens have to be completed most matches, it should be uncommon for the killer to keep the doors from opening with that as the design goal. And I haven’t seen stats showing that the game is off that 1-3 kill range in which case it doesn’t need gen speed adjustments.
  • @danielmaster87 said:

    We already do, just on the survivor side. Survivors get weak perks buffed to shake up their meta, and killers get their strong perks nerfed to shake up their meta.

    Dead Man’s Switch would like a word….

  • 1. The old rank system - No, I like MMR, I get better matches under this than emblems did.

    2. The old hatch system (key escapes) - Definitely not. The old keys let multiple survivors escape with a single key use, it was totally broken.

    3. Old Billy - Eh, the new Billy isn’t all that different from the old Billy and I’m not a fan of either.

    4. Old fog/tints - I like the new maps better than the old maps in terms of aesthetics.

    5. Old Coldwind - See above

    6. Old D/S - Decisive Strike didn’t change. All that changed was hit validation and hit validation shouldn’t be removed. It’s just now that Decisive Strike is actually working properly it’s obvious how powerful it’s always had the potential to be.

    7. Old Sabo - Couldn’t care less about sabotage

  • Blast Mine. It's not even really useful for the survivor, it really just slows you down a few seconds at most, but it's super annoying kicking a gen and then POW blinded! It just feels like such a prank type of effect, like it's trolling the killer just for laughs.

    Head On is probably a runner up for similar reasons. Again, it's not actually that great a perk, but it's annoying when you get hit by a Head On play because it feels like "yep, should have seen that coming". 🤦‍♂️

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856113#Comment_2856113

    why would it stack? throwing 3 purple bottles does not make you get slowed by 45%. only refreshes the hindered timer. Do not see why yellow would not do the same in regards to refresh haste timer. none of those changes are ever going happen.

    They will just weaken pinky finger by making it not work with cheap gin bottle, like what they did with ir head & infantry belt. clown fixed /s

    Good point about Hindered on the bottles just refreshing the timer. But to answer your quesrion In general though movement speed effects do stack, that’s what made me think of it possibly stacking (e.g. an Invigorated Clown with Play With Your Food gets the combined speed bonus of both, or a survivor hindered by gas and crouching moves the combined slowness of both.)

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2856456#Comment_2856456

    I think the issue that was with Dead Hard was less noticeable prior to the hit validation going through - after that, the complaints about it increased ten fold and I am sure the usage has gone up as well. Prior to the validation, there were the regular complaints of being "exhausted on the ground from survivors" (which is fair enough because the perk was designed to give that invincibility frame to dodge a hit), and complaints from killers of "dead hard for distance"

    Since the validation was added, instances of being exhausted on the ground are way less - from what I've seen here at least, but of course the issue with the hit validation became apparent with the feedback to killers, which was addressed and should now only happen when the player has a much higher level of latency.

    So yes, I suspect that Dead Hards usage increased a lot when the validation went through as I know many survivors had stopped using it due to the exhausted on the ground issue.

    Cool, thanks for satisfying my curiosity on that! 🙂

  • I wouldn’t exactly call Spirit “new”.

    Also I think statistically most of the killers old and new are actually around the same bucket in terms of their kill rates. Blight is at the high end among the new killers but I don’t think Nemesis, Pinhead, Trickster, Deathslinger, Oni, etc, are all that far off the average. (I’m not sure how good or bad Artist is in the stats, she’s decent at loops but has the same weakness as a lot of other killers without a mobility power to tile chaining and running forward so who knows?)

  • @Mandy said:

    I believe it was the last QnA where Dead Hard was brought up, and yes it is a perk that's being looked at. So no, we're not ignoring it, the designers are not "fine with it" and it is scheduled to have some adjustments/changes.

    Out of curiosity, am I right in thinking it’s something where the data shifted after hit validation? It struck me that probably Dead Hard’s effectiveness and popularity saw a significant spike after hit validation was fixed.

  • I’ll be Prestiging pretty soon, but at the moment I’m using Scourge Hook Pain Resonance, Scourge Hook Floods of Rage, Call of Brine and Agitation. Works pretty well (played her once last night and got a 4k with all red mori kills. 🙂)

  • @LeeONE said:

    For those who doesn't know, somehow breakout allows you to escape from killer's grasp instantly if previously, after taking a protection hit, other survivor escaped from killer's shoulder, well, at least it works 90% of the times like this, it also somehow connected with that surviror being healed or hooked, anyway, that's not the point.

    The thing is, that this is could be leaked buff, as this often happening with perks, for example, before lucky break got a buff, for some reason after every unhook timere were resetting, so I have no idea how instant escape could be bug, so I am assuming the perk will receive changes soon

    Huh, I had someone escape me literally instantly last night that I hadn’t hooked before and I wondered how he did it. Wonder if this was how?

  • Same here, I like the milkman outfit. It makes him look kind of innocent. 🙂 (Although I’m sure there’s also vintage “adult films” about milkmen making special deliveries to lonely housewives so who knows where he actually got it? 🤷‍♂️)

  • Just FYI the 40 million and 2 million numbers are from a footnote in the Behaviour press release about the Sadako DLC. How accurate or old that blurb is I have no idea but that’s where it’s coming from.


    About Dead by Daylight 

    Created by Behaviour Interactive, Dead by Daylight is a multiplayer action horror game of hide and seek, set in a dark fantasy and drawing from all corners of horror, where each match is a different experience. Dead by Daylight boasts more than 48 million players both globally and across all platforms. On any given day, up to 2 million players step into the Fog, whether on PC, console, or mobile. Since its release in 2016, the game has become a place where cult classic horror survives and thrives, having welcomed legends from TV, movies, and video games. For more information, please visit deadbydaylight.com.

    From the depths, a dark presence lurks beneath the water, waiting to spread its curse to Dead by Daylight. The fateful moment arrives on March 8th with Sadako Rising, a new Chapter inspired by Kōji Suzuki’s novel Ringu and the original film adaptation. The 23rd addition to the globally acclaimed horror game will feature new Killer Sadako, as well as new Survivor, Yoichi Asakawa, the only protagonist of the Ringu franchise to ever have survived Sadako's vengeful ordeal.


  • I’ve been having good luck with Sadako so far, her stealth is actually better in a few ways than Wraith’s and the TVs extra map mobility is quite helpful.

    • Her height is overall more of a blessing than a curse. Yeah on occasion it makes it slightly harder to see but overall that’s not that big an issue compared the benefit of essentially being permanently quasi-crouched moving behind cover. Survivors not being able to see her due to her height is more beneficial to her than her now and then losing sight very briefly of survivors she already knows are there.
    • Her Manifest and Demanifest are more fluid than Wraith’s. Wraith can move more quickly while cloaked, but once he goes to uncloak he comes almost to a full stop and if the survivor continues running away from him he is out of range for a hit even taking into account his extra lunge distance. So he has to rely on bodyblocking for followup chases, which is ok but clunky. Sadako simply keeps moving the entire time she approaches someone, she is never moving significantly slower than survivors even while Manifesting. So unlike Wraith she can approach from cover, Manifest as she runs up, and even if they start running away she is at worst maintaining her current distance with them the entire time. I can only speak from personal experience but I have had excellent results with her in terms of using her Stealth to get hits.
    • That being said, if she statistically still needs a buff I wouldn’t complain if they dropped her lullaby. 🙂 I’m not even really sure why she has one to be honest.
    • Condemned is definitely the weakest part of her kit. I’ve gotten a few Condemned kills so it does occasionally work but it’s more something to get survivors to very occasionally run across the map to a TV to get them off the gens. It would be nice if it felt more threatening. (Plus is it just me or does it feel like a fully condemned survivor should be Exposed much like Rancor exposes the obsession?)
    • Her TVs are pretty solid. I haven’t had much trouble with TVs being in “bad places” on maps. (I can’t even remember ever having a time when I was thinking “wow, that TV isn’t where I want it”.) I’m sure it can happen but it’s definitely not a common occurrence for me.
    • Overall I’ve been putting her as average, about 2 1/2 stars out of 5. Like all stealth killers her effectiveness is tied more strongly to the general awareness of the survivors. So she’s stronger than normal against average players and weaker than normal against high skill players. (I put Wraith at about 2/5 for context.)
  • I’m not all that much into her playstyle, her puke is kind of janky trying to hit people, at least for me. 🤷‍♂️

    To be honest Circle of Healing hasn’t bothered me all that much personally, at least not any more than any other popular survivor perks. It does make it harder to hit and run but it is what it is for now, just means I have to focus down on chasing someone I just injured a bit more often. It’s obviously a strong perk but if the survivors aren’t playing as well as me I can still beat them despite it. It’s mainly is a factor if the survivors are playing better than me, in which case me having trouble catching them in the first place is just being exacerbated by injuries being healed more quickly.

    As far as tactics go, though

    • Anything that can do instant downs helps counter CoH. So perks or add-ons that grant Exposed status or the killers that can do them innately can mean all that healing is potentially less useful
    • Abilities and effects that help you catch survivors you just injured before they have a chance to heal are useful. For example Blight is excellent because of his natural ability to catch back up to survivors after a hit. Save the Best for Last is a strong perk because it means that after a hit the survivor gets noticably less distance from you before you can chase them again. Personally I’m a fan of Bloodhound as well, it makes it extremely difficult to lose track of someone you hit if they try and be stealthy to heal quickly, you can easily follow their trail and they have no chance to heal up. (Most people like Nurse’s Calling for this but it does have the downside that it only works when they’re actively healing and can be thwarted by Shadowstep or Distortion or the like.)
    • Keep an ear out for the CoH boon as you go and snuff it if you’re not actively in a chase. And remember where the Boon was placed because survivors tend to try and rebless the same totems after they’re snuffed. And even assuming they place a new one, that at least takes them 14 seconds or whatever so it’s at least slowed them down slightly.

    Don’t get me wrong, CoH is a strong perk no doubt. I’m just saying there are things to try to help mitigate its strength a bit.

  • @Dionysus42 said:

    It isn't a team game, it's 4 1v1s. Hence the MMR.

    To me the issue is semi-cooperative design rarely works well. The devs want it to be “everybody for themselves but work as a team kind of” and it leads to a bunch of the common complaints. If it were coming out today from scratch it should have been designed to be the survivors are treated as a team from the outset and have a clear win/loss condition that survivors as a group win or lose versus the killer. All this ambiguity built into the game of endgame scorescreens and pips and MMR all reports different measurements of what people take to be victory conditions is a mess.

    Unfortunately at this point it is what it is. 🤷‍♂️ Best we could hope for would be changing the endgame screens so they sync up better with the MMR system. Stop showing opponent’s grades and bloodpoint scores since they’re not relevant to matchmaking for example.

  • I have fun as killer but that’s just me. 🤷‍♂️

  • On a tangent I don’t get playing with literally no add-ons, brown and yellow add-ons are super easy to get and the game is kind of balanced around you using a full load out so you may as well use the common ones at least for a bit of a boost. Just my opinion. 🤷‍♂️

    Anyway that aside, a couple of things you can try that might help a little

    • Against someone who is hard to hear just phase close to where you think they went and pop back out. You probably won’t be right next to them but using the speed to close distance enough to resume the chase is still handy.
    • Try and listen for footsteps, they’re harder to hear but still should make those even with Iron Will.
    • Interestingly Predator can work ok on Spirit since she still sees scratches while phased. Predator 3 is like a bright red path straight to the survivor who’s running away. Even if they stop and crouch away mid run if you follow the path and phase out they won’t have gotten very far from the end of the trail.
  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855209#Comment_2855209

    Yeah,they should make the afterpiece antidote instant and not give survivors a speedboost too,that's stupid.

    Not giving survivors the boost seems reasonable to me. As far as it being instant, though, if that were the case it would be almost objectively better to just use the yellow gas all the time since it gives Clown the same relative speed difference as the slow down from the pink gas but he doesn’t have to hit a moving target with it. He would just pop a yellow cloud whenever he wanted midchase and get a boost, even possibly two or three boosts since I think they might stack.

    Other things they might try to buff him a bit assuming he actually needs it (I don’t know what his official stats are like)

    • Make the yellow and pink bottles have separate tokens so using one up doesn’t use the other up.
    • Boost the speed increase and/or decrease of the gasses or the durations
    • Make Clown the only 120% base speed killer in the game
    • Combine the effects in one bottle, so there’s just one type of gas and survivors in a cloud are slowed and Clown in the same cloud is sped up. (They probably won’t do this one though, I think they like the idea of having two bottle you switch between to make it feel more tactical.)
  • I'd love to see custom emotes or sounds as rift rewards, especially for killers.

  • @Kurri said:

    Can we actually bowl on it, I think it would be funny to just whiff a bowling ball down the ally for the Killer to step out and get knocked in the face.

    Picture you finish a gen by the bowling lanes and the pins reset with the sound of a strike. 😄🎳

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855310#Comment_2855310

    Did you not read my first post carefully? I said that using pinky finger every game is reducing his base-kit power-level. Its like dead hard for survivor. Almost all survivor players utilize dead hard as exhaustion perk, therefore dead hard is base-kit mechanic for survivor because it is utilized every single game for many survivor players. Weakening dead hard is weaken survivor as a whole.

    Clown's base-kit being weak is off-set by pinky finger. By allowing killer to use pinky finger, They're buffing clown base-kit by themselves.

    You still dodge the question and did not explain what is out of whack. They already did buff clown's base ability in his rework. They lowered his reload and gave yellow bottles. It did nothing. he did not become broken.

    Add-on are become connected to the base-kit for higher MMR because people have played the game for prologue period of time, gotten past the grind and now actively use items/add-on on killers. How well they play the killer with said items/add-on on said killer is depended on their skill and overall balance(strength) of said killer/items.

    "they actually buffed Clown’s base ability. Then you’d have a killer who was pretty good without it but broken with it."

    I would like to point out that a lot of killers that end up being strong have decent base-kits and strong add-ons to company their base-kit. See pre-nerf spirit. Strong base-kit, Mother daughter ring makes her "Broken" according to you people. Blight strong base-kit, Alchemist ring makes him "broken" according to community.

    Now perhaps you could explain what is you find problematic when facing clown with this add-on instead of dodging the question.

    I read your post, I just disagree with your stance that "add-ons everybody uses are base kit because everybody uses them."

    Also I didn't dodge your question, I already answered it, you just didn't like the answer.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855310#Comment_2855310

    Yeah but they could have given his other addons compensatory buffs. Instead they nerfed one of his best ones as well and didn't go through with the buff for another one. Then they buffed one that's basically irrelevant. It's bad balancing.

    Well obviously they nerfed his best add-on, if the seriously overpowered add-on wasn't his best one I'd be surprised!

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855224#Comment_2855224

    can you explain what exactly is problematic about the add-on? Weakening his pinky finger add-on is weakening his base-kit for players that utilize pinky finger clown every single game. It might as well be base-kit to his ability.

    It was a significantly more powerful add-on than any of his other add-ons and almost any other add-on in the game in terms of increasing Clowns kill rate. You even said yourself, everybody who could use it did use it because it was so powerful. It’s not the same as weakening his base kit because that red add-on isn’t part of his base kit.

    Clown’s base kit being too weak is a separate issue from whether or not a specific add-on is way out of whack with all the other add-ons. Picture for example if that add-on were left alone and then, because Clown wasn’t good without it, they actually buffed Clown’s base ability. Then you’d have a killer who was pretty good without it but broken with it.

    His base kit is its own thing, it could probably use another slight buff. But that add-on needed adjustment too all on its own.

  • @FrenchBagels said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855209#Comment_2855209

    Pinkie Finger required you to get as close as humanly possible to get the exposed. Even then, any good survivor will pre-drop or stun before you can land a hit.

    Meanwhile, Alch Ring and Compound 33 literally doesn't penalize you for doing your job and makes looping hopeless.

    I didn’t comment on Blight’s add-ons, I’m just commenting on Clown’s red add-on to say that it was, in fact, overpowered and deserved the nerf. “But survivors might be able to avoid it” or whatever doesn’t mean it’s not overpowered. Heck, you could make a similar argument about Blight and say if he “misses his rush then Alchemist Ring does nothing” but that obviously doesn’t make that add-on bad in any way.

  • Clown’s red add-on was seriously overpowered, it deserved its nerf. Whether they should buff Clown’s base kit is a separate question.

  • A scary buff would be a survivor can only use a TV that’s on. If the TV they want to use is already off they can’t use it until it turns back on.

  • Static specks darkness

    Forboding of the Condemned

    Lasting seven days

  • @Dionysus42 said:

    Ask again next year when they're talking again about the mysterious solution they can't talk about

    Hopefully not THAT long! They’ve been working on it a few months already, so maybe they’re aiming for a summer announcement? It would be a nice 6th Anniversary piece.

  • I want killer emotes.

  • 1) The game needs to rid itself of this ridiculous notion that the Survivors can decide to "work together, or not"....

    I agree that semi-cooperative game design is typically a bad idea. Unfortunately it’s probably far too late for DbD to shift to actually treating the survivors as a team that win or lose as a group, we’re kind of stuck with it.

    2) The different statistics should NOT be capped.

    The caps are probably to prevent exploits and farming abuses. They don’t want a game where a Trapper just resets the same trap over and over as a bot for 72 hours straight while survivors vault over and over or whatever.

    3) The AFK timer to spawn crows should pause when Survivor enters Killer terror radius. …. 

    No. The afk timer is there specifically so you don’t have survivors just hiding in a locker or remote corner he entire match. If the timer stopped when the killer was nearby then it would defeat the purpose of having it.

    4) Saboteur perk should not trigger a cooldown just for attempting it. 

    No, if the cooldown only happened on a successful attempt the the survivors could potentially just spam it on and cancel and on and cancel over and over. It needs to trigger the cooldown on the attempt regardless of whether or not it worked.

  • The devs always assumed players would play on comms from the beginning. (There’s a myth it wasn’t originally intended but they’ve said a few times they had it planned from the outset, it just took them a couple extra months to implement after the game was live.) That’s not to say some players being on comms versus some not doesn’t create imbalances between the two types, but they’d never try and disallow comms simply because they’re powerful. Something like half the matches include people playing on comms with their friends so you’re looking at a sizable portion of the playerbase.

    So the main question isn’t whether or not comms are allowed, they are, but rather how to balance around them. In the January update the devs mentioned working on icons for the HUD to help solo players tell what the other survivors are doing (e.g. icon for working on a gen or running, etc) to help level the playing field for solo survivors. That sort of thing seems like a good approach, and then if that in turn makes it too hard for killers overall they can boost killers by, for example, making gens require a bit extra progress to finish.

    Either way the goal isn’t to remove comms but to make it not matter as much whether survivors are on comms or not on comms.

  • @relaxsitsmax said:

    She has better stealth than wraith and can teleport anywhere on the map... Explain how she needs anything but a nerf.

    To be fair, a lot of people think Wraith isn’t that good so saying she’s better than Wraith doesn’t mean she’s overpowered or even that both her and Wraith might not stand to be buffed a little. (I don’t know where either of them stand statistically, I’m just saying in principle they could both be weak.)

  • @Salty_Pearl said:

    I feel like her power is fine, maybe just decrease the amount it takes for TVs to turn back on.

    For perks, Merciless Storm definitely needs a buff. Just get rid of the "only once per gen" and it will be fine.

    I think they’re worried that if Merciless Storm worked every time then players who have trouble with skill checks would literally never be able to finish a gen if the killer had that perk.

  • Yeah I noticed that last night too. I’m surprised Wraith doesn’t appear cloaked in the endgame screen if he was cloaked when it ended.

  • @Nighthawjk980 said:

    I was never a gamer until DBD was introduced to me by a family member. Ever since then I have been playing DBD every single day without fail. I love this game. However after playing for countless hours and matches, I am getting real frustrated at the fact the Killers run way faster than Survivors. It's bugging me to the point where I just give up and get sacrificed. I would love it if this issue improves in the future for Survivors because the slim chances of escaping or trying to escape the Killer is downright frustrating! I would hate to leave or reduce my playing time and hours with this game.

    Killers run faster than survivors in the open, but survivors being able to vault helps them outrun killers in practice in the short term. If killers couldn’t outpace survivors in the open though they’d never down anybody.

  • A fun gimmick loadout is the "I'll Kill You Last" build:

    • Save the Best For Last - tokens when you hit anybody other than the Obsession to speed up hit recovery
    • Dying Light - tokens when you hook anybody other than the Obsession to slow gens
    • Play with your Food - Tokens when you let the Obsession escape a chase that speed you up
    • Dark Devotion - If you hit the Obsession with a basic attack you become Undetectable and your terror radius switches to them

    So with this build the strategy is simple: if you chase someone other than the Obsession down them and hook them if possible. If you find the Obsession, hit them once with a basic attack if you can which will turn you Undetectable, then immediately break off and ambush a different survivor elsewhere. You'll be both Undetectable and have at least one token of Play with your Food too for the ambush and chase that follows.

    The obvious downside is you're intentionally not downing the Obsession. But the upside is, if you're quick at hitting them and using the Undetectability to follow up on someone else, you can down the other survivors more efficiently than normal and, by hooking them multiple times, slow the gen progress pretty significantly once you've got enough hooks built up.

    This build will never win awards but it's definitely neat to mess with. 🙂 (Honestly, though, Play With Your Food is probably the weak link in this, you can always sub it out for whatever else you want and it still is fun to play just using the other three.)

  • @DbD_Enjoyer said:

    They should either increase the time needed to insert a tape, or remove the posibility of getting out of a full condemed estate.

    An interesting buff if she still needs one would be make fully Condemned survivors be Exposed as well. Hag would definitely ramp up the tension of getting to the TV in time!

  • I doubt anybody needs to be banned for it since it’s not exactly effective, but the devs should probably patch the jigsaw boxes so that survivors can use them from the sides. That way the killer can’t literally be afk the whole match and get a kill while they wait.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852371#Comment_2852371

    Why is it a problem? There are many perks which have similar effects, just activate differently.

    Examples: perks which speed up healing, speed up gen repair, cause gen regression, block gens, etc.

    The way it is now they stack. If I have both Sloppy Butcher and Forced Penance and I get a Protection Hit then the survivor is both Broken and Mangled until healed. So not only can’t they heal at all for a while they also take even longer to heal after the Broken finally ends. Your change would make it so the two perks couldn’t work together.

    A better, more straightforward buff to Sloppy Butcher if it evens needs one is just increase the healing speed penalty of Mangled.

  • I Prestige when I hit level 50 to keep things shaken up for myself so I just use whatever perks I happen to have on a given character.

  • One addendum, while the PC/console version doesn’t have a mode to practice against bots other than the tutorial, the mobile version does let you create custom matches against bots using any character you want. The mobile version is free to download but you’d have to unlock killers beyond Trapper if you want to play them. The mobile version is pretty much the same as the PC but bear in mind that, not surprisingly, controlling characters using virtual controls on a tablet is quite harder than using mouse and keyboard so you might have a rougher time of it on mobile as a killer. Still, if you’re just looking for a way to get a sense of how things work elsewhere it’s something to check out since it’s a free download.

  • @SMitchell8 said:

    I've noticed a lot less larking about at the exit gates lately, on both sides.

    Really? It’s rare I have a match where the survivors don’t stand around the full end game collapse in the gates while I’m looking for pallets to break.

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