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dugman

dugman

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  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820893#Comment_2820893

    In indoor maps it works very well. But i ain't sure about outdoors though. I like thinking about add-on combinations that works either way.

    I think Jump Scare is underrated outdoors actually. I played Jump Scare Meyers on Eyrie just last week and got a 12 hook 4 kill with him, and that map has a fairly bright contrast outdoors. The trick is using obstacles when approaching survivors and not looking straight at them to avoid Spine Chill alerts. It doesn’t matter if the map is outdoors or not, virtually all the maps have obstacles and terrain you can use as cover when approaching someone.

  • I suspect it’s a matter of not knowing a practical way to implement it on their end. I seriously doubt they like having cheaters in the game because for every cheater that exists it could helps drive away a few players who encounter the cheater. And no, someone above said 30% of players cheat, that’s obviously a totally bogus number. But cheaters in online games do tend to have ratings that migrate to the high ends since they cheat to help them win so the higher your MMR the more likely you are to come across a cheater. (I remember an article a little while back for instance that something like 20% of the top 500 leaderboard players in Overwatch got suspended in a single ban wave. So even though far less than 20% of the playerbase in that game actually uses hacks, the ones that do win a lot and end up at those high leaderboard positions.)

    Also, even if Behaviour did implement server side speed monitoring, as much as I’d love to see them do it, they would never specifically publicly say they did it because they have a policy not to go into details on anti-cheat measures. So unless a bunch of cheaters started posting about how they were “unfairly banned” we’d probably never know it happened.

  • Ironically I keep his mission in my queue solely because I refuse to play as Nurse and I don’t want it showing up ever again.

  • The one I’ve been using recently is

    John’s Medical File - Increases crouching movement speed by 6%

    Workshop Grease - Increases the charge speed on Ambush by 50% and decreases Ambush miss recovery by 25%

    I like to use Pig’s stealth to get in close to people on generators and use her Ambush for hits and these two add ons are easy to get brown and yellow ones that help with both those things. Assuming you can get close with Stealth the Ambush is pretty much a guaranteed hit.


    An alternative if you want to play “jump scare pig” would be to substitute in her red Amanda’s Letter add-on in place of one of the two above which lets her see auras within 16 meters while crouched in exchange for only having 2 traps. Yeah losing two traps hurts her slowdown somewhat but seeing auras shouldn’t be underestimated.

  • Yeah, glad I wasn’t the only one confused by the Abbot and Costello routine of a subject line.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820280#Comment_2820280

    The purpose of Wraith's ability is to gain undetectable status and to be less visible towards survivors.

    The purpose of Sadako ability is to.... go undetectable and be less visible towards survivors.

    The purpose of Freddy teleport is to go from point A to point B with destination being on a generator.

    The purpose of Sadako is to from point A to point B with destination being a TV. TV spawn near generators.

    Mechanically, they are almost the same and the purpose of these two ability is near identical. I personally do not see how these two mechanics are not near identical copies of previously existing killer powers.

    The unique mechanic for her is condemn, but as I stated in my previous post. it is not very impactful towards gameplay. Dowsey success on hit & run is based off new killer novelty. Survivors have not learned yet to counter her abilities but her abilities as I will explain are not difficult to counter.

    TV teleporting is ineffective for hit & run because Sadako makes global directional audio cues when she teleports to a TV when you are next to a TV. You always know when she is coming out from TV. Her stealth is ineffective because survivors can see her from distance on open generators and generators that are not open are next to a loop.

    Countering condemn is the just matter of taking the tape and putting the tape inside television. you gain 1 bar for picking up tape, but 4 bars removed for total 3 bars per tape. Her other method of spreading condemn is through a green add-on called Ring drawing. This add-on spreads condemn when other survivors heal each other. The problem is that survivors can use a perk called Boon: Circle of healing which unlocks ability to self-care yourself. This means that survivor never need to heal each other and can self-heal without the need of a teammate. As a result, Ring drawing will not be able to spread condemn stacks as the perk Boon: Circle of healing completely counters it.

    Countering her flickering is simple. If the pallet loop is safe and long, you can play loops the same way you do against other m1 killers. If the loop is short and unsafe, than you can put pallet down early so that she cannot stand on the pallet and de-manifest to utilize invisibility flicker. Moral of the story is that she is m1 at loops. M1 killers are easy to loop for experienced survivors.

    When survivors learn to counter-play her ability, Dowsey and all other players that play Sadako will not be effective. Sadako is unoriginal killer with weak mechanics across the board. If you have points of disagreement, than list realistic counter-play options that the Sadako player can incorporate in her gameplay to counter-play TV, Condemn & flicking survivor counter-play that survivors will utilize against her once they become familiar with her ability.

    “The purpose of Pig crouching is to gain Undetectable and be less visible and allows her to do a special ability. The purpose of Sadako Demanifesting is to be less visible and allow her to use a special ability. Therefore their stealth is mechanically the same ability.”

    Obviously that argument doesn’t work. Just because things serve a similar general purpose doesn’t make them the same ability. Huntress throws hatchets that can injure people. Trickster throws dagger that can injure people. They serve the same purpose. But they’re not the same thing.

    I think one thing you might be overlooking in part is that numbers matter. Yeah, she can teleport and Freddy can teleport but their teleports feel different because she has no cooldown on it. She can teleport multiple times in succession, Freddy can’t, plus she gets the movement speed boost afterward. They don’t feel like the same ability because they’re not, the parameters are unique.

    And if you try Cloaking and Uncloaking in the middle of chases with Wraith it doesn’t work. He can catch up to people in stealth but then the decloak slows him down to a crawl and he won’t be able to just get an hit right away after decloaking. But Sadako moves at 98% survivor speed while Demanifesting, so when she catches up to someone midchase she can demanifest and still be right in range to get a hit pretty much the moment she tap the attack button. (The survivor only gains something like 0.08 meters distance in that time.) So she plays very differently in a chase from Wraith since she actually can cloak and uncloak in the middle of it repeatedly.


    Finally note that I’m not arguing how powerful she is overall or whether she needs a buff. I suspect they probably will want to buff her, maybe by reducing her TV refresh rate so she can teleport more reliably and also thereby push out stacks of Condemned more frequently. She is currently a bit better in a chase than Wraith since being able to go in and out of invisibility without slowing down helps with mindgames, but she’s not as good in a chase as killers that have a full blown anti-loop ability. So if she can’t rely of the teleports frequently she’ll probably be weak overall.

    And as a side note, yes, safe unmindgamable pallets are safe. Duh. Her ability helps at gameable loops where the survivor loses site of her.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819703#Comment_2819703

    how is Sadako unique? Her design is least unique design that we have had in modern DBD.

    Sadako stealth/undetectable mechanic is copy-paste of wraith's cloak and uncloak mechanic.

    Sadako TV are copy paste of Freddy's generator teleporting. They just changed targeting from gen to TV. I would not be surprised if TV are copy-paste of Freddy clock locations that have been reskinned to be TVs.

    Sadako flicking is also copy-paste of both freddy's and spirit's passive phasing.

    The condemn mechanic is unique part of Sadako kit. it is so awful to the point that you are more likely to mori someone in live game by using ebony mori offering than you are to mori someone with condemn. It ends up being least relevant mechanic in her arsenal.

    The funny part is that they managed to weaken every copy-pasted aspect of her kit.

    Sadako stealth does not have windstorm element of wraith's kit and it is far easier to detect her from distance compare wraith.

    Her TV teleporting has more counter-play by removing the tapes from TV than freddy does and it has no ability to be faked/canceled. It has directional audio cue warning survivors in far advance when TV are used by Sadako. Since condemn mechanic is so easy remove and so hard for her to build in any meaningful way, survivors have zero risk and almost no slowdown attached for completely shutting her power TP. The tapes do not take item slots unlike say pinhead cube or nemesis vial so the survivor is free carry both tapes and their item/med kit at the same time. Sadako condemn mechanic has zero urgency and almost no game delay for the killer

    The passive flicking could be Sadako only saving grace in a chase. Unfortunately, It is bog down by classic bvhr drawbacks. The movement slowdown from 4.6->3.68(98%) manifesting -> de-manifesting hurt her at loops for a killer that already has little to no tools in the chase. The funny aspect is that Spirit's phasing is automatic and If Spirit passive phasing was updated to show the killer when they were phasing out like Sadako and Spirits movement speed was changed to be 115%. Spirit would be a better Sadako in chase than Sadako herself based off passive alone. With spirit negative changes on her active ability, it is worth wondering if spirit is 110% m/s worthy in current iteration.

    Sadako is far from unique. Far from effective.

    I don't think you know what "copy/paste" means. Her stealth isn't mechanically identical to Wraith, and her teleport isn't identical to Freddy, and her Invisibility isn't identical to Spirit, and her slow down isn't identical to Pigs.

    • Wraith moves 6 m/s when cloaked, slows down to a crawling 1.6 m/s when decloaking, then gets an extended lunge immediately after decloaking. Sadako's movement speed is mostly constant - 4.6 most of the time and 3.68 when Manifesting. She also gets an extended speed boost after teleporting. Also, when Wraith is cloaked he's difficult to see regardless of distance and totally invisible when stationary. Sadako is totally invisible at long range and alternatingly invisible/visible at short range. Almost the only thing they have in common is they use the Power button to go in and out of stealth.
    • Freddy and Sadako both teleport to objects, and they both take 3 seconds to teleport. That's the extent of the similarity. Freddy has a 45 second cool down on his ability and he can cancel his teleport mid-charge but it takes 10 seconds to recover. Sadako can cancel her teleport with only a 0.5 second cooldown afterward, and has no cooldown after teleporting but turns that specific television off for 100 seconds. And she gets a 1.5 second speed boost after a teleport, Freddy doesn't.
    • Spirit and Sadako both has passive visual effects that disguise where they are. Spirit is always visible but her actual location is randomly shifted by her ability. Sadako alternates between being visible and invisible.
    • And obviously Condemned and Pig's traps have very little in common other than being something that can potentially allow a survivor to die if they're not paying attention.


    Also, on a tangent, if you think Sadako's hit and run is weaker than Wraith's go watch Dowsey's matches with her, he's been putting on a clinic with her hit and run. She's weak if you try and play her like Wraith but better if you actually take advantage of her teleport and the fact that she can manifest and demanifest more easily than Wraith in a chase.


  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819847#Comment_2819847

    I dodge the 4 mans regularly. Why waste your time? The devs are "looking into it" but realistically will never do anything about them.

    And I have no problem with people playing with their friends, but voice comms are just not balanced in this game. It's designed around you having no communication with your team.

    It's a bit of a myth that the game didn't have comms in mind. SWF was in development from the beginning, it just took an extra month or however long to finish after release. The devs have always been aware that people would be using comms when they play with friends, they do it themselves even.

    That's not to say that there aren't balance issues with comms. It's why the devs said they're looking into ways to help solo players get similar information to what players on comms get. But either way the comms are a legitimate part of the game, there's never been anything from the devs saying they think comms aren't a valid way to play.

  • Just to start off, I'm fairly convinced that flashlights are a relatively weak item. Yes, they have the potential to get a save, but generally speaking killers are normally able to avoid being blinded by flashlights by positioning themselves properly and being generally aware of when survivors may be attempting a save. And a survivor who is following a killer around hoping for a save isn't spending any time on gens or healing anybody directly, so effectively the killer is keeping two people from progressing the game for the survivors with just one chase. Also note that, even if you happen to think flashlight saves are consistent and effective enough, the game now also has flash grenades and such which can do the same function but just in a slightly different way.

    As a side note, flashlights do have some other minor effects

    • They can blind at pallets. This isn't normally actually that useful though, because in the time you took blinding the killer at the pallet you could have gained quite a bit of distance from them. So it's not really giving you very much typically for the effort other than a decent bloodpoint scoring event. (Which, admittedly, it's not a bad amount of bloodpoints for that event if you care about that sort of thing.) That being said, the new survivor perk on the PTB which hides all your scratches, blood and sounds if the killer gets stunned means you could hypothetically stun them, blind them, and run for the hills with them having zero idea where you went. So with that perk it could be a reasonable combo.
    • Flashlights impact certain specific killer powers. They can erase Hag traps, destroy Artist Crows, stun Wraith out of phase, stun Nurse out of a blink (although that one is probably very difficult!), stun Nemesis zombie, and destroy Spirit's husk (which isn't hugely important probably but it's a thing.) Certainly if you happen to face a Hag, for instance, a flashlight is useful. However, how often does that happen? Unless I overlooked something I think there's only four or maybe five killers if I'm generous where this is a non-negligable factor, against the other 21 or 22 killers there's no killer specific weakness to them. Is it worth bringing a flashlight on the 20% chance you might run into a Hag, Wraith, Nemesis or Artist? And even if you do, if it's not Hag to get rid of her traps, is it better than the tools or medkit you could have brought instead? I'm pretty skeptical.


    So I'm not saying flashlights are "bad" necessarily, but I definitely think they're relatively weak items when compared to tools and medkits. They're probably better than keys, at least in consistency, although hypothetically when a key works it's a free 5000 point escape so those are the definition of high risk, high reward items. Maps might be the only item as relatively weak as flashlights, and even then you could argue that depending on the build maps could be useful for sniffing out the totems for example, maybe.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819706#Comment_2819706

    Hiding the names and loadouts of the survs will piss off those killers who would use their various methods to sniff out and avoid potential SWF groups. No way they'll support such a change.

    If they made this change though, I'd also suggest removing them from the post game tally screen as well. Just have the surv's icon, perks, scoring, and around the icons blue chains showing who was SWF or not.

    Well personally I don't particularly care if I tick off lobby dodgers. Them being angry that they can't mess up matchmaking for everybody else doesn't bother me.

    Hiding information in the endgame screen isn't needed though, it has no impact on matchmaking and in fact it's useful to have that information and the player names for both data collection if you want to analyze stats and (more importantly) you need the names to be able to properly report people to customer service for abuse. If they wanted to show who's in a swf as additional information on that screen I'd be fine with that, it'd just be additional data points for anybody looking at that sort of thing.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819671#Comment_2819671

    1. It's not about DH, it's about the statement on being fair and since you think that would be fair then I get why you think what you do about DH.

    As for flashlights The ability to save multiple people in a match, counteract some killer powers as well blind them during break/vault animations to possible mislead the killer.

    Even if the killer chases you off the save then hes wasting more time while 2 others are on gens.

    So yes flashlights have so very many effects and uses and are good. Killers cannot always look at a wall, but flashlights are something you have to be good with in order for them to be worth using.

    Even toolboxes can have a strong and good use but fact is most players will immediately use them on the first gen which is a mistake.

    And I'm explaining to you why the distance is so bad for the game, I dont see 80% of killers because theyre weaker, DH is a huge factor to that with basic attack killers. I'd rather not have a perk that massive screws over all weaker killers more.

    I'm trying to explain that the distance should never be a thing, how it's unfair to correct mistakes or being outplayed because you have a perk. It hurts the weaker killers more than stronger ones and we should aim to make all killers closer together instead of making the gap even bigger.

    It's why may replies ago I said itd be interesting to see how the weaker killers do after the DH change (the distance gone) as it basically kills those killers potential. Have a perk with 0setup that fixes mistakes or being outplayed that can be used on every loop isnt good for health or balance, that's what I'm trying to explain and my opinion.

    Ok, so you saying Flashlights are as good as toolkits and medkits explains to me why you keep trying to imply that I don't know what I'm talking about when it comes to other things. Except I'm pretty sure you'll find you're not in the consensus on that - a lot of fairly high skill players will disagree with you on flashlights being a good time investment and survivors are significantly better off using tools or medkits.

    Also, again, flashlights have zero to do with Dead Hard or why I disagree with you on whether the distance aspect of it is "fair". I totally understand what you're saying, you don't need to keep repeating it, I'm just saying I believe you're wrong.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819585#Comment_2819585

    You're absolutely right about the MMR and dodging. Basically the system has one good shot at creating a fair-ish lobby, but dodging and/or lengthy queue times apparently wreak it badly.

    I am not saying a player shouldn't be able to dodge a lobby, that's another long convo entirely. But I wish most of us would remember what it currently does to the matchmaking when we do leave a lobby. Another one here suggests quiting the match on the loading screen instead of dodging, not a perfect solution at all but better than slipping out of 13 lobbies.

    Personally I think they should just hide the survivors from the killer and vice versa in the lobby. The argument that “killers need to be able to adjust their loadout based on the survivor’s items” is kind of flimsy since other than maybe Lightborn none of the perks are all that item specific. And by making killers unable to see survivors they’d have no reason to lobby dodge, and likewise survivors would have less incentive to sit there waiting in the lobby the full minute to make a last minute item change just so the killer can’t react in time.

  • I think Sadako is unique enough, she just might need a buff on her ability to build up Condemned stacks to make that part of the kit more threatening. Just because her kit is built using some bits and pieces of mechanics doesn’t make the combination not a unique one. I don’t think you’d be doing yourself a favor playing her exactly like Wraith for instance, even thought they both use their Power button to phase for Stealth.

    Is there design space for new mechanics? Sure! I’d love to see a Medusa style killer for instance that when survivors can see the killer they get increasingly severe Conditions on themselves. It would be a killer that you actively try to avoid seeing when you’re doing gens or in a chase. But that doesn’t make Sadako disappointing to me, I like the various aspects of her current kit even if they could maybe stand a buff.

  • @SeannyD115 said:

    It's not very good because when a survivor is unhooked it's going to reveal 2 survivors by the hook

    But on the other hand it also has no range limit and lasts twice as long as BBQ which can make it more likely you’ll be able to actually take advantage of the aura information. If you’re not in a chase when it triggers, odds are the closest survivor to you is relatively close and you can immediately go to where they actually are with the aura. And if you are in a chase, the aura of the person being chased can help you against possible mindgames. Plus if you still happen to be near the hook, you see their auras if they try to sneak off.

    Basically the perk doesn’t need to tell you where four people are that you have no idea where they may be, it only needs to gives you an aura on one person that you can hopefully quickly reach.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819011#Comment_2819011

    1. You said about what is fair, and in your opinion survivors being able to have both at the same time is fair. So it's not a surprise you think DH is fair.

    2.exposed effects require certain conditions to work, from killers having to stalk (move slower during this stalk) or perks which require x number of limitations. That is very different to press a button to fix your mistakes.

    3.yes both are used. However the distance is the biggest issue, people would just use the distance part and nothing has really changed. It would remain a strong perk and keep basic attack killers way lower than the others.

    Basic attack killers are made so weak due to DH, it's a big downfall. Dodging an actual hit is fine.

    And if you read I said yes people do use it for BOTH uses. Just the DISTANCE is used most and the biggest issue with the perk.

    Why keep the strongest part of the perk which hurts more killers (especially weaker ones) when you can just keep the avoid hit which hurts less killers, has less uses (more specific use) and doesnt allow you to just correct mistakes.

    I have a whole post explaining all these factors.

    DH is getting a nerf, one things will be reduced and it will likely be the distance. I get you and more casual people may not see it as often or the full use of the distance especially against basic killers but it's just a fact the distance isnt good for the game.

    1) What do flashlights have to do with Dead Hard? What I said a while back about flashlights was they’re the weakest item compared to tool kits and medkits, so a possible buff would be to give them a secondary effect. Or are you claiming flashlights are actually good at high MMR?

    And I know you have a whole post about Dead Hard, I just disagree with you that it would necessarily still be broken if you took out the invulnerability and left the distance intact, and I’ve likewise explained why. But apparently you think I’m disagreeing with you simply because you seem to think I’m biased toward survivors for some reason even though I’m a killer main.

  • I think most killers are in an ok place honestly, but I guess in terms of dream tweaks:

    Trapper - Have his traps start out set. They’re not in great positions at first but at least maybe they’d do something. And replace the bloodpoint bonus on Padded Jaws (which makes traps not injure survivors) with something that happens in the match, like maybe he can get traps from lockers and the oldest trap on the map disappears.

    Wraith - Replace the Bloodpoint bonus on The Beast Soot add-on (which makes Wraith still have a terror radius when cloaked) with Wraith being completely invisible while cloaked. (So he’s totally invisible, not just faintly shimmering, but has a terror radius.)

    Hillbilly - Maybe turn down the volume on his saw a little? It’s annoying to listen to on headphones. Replace the bloodpoint bonus on Speedlimiter (which makes his chainsaw not instantdown) with his chainsaw never overheats or some other buff.

    Nurse - Make Plaid Flannel base kit so she’s easier for new players. Make her keep her head up when she’s stunned so she can at least see what’s going on a bit, and if that is too much of a buff slow down her blink refresh a bit to compensate. Replace the bloodpoint bonus on White Nit Comb (which reduces her lunge range in half) to some other buff like maybe after a blink she sees the auras of survivors within 8 meters. Buff Spasmodic Breath (which makes her normal 4.6 speed with no teleport after a blink hit) to make her move 4.8 speed instead (so she turns from a killer that can blink to a basic attack killer that moves faster than normal.)

    Myers - I’m relative ok with Meyers, not sure what I’d change. If he actually needs a buff, maybe increase his attack range slightly?

    Hag - Replace the bloodpoint bonus on Scarred Hand (which makes you unable to teleport to your traps but they have collision) with letting the Hag move 4.6 m/s. (So she can’t teleport but she can chase at normal speed and use traps to block paths.) Even that might still be weaker than her base kit, though.

    Doctor - Make his Hallucinatory Doctors move around, kind of like Nemesis’ zombies, except of course the Doctors can’t hurt anybody.

    Huntress - Make her lullaby song an actual full length song instead of just the same two bars over and over.

    Bubba - Replace the bloodpoint bonus on Speed Limiter (which makes his chainsaw not do instant downs) with Bubba does not go into Tantrums if he hits an obstacle. Bubba’s other issue has to do with face camping, but that probably would need a broader change in how hooks work.

    Freddy - If Freddy needs a buff, make him Undetectable to survivors who are awake (I say “if” because he might be powerful enough as is). Also make it so he has fake pallets and snares both in his base kit simultaneously and can swap between the two by tapping the Activate Ability button (kind of like how Clown can tap the button to switch bottle types). That would allow Freddy to use pallets out of chase and snares in chase. And then you could tweak the existing add-ons which give him fake pallets to buff fake pallets in various ways instead.

    Pig - Allow survivors to use the boxes from the sides to eliminate the dumb afk Pig exploit. And let her move 4 m/s while crouching (not enough to catch up to survivors but enough that she doesn’t immediately fall behind and helps her with map traversal)

    Clown - Make Clown’s yellow and pink bottles have independent ammo, so when he refreshes he has 4 Yellow and 4 Pink bottles. (Also how is his chase music not that classic circus song or Yakity Sax? 😄)

    Spirit - Not so much a Spirit change, but make Iron Will 90% sound reduction instead of 100%. That would allow Spirit more of a chance to hit survivors with Iron Will and also let Stridor actually do a little bit of something to mitigate Iron Will

    Legion - Improve Deep Wounds in general to be a little more threatening or effective somehow. Maybe either shorten the timer slightly or make it take slightly longer to mend? As is Deep Wounds feels a little weak.

    Plague - Turn down the volume on the voices she hears when she’s powered up, they’re kind of annoying.

    Ghostface - Can’t think of much here other than the sometimes jinky way he’s knocked out of stealth?

    Oni - Seems ok. 🤷‍♂️

    Deathslinger - Let him turn at normal speed while aiming, he feels like he’s moving through sludge when holding his rifle up. Replace the Bloodpoint bonus on Rickety Chain (which lets survivors break chains more quickly) with he inflicts Deep Wounds on a hit on a chained survivor (instead of only getting a Deep Wound if the chain breaks). And per my comment under Legion, buff Deep Wounds a bit

    Pyramid Head - Seems ok as is I think.

    Blight - Probably ok as is. If he needs a nerf, maybe tweak his Rush timer. Replace the bloodpoint bonus on Placebo Tablet (which reduces his Rush movement speed) with no stun or very little stun after a Rush if he doesn’t make attack. (So he runs more slowly but can go straight into a normal chase immediately if he doesn’t collide with anything.)

    Twins - Let Victor benefit from custom outfits (e.g. an Evil Ventriloquist Act skin with Victor in a little tuxedo).

    Trickster - Replace the Bloodpoint bonus on Memento Blades (which give survivors an extra tick on the Laceration timer) with Trickster carries double ammo and simultaneously throws two blades at once when he throws them. (Basically it takes more hits to remove a health levels but he has a wider hit area and maybe can hit twice in the same throw if he’s directly aimed at the right spot.)

    Nemesis - Improve the AI on his zombies so they don’t get stuck on terrain as often. Maybe also give them a bit of a speed boost. (Doesn’t have to be much, but a little would make them slightly more threatening)

    Pinhead - Speed up his teleport a bit, 3.25 seconds is a pretty long charge time. Also he needs an additional buff maybe don’t slow him down as much or at all while charging up his chain attack so he doesn’t lose as much distance on the survivor. Replace the Bloodpoint bonus on Bent Nail (which reduces the number of chains that appear by 1) with when you hit a survivor with a chain it automatically launches a new chain from that spot in the direction of the closest other survivor if one is in range, and so on until no other survivors are left to aim at. (“Chain Lightning” style chains.)

    Artist - If she’s too good doing damage at range, Limit the distance she can do damage with her crows to, say, 35 meters but hide the crow auras if they’re outside that range. (So survivors can’t see the crow from really far away, but they also can’t get damaged if it hits.) It would still be useful as a scouting tool at that range, and even be buffed for that purpose with the auras hidden.

    Sadako - If she needs a buff, decrease the TV refresh timer to turn them back on to 30 or 45 seconds. That would allow her to teleport more often with more flexibility and also, by teleporting more frequently to where she wants, increase the rate survivors gain stacks of Condemned. And it would put more pressure on survivors to turn the TVs off more often which again gives them more stacks. Replace the Bloodpoint bonus on Videotape copy (which makes her Projections not inflict stacks of Condemned) with all survivors passive gain stacks of Condemned at a rate of 1 per 30 seconds all the time as if they had a tape. (So she doesn’t actively add stacks herself but they get them passively.)

  • @Leachy_Jr said:

    Honestly it would be much better health wise but not balanced still.

    The concept of giving everyone on the team the ability to heal by themselves for only 1 perk slot can't really be balanced. Hence why it probably needs a full rework.

    It can be balanced by adjusting the speed of the healing. For example, if the perk let people heal themselves but it took 2 minutes that would be totally worthless. If it takes 5 seconds it’s too strong. So adjusting that one parameter up or down makes the ability range from too weak to too strong, which implies there is a reasonable range of settings for it where the effect could be considered relatively balanced (more or less, since balance is a subjective opinion in part.)

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819572#Comment_2819572

    That last bit I wholeheartedly disagree with.

    The Emblem system was not perfect, even I am forced to admit that and everyone knows how much I value things from the past, but replacing it with a clearly flawed system was definitely a terrible idea.

    Everyone who was around those atrocious test sessions called it. Just like the current dissatisfaction, seen not only in the Forums but everywhere else, is calling it.

    MMR really needs to go.

    I’m pretty sure the MMR is actually a more accurate rating than the old emblem system is. As in, if everybody is the same MMR, the match will be close. That can’t be said for the emblem system which had a lot more of people being high rank who weren’t very good and low rank who were underrated because they didn’t play enough to offset the rank resets, for example.

    The issues with matchmaking aren’t about the MMR but rather about how matchmaking handles people dodging lobbies, how long it waits to find a close match if you’re an outlier rating, and how it estimates what the killer MMR should be when a group has survivors (usually in a swf when this happens probably) with a wide MMR gap. That’s the part that could use adjustment, the ratings themselves seem to be fine.

    P.S. And they really should stop showing Grades on the endgame screen, that’s just confusing things even more. If they replaced those with a rough MMR bracket indicator then it would probably be more obvious where the issues are when there are mismatches.

  • Setting a monitor ratio wouldn’t get around their fix because the game forces what’s actually on the screen to be at a set ratio now regardless of what your default ratio is set to. So if your ratio is unusual it’ll just have appear to have black bars so you still only see the visible ratio they want.

  • @AnneBonny said:

    player numbers have been dropping since mmr and will continue to drop until it gets removed or until the game dies

    Correlation is not causation. DbD is almost six years old, virtually all games its age have lost or are losing their player base simply because people move on to new games over time. In fact DbD is doing very well compared to almost all the other games that came out that year if your compare its Steam chart numbers to theirs.

    So no, “eliminating MMR” probably wouldn’t do much of anything. In fact it’s quite possible going back to the old emblem system could make the game worse.

  • Honestly Dead Hard is too powerful as it is, if they removed the invulnerability from it then it would still be used solely for distance by a lot of players but would eliminate any potential for the hack.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819158#Comment_2819158

    You are saying you can only win against survivors when you are vastly stronger than them, unless you play actually decent killers who can compete with same skill level.

    Nope. Not what I said.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819124#Comment_2819124

    You literally said game favors better loadout and killers if both sides are equally skilled, basically "play bad killers if you expect opponent to be bad enough than you".

    That's a complete misrepresentation of what I said. I said the game primarily favors player skill, and if both sides are highly skilled and don't make few errors then the secondary differences in the loadouts become more significant. Totally not the same thing as "play bad killers if you expect opponents to be worse than you."

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819040#Comment_2819040

    I think game has balance problem if you need to expect others to play badly just so you can play bad killers.

    Who said anything about "playing badly"? Even good players make mistakes, and it doesn't take many small mistakes to decide a match. It's not an indication of bad game design, rather it's an indication the game is more skill based than decided by factors in the loadouts.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2819021#Comment_2819021

    I must admit I respect you for finding enjoyment on that boring mess.

    Lol, and to top it off, I always use Fake Pallets. They're overall a bit worse than the snares, but it never gets old watching survivors fall for a fake pallet, get spattered and then immediately hit in the face for their efforts. 😄 Pallets are gimmicky but the gimmick is just so satisfying to watch.

  • I think Doctor is my favorite killer at the moment. I love his tracking and his Shock is solid at vaults and pallets. I also seem to do pretty decently with Pig and stealth killers in general, I think? (Hard to tell since I don't track stats. Most recent game though was a 12 hook 4 kill with Scratch Mirror Meyers on Eyrie, so that was fun! 😄)

    I also can't stand playing Nurse, she's the only killer I refuse to play. Staring at her feet all game is super annoying.

    As far as the other big name killer, Blight, I like Blight but I'm not that great with him because I don't play him regularly so my timing is bad on hitting with his Rushes. But even then in terms of getting around the map quickly and catching up to survivors after a hit or pallet drop he's still fun.


    Honestly I think there's too much focus on the forums sometimes on "balance issues" when in reality balance discrepancies are far outweighed by misplays in the great majority of games. Missing a hit, not seeing a hiding survivor, running a bad path at a loop, not breaking off a chase when you should switch targets, not staying on a target when you should go for the down, all those sorts of things are WAY more impactful than the balance items people complain about constantly. Perks being better or worse than one another really only comes into play when you've got equally highly skilled players facing each other who make mistakes rarely. If nobody is making errors then that's when things like Blight being better than Clown really start making a bigger difference. But if you're a really good killer in general, and you face average survivors, it doesn't matter what killer or load out you use, you'll probably win. And vice versa, a mediocre killer won't win even with a top notch load out and killer if the survivors are all significantly better players.

    Anyway, just my hot take on that topic.

  • I never played the old Freddy so no opinion on him. I like current Freddy though, he's one of the killers I enjoy playing the most probably.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818504#Comment_2818504

    Never mentioned good players.

    And yes I know you dont think it's fair, you wanted survivors able to use flashlights and maps together...

    If its not unfair to press a button to correct mistake or being outplayed then it's okay for a killer to get the ability to press a button and take a health state even if you outplay them.

    Iv gone through examples and explained it while you tend to overlook all the points and stuff I'm actually saying. I never said you dont use it to avoid a hit I even gave example like huntress.

    But the distance is the most common use, the most impactful and hurts the weaker killers vastly more. All of which is bad for the game

    I'm not sure what flashlights and maps have to do with anything, but whatever. 🤷‍♂️

    And killers have perks that give them instant downs, that's basically taking an extra health state with one button press. They also have perks that undo 20 seconds or more of gen progress with one kick, or that block gens with virtually no button presses on their part at all like Corrupt Intervention. All of it is ok, though, because there's nothing inherently "unfair" about someone having a perk that gives them a boost in the game from pressing a button.

    Also what you said regarding Huntress was "... the evasion is only used against very few killers like huntress etc. Who have antiloop anyway, meanwhile the distance can hurt all killers and the basic attack ones far more." Which I said is incorrect, I've seen plenty of matches where players Dead Hard both for distance and to dodge basic attacks in the same match.

    Distance is the most common use, but it's not the only use. And in some cases the ability is used for both distance AND evasion simultaneously. Splitting the two effects would weaken the perk to the point that it probably is no longer overpowered, even if the distance is kept the same.


  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818390#Comment_2818390

    No you couldn't, the distance gets you to the pallet or window and that's the issue with the distance. You're correcting a mistake or being outplayed by pressing a button to make you safe again.

    Like I said hurts all basic attack killers way more, but you can still DH to get round a corner faster to dodge a hatchet for example.

    It's not fair to avoid a hit after being outplayed, if you get outplayed you should be hit. If you outplay a killer but they can press X button to injure you then what's the point?

    Like I said I have a post about this, so check it if you want as this will be my last reply but the evasion is only used against very few killers like huntress etc. Who have antiloop anyway, meanwhile the distance can hurt all killers and the basic attack ones far more.

    The distance should never be a perk, if it does then all the issues will still exist. Basic attack killers and antiloop killers will be pushed even further apart when we want them brought closer. The distance is the issue nothing else

    I know for sure you're wrong about the evasion never being used by good players, I've seen plenty of games where good players use Dead Hard for distance in one chase in a match and then use it to evade a hit elsewhere in a match. It does get used for both against more than just Huntress.

    And like I said, your definition of "fair" isn't mine. I think it's perfectly fair for survivors to use an ability to gain distance and running their loops accordingly. Saying this is "unfair" isn't much different from when survivors complain about how exposed hits and tunneling are "unfair".

  • Assuming it doesn’t work in chase and it’s not necessarily near a gen you can work on, 60 seconds of doing literally nothing to heal yourself is too long. That’s losing almost an entire gen just to get back one health state.

    Now what I could see, maybe, is a different perk which let a survivor heal slowly passively all the time such that they gain a health state every 60 seconds. In that case the survivor could opt not to spend time actively healing themselves at all but stick to gens, being chased, healing other people, etc, and as long as they aren’t getting re-hit by the killer over that time they benefit from periodically being healed for free. It would be slower than Self-Heal but have the advantage you can be actively doing other things the entire time which would make it better for multitasking.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818378#Comment_2818378

    If I mindgame someone at a loop and catch them off guard which would normally result in a hit but they can DH for distance so I dont then no that's not calculated at all.

    DH is very free especially against basic killers, it's not calculated to have a press button to be safe. Imagine if a killer could press a button after you dropped a pallet to get a free hit, its be a joke. It's the same thing but not look at for an issue.

    Basic killers are most hurt by DH, it's no surprise I dont see half of them. I get people dont want the distance removed as it's the strongest part of it, but it's not a fair perk.

    Remove the distance and I bet killers like legion etc. Can do better and I'd like to see these type of killers more often tbh.

    I still don’t see how it’s “unfair” to have a burst of distance. In your above example for instance, if you mindgame someone and are close enough for a hit then if the perk ONLY gave a speed boost but not invulnerability you could still hit them in that case for example. It’s that they get both the evasion and the distance that makes it really work in that scenario.

    Like I said earlier, distance alone is ok, invulnerability is ok as a perk, but the two combined is what makes it too flexible and powerful.

  • And I know it’s not Ash, but man it would be great of there was an Autolyicus Prince of Thieves skin. 😄

    Untitled Image


  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818214#Comment_2818214

    Breaking line of sight does nothing,she can still hit you with the crows through walls.

    But if she can’t see you then she can’t know for sure she’s timing the release right. If you are behind a wall and juke she can easily mistime sending the crows and miss you.

    Of course if you currently have crows on you then that doesn’t work since she sees the aura.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818241#Comment_2818241

    That's true, I did overlook that part. Still rather the distance never be a perk, just ruins alot of outplays and hurts weaker killers even more.

    If you mess up on a loop against an M1 there shouldn't be a press button perk to fix it. I'm sure I have a post explaining why I dislike the distance so much

    I keep seeing this argument that “you shouldn’t be able to use a button to undo a mistake”, but the really good players who use Dead Hard for distance aren’t correcting mistakes, they’re intentionally accounting for the extra distance during the chase and know whether or not they will be using Dead Hard to reach a vault. It’s not messing up a loop if you know you have enough extra distance to do something you couldn’t get to if you moved a bit more slowly.

    It’s a bit like saying a perk that shows survivor auras shouldn’t be in the game because “killers shouldn’t be able to make up for losing track of survivors with a perk”. Or that there shouldn’t be gen slow down perks because “killers shouldn’t have a perk that helps them of they make a mistake and don’t exert enough pressure.”

  • It would be nice if DbD had automatic monitoring on the server side of matches for suspicious results such as players moving faster than possible or actions being impossibly quick, etc. Then if the system detects suspicious activity it temporarily suspends the account pending customer service review.

    And on a related note they really could use a system which, when someone submits an ingame ticket, it saves a game replay file as an attachment to the ticket for customer service. Requiring average players to record all their own games using third party software just on the off-chance they happen to see a cheater isn’t nearly as effective as an automatic system that gives customer service the actual file they need without any player action required beyond submitting the ticket itself.

  • I can’t speak to that exact list but overall I think stacking conditions would be cool. 🙂 That said, it would also be harder to program than just changing the numerical parameters of the current ability.

    I think a more easily implemented buff to Sadako that addresses a lot of the posted concerns is to reduce the TV cooldown timer to, say, 30 or 45 seconds. That would not only mean she probably always has televisions available to teleport to but it would allow her to potentially up to double the number of stacks of Condemned she generates in a match by teleporting more frequently. And it would mean survivors who do try to keep the TVs turned off would have to do it twice as often so again would be pulled off gens that much more often and also would be building up their stacks more quickly. It even helps her a bit on the chase aspect since teleporting gives her a speed boost. Basically adjusting that one parameter can boost multiple parts of her kit.

  • @MikaelaWantsYourBoon said:

    Survivor meta is so strong and sometimes you need to out one of the survivors before last 2 gens. So this would make killer exp harder. Don't think this is good idea.

    Whether it’s harder or not depends on the details. For instance, if the original poster is saying that once you get four total hooks then any survivor you hook after that dies it would probably be a killer buff. But if it’s once you get seven or eight total hooks then everyone you hook dies it would be a nerf I think since it’s pretty common to get a kill by the sixth or seventh hook.

  • Personally I think Doctor is my best character. Overall I think he’s solid. His tracking means he’s always in a chase the entire game, it’s difficult to stay hidden from him. And his Shock is very useful at pallets and vaults, either to preemptively keep someone from using them or to hit someone immediately after they drop a pallet to block them from vaulting it as you continue around to their side of the drop.

    The only reason I don’t put him in S tier overall is his lack of mobility does mean when survivors spread out all over the map he’s weaker. The S tier killers are the ones that can both catch survivors at loops and have a way to deal with survivors splitting up (e.g. Blight’s ability is both useful at loops, at chasing survivors who just run forward, and at getting from place to place quickly between chases)

  • Nurse is the only killer I actively never play, I absolutely hate that mechanic of staring at her feet half the match. I even keep the Nurse daily mission in my log just so I never get it. Other killers have stuns when they use their power, but they can generally either keep their head up while stunned so they can still see or the stun is shorter or they don’t use their power as often as Nurse. For example, Legion and Blight both get stunned after using their ability but it’s a lot more tolerable on them.

    If someday they tweak Nurse’s stun so that she kept her head up and could see what was going on I’d play her, even if they compensated by making the blink refresh timer slightly longer to compensate. Otherwise screw it, I’m never playing her.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817519#Comment_2817519

    I'd say it was pretty much confirmed in the stream, while they didnt say nerf they said they was looking at DH which every other time they have said that about something it received changes.

    I personally hope that's never the case, while that's a great way to do it in other games I'd hate to see that in DBD. If the perks were split I'd imagine they would be made abit stronger and even if they didn't running both perk recreates the issues.

    I know lots of people would say they need to use two perks for it but think how many killers things was considered too strong even if they had to use multiple perks to achieve it.

    I'd just like to see the distance nerfed tbh, I feel its massive help the basic M1 killers out and if that's the case I'd likely see more of them when playing survivor

    FYI If Dead Hard was split into two perks they actually wouldn’t function together at all because they both would use the Exhaustion timer.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2815361#Comment_2815361

    From what I have seen it more or less those games only happen if one side is stalling...Just like what happens in DBD.

    I’ve never had a DbD game last anywhere close to 45 minutes, even if someone was stalling.

  • I think if she needs a post PTB buff the best thing would be to reduce television cooldown timers. The faster the TVs turn back on the more reliably available it makes her teleport which helps her map pressure and gives her prechase speed boosts, and it also increases how frequently she can inflict stacks of Condemned on survivors and how often survivors are enticed to get off gens and turn them off or to deal with their curse. It’s a single numerical parameter that’s easy to change from a programming standpoint but that by adjusting its value improves multiple main aspects of her kit.

  • No, DbD is not dead, it still has something like 40k concurrent players on average on Steam alone at any given time.

    That being said, the game is almost six years old which is quite elderly in video game years. For reference, some other games that came out in 2016 include and their average concurrent players on Steam as of the last 30 days (2016 was a good year for video games, I like a bunch of the titles from that year!)

    • Overwatch - ??? (Not on steamcharts but it’s still kicking)
    • Civilization VI - 39,036
    • No Man’s Sky - 5,341
    • Dark Souls III - 10,400
    • The Witness - 90
    • Titanfall 2 - 983
    • Dishonored 2 - 585
    • Battlefield 1 - 4,473
    • Final Fantasy XV - 509

    So Dead by Daylight is neck and neck with Civilization VI on the Steam charts for games that came out that year. The great majority of games from 2016 don’t come close to that number of players nowadays. So the fact that DbD is still pulling in that many players is a testament to it having something special to keep people coming back and new players trying it out.

    Ultimately the game will fade away though, it’s the nature of things. But it’s not like that is happening this month or even any time soon. But in the meantime it’s still doing very well for its age and still has new content coming in on a regular basis so it’s most certainly not dead.

    • Flashlights are mostly a waste of time. Survivors going for flashlight saves all the time actually hurts them getting out more than helps.
    • Dead Hard should probably be two separate perks - one that lunges for extra distance but doesn't make you invulnerable and another that makes you briefly invulnerable but gives no speed boost. (If this happened my guess is the distance perk would be a bit more popular at high level, but I imagine there are people who are really good at dodging hits who would use the dodge version.)
    • I will never to this day understand why when all the survivors are healthy and at the Exits, or when there's one survivor left and they're at the hatch, a significant number of them stand around and wait until you physically see them leaving or teabagging you. Such a waste of time.
    • Borrowing one from Otz, if the survivors burn a map offering, and someone DCs when they get downed, it was almost always the one who brought the offering.
    • Remember when Overcome came out and there were a bunch of people going bonkers over how it was totally broken and the new meta perk? ... Not so much I guess. 🙂
    • Boons in general are fine. Of all the Boon perks only Circle of Healing is overpowered, and the devs are clearly monitoring that one since they nerfed it once already. In fact as a killer I appreciate that there's more for me to pay attention to and interact with, I think the extra variety is fun.
    • I don't think survivors with TTV in their name are any ruder than people who don't have it. I've chatted once or twice with some TTV people who were pretty friendly. Streamers do like to showboat more though probably.
    • Stretched res to see over stuff was definitely an exploit so I'm glad it's been fixed. At the same time I don't think this is going to suddenly make a bunch of survivors who had been using it play really badly. Basically it's more of a problem at the high end where edges like that can make a noticeable difference against equally strong opponents. For average gamers misplays are the biggest cause of losing, not balance issues or advantages from things like stretched res.
    • Why is it nearly every lobby there's always a survivor who doesn't hit Ready and lets the timer run the full minute? I actually was seriously surprised last night when the survivors all hit Ready with 30 or 40 seconds left on the clock! That's how rare it is that the clock doesn't run all the way down. Just start the match already! 😣
    • Sometimes I think survivors with Spine Chill are too reliant on it. I've gotten in the habit of not looking directly at generators when I'm walking up to them and catch Spine Chill gamers off guard pretty often. Spine Chill is definitely a nice perk but you shouldn't assume that just because it's not lit a killer isn't coming.
  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817515#Comment_2817515

    Actually distance part makes it broken. Most survivors are using it for go to pallet or windows. It should not give you distance. So i would not nerf DH, i would rework it. Because it is also supports to greedy plays and this makes m1 killers so terrible.

    I agree that the distance aspect is the most popular use of it at higher levels. However it doing both is definitely a big contributor, I've seen many games where a high skill survivor uses Dead Hard for distance at one point in a match and at another point in a match dodges a hit directly by reacting to a hit animation. Being able to do both duties is pretty huge.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817507#Comment_2817507

    Interesting to see, but expected tbh. I'd be excited to see stats after DH gets changed.

    I wonder if killers will get nerfed after the DH change

    Did the devs ever say they're nerfing Dead Hard? I mean personally I think it should be split into two perks, one that lets you lunge for distance but that doesn't make you invulnerable and another that makes you invulnerable briefly but you get no speed boost. That's just my opinion though.

  • And one more for Iron Will. Personally as a killer I find Iron Will is a great perk for survivors, it works pretty well against me. So I'm not all that surprised kill rates in matches with multiple Iron Will survivors are lower.

    image.png


  • For contrast, here's the kill rates grouped by how many survivors used Borrowed Time. Notice there's basically no correlation here on the escape rates. If I had to guess, I'm betting Akumakaji probably doesn't even try to swing at people who just got unhooked very often because he's just assuming they have Borrowed Time so it would be a waste of his time. Which means he gets the same kill rate more or less whether survivors actually use it or not since he's playing around it either way. (Just a guess.)

    image.png


  • Here's an interesting table. This is the counts of survivors that had Dead Hard per match and their relative kill rates. There's definitely a correlation between number of Dead Hard users and lower kill rates. (This doesn't prove causation, it could simply be that really, really good survivors tend to use Dead Hard because it's popular, but maybe they'd be able to escape anyway for example. But it is a correlation.)

    image.png


  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2817426#Comment_2817426

    How does this work? For example how can you have GF with 10k 8E that's 18survivors when survivors are in 4,8,12,16,20... you have either 2 extra or 2 less.

    Could be mistakes in the OP recordings or another persons lying about their stats/game

    It's disregarding DCs.

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