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gantes

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  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179096#Comment_1179096

    It has nothing to do with the corn itself. Farm maps are just massive ('cept maybe Rancid Abattoir) and super loop-friendly.

    And the only corn map that isn't ginormous has one of the most infuriating windows in the game.

    At least other older maps with busted windows are either small or barren in the outskirts. The farm maps tend to also have strong linked structures.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179165#Comment_1179165

    The problem with using League for example is that League has an unranked and ranked game modes.

    When I played in unranked, it worked like you said, people banned personal preferences (though really that was another way of saying they were banning a counterpick to whatever champ they were gonna instalock) and bans were all over the place.

    In ranked, completely different, players screamed at the top three picks to ban the OP FOTM champions without question, and usually players obliged.

    So I think maybe the answer is that with DBD where there is no ranked or unranked we may both be right, some will ban killers they find annoying, others would ban the OP FOTM killers.

    Yeah that makes perfect sense actually.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179149#Comment_1179149

    I agree that his forums isn't representative of the entire playerbase, but my point still stands.

    Your personal preferences aside, there's other examples of this.

    As an old school World of Warcraft player, for PVP, you get the option to ban two battlegrounds from your random battleground queue ever since Wrath of the Lich King. Alliance would always ban Alterac Valley and Horde always ban Isle of Conquest. Not cause those maps are broken, annoying, or even unfun. Alterac Valley is probably the most iconic PVP map in a game that has lasted over 15 years now. But simply put, the way the map is designed the Alliance don't win, so they avoid it. Same with Isle of Conquest.

    If players are allowed to remove an option, they will remove the option that prevents them from winning, even at the cost of an option they may find "annoying".

    I play League of Legends and I have the exact opposite experience. The highest ban rate champions, even at ranked, are the most frustrating ones, unless there's something EXTREMELY ridiculously overpowered. In normal games, even when something is overpowered to the maximum chances are people will still ban unfun champions before them, even when said unfun champions are undertuned.

    There's a difference between something unwinnable and moderately overpowered. Barring moris, nothing in DBD makes the game unwinnable for either side. So unfun things would most of the time be banned first.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179114#Comment_1179114

    Watch these forums for a week and see how many posts you could substitute the word "annoying" with "strong". For a lot of survivor players they are one in the same.

    Also your assertion that the game is mostly casual would mean those same players don't want challenge, which would likely mean getting rid of strong killers, even over ones they may find "annoying". I mean Legion is "annoying" but no one would choose to ban him because at this point he's a C- level killer. Spirit and Freddy would be considered "annoying" because Spirit can't be standard looped and Freddy has a kit that requires survivors to do more than hold M1 on generators (continually finding teammates, failing skill checks, or holding dream clocks to wake up) but the truth is they're strong, so they would get chosen.

    Oh and killer players would not be exempt of this behavior by the by, the sword cuts both directions. Ask what perks killers would like to see nerfed/removed. No one is going to say something like Head-On even though it is SUPER annoying, because it's Niche and not very effective. They would all be listing off the same 5 or 6 perks. Decisive Strike, Borrowed Time, Dead Hard, Unbreakable, etc. These perks are annoying BECAUSE they are so effective at giving survivor second chances.

    Oh honey I'd personally still ban Legion. And Ghostface who isn't even that strong but is inconsistent and annoying af to go against. Spirit could be bottom tier and I'd still be in favor of reworking her from the ground up because of how bad of a design I think she is.

    These forums don't speak for the entire playerbase. It's just a very vocal minority.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179083#Comment_1179083

    Well I personally think the basekit was fine, so we'll agree to disagree. If they were to change something, they could keep the recharge and remove the fatigue.

    If she still got the fatigue after hitting a survivor I'd support this idea. It'd make her less clunky without giving much power back.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179114#Comment_1179114

    I would like to believe that's true, but unfortunately I think you may be giving this community too much credit. And either way, queue times (especially in certain regions and at certain times) are already long enough, so they can't really afford to do something like this that would extend them even further.

    Again, I'm not even in favor of this system. But I see people talk about "this community" a lot when in reality it's much like the community from most games.

    Just talk to the average killer player and ask them what they dislike about the game. I'm kinda willing to bet the majority will complain about flashlights and being bullied and whatever, even though survivors who go out of their way to bother the killer are more likely to just die. People dislike frustrating stuff more than OP stuff, even if both go together a lot of the time.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179061#Comment_1179061

    It might, but not necessarily. It depends why people are blocking them. For example, I imagine that a lot of people would block certain killers just for being strong because they want to have easier matches. Plus, even if that is an indicator that their design should be revisited, it still sucks majorly for anyone that wants to play those killers in the meantime. It would be better, and simpler, to just ask about people's least-favourite killers in the Player Satisfaction Survey or something.

    From my experience in most games, people tend to ban frustrating stuff over overpowered stuff, especially in a casual setting. Since DBD is mostly casual I doubt that'd be a problem. But I can see your point.

  • @Orionbash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179087#Comment_1179087

    I beg to differ. Lol. I very rarely meet a killer main that has issues tracking survivors through the corn. Rotten Fields is a killer's playground as there's basically nothing in the middle of the map aside from shack where the pallet always gets dropped early. All the other crap is on the outer edge of the map and if the survivors are really unlucky will just be filled with T/L walls that are facing the wrong way.

    Rotten Fields is absolutely massive and any map with the possibility of chaining together Cow Tree and long walls/shack already tends to be survivor sided if anything.

    If you're playing against mediocre-okay survivors, sure, any map can be killer sided. But if they're efficient and the map chains strong structures together you're absolutely toast as most killers.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179058#Comment_1179058

    You don't get it.... The new Nurse is not that heavily impacted in the chase: she is probably still the best in the game at ending chases. The nerfs seriously impacted her map control and mobility, which is not at all tied to skill but is artificially limited. The changes make her unfun because they pretty much force to play lame and slug/camp/tunnel because she has no hope of reaching the other end of the map in time. The changes were not fun or fair.

    Dude, I feel you. I know she's not fun to play now.

    But tell me a better solution than this. The devs clearly think she was out of line and her old kit is NOT coming back. How do you make her fun again WITHOUT buffing her, besides just downright reworking her from the ground up?

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179031#Comment_1179031

    I'm sorry, but are you really using streamers as the bar in which to set skill? Seriously? That's just asinine.

    Your previous comments about 'a good nurse will decimate survivors' is obvious. Any 'good killer' can decimate survivors. They can also be demolished by good survivors. You 'may' have three or four 'good Nurse players' that can get consistent wins over most types of survivors, but do we really want to balance her from that viewpoint?

    It's not just the skill required in a character that should be considered, fun should also play a part. Can anybody really claim that the buggy stun simulator that is the current Nurse is fun? Sure, if you're one of the few 'good Nurse' players, maybe. But for people coming into the game, or just picking a new killer, is she fun? I doubt it, at least going by the three million posts about her post nerf.

    It's funny how you choose to ignore things I already said here.

    There's a very simple rule in balancing games. You balance around the best and control the damage for the rest. Mediocre players performed well with old Nurse. Why is that a problem? Because when a character with a skill cap as high as hers performs well in lower brackets of skill, it's generally a sign that the character is catastrophically overpowered in the hands of people who've mastered it. That was the case with Nurse before.

    You don't like it? She's unfun now? Then ask for a rework, because her kit, in its current iteration, will never be balanced AND fun to play at once. That's how bad the idea behind the character is, at least in this game.

    And yes, good survivors can beat a Nurse now. God forbid a killer can actually lose a game, right?

    HIGH SKILL CAP CHARACTERS AREN'T FOR EVERYONE. If you're not willing to put the time and effort necessary to crush people with Nurse you should probably play something else.

  • It complete and utterly baffles me that the Adept Killer achievement is tied to double pipping and not just to killing everyone.

    Sure, moris are a problem. Just make the challenge say "sacrifice" and not "kill" all survivors.

    It makes even less sense when you consider how easy the survivor adept challenges are.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179034#Comment_1179034

    That helps, but it doesn't remove the problem entirely. It still affects queue times, and it still discriminates unfairly against killers who just happen to enjoy playing someone like Spirit or Hag.

    I mean, not that I agree with this system, but if it existed and some killers got permablocked by most players wouldn't that hint that maybe their designs should be revisited?

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178990#Comment_1178990

    I have watched many hours of Nurse footage and am a Nurse main myself. I saw plenty of games in which people like Marth and True lost with basekit Nurse. I can't speak for others, but I think the reason that the devs come off as survivor sided is because they don't know the game and think that it is balanced.

    I wish you could show me that footage because I don't think I've ever seen anything less than a 3k by a competent Nurse player with basekit before the rework.

    That's the effect of her being very hard to play. Even people who play her a lot can be less than great with her. That's true for every high skill cap/skill expression character in any pvp game. She's not for everyone, nor should she be. And being that hard to play is generally tied to being possible to mess up with, even if you're good. Still, her old kit required you to make MULTIPLE mistakes to even come close to losing. She's more punishing when you mess up now, which again, is only fair.

  • To be honest, I see A LOT more of killer players acting in a way that suggests they'd rather face 4 bots than actual people playing as survivor, especially here.

    It's bound to happen sometimes in an asymetrical game. This game is inherently frustrating at times, but that's kind of inevitable. But when it comes down to it no one ACTUALLY thinks this way, it's just things that are said in the heat of the moment.

  • I don't think it's that good of an idea. In my opinion the single most necessary thing for this game is a surrender option, pure and simply. I shouldn't be forced to stay in a game after a teammate DCs 10 seconds in. Just bring a simple majority surrender vote that becomes available after someone DCs, please.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178990#Comment_1178990

    lol High Level Nurse streamers.

    Because everyone knows "high level Nurse streamers" Make up for 100% of the Nurse playerbase.

    That's the price you pay by playing a high skill cap character buddy. You either put the time and effort to get good with it or you'll make the character look bad.

    That's no excuse to leave her overpowered.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179018#Comment_1179018

    With the placement of breakable walls you can be looped pretty hard on that building. Remember when they had to redo coal tower? this is worse imo

    I definitely need to play if more then. Maybe I just faced survivors who didn't know the map properly too.

  • I haven't played this map too much, but it seemed somewhat alright the times I played it. What's the problem with it?

    Remember the map is still pretty new. Neither side has adapted 100% yet. Take a look at Ormond for example, it's been around for a while and most people I play against, on both sides, can't run the tiles to save their lives.

  • It's a simple thing for me really

    Are the survivors literally all around the hook and doing nothing else productive? or

    Are the gates powered?

    Then yes.

    Anything else? No.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178956#Comment_1178956

    Anyone that says her Basekit was busted were probably the reason for her overnerf to begin with.

    They're the same survivors this company listens to in terms of balance, and the first to yell for nerfs whenever something doesn't go well for them.

    I barely even play survivor but nice try sweetheart

    @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178883#Comment_1178883

    You gave no evidence as to why her base kit was “busted” before; you are in a clear minority on that. Your point about Nurse “not being done today” just shows that the devs don’t want a killer to be strong.

    I mean, you can always watch VODs of high level Nurse streamers decimating every single game with her basekit nonstop. You can always do some research on other games and realize that a character with a high skill cap being as powerful as she was at every single skill bracket was unnacceptable. And your argument loses every single ounce of credibility when you say the devs don't want a killer to be strong when Spirit barely got a slap in the wrist and still is monstruous, Oni got his flick partially back and is still very strong, Freddy is strong while being disgustingly easy to play, and those are all recent releases. There's a difference between "strong" and "catastrophically overpowered in the right hands". If all you got is "well, malding killer mains will disagree with you and devs bad" then what's even the point to this conversation? And I mean this honestly, not as flame.

    Everybody that's reasonable will agree that this game is survivor sided at a high level. But people suddenly stop being reasonable every time a killer gets slighly changed (even if it turns out to be a buff in the long run, like the Freddy rework). Let's please stop pretending the devs hate killer mains or whatever. If that was the case the game would still be the exact same it was years ago.

  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178883#Comment_1178883

    Well to be fair, one of the first things you pointed out is that any discussion, if her original basekit was fine or not, is undiscussable. That limits conversations as well. Nurse after her base kit changes might still be strong, but it came with bugs and is from a game design perspective not well designed.

    She is designed to move mainly using her power and has to take a stun mechanic for using it, but also get's a cooldown which happens parallel to the stun. That alone is badly designed and is litterly crippling for the sake of it. It destroys the straight forward and game feel of the character. It's just not a good solution. And no saying that it justified, because the killer is strong is not a correct answer to it. Nurse is actually the most refreshing killer in the game. Her entire chase follows different rules, because you have to use pallets, vaults and sightblockers quite differently against her. I loved to play against her back then. It can still be fun today from a survivor perspective, but it became much more easy and you win much more distance after outplaying her blink. Too much by my opinion. So no, she isn't in a really good spot. Even if experienced killer still manage to kill with her, but I think that most survivors still can barely handle her, especially since she became so rare these days...

    And like said. The main issue is that the changes don't make her fun to play as anymore. As a player you feel crippled quite often. That's not a good solution.

    Thing is, survivors still have little to no chance of winning against a truly good Nurse. That's the main problem with Nurse, and also Spirit to an extent. Playing against those different, "out there" killers is really really fun when they player piloting them isn't competent. That's because the gameplay is different from the norm inside the game. But when you face someone who's actually good with the killer - I'm not talking mediocre-good, I'm talking REALLY good - you realize the design problems they bring.

    I don't think powers that warp the gameplay that much can be healthy. The entire game is being balanced currently around standard chases. It's obviously far from balanced and still survivor sided, but it's much, much better than it was in the past. Killers that deviate from that too much are bound to be unhealthy. Luckily BHVR managed to make different and fresh killers that are still healthy recently - Oni, Demo, Deathslinger are examples of killers that are strong without being overbearing or unhealthy, and even though Plague is middling she's still fun to play against while being healthy. The game has plenty of room for new and exciting stuff.

    But in my opinion, and I hate being ~that guy~, Nurse's kit isn't salvageable in its current iteration. It's always gonna be way too skill intensive (and clunky and unfun to play) if it's balanced and way too broken if more forgiving to newer players.

    If every Nurse player were mediocre I'd be thrilled to have her old kit back because okay Nurses were fun to go against. But it was just too overpowered in the right hands and no matter how much time you dedicate to a character you shouldn't have a free win 100% of the time.

    EDIT: I think Nurse would be way, waaaay healthier if she moved at 110% but only had one, shorter blink, but at this point you're just murdering the character and might as well make a new one. So that'd still be bad.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178876#Comment_1178876

    So just sweep it away so we can take more from killers survivors already killed nurse wont be happy till freddy and billy dead to but hey that nurse players fun dosen't matter just survivors fun

    Since you don't want to have a reasonable conversation and apparently loves to throw everything into the "us vs them" dynamic I think I'm done here. Bye.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178845#Comment_1178845

    So killer fun has to take it for the team again swf with comms is to strong but survivors will throw a fit so killer has to suffer gens go to fast but survivors dont want more time holding m1 so killer has to suffer killer has a strong fun power or perk but survivors find them hard or boring so have to nerf for survivors fun when does killers fun come into play

    "But MUH SWF"

    I addressed this in my previous comments. Whataboutism brings literally nothing of value to the conversation.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178823#Comment_1178823

    They killed her why should killers always have to be weak or require insane amounts of skill but survivors strongest perks require nothing survivors winning requires no skill its bs just because 10 dedicated hardcire elite nurse plsyers can make her work doesn't mean she is in a good place

    Again, then buffing her isn't the right choice. If the only way to keep her somewhat manageable at a high level is to gut her at a low level, it's a design problem, not a balance problem.

  • I mean, as a strategy tunnelling gets worse and worse the better the survivors you're versing are.

    If they're somewhat decent, you'll get BTd, DSd and genrushed to oblivion while the survivor runs you around.

    Of course, if you find a weak link and exploit it, it works. And I don't even blame the player in this case. Tunnelling is anti-fun and unhealthy but it's not the player's fault, it's the game's fault. The only way to fix this is by making tunnelling and camping more punishing and rewarding the killer for going for different people. In the current state of the game, you don't have the time to kill everyone without playing "scummy" if the survivors are good, with most killers at least.

    Remember guys, don't blame the player unless they're deliberately making your experience in particular miserable.

  • @TerrenceLovesYou said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178748#Comment_1178748

    More accessible like the old Nurse, but without the extremely OP add-ons, you mean? Because there was nothing wrong with her "kit" back then. And now it's very bad. Not to mention that she has only 2 "okay" add-ons now (which are basically for recovering her power faster. All the other ones are useless.

    Do you have the source of your 65% kill rate? I'd like to see the pick rate too; and other information... you know, since I was clear that the Nurse one tricks are not a good parameter.

    Old Nurse was more accessible because she was busted. Yes, her base kit too. That's a discussion that we'll probably never agree on, so let's just not waste our time. Thankfully the devs did the right thing with her and didn't listen to people who thought she was fine for whatever reason. Her add-on rework was, indeed, absolutely terrible, but add-ons are always very hit or miss with BHVR (like Oni having many great add-ons and Deathslinger having like 2 or 3 somewhat good ones) so no surprises here. I've been always been a mediocre to bad Nurse player and I still abused the hell outta her when I wanted an easy ride to high ranks, and when that happens to a character with a high skill cap you know there's something wrong.

    Nurse one tricks are very clearly the most important parameter here. You always have to look at these things from the ceiling (and please don't start the "MUH SWF" thing here. Yes, I know, we know, everyone knows it's too strong, and I also think BHVR is doing a pretty poor job in their quest to bring SWF and solo closer together and balance the game accordingly). Good Nurse players are still crushing with her. I know she's not as fun to play, but honestly, if the only way a kit is fun to play is when it's absolutely unstoppable then there's something wrong with the design here.

    You just have to accept that when something is this hard to play and has this much potential, it's bound to be a one trick only thing unless the design is seriously fixed. Don't quote me on this, but someone from BHVR said some time ago that they probably wouldn't release Nurse the way her kit is nowadays, and I agree. The Nurse release happened when the game was very different and they didn't have the knowledge and design philosophy they have today, and people also were terrible at the game (even more so than the average player is today). But we're stuck with her, so I'm glad the devs balanced her accordingly.

  • Yeah the picture does speak for itself. The killer with the undisputably highest barry of entry to be played at a somewhat decent level, so much that even some Nurse mains are still mediocre to bad with her, has a low kill rate when taking all ranks into account. For reference at red ranks she has over 65% iirc, which is still decently high for a killer that hard to play.

    She doesn't need buffs, she needs to be more accessible without losing her high skill ceiling/skill expression.

  • The only reason why this map is killer sided in stats is because efficiency in pallets is something most survivor players have very little idea of.

    They just drop everything after one loop and keep running. Eventually they run out of pallets and have nothing else.

    Vs survivors who can efficiently loop this map is a complete nightmare and chances are the pallets will outlast the game itself.

    It's the same principle behind a map like Ormond not being more survivor sided in stats. Your average immersed high rank survivor probably won't know how to properly use the tiles in that map. When survivors do know how the map works though it's pretty absurd.

  • Yeah I feel like he either needs that or for his shot to down survivors when they're already injured. A killer with no map pressure+slow movespeed+no consistent way of downing survivors with his power is a recipe for disaster. He needs at least one out of those things.

    And I really dislike killer powers that can't consistently get you downs.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077832#Comment_1077832

    If you dont care if you die or escape, and want to play your game, why berate others for the same thing. The killer is playing their game. And if it involves moris and camping, yet you DONT MIND DYING, I dont see the issue here.

    I think there's a pretty big difference here.

    While I'm not as passionate as him in the "why be a jerk" argument, I also don't mind dying if I have a fun match. Being camped/moried isn't fun, so I'd rather play against a very good killer who doesn't do that than a terrible one who moris someone off the first hook. Playing like that=less chases, less interaction, less fun.

    Just for reference, I do the same as killer. I don't mind not getting a 4k, but I'm absolutely dodging a lobby with 4 Blendettes with toolboxes because I don't feel like looking for people for 80% of the match.

  • How would that even make a moderate amount of sense I wonder?

    These perks already have counterplay, just like destroying totems is counterplay to NOED. The only thing that should go is locker DS.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077784#Comment_1077784

    This happens to people who have been red rank for so long, they know they can be there and stay there so there’s nothing to prove. They wanna have fun, sadly sometimes it at the expense of other people.

    I can definitely see where people like this are coming from.

    I've been in red ranks for quite some time now. I feel like if I were to tryhard I'd play exactly the same game every single time. I know my limits and I feel like I can call the outcome of a match the vast majority of times.

    It's SO MUCH MORE FUN to try silly stuff. My Chest Guardian Bubba games are usually more entertaning than standard killer gameplay, and running MoM+Pebble is probably more fun than playing normally as survivor. But ultimately this is what I feel this game should be about. Less competitive, more silly.

  • If lobby dodging is ok for one side it should be for everyone. Nothing wrong with something that gives survivors some level of information to decide if they want to play the game or not.

    Obviously they shouldn't know what killer they're going against but the killer's username should probably be in the lobby just like the survivors'

  • @Dwight_Fairfield said:

    I never understood the appeal of Ayrun. His playstyle often is just to annoy the killer with stupid antics like that.

    In this game it's often more fun to see how many stupid stunts you can pull than actually try to win, especially as survivor.

  • I don't get people complaining about stealth in this case. It'd literally only be an early game nerf that only works if the entire team wants to play stealthy and honestly it requires little to no skill with certain maps/setups so I wouldn't mind it.

    Anything that discourages people from mindlessly hiding and encourages them to hide when the killer is actively wasting time on them is a good thing for game health.

  • @cipherbay_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077679#Comment_1077679

    You should publish that book to the devs so they can get rid of all the end game perks and just cut to the result screen when the last gen pops.

    That's not even what I'm saying. I'm saying

    1. I PERSONALLY consider it a loss if I'm not competent enough to kill anyone before the last gens pop
    2. Kills SHOULD be hard to secure in that scenario. You can still do it if you outplay the survivors. There are plenty of builds that pretty much guarantee a late game kill (STBFL or NOED if you really want to make sure you kill at least one person). But if all the survivors managed to get to the end game alive that part of the game should favor them, just like it massively favors the killer if they manage to kill 2 people before the last gen is popped.
  • Imagine complaining about an exhaustion perk which gives you less distance AND is more situational than the other exhaustion perks because if the entire survivor team devotes their time to meme and throw the game it can be a minor annoyance to the killer

    They got dumpstered in that game.Both sides can use meme builds and throw the game to have fun.

  • No thank you.

    Killers in the EGC are supposed to be hard to secure. You already allowed survivors to do gens, you can't expect free kills in the endgame.

    DS is only strong in the endgame when 4 people are still alive. It's already a defeat in my book as killer when that happens.

  • Standard gen speeds are fine, maps and gen speed increase items aren't. Neither are weaker killers.

    Some killers are kept balanced exclusively because killer early games are very weak in terms of pressure. i don't want to be in a world where Hag finishes her setup with 5 gens up or Oni gets his power with 5 gens up. Weaker killers with no map pressure need buffs and maps need reworks. Don't make survivors hold M1 for longer than they already have to.

  • Love playing as:

    1. Hag (I like strategic killers)
    2. Huntress (Always room to improve, also pog shots)
    3. Doctor (I like making everybody scream)

    Hate playing as:

    1. Freddy (I don't feel challenged at all)
    2. Legion (boring)
    3. Trapper (It doesn't feel rewarding to me)

    Love playing against:

    1. Huntress (skillful moments between survivor and killer, outside of dedicated hatchet hits)
    2. Billy (same reason, it feels skillful to play as and against)
    3. Demo (same reason)

    Hate playing against:

    1. Spirit (coinflips the entire time)
    2. Nurse (doesn't feel skillful, you either stomp or get stomped)
    3. Freddy (incredibly boring to go against)
  • Honestly, it can be a good strategic decision, especially vs subpar teams.

    But I always think of a Fungoose stream I watched when he was playing with his SWF (no comms, just a very good deathsquad) and the killer was proxy camping/slugging and trying to tunnel someone to death and he said "he's betting on our altruism to win, so we'll just stick to gens". They all escaped pretty easily. Good survivors, especially coordinated ones, will see right through camping/tunneling attemps and demolish you.

  • Who would've thought that a bug that was related exclusively to one killer due to a known mechanic would be easier and faster to fix than stuff you literally cannot pinpoint the cause of?

    Some of yall don't understand coding and it shows

  • I would consider using it if it didn't have that horrible, unnecessary cooldown.

  • @redsopine01 said:

    Like I dont mean crows I mean the pople that afk next to doors and wait for the hatch to be closed just to open them right away guys

    I mean, do you want the survivors to just throw thelsemves at you in the endgame instead of trying to find counterplay?

  • Well, considering the devs themselves have said the ranking system means nothing, depipping should NOT be a criteria to evaluate what's strong.

    Moris guarantee you 4ks if you're even somewhat competent at killer. Keys contribute heavily towards an escape but don't guarantee it. Both should be nerfed, but moris should go first. I'm surprised they're still in the game, they should have gone before instaheals even.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062612#Comment_1062612

    Spend most of my time in purple and red ranks on both sides and have almost exclusively 4k'ed and hatch 3k'ed as Oni since the day he came out and I've exclusively played him, but nice try, love.

    Talking about rank as an indicator of skill was already tasteless before. Now that the devs have publicly declared rank means absolutely nothing it's just embarassing.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062593#Comment_1062593

    Dudes gotta be baiting.

    Everyone knows how much the game shifts with one survivor gone, thats why tunneling is so prevalent.

    I'm convinced at this point he's trying to bait us into making one of his comments a copypasta

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062578#Comment_1062578

    Well, that's just you being incorrect, then. Ivories allow you to reduce the maximum amount of hooks needed to kill everyone by one-sixth. They're not that great.

    Ivorys allow you to make the game a 3v1 extremely early on which is almost a guaranteed win if the killer is even somewhat competent.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062529#Comment_1062529

    The problem, is that the game is by design balanced so a killer SHOULDN'T get a 4k each time. The devs have stated that the intended balance is 2 kill 2 escape.

    4K capability shouldn't be part of the discussion because the intended design of the game is to PREVENT a killer player from achieving a 4k on a regular basis.

    If they do, it's a rare achievement.

    Nothing has been said about individual survival rates though. This is where the core of my question lies.

    If that's the answer you're looking for and you're using what the devs said as a metric,you already have the answer and the point to this whole conversation just became even more mysterious.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062535#Comment_1062535

    These are people who posted videos. Is it possible that there are survivor players who have long escape streaks who don't post videos about them?

    Can't present evidence if people don't share it.

    Can't wildly speculate on top of evidence that doesn't exist either.

    Very hard to prove a negative, friend. Better to keep our conversation inside of the realm of evidence.

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