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gibblywibblywoo

gibblywibblywoo

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  • This feels like one of those perks that would either be extremely weak or blatantly overpowered with no middle ground.

  • @[Deleted User] said:

    lol what? he's just been gutted to the point that nobody plays him anymore. Why is it that players of this game want to keep going and going until something is literally worthless?

    Wow. I didn't see this post earlier. I think you read just those patchnotes and didn't play him at all. He's still pretty opressive in a chase, the cooldown thing didn't lower his chase potential at all, it slightly nerfed the 50/50 (that shouldnt have even existed). His animation lock is still extremely strong and he outright counters vaults.

    Most people I see who main him called it a straight up buff.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873881#Comment_1873881

    Couldn't he still tunnel though? Instead of caging and then potentially eating DS after with your change, they could just hook and then cage to avoid DS no problem.

    He could, yes. But I feel it would significantly weaken the tunneling aspect currently. From what I see tactic is force torment on first chase, hook, tunnel to cage and then beeline for the unhook notification for a free kill. At the very least this would prevent tunneling from the first hook to cage. I don't think the objective should be to make it impossible, just discourage it as much as possible, it makes for a boring match for everyone.

  • I remember hearing a while ago that they have a "work when you want" attitude. A recent Scottjund video mentioned it so I assume its true. If thats the case. Might be why.

    Valve operated under a very similar system and we stopped getting games for 5 or 6 years and they ended up trashing the system as it didnt work large scale.

    I don't understand how DBD. A game with a dev team on or close to a hundred releases/fixes so little in 3 month or so lengths of time.

    I mean look at the content/balance changes in this PTB. There's so many things they could fix or test and they buffed 3 perks that no one will use. They're fine with reworking killer perks but terrified of touching survivor perks. It's bizarre.

    I hope after half a year without a "new" map the next one won't be the trainwreck midwich is.

  • @KaldakaGreyTwitch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1874863#Comment_1874863

    That's fair. I can see them not wanting you to feel like you've lost player agency over your own perk. That's a good example of "am I missing something?" because purely from a balance stand point my idea works (at least so far as I can tell). But it wouldn't feel good to lose your perk because of someone else's actions.

    That being said, being DS'd because you didn't tunnel also feels pretty ######### so they still need to find a solution there.

    I think the healthiest change that could be made if upon touching a generator or healing to full health DS deactivates. I don't know whats stopping them from testing that on a PTB. Unless they fear outcry from the people who use it to troll.

    I agree with you on that, my personal rule as killer is no double hooks/two hooks in a row. Its a rule I had since before this incarnation of DS even existed, and I still sometimes get hit by a full health survivor I've down running to the hook to try and BT save before I can even leave it. Leaves a bad taste in my mouth and feels like the devs are telling me to stop playing so well, by rewarding survivors with more pressure.

    The only exception to this rule is if you absolutely go out of your way to DS me. Than I make sure you die on second hook.

  • I can't remember if it was on a BHVr stream or a personal stream but I remember Mcclean saying they'd never go with the "other player hooked" thing as it would potentially decide your ability to use your perk based on getting hooked AND another players actions.

  • You can hear Wraiths footseps from incrediblt far away so most people would just not vauly anything when he was nearby.

    Also this

    @[Deleted User] said:

    No. Imagine the hook campers that would stand right next to the hook while cloaked, wait for someone to start the hook animation, and then get a free grab. Wraith's 100% invisible while not moving so the only counter would be running all around the area near the hook to try to bump into a potential invisible Wraith. That just seems dumb lol.

    He could do the same for gens and exit gates too, but hooks are most egregious since someone needs to come for the save.


  • @SeannyD115 said:

    They already talked about giving it a range requirement. So I believe they are going to change it.

    Hopefully it isnt as restrictive like the 1-2 meter range Deathslingers coin has. As long as its above 16-20 maybe I think thatd be alright.

  • Yeah this has been a thing for a while so this thread shocked me. Can't believe its still in.

  • @hydra_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1874359#Comment_1874359

    I literally created an account today just to bring out my little hatred LOL

    Can't blame you. This game can be infuriating sometimes. I'm definitely guilty of making at least 1 or 2 threads out of anger after a tilting game after I first signed up.

    Over time you'll learn to not take it so seriously. I began to look at it this way.

    When I play a match, its not like I've "bought in" like I'm playing a card table game or anything. So why get angry if I get outplayed? I'm not losing anything but a short amount of time and its not going to go on record anywhere. At the most I've lost an item that I can regain from just playing. Now I just try to take it easy when I play.

  • Hopefully soon. Then they can get to work on Xbox/PS. I can't Jane simp anymore without all those cosmetics on PC.

  • Some are fine. Some aren't. I get what you're going for for Wraith but being able to hit out of invisibility would need his speed addons to be removed and potentially lose his extra speed while invisible. Which is a BIG no-no. His mobility is already not great and needs buffs.

    I also disgree with reverse bear trap changes. If they did this it'd be like Trappers new change, which would pretty much outright remove 4/5th box keys to lower the chance of 1st box keys. I think you'd find yourself having traps removed by the 2nd box a whole lot more with a rolling percentage.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1874359#Comment_1874359

    At least it won't be as egregious in certain scenarios once keys are nerfed (depending on what the nerf is).

    I was hoping the with them remaking the item model/textures they would make a visibly difference between a broken key and a working key.

    Should have had a broken key hanging off a chain or something. It seems like nowadays people sometimes bring a broken key to troll the killer into wasting a perk slot on Franklins or bringing a mori.

  • I made a bug report on it and iirc it was fixed. There's a small U shaped bush with a black trash can that spawns on the roadside. Sometimes an additional bush could block it.

  • There's something poetic about a users first post having "#stopbullyingkillers" with a Franklins Demise perk icon.

    That said I agree with you OP. I'm surprised its been a thing for such a long time that I just see it as part of the game at this point. Thankfully items are a lot weaker than they used to be outside of medkits. You can still outwit flashlights pretty easily and toolboxes are nerfed pretty substantially.

  • @variantgameplays said:

    The totem that spawn at mcmillan is bugged. it spawns beside the wheel and can't cleanse it. If my memory is right that totem is supposed to be spawning at the top part of the tractor. This bug is game breaking that the hex perk cant be cleansed. its been in the game for quite a while now. and today i got the same bug 6 times already, 6 Times!

    That's still a thing?


    @Bond4ever said:

    imagine if that was undying, ruin or noed lol

    This happened to me a few times on Badham a short time ago. That one in the bush next to the trash can. Super annoying.

  • Sure. I'd like to see something done about how opressive DS/UB can be. But if it never changes its not going to ruin the game for me. I can deal with it. Undying change is fine, in my opinion. I know a lot of people disagree. And thats fine. I value perk variety in my builds so more meta/semi-meta perks is a good change to me. And it'll still be good with Ruin, just slightly less strong.

    I do agree that it is silly to change it without saying/doing anything about DS, though, they can both be considered "second chance" perks. The devs acknowledge that DS always has been and still is a problem perk. But its not the end of the world. I wasn't using it that much anyway.

  • I feel like this would be rather pointless as the time put in to master it would just not be worth. Imo I'd just prefer them to be able to pass through a solid object once or something.

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873930#Comment_1873930

    Yada yada yada!

    "Its more that 90% of Clowns will just bloodlust it and slam the bottle in your back from 2 feet away, removing any actual chance of dodging it"

    That's like getting mad at the fact that your out positioned and have to take a hit and getting mad that you had no reaction time try and avoid getting M1'd.

    "and making for a very dull chase."

    So we are back to the thought process that killers are responsible for survivors fun I guess. Killers are suppose to use and ruin builds that are fun survivor's. Because ######### the fact that the killer is a player as well.

    Its not a particularly fun add on to use either. I dropped Freddy for Clown after his launch as a main and played him for a long time. The add on is extremely boring, mainly because you just slow with one bottle and get the hit with another. As a survivor its boring because you don't get the back and forth in the chase. The Clown will go out of his way to just bloodlust and get as close as possible until the bottle is unavoidable. Sure, it'll take a while but its boring. It's literally old Legion without the moonwalking.


    Also could do without the victim complex in your post. I've been playing killer for 4 years, I'm looking at this from both sides. From a game design perspective, if something is enjoyable (and pinky finger being enjoyable is reaching) for one side to play for but unejoyable and unengaging to play on the other side (winning or losing has nothing to do with this, I can win against a slowdown Freddy. It doesn't mean I'm having fun) it makes sense to change it.

    What are your thoughts on Iridiscent heads, by the way?

  • People have been saying this for years. I agree.

    Problem is they would rather push out another underwhelming, poorly thought out killer like Twins or redesign the HUD no one asked for than do this. It would be a good thing too as it would give the gameplay design team more time to refine a killer and make them, y'know, fun. Like Blight.

  • @AnnoyedAtTheGame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873733#Comment_1873733

    Being toxic on here isn't the same as that.

    Being toxic on here by t bagging is because you know your better than thr killer.

    Kins of person rates thia game same as halo lmao

    Then get better and punish them for taunting you. Also sorry I shouldn't have compared it to Halo. That games multiplayer was designed with high skill competitive gameplay in mind.

  • There aren't really any ways you could buff it without changing its trigger condition. Which imo is the problem. Maybe make it like a less punishing iridiscent head. 2 bottles max but they travel significantly faster and have the current effect.

    Or just remove the slowdown gas and make them Exposed without a slowdown effect.

  • While most killers are easy to pick up and understand power wise. Actual killer methods of playing tiles and knowing when and where to be chasing takes a little longer.

    Chances are you just won a lot against survivors who were also new, and because the ranking system sucks and is based more on time played than skill you're getting placed against survivors more experienced than your current level.

  • Never said that. Said the add-on is a holdover from an old mechanic and was designed with that in mind.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873871#Comment_1873871

    Pyramid Head tunnelling is a choice and he is incredibly effective without it, these generalisations because of toxic players are bad, yeah its unfortunate tunnellers exist but guess what every killers has tunnellers and campers. I know that doesn't mean its fine to do these things but trying to get a killer nerfed further and/or get a rework because you don't like a very unrewarding capability his power has is just bad and on a small level, entitled.

    Before you call me an entitled killer main or whatever I actually am a survivor main and I just actually play killer like a decent person.

    Agreed. This is why I think simply enabling perk interactions with cages would be a positive change. Good killer would take no punishment and have the added bonus of having a wider spread of viable perks on PH. You'd be able to tell whose a good or bad PH by simply looking at who complains.

  • @MigrantTheGreat said:

    Why is the community so upset with instadowns? Clown has to hit survivor's with the bottle and he has very little time to get the hit, therefore I consider the add-on fair do to the simple fact that he has to be tactical to get the bottle.

    Next thing you know we are putting a range restriction on this add-on to create that 1 very useless add-on for the killer

    Its more that 90% of Clowns will just bloodlust it and slam the bottle in your back from 2 feet away, removing any actual chance of dodging it and making for a very dull chase. I've never seen a Clown go for actual ranged hits with this or play normally until they get one by chance in an open area.

    I've also never seen it not paired with an ebony mori.

    Also, this add on is from when Clown slowed upon throwing a bottle making that palystyle impossible. It was never changed upon the movespeed buff.

  • I was surprised this had no change as I'd consider it a blatanlty awful add on to play against.

  • The problem is that a lot of people play PH for the "easy way out". They like the cage mechanic not for the time save but that it allows them to bypass a perk like DS that would usually (rightfully) stun them and punish them for tunneling.

    It's a player problem more than a design problem to me.

    I'd like to add that personally I'd be 'fine' with making both killer and hook perks work against PH. He's pretty limited by a large number of perks right now.

  • @Aven_Fallen said:

    Grow a thicker skin, really. Teabagging has 0 impact on the gameplay and this should always be the case.

    Imagine if they removed teabagging in Halo 3 or taunts in TF2 cause peoples fee fees got hurt

  • Not... really? If the killer is just patrolling those 5 gens (Which don't always spawn together) bait a chase. Simple as that. If you're in a SWF you can literally just stealth it and now they have 3 perks and no hook progress. The killer has to be proactive to get any use out of corrupt.

  • @Withered8 said:

    That doesn't sound like a killer counterpart to ds, pop is the closest to a killer counterpart of ds considering the requirements of both perks. Sounds more like someone's just been hit by a ds and has come to the forums to complain about it.

    First sentence was pretty much my thoughts. I get its not 1:1 but Pop, much like DS is a timed perk with a pre-requisite that allows you to revert some of the other players progress. It's not identical, DS can have a significantly stronger effect on the match than Pop. But design wise they're very similar.

  • @Yamaoka said:

    Before they add another skin for Cheryl they should add Cheryl herself.

    https://us.v-cdn.net/6030815/uploads/VBDZ97I20TXF/djju-yuuef4qsi6lzda8qoaanpleeayrbqfqkirqfhi.png

    The face is not even similar.

    Still don't understand why her neck is so long. Really sticks out with the tank top skins.

    Also still no James Sunderland Legendary?

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1870069#Comment_1870069

    You clearly don't know what 'juking' and 'breaking away' means since you've just ignored the point of my entire comment lol

    Wraith is a hit and run killer, meaning he shouldn't have any buffs to his chase gameplay. If you juke and break away from a tile and gain loads of distance, the Wraith should not be given a free catch up due to a speed increase at base-kit. If he successfully hits you, it's up to the player to judge if he should commit or rotate, buffing his speed makes this less of a judgement and more of a free choice, due to the fact he'd be able to catch up and reapply pressure to the chase or rotate very swiftly with ease. That is what would be oppressive, since he'd have free movement plus speed. Like I said, look at the big picture, not just what would feel like a great buff in basic theory.

    You say that but without stacking healing slowdown add ons and perks hit and run is objectively worse as Wraith than simply getting a quick first hit and chasing normally. He's "hit and run" because perk/add ons basically allow him to be. His base power just has hilariously low utility for a killer that's been in the game this long.

    Wraith needs mobiltiy. This isn't even a question. Stealth killers bar broken ones like GF are the weakest killers in the game. No mobility/slowdown/minial anti-loop if any.

  • @Xaziaro said:

    +1 for the post.

    The devs are buffing dead hard instead of anything else (:

    I don't think making sure your perk actually works more than 50% of the time is a "buff". More of a fix.

  • Yeah the TR "buff" for T1 Myers was laughable when you consider it removed the element of surprise he has. If he's within 8 meters and you didn't already know he was there he's hitting you anyway, so removing the heartbeat was stupid.

    On the subject of Micheals stalk why is he still limited by range while ghostface isnt? Micheals stalk progress can be reduced down to 10% dependant on range. GF stalks in 2 seconds from any range.

    Forgot they still haven't given back multi-stalk even though GF has it lol.

  • Ghostfaces power is quite strong and doesn't really need buffs. Mainly because its stronger when used in chases at LOS breakers for a free mindgame hit.

    And when you use it for stalking I can gaurantee you for every time you've been detected and lost your power a survivor has spotted you first, detection has bugged out and you've managed to expose them or their teammates 10 times. If you peek while stalking its impossible to be revealed if your shoulder isn't poking out.

  • @Airless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867801#Comment_1867801

    This is, without a doubt, THE dumbest suggestion I've read on this forum so far, and I've read a lot. And the fact you said this with earnest, is so mind boggling that I cannot express it. That was honestly impressive

    Just wait, there'll be more. Punishing players for wanting to have fun with friends isn't the answer. Buffing solo to that level aswell as buffing (specific) killers to compensate is the right direction. Problem is that with how many killer powers and perks there are now it will take an extremely long time.

  • Preaching to the choir my friend.

    As survivor gens might aswell not exist.

    As killer if you can't counter holding M1 you're screwed.

  • It takes about 2.5 seconds to break the door and on most maps with doors they're extremely close. Ontop of that Spirit Fury is already strong.

    I mean, can you imagine being found 40 seconds in, getting a pallet trade hit due to lag or killers with misleading lunges like Ghostface, and then going down less than a second later because they had a Spirit Fury stored? Hell no. I'd probably kill myself on hook there and then. The live balance team make terrible decisions all the time but some of you guys on here make Almo look like Albert Einstein.

  • @darkshadows8326 said:

    Alter her power to have randomly "weighted" hatchets for each through from 0-5 with the higher numbers affecting her hatchet even more so not every hatchet can be thrown across the entire map because of one perk. She is the only character that can damage survivors nearly anywhere on the map, this nerf would make her throws across the entire map more randomized making her snowball less when using Barbeque and Chili.

    You can hear her charge up a hatchet. And they are visible in the sky from a long way away. Just be more aware. Making one of the more skill based killers randomly worse is a horrible change and would drive everyone away from her. Think about it, you aim a perfect shot from far away and the game goes "LOL NOPE". No thank you.

    The only problem with Huntress is Iri head and the hitbox (which is only a real problem thanks to latency).

  • @Stealth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867844#Comment_1867844

    And? Given all the nonsense survivors get I think it would be ok.

    I can't think of any survivor perks that give you a new form of counterplay directly at the start of the match. Also, whataboutism is a known problem in this community and instantly jumping in with "BUT WHAT ABOUT [completely different thing] is a good way to not get taken seriously.

  • @SilentHillOnDvD said:

    Ruin Undying is the best gen defense for pyramid. Pop corrupt doesn't work well for him because sometimes you really need to cage someone but need pop at the same time. All the other gen defense perks aren't that good on him either. I just can't find anything better then Ruin Undying

    I can do relatively decently with PH with just corrupt. Ruin isn't even very good on PH. He has very little mobility and can't really force people off gens reliably anyway.

  • All the top tier killers have mobility. It's just a fact that most killers can't be where they need to be at certain times. Wraith needs this.

    It wouldn't make him overpowered as his anti-loop would still be mediocre but having more mobility would let him get away from hooks and into new chasers way, way faster.

  • @Midori_21 said:

    These are just some ideas I've thought of to make the worse killers stronger, and the (sometimes) overly oppressive killers more manageable. Personally I don't think any killers are completely overpowered, but seeing as so many people want certain killers changed, I've thought of potential changes for them. Not saying that every change for each killer should happen, maybe only one or 2 of them could be added. I'll also say that I know against the average player some of these killers are fine the way they are. But any killer can do well against average survivors. When talking about how much of a chance a killer has, I'm talking about when they're facing strong survivors.

    Trapper:

    2-3 traps basekit. We all know it's almost a requirement to run a bag to have a chance with trapper. Giving him more than 1 trap base would make him much better in my opinion. Of course the bag add-ons would need to be adjusted accordingly as well.

    Make traps spawn closer to the center of the map. Often times traps will spawn in the outskirts of the map, in the most out of your way locations, and you have to walk all the way over to one, pick it up, go set it down somewhere, rinse and repeat. There's so much down time in the match for the trapper especially at the beginning, to the point that corrupt intervention is almost a must have. This could decrease the down time, so trapper can actually get his traps set up in a more timely manner.

    Give Trapper distortion. What I mean by this is give him the unique ability to not have a visible aura. The trapper's biggest kryptonite is object of obsession, since an object user can call out trap locations, significantly decreasing the chances of a trapper catching someone in a trap. If he didn't have an aura this wouldn't be a problem.

    Wraith:

    Increase his speed while cloaked. Without at least one windstorm add-on the wraith's speed while cloaked is not very noticeable and not very helpful. It's almost a requirement to use windstorm to have a chance with wraith. I think he should move faster while he's cloaked, with his windstorm add-ons being reworked accordingly.

    Make bone clapper basekit. The wraith is supposed to be a stealthy, ambush type killer who shows up and gets you when you don't expect. But this isn't very likely to happen, since there's a huge bell sound while he's uncloaking, giving survivors time to run and find a safer tile to be in. I think giving him bone clapper basekit would make him a stronger ambush killer, because the map-wide sound makes it harder for the survivors to know who he's going after.

    Shape:

    Remove evil within I. The Shape has the slowest start of any killer: he moves really slow, and he doesn't have a lunge. Because of this, most players make it their priority to get out of tier 1 as fast as possible, so they'll have a better chance during chases, and so they can activate tier 3. I think tier 1 should just be removed altogether, since there's no reason to stay in tier 1 aside from using scratched mirror, and you can never go back to tier 1.

    Also, the Shape needs an add-on pass. He does not have the standard number of add-ons for each rarity (he has 6 uncommon add-ons) and many of them are not very useful. The Shape is strongest when he's in tier 3, so add-ons that help you reach tier 3 quickly are the most helpful, and the most used, and other add-ons don't see nearly as much use.

    Huntress:

    Return the huntress's hatchets when picking up a survivor. If the huntress downs a survivor with 2 hatchets, when she picks them up she gets those hatchets back. I think this could help the huntress because she always has to go to a locker to get hatchets, and sometimes there aren't lockers close and she has to go far out of her way to get more, losing precious time which is important, since she's a 110% killer, and down time is not good for her.

    Rework Iridescent Head. Iridescent Head by itself isn't super overpowered, the problem is when it's paired with infantry belt, it can become overly oppressive. With iridescent head and infantry belt you can down survivors so fast, it's nearly impossible for them to finish generators since they're just constantly trying to save each other. My suggestion is simple: add a range requirement to the hatchet. Make it so the hatchet only instantly downs a survivor if they're, say, 24 meters or more away. This encourages players to go for long range throws, and rewards them for successfully landing longer throws. Also, since there's a range requirement, I think Iridescent Head should only decrease your hatchet count to 3, not 1, since every throw is not a guaranteed instant down.

    Pig:

    Make Combat Straps basekit. One of the most commonly used add-ons on the pig is the combat straps. Because it makes her crouch much more usable, and by default, allows you to use her ambush attack quicker. It's the most popular pig add-on and one of her strongest, yet it's a brown add-on. It's a bit strange that a brown add-on could be stronger than an iridescent.

    Rework her purple add-ons. One of the more controversial add-on combos is Tampered Timer+Crate of Gears. This combo decreases the reverse beartrap timer by 30 seconds and increases the jigsaw box search time by 3.6 seconds. Which means that if the box a survivor needs to search is the very last box they run to, they literally cannot get the trap off in time. This has actually been tested and confirmed by streamers Otzdarva and Scorpionz, where when they searched every box, they could not get it off in time. I think this combo needs looking into.

    Nightmare:

    The Nightmare has a lot in his kit: he's got a teleport that gives him insane map pressure, he's got dream snares that give him better chase potential, he's got a passive sleep timer on survivors that give him even more pressure, and none of these are particularly tough to use. He actually has the highest kill rate of any killer, which is why I have a suggestion to make him a bit less oppressive:

    Increase the sleep timer by 1-2 minutes. The Nightmare has a passive timer that makes survivors fall asleep without him actually doing anything. This would do several things: it would lessen how frequently he gets his teleport since survivors won't be asleep quite as often, and it would decrease how oppressive his stronger addons are. I'm sure most people will say this is a bad change, but something needs to be done about the Nightmare. His kit has a lot of easy to use aspects, so it's not hard to get into the character, and just as easy to master him as well. He gets too much for the amount of effort it actually takes to do well with him. And to those of you who also think he needs a change, if you think this is a bad one I challenge YOU to come up with a change that's better.

    Spirit:

    First off, most people have asked for a telltale of when she's phasing. I don't think this is what should be done. A telltale to tell the survivors when she's phasing will not actually do anything. The reason I say this is because even if the survivor(s) know she's phasing, she is still moving faster, she's still invisible, and she can still hear the sounds survivors make and see their scratch marks. So it's still much MUCH easier for the spirit to find and attack survivors when she's phasing. I have a different idea:

    Give the spirit a telltale for WHERE she is when she's phasing. The big issue with spirit is that the survivors have no clue where she is when she's phasing. And yes, there are things you can do as a survivor. You can drop a pallet early from the opposite side and vault over it to trick her, you can throw down a pallet and walk backwards, there are all kinds of little things you can try to do to trick the spirit. But it's completely up to the killer to make the mistake and fall for it in that scenario, and if they don't fall for it, she'll get you anyways. I think some kind of way to know where the spirit is when she's phasing would make for more reliable and interesting counterplay, where you can actually say as a survivor that you countered the spirit. We saw this kind of thing with a bug not too long ago, where the spirit would make moaning sounds while she was phasing, which made it easier to play against her. Is this exactly what she needs, maybe not. Just some way of knowing where she is would make spirit matches much more manageable for survivors.

    Ghost Face:

    Decrease the amount of time it takes for Ghost Face to recover his power. At base, it takes 30 seconds for Ghost Face's power to fully recover. And because Ghost Face is more powerful when his power is active, most players use the chewed pen and address book addons, which decrease how long it takes for him to recover his power. And other addons don't see as much use, since they aren't as helpful as the recovery addons. I think the amount of time it takes for his power to come back should be reduced, so players don't always feel the need to use the same addons, allowing more addons to see use.

    Demogorgon:

    Remove the sound cue when the Demogorgon uses his power. The Demogorgon has several aspects that suggest he can be used as a stealth killer: after he teleports with his power he's undetectable for 2 seconds, and while survivors are closing one of his portals, they are oblivious, allowing the Demogorgon to potentially sneak up on them. However, he has a map wide sound every time he uses his portals, so survivors always know when to expect a potential sneak attack, and his footsteps are very loud, making it even harder for him to sneak up on people. I think if the sound upon teleporting was removed, his potential as a stealth killer would increase.

    Rework his addons. The most powerful part of the Demogorgon's kit is his shred attack, but unfortunately his addons are not focused on that, they're mostly focused on his portals. Unfortunately those addons don't actually affect the portals very much, and aren't very helpful. His strongest addon is the rat liver, which is a brown addon, which increases his movement speed while he's charging his Shred. In my opinion his addons should be more focused on his Shred, that way players would actually use different addons and addon combos, instead of running rat liver every game.

    Deathslinger:

    Decrease his chase potential. The Deathslinger is very strong during the chase. The reason behind this is because of how fast his gun shoots. The amount of time it takes for him to aim his gun and fire is so fast, that when he is between 1 and 12 meters away, it is literally impossible to react and dodge his gun without hacking. If a deathslinger shoots his gun at a survivor who is 1-12 meters away and it doesn't hit, that doesn't mean the survivor outplayed him, it just means that the deathslinger missed his shot. But strong players won't miss their shots. I think the speed that his gun shoots should change, depending on how long he's aiming down sights. The speed of his spear if he quick shoots, will be lower than the speed if he aims down sights for a few seconds, similar to the huntress's hatchets. This would actually make it possible for the survivor to see him aiming down sights, giving them time to actually try and dodge it.

    Increase his map pressure. Even though deathslinger thrives during the chase, he's not strong in any other area, which is why fast generators is the way to beat him. If they decrease his chase potential, I think they should give him something to increase him map pressure. The problem is, I don't know what they could do for this. So until something for that can be though of, I don't think my first suggested change to him should happen.

    And that's all the changes I'd like to see come to the killer side of DBD. If you're thinking about commenting something along the lines of "What about DS and UB" or any kind of "What about this?" question, please don't. I understand that those are issues as well. I want DS to be changed as well. But this thread isn't about the issues on the survivor side, it's about killer issues.

    Agreed with most of these. Especially Trapper, Wraith and Micheal. Not so sure about the Huntress hatchet change or the Ghost face one (unless they actually fix detection, then I'd be open to it).

    Freddy is in dire need of an increase of the skill ceiling. I think passive sleeping is honestly a major problem since it makes you vulnerable to the incredibly spammable and strong snares and gives him more mobility. It's just too fast.

  • @Stealth said:

    Because that would help killers. Devs don't do that.

    Are we just going to ignore that maps like Dead Dawg would allow you to have Spirit Fury 20 seconds in if this was a thing? Or are we pretending the devs are moustache twirling villains still?

  • @xEcoLog1cDuk3Xx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867103#Comment_1867103

    I see what you're saying with the combination of perks example Resilience and Spine Chill for the Vault speed build, and Enduring and Spirit Fury for the ultimate pallet stun.

    Sure the Undying change will benefit Hex: The Third seal and Devour Hope but that's just about it, the change is just a plain nerf that's all to it and it's going to benefit the weaker perks. Which I'm all for but they're reducing the effectiveness of something that's healthy for the game for something more gimmicky.

    Also, the passive argument is kinda dumb. Almost every strong perk in the game have a passive design, they just have a requirement to activate. Ruin gets its effect when a Survivor stops repairing while perks like BT and DS are passive they just have a hook requirement.

    We're too each their own. Some people will see it as a good change but it's plain and simple to me as a nerf. I have a good chance that the new version of Undying and either Third Seal or Devour Hope combination will die off 3-4 weeks after live release.

    Agree to disagree I guess. I personally would take a slightly weaker slowdown version of Undying for one with more utility. I also think this is a very healthy change for solo survivor players.

    I still think that Ruin/Undying isn't anywhere near as good as people think it is when going against strong players who know totem spawns or use Small Game/Hunch. That said, I'm gonna assume this rework happened as it was being used too much, which makes me wonder when we'll see a DS rework. I still see at least 3 every match, even if they aren't used.

    I think perhaps a scaling respawn system would have been accepted more (2 respawns at level 3 for example) but I could see that being potentially game ruining for solo players if the token system stayed.

  • @GoshJosh said:

    I don't want to hear anything about Nurse being bad for the game, with Spirit in her current state.

    It's almost like characters designed to bypass pre-established mechanics without adding any new replacement mechanics are bad for game health. Devs really should have known that.

    Spirit is worse because anyone with a headset can excel with her even against good players, at least Nurse takes time and effort to learn...

  • @xEcoLog1cDuk3Xx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867079#Comment_1867079

    You guys use the term "boring" as an excuse to describe why you do like "specific thing" please tell me why Hex: Ruin is "boring"? You need to apply pressure to Survivors for Ruin to take effect. When the Killer applies pressure they move away from the Hook and are rewarded for their knowledge of the game. Ruin doesn't work if the killer is camping or tunneling.

    Also, why would anyone waste 2 perk slots for a perk that doesn't benefit you until a specific requirement is met?

    Not sure what the "you guys" is about but I find passive perks boring to use as theirs not much interaction in actual use. That's my stance. I like perks that give me a new ability or boost an existing one, change up gameplay that sort of thing. A lot of people hated Repressed Alliance but I love it. It's a whole new avenue.

    Slowdown isn't boring by default, I really don't care that much about Ruin as I'll have it out the game within 3 or so minutes. For example, I'm not gonna vault the shack window when being looped normally as it'll just give the survivor more breathing room. But with Bamboozle I block that window and change the dynamic completely.

    Also that second point. People do that all the time, I certainly do. For the same reason I don't use meta builds as a survivor/killer. It's just boring.

    Endgame builds for killer, stealth builds for killer, all the weird crazy stuff you can do with Doctors TR and certain perks/add ons, sabo builds, stealth juke builds, anti-pallet builds, obsession builds, theres too many to count.

    Edit - To add. I'd stopped using Ruin/Undying long before this but I'm excited to try it with Devour or maybe Third seal.

  • @xEcoLog1cDuk3Xx said:

    I personally think he needs 2 extra cosmetics at most. The "Pretty Lady/Women" outfit and either a more Butcher looking outfit or edgy Serial Killer outfit both similar to the ones from Mortal Kombat X.

    I can't actually believe they chose the Old Lady outfit over the significantly more iconic Pretty Woman outfit.

  • @DanielPaint said:

    https://twitter.com/DanielPaint_/status/1347898972287823873?s=19

    How is this fair? Yeah nurse is the hardest killer to learn and master but...it's still not a excuse to have an insta easy mode.

    When it comes to high level play... Nurse is incredibly poorly designed. I've never seen anyone above 2/3000 hours defend Nurse's ability to outright remove game mechanics. The devs THEMSELVES acknowledge this, but justify it by progressively making her harder to learn.

    I think a half decent nurse is fun to play against but when they are a literal god of prediction and timing its not very enjoyable.

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