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gibblywibblywoo

gibblywibblywoo

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  • I've always found it way easier to hit the Great check with UP. Granted, they aren't worth going for anymore. Just out of habit now.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665849#Comment_1665849

    Well yeah, you can out distance DH if you lunge at the right time. But what I'm referring to is the case where you can't do that because they have enough distance AWAY from you to DH into the pallet or vault, that's what I mean. If the Killer is right behind the Survivor and lunges at them, they'll either hit them or they'll DH into getting hit, since your lunge was farther than their initial distance boost.

    Also the 2nd concern is the full comment. I don't understand what you mean by it, so I can't give an example. If you can provide a video, than I'll see what you mean. If it's what I think it's, than we're talking about two different scenarios that can happen in a chase. I'm talking about the case where you can't do anything to prevent it.

    https://forum.deadbydaylight.com/en/discussion/comment/1665852#Comment_1665852

    Well some people argue that reverting the perk back to its roots would solve the main issue DH poses in a match, since it used to just be a dodge perk but now it's a dodge + distance perk as well. Alone it's manageable, but if everyone uses it than it can be a handful. I didn't even mention if it's with other meta perks as well.

    True. That would make it considerably more skill based than it currently is. now it feels pretty brainless considering its a re-usable additional health state.

  • @ringwinning said:

    Do I get rid of them or leave them? Are they considered safe? Particularly the ones on the jungle gyms.

    Well I guess all ones on jungle gyms in general.

    I break any pallet that can't be mindgamed. Jungle gyms/shack. Long loops with no LOS break. Works for me.

  • I'm torn on Dead Hard. On one hand its absolute trash if the survivor is in a dead zone.

    On the other hand a good survivor will almost never be in a dead zone and in the hands of a good survivor its an absurdly strong perk, at least before you know they have it.

    I don't think it really needs nerfs. It's only super strong when combined with other meta perks. And a lot of the time if the survivor tries to actually play skillfully and attempt to dodge at the perfect time it'll just exhaust them on the ground.

  • Its the scroll wheel technique. When chasing and seeing a survivor running towards a trap you start scrolling and the amount of inputs being used allow you to almost instantly get the lunge. I know the bumpers on xbox controllers can be tapped very quickly but I never tried it myself. Maybe begin mashing it before the trap goes off in that situation.

  • @NomiNomad said:

    I mean, two survivors in my last game just looked at him and they instantly died. When will this be addressed? Devs pls fix.

    He should be completely invisible and able to gen grab out of it.

  • @GHOSTfaceP3 said:

    I tend to like the 110% movement speed killers better because there powers are usually very strong but I’m left wondering how long will it be or if ever will we see a killer that’s slower then 110% again

    I'm fine with more 110/115% killers like Blight. I tried to get into Nurse but never had the patience for it. And ever when I started doing okay with her in mid level games, I felt no satisfaction from a good Blink like I do a hatchet or Blight rush.

    Blight has a pretty high skill ceiling but also doesnt punish you as hard as Nurse.

    Nurse has a practically limitless skill ceiling that very few if any players will ever meet. And no matter how good you are as a team of survivors if the Nurse is stronger even slightly you're absolutely boned and there's very little you can do. She's also consistently buggy and broken.

    I see a lot of good Nurse players straight up not play her in normal public games because of how strong of a pubstomper she is/they don't find her fun to play.

    I know a lot of killer players only care if the killer is "high tier" and not if they fun to play as or against. For me, an interesting/unique power is by far the most exciting thing about a new killer. It's why I love Blight and hate the more derivative killers like Slinger.

  • @TheClownIsKing said:

    Never before cross play on PS4 had I seen so many profile names ranging from inappropriate to downright appalling and hateful.

    I’m just guessing it’s PC via logical deduction because PlayStation, Xbox, and Nintendo have pretty thorough profanity filters, and a user has to get very creative and abstract in order to bypass those respective profanity filter. And even then they’re usually easy to report (on PS4 for PS4 profiles at least).

    Why does steam (I’m guessing Steam) allow free reign on all the vile language known to man to be used for a publicly displayed profile name?!

    Steam doesn't really filter at all. I see racist ######### all the time.

  • @AuroraOnline said:

    I was wondering what the community, particularly you killer mains, though of people swf-ing while not on comms? Do you think it makes swf more balanced? Is it still op to face? I like to have teammates I know will do gens/ bones/ get me off the hook/ not give a free 3k from NOED but also know how annoying it is to face 4 man swfs.

    I played SWf for the first time in over a year with a friend (no voice chat) recently and we did about as well as solo no comms. Its nice being able to see your teammates perks. I think that would be a good solo buff.

    The main reason Voice Chat breaks the game is because of the sheer amount of risk-free info the survivors gets. They know where you are at all times, what killer you are, what state your power is in, etc. SWF itself is fine, even coordinating perks/items. Its the in-the-moment info that breaks it.

  • Freeze their bloodpoint gains until their next escape. Boom.

  • I don't know if they changed it but its always done that as far back as when I first started. You always lost 2 pips. I don't think anyone gives a crap about their rank, really. 90% of DCs are to "outplay" the killer in a "haha you dont get the hook im not salty lelelele" kind of way.

  • @Yamaoka said:

    DS is not even an optional perk in my opinion. The vast majority of killers WILL tunnel (and camp) whenever the team actually does gens (regardless of ranks).

    Obviously only few killers will "play dirty" if no one is doing gens (which becomes fairly obvious to the killer when they chase/hook multiple people and there's still 5 gens left after a minute or two).

    So yeah, always run DS. You still have 3 other perk slots in case you want to run some "fun" perks.

    As killer I ALWAYS expect EVERYONE to run DS and Borrowed Time. I'm shocked and nearly disappointed when I actually find someone who got fresh off the hook and they don't have ds. I just chase them and pick them up immediately depending on the number of gens.

    I never tunnel intentionally (since I have an instadown anyways so ALL survivors are vulnerable at all times) but I also won't ignore people that got recently unhooked if they run into me unless I see someone else at the same time.

    Agree. I'm always amazed when I play survivor how out of the way some killers go, even throwing matches just to have one survivor dead as soon as they can. I honestly believe that, yes, DS is in dire need of a rework to be more fair to killers who don't tunnel. But I truly believe there should always be an obsession active with or without any perks that affect it active.

    That way a reworked DS wouldn't require non-tunneling killers to play around it as they have to now because it should never be triggering against them. It would also mean you wouldn't have killer seeing theres no obsession and knowing they can tunnel straight off the hook for free with no downsides.

  • @Leachy_Jr said:

    Title.

    I've seen a few content creators openly DC (or openly admitting to DC) in front of an audience, however, I haven't seen anyone say to their audience directly to start DCing though.

    I know talking about content creators is a really touchy subject but this is just something that seems so irregular to me. It just seems a really bad thing to do even if you aren't promoting it because people will do what content creators do.

    (obv don't name and shame k thanks)

    I only see streamers DC if they get a crappy map (any of the garbage indoors maps) as killer. Entirely justified in my mind. Ifg I decide to break from the boring meta and play someone like Trapper and you give me Hawkins and then Lerys one after another I don't care how the survivors feel or if there are BP offerings up. I'm out of there.

  • I actually got level 70 before even getting pas tmy second chapter 4 challenge this time so its nice to have a break before the new one. I do think daily rituals should give 3 or 4 rift fragments each. Heck, only one a day would be great for players with less free time in the long run.

  • @Chrisko said:

    Do they think it's just fine and that there is no issue with how many BP it takes to even level up 1 character?

    Have they commented on this somewhere?

    I think they've realised that the grind is the only thing keeping people playing.

  • @xGodSendDeath said:

    Myers isn't a fun killer to play against, he's op like Nurse, Spirit, Freddy. Only fun killers like Wraith are worth sticking around for

    ....dude if micheals in T1 you can loop him around a ROCK for 5 gens. You're trolling right?

  • @Cutiaddu said:

    Just asking, I don't have much troubles playing against them. Doctor is fun to play as. Legion meh it's just there I guess.

    Legion is just insanely boring to play against wether the player is good or bad. I don't dislike Doctor myself. I play him a lot and while I'm primarily a stealthy survivor its pretty easy to stay out of range of his static blast if you're careful. Outside of that his power is really only strong and already unsafe loops/vaults. If you're smart you cna easily outperform his blast/stun.

  • @Zaitsev said:

    And it shows. They know they have no competition. They rule the market, with questionable balance and poor decision making.

    This game could be so much better if there was actual competition.

    I actually had a ton of fun with RE Resistance and hoped it might work out. Haven't played it in a while since I moved to PC.

    Capcom made the bizarre decision to bundle and keep it buncled with a critically panned remake.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651765#Comment_1651765

    If DS only buys you a "split second" then you're not a very good survivor. A Blight or a Nurse might catch you quickly, but most of the other killers will just have to hold W to get back on you, which can often be a very poor decision since a good survivor will be heading to the nearest strong loop, ideally in a dead zone far away from the gens being worked on, but of course that depends on where you went down.

    heck just holding W can net your team 20 or so seconds. More if a single pallet is nearby.

    If you get dsed on midwich its literally not worth commiting to the chase unless your the blight or huntress or something.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650565#Comment_1650565

    DS is an anti-tunnel perk, would you like to tell me otherwise? Give me some legitimate reasons.

    Its not anti tunnel. If it were it wouldnt let you repair gens, heal yourself or others and bodyblock the knowing full well you have 60 seconds of impunity.

    Its anti momentum. It punishes killers for being good amd getting fast downs.

    I got hit by 2 DS in one match yesterday from downing full health survivors I found on gens. And I never hook a player twice in a row.

  • Its a shame they mever commited to the less footstep noise passive they mentioned on stream a few years back. Its ok I guess though

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1649549#Comment_1649549

    That works until you realize he's using an anti-loop/pallet build. Now you've got deadzones everywhere and a raging monster tearing through the level.

    True. But by that point if your teammates arent messing about 3 gens should be done and the its curtains

    Also once you know he has Spirit fury just drop the pallet early. A lot of fury players desperately try to keep any dropped pallets there if SF is already active and screw themselves over.

  • @Skelemania said:

    Absolute first thing I would do is eliminate perk tiers & remove the Bloodpoint caps both on 32k per game and 1 million storage.

    The game feels WAY too grindy & gets worse every three months. It's a ridiculous mountain to climb, especially for new players. And the last thing you want to do is scare away potential new customers.

    thisthisthis

  • If your entire team is getting downed by a Leatherface in 2 minutes thats a skill problem. Either hes in the wrong rank or you are. It only takes about 20 seconds to fill a recovery bar. Give or take depending on perks. You also have Unbreakable and Soul Guard to help you.

  • @AggressiveFTW said:

    HOW WOULD YOU CHANGE?

    is a mini-thread series which I've created in order for the community to tell and explain how they would change things in the game.

    Today's pick: Brutal Strength

    I think its decent. The value used to be higher but that was when the base pallet break was a lot longer. I run it on certain killers that force drop or make survivors panic drop pallets. Clown, Blight, Micheal, for example

  • I like how definitive it is. Not even calling me wrong he just outright denies the entire statement.

  • @Dzeikor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658671#Comment_1658671

    I feel you,that bug can pretty much 360 a game for killer.

    It's incredible to me that a survivor would even be able to escape Micheals Jupiter sized hands to begin with.

  • I had a weird one yesterday when grabbing a Feng. I got stuck for 2 seconds and she ran off and used Dance with me/Lithe through a window. Wanted to die.

  • I always hoped someday we'll get a chapter with a Survivors past self before what ever event happened to turn them and a corrupted future version of them from a different timeline or something.

  • @Ghoste said:

    I encountered this very rare combo today!

    So I have to ask you guys: what is a Survivor to do against this? Even if you crouch to avoid the trap, Hag can teleport anyway. The only option seems to be a flashlight to destroy the trap at the hook. But even if you're lucky enough to have one, she can set a second trap nearby.

    The un-hooker is basically screwed, correct? Unless you divebomb the hook every time (while crouching) before she gets 32m away...

    She should have a larger minimum hook distance for traps or something. Like Pyramid and Trapper do.

  • The level 70 rewards should really be better. A full outfit or something. Heck the tome 3 one was so trash I just gave up middway through. 2 level 70 fengs in a row and one was a recolor of an old as hell outfit. THe new meg one is nice I suppose.

  • @GrimReaperJr1232 said:

    Title says it all. Prove Thyself used to be a perk I only saw on occasion, once every few games. Make no mistake, it's a decent perk, but... why do I suddenly see it in every game now? What happened?! Did the Ruin-Undying meta somehow cause this? What happened?!

    Good BP perk especially for new players. I imagine it may be to do with players not wanting to hunt totems. It only saves 7 or so seconds but if you can find a player to team multiple gens on its incredibly strong.

  • @CaulDrohn said:

    Recently I faced a hacker playing with No Mither in two different games. They could not be picked up, bc the animation gets stuck, and also could not be hooked, also animation gets stuck (I managed to grab one from a locker). Bc. they cannot be picked up, of course they can eventually stand up again bc. of No mither.

    Furthermore, they could activate some lag switching, it seems. In chase there would be like afterimages running away in a straight line, until they vanish, like intense lag. In one occasion, I think I even ran into the survivor, bc I was stuck briefly, but they could not be seen, only the lag afterimage.

    In the first game, not even EGC collapse could kill the hacker (since I couldn'T hook them, i repeatedly downed them), they only lost Broken and were injured from then. I could not find them and had to DC (when I played an event cake, you can imagine how pissed i was about that). In the second game, the hacker could open a gate ecven though they were already downed.

    I reported both, the other players as well, but do not have any videos about it, sadly. After the incident yesterday, I looked up how to make Videos using NVidia Experience, in case that happens again.

    Did anyone else face such No Mither hackers/lag switchers/whatever as well?

    Saw one a few weeks back against a Doctor. Felt bad for the dude. He got looped (afaik she could have been hacking during the chase) and when he finally downed her she stood up and flew away to outside the map. I reported her on DBD and Steam. Burner account laughing about how many matches they'd ruined and how they'll keep doing it. Lame as hell if you ask me.

  • @PyroGL said:

    I know there have been many threads with feedback regarding the Rift, but I feel like I need to express my own concerns about the Rift and my future with DBD. To put it simply, the current system of near constant Rifts being active is making me want to quit playing DBD altogether. I have completed each of the first 3 Rifts with 1-2 weeks of time remaining. In each case, I completed the Archives and landed at about Tier 65-67, and was able to grind out the rest of the tiers, but it left me exhausted from playing DBD. After reaching Tier 70 in all previous Rifts, I ended up taking breaks from the game and did not play until the next Rift started (which ends up being a few weeks).

    This latest Rift, however, is pushing me over the edge. Despite playing a similar number of hours and keeping the similar playing patterns (usually getting at least the 2 games min per day, and more when time is available), I have completed the Archives, got to Tier 61, and have a week to grind out 9 tiers if I want to complete the Rift. Mathematically, it would take about 20 hours in game to achieve this. This does not count for queue times, loading times, BP spending, and max XP efficiency (i.e. getting out of the game right at the 10 min mark when xp gain/second stops). I do not think this is feasible to accomplish this in a week without ridiculous sacrifices, but it is obviously my choice whether to attempt it or not. What bothers me most, though is that I'm put in this position at all.

    As a big fan of DBD, I've played about 1,350 hrs over the past 4 years, and never have I felt more irritated and annoyed about the game. I've participated in all the in-game events DBD has offered, including the crazy community challenges from year 1, and completed them all. I'm perfectly willing to do limited time events, but not ones that are 70 days long and restart a few weeks later. Because of the daily nagging to play (to get the bonus XP for Survivor and Killer), DBD has become more of a chore that I feel demands far too much attention, and consequently drains my willingness to play.

    Obviously to some extent this is a self-inflicted wound. Sure, I should just "not care" about the Rift, but the Rift is designed to MAKE you participate in it. Regardless of what you do, the challenge widget pops up after every game and reminds you and gnaws at you that the Rift is going and you have challenges to do/prizes to claim. Again, this is fine for shorter events that last a week or two, but the Rift has become something that I frankly hate and despise. So much so that I am going to be more annoyed and pissed off that I got so far in the current Rift and didn't quite reach the goal; which feels like my time was wasted, which ultimately makes me not want to play at all. This endless cycle of Rifts is unsustainable (for me), and I really hate it.

    Please... for those at BHVR that have any empathy for people's time, stop doing Rifts to often, and stop making them harder to complete (yes the community has done the math, we know you did this on purpose).

    Same. I feel pressured to get the items or I'll miss out.Even if I dont use them. They should have done what Paladins did and make all previous rifts still available. Current design preys on the fear of missing out and is pretty anti consumer. But if you could get them whenever there goes the end of season panic "Level buys" with auric cells.

  • All I want is a higher POV and a staircase fix. Right now you have to look to a wall at the side and quickly turn. He's perfect to me.

  • I think its more that its relatively uncommon to the point I often have to wonder why I see a survivors aura at the start until they start teabagging.

  • @GhostyyBoi said:

    You realize that we're in quarantine, right?

    Good.

    They've made worse changed when not in quarantine.

    Hey everyone, remember "Fixed a bug where flashlights blinds wouldnt cause a save at any point in the animations"? Best bug fix ever!

    Or where they removed needing to time pallet saves making any down in a pallet an eternal free save?

  • @tylxr_jay said:

    What is the point of cross progression if console isn’t included? The reason everyone wanted cross progression is to move from console to pc or vice versa but instead we get pc and stadia? Like what?

    im sure the 3 people that actually play on stadia are truly gonna be affected by this apart from the hundreds and thousands that play on console.

    unless console is involved, cross progression is worthless considering console is the reason everyone wanted it.

    im confused on what behaviour expected, people to move from pc to a ######### stadia?

    unless people are moving from Microsoft store to steam it’s literally useless. No one is gonna take advantage of it.

    I have probably multiple hundreds of pounds worth of DLC and costmetics on my old console save and nearly 4 years of progress. Being told I'll probably never get it on PC is a kick in the teeth. I highly doubt Xbox refused, they've been getting more and more pro consumer lately (thanks to losing last gen most likely and trying to play catchup). Most likely PS did and they don't want to play favorites.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657204#Comment_1657204

    And because freddy's old phasing was so good, while he could hear/see survivors, it was completely changed. *clap*

    If you learned the timing you could get a pallet drop and be on the side the survivor was for a free hit and pallet waste. Old freddy was pretty basic but there was some great plays you could pull off with it.

    He wasnt changed because of the phasing he was changed because

    A. Killers hated not really having a power and

    B. Survivors hated the slowdown and aura reading.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657259#Comment_1657259

    What did scott say about undying?

    I've given my thoughts many times. It's a good healthy perk for the game as it more totems a little bit more than just a meme. Hex perks were never viable but at least this perk gives them a chance.

    Every other totem either requires tokens to gain strength (devour, lullaby, third seal), loses strength as totems are cleansed (thrill of the hunt), or they don't do anything until they are cleansed and then they have an effect for a limited time (haunted ground, retribution).

    Ruin is the only totem that always has a strong effect from the very start until the very end. It doesn't require tokens yet it doesn't need to be cleansed to activate. You don't need to nerf undying you just need to rework Ruin so that it works like any other hex perk.

    Its like everyone is throwing undying under the bus to save Ruin.

    They're both under the opinion that Ruin being able to spawn 4 times is unfair. But it doesn't, really. Sure it CAN. But how low are the chances of Ruin being cleansed 4 times and Undying 0? Better yet when has a game ever played out where a survivor hasn't cleansed at least 1 or 2 dull totems early game? I always spawn on at least 1. 2 days ago I spawning the shack with a Hex.

    Also LMAO at them nerfing Lullaby.

    I say this as someone who plays survivor solo, on very rare occasions with 1 friend but we play no comms. And I have no problem finding all totems with small game usually under 2 minutes without being a major letdown to my team in regards to gens. Other solo players and SWF have no excuse. Its complaining about killers finally get a GOOD new meta when survivors have had the same meta for 2 and a half years.

  • @DBD78 said:

    So when I'm playing Clown and there is a chance the downed survivor will still have DS, I throw a bottle on the survivor right before picking him up. Now does that gas make it harder to see and land that skill check? And if not at least when I get stunned I hear that scream right after meaning the survivor gets slowed down right after DSing me.

    Playing against Clown since I mostly play survivor I never see any other Clown killer do this? Should not this be something Clown players do more often?

    Another good one is laying a torment trail below you as pyramid. Granted, they'll have used DS by this point so the cage is less important.

  • @Dzeikor said:

    He's not even the best killer in the game,he's mid tier at least.

    Killers better than doctor in my opinion:Oni,Spirit,Freddy,Hag,Pyramid Head,just to name a few.

    There are some sick combos you can pull with doc,for example the double calm addon with distressing terror radius on a map like the game,but besides these situational maps and builds,he is definetly not on the level of the killers I mentioned especially on big maps.I love playing doc and even verse againts him,I dont understand the hate he receives then the killers I mentioned above exist.

    Immersed stealth players. I love playing Doc. I always found him interesting but the 2 modes on old Doc were too finicky. Now that hes been steamlined he's stronger, more fun to play and arguably higher tier.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657167#Comment_1657167

    Moris - It's a temporary fix but won't last long term. It sounds more balanced than what we have now but everyone views this game from their own point of view. Some survivors will be thinking "well I wasn't hooked twice why should I be taken out of the game early?" survivors won't be happy because they may still not get a "full game" in some scenarios, and whoever the 4th survivor hooked is they will likely be immediately tunneled off hook for the mori just like now. It's a temporary fix that won't satisy survivors in the long term.

    Tombstone piece - Likewise, if Myers can't ever get tier 3 again what does that matter to the survivor who got instantly taken out of the game with the tombstone piece? one survivor is going to have a crappy game.

    Undying - The aura is negotiable but having any respawned totems disappear when undying is cleansed would kill the perk instantly. There's a 50/50 chance it will be the one that goes first anyway. In some games you get ruin taken out, then undying not long after....and that would be 2 of your perks gone in an instant. It just won't be a viable perk with his proposed change. I get everybody hates this undying/ruin combo right now but if you took ruin out of the equation Undying would disappear overnight. It's a niche perk that actually makes a totem build viable as you have a second chance if hit by bad RNG. Just change how Ruin interacts with it as Ruin is the only hex perk that's causing a problem.

    Exhaustion add ons - these are fine. Ever pulled off an amazing long range shot as Huntress or threaded the needle with a hatchet just to be outplayed by someone pressing the E button? it's survivor entitlement that they have these second chance perks always available. Besides you can use most exhaustion perks early anyway only DH gets cucked and since that perk cucks M1 killers in chase extremely hard I think it's fair.

    Spirit changes - Moving foilage is fine and i dont know why she doesnt since you can hear grass moving anyway but having her be partially visible would kill her overnight.

    pinky finger - doesn't make clown much different to a hillbilly imo but it's whatever. Not too fussed about this one.

    Trapper - mostly good changes but i'm not sure why he doesn't say DH shouldn't get survivors over traps. Sometimes you get an indoor map and it's harder to hide traps, so you use them to deny entrances like doorways etc but a survivor can just DH right over it and then you need to stop and pick it up to continue the chase. It's ridiculous how overpowered this perk is against Trapper.

    Adrenaline - What a ghastly perk. The heal on hook has never been the issue, the issues is multiple swf all getting an instaheal and insane speed boost at the end of the game when there's only 20 seconds left on the clock. Anyone slugged they get up, anyone you're chasing they get healed and boost away to the other side of the map. It needs a much stronger nerf than he's proposing.

    NOED - Again sounds ok in theory but you have to consider every scenario. There's now no counterplay to NOED, if the killer camps an endgame hook and has a few tokens then say goodbye to any chance of an endgame rescue. It would be incredibly powerful if survivors weren't notified of NOED too, 1 on hook as last gen pops, 3 go in for the rescue unaware and the killer just whacks all 3 down.

    Executioner - I saw Otzs live polling his chat. This killer just had changes yet they want more. They want him to be unrecognizable.

    At least he mentioned the lose/lose situation with The Hag though that nobody seems to bring up. They spam traps around the hook and stay within a close-medium range. You unhook the survivor..

    • If you try to heal them the Hag comes back and tunnels (even we'll make it isn't fast enough)
    • If the survivor tries to crouch walk away they're too slow, the Hag comes back and tunnels
    • If the survivor runs they hit a trap and get tunneled.

    All you can do against campy hags is purposefully set off a trap to try and get a BT save. It's one of those lose/lose situations the devs aren't fond of.

    It's just my opinion but Otz for a number of reasons lately has been coming across like he just wants popularity and says what people want to hear.

    Adrenaline I agree. Fine solo as it rewards good gameplay but just like DS broken in SWF.

    Tombstone piece afaik micheal can get 2 potential kills. It's considered OP by most as tombstone gives you a major speed debuff for the kills. Piece doesn't. I kinda agree though. At the very least there IS a tell. Hand open just jump in a closet so I'm 50/50.

    I personally believe moris should be outright stripped from offerings and be Devour only.

    I imagine the NOED situation would stay as a potential hex. I agree it would be broken otherwise.

    I agree with the Spirit changes. I mained her for a while but don't play her anymore as even against "good" survivors/swf she was just too easy to play. I actively dislike playing against her moreso than Legion/DS or Pyramid. I think shes very poorly thought out and adding small blinks to her phase would massively increase her skill ceiling which is something a lot of killer claim to want. 'Mindgames' would actually be mindgames.

    Hag I agree wholeheartedly, the only reason we don't see this complaint more is that she's underplayed as most find her boring.

    Trapper I've been playing a lot recently and his traps have so many counters already its absurd. Ad on the fact that Dead Hard is already insanely strong for a reusable perk. I've literally had to drop chases as a Dead Hard over a trap has locked me in a long loop and I've had no choice but to place my current trap and pick up the already place one. Devs have long forgotten about their mascot. Sad.

    Again, undying. The aura reading could go and it'd easily still be top tier. Said aura reading makes TOTH pointless anyway. The changes he and Scott have brought up on steam are silly and would neuter the perk. It's risk reward. The risk is that undying goes first. The reward is Ruin/other hex perk stays up. We need more Hexes that actually reward you like Devour and Ruin and less like Lullaby or Third Seal or that absolutely trash Slinger one that no one even remembers.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657170#Comment_1657170

    "it could become totally predictable"

    compared to now where its a cointoss?

    Ironically it would become more skill based if it had, for example, Freddys old passive phasing. You'd have to actually try with your "mindgames".

  • @Jill10230 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1657150#Comment_1657150

    They want the grass to move... I don't understand, because because of this nerve it could break the Spirit's surprise effect, its power doesn't last long and doesn't recharge quickly, it's slow too... it could become totally predictable and therefore end up in the wrong killers. I really hope they will stop the nerves !🤔

    Length doesnt really matter. If you're using more than 50% of Spirits gauge in one go you're playing her wrong. And by god does it recharge fast for how strong it is. People just want more feedback. Guessing isnt fun when only one side has to guess. I love playing Spirit which might make me a hypocrite. But I actively stop playing DBD for the day if I get her more than twice in a row as a solo player.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656866#Comment_1656866

    The fences? Not strong

    Safe pallets? Maybe 3 on Haddonfield.

    Gens must be spread, If not fast Killers would be busted.

    Maybe it is a strong map but at least it's a fun map. You know "fun" right, it's the reason why we play this game

    Oh man if you think those randomised fences aren't strong you haven't seen how long a half decent survivor can hold W and run against anyone without a range/movement power. They're absurd in their current state. Throw in that 1 pallet between the tree and house from the right side and you have multiple minutes in total time across a whole games just holding W to catch up. They're broken for the same reason Midwich's hallways are broken. The killer has no way of "cutting off" the survivor like they would on Mcmillian for example.

    The 15% makes practically no difference in that situation. It's only good when the killer has the option to make a smart play and cut the survivor off.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656370#Comment_1656370

    Yeah as much as we rip on the devs I'm much happier with the game in their hands after seeing that video.

    Very disappointed that someone with 5k hours can come up with some of those horrendous or mediocre changes but I'll give him the benefit of the doubt and just assume he's after easy popularity.

    I thought all of the killer changes were pretty good. Would make a lot more killers viable without making them OP. I'd love either this Micheal change or just outright deleting EW2 from the game.

    The point about Keys/Moris ruining matches was also pretty sppot on in my opinion.

    I disagree with his stance on undying and a few other small things.

    What did you have problems with?

  • Hope the Ghostface one is worthwhile. The Legion one also sounds cool.

    Usually I don't bother as they're too derivative of the base skin so I can't justify only using actual cash. Shame they can't be bought with shards.

  • @ILoveDemo said:

    So what did the Devs did in this Patch?

    Buffing Thana (Good)

    Fix The Executioner "Loop mindgame" (Good)

    Trail of Torment Extrem buff (good)

    The other perk buffs (all good, ok not Technician but still)

    Pop Nerf (was maybe needed)

    So why do you think the Devs can't belance the game again?

    In my Opinion this show us that the devs can and are willing to belance this game for our fun.

    Pop nerf wasn't needed. It encourage good gameplay.

    Thana 'buff' is laughable and a net nerf.

    Pyramid changes I'd need to check myself. Though I find him rather boring to play so I doubt it'll change my mind. It could make him more fun to play as/against but it will definitely make him worse against good survivors further increasing the distance between good and bad killers.

    Some of the perk buffs are nice. Others are pointless. The WGLF buff could have made buckle up viable, cruel limits still sucks, technician still sucks.

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