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hailxsatanxeveryxday

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  • @Raccoon said:

    https://youtu.be/s2lFeGA2-uc

    Donbot knows what's up.

    That was the first episode of Futurama I ever saw. I still remember being ten years old, sleeping over at my friends' house and watching Adult Swim all night for the first time.

  • I had a game as survivor against Ghostface today, and we got stomped. See my previous comment.

  • @[Deleted User] said:

    No. Old Undying was ridiculous

    Boon totems are ridiculous.

    @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737971#Comment_2737971

    There's a few problems:

    1. BHVR rarely admits mistakes for a long time. Look at the old hook struggle mechanic, and how long it took for them to change it in the face of people saying 'This literally hurts'.
    2. A number of Survivors claiming voice comms is 'not that powerful'. To which I call BS. It's literally the only difference between SWF and SoloQ.
    3. Survivors claiming they 'don't want people screaming on mic'. But, you know; mute options exist?
    4. Survivors claiming it's impossible because of language differences. Ignoring TF2, and Overwatch, and CS:GO, and literally every single team-based game.

    So it won't happen. It SHOULD, but it won't.

    You know what this community is like. Every other game is going to be people calling each other names, 13 year-olds screaming racial slurs, and trolls playing Rickrolls and Johnny Rebel songs. It would make the endgame chat look like nothing, and there'd be no way of moderating any of it.

    I do think it's a bit stupid that we aren't allowed to use the f-word on a forum for an M-rated video game with a strong language descriptor, but even I don't want to know what would happen if we allowed in-game voice chat.

  • @TragicSolitude said:

    Whenever I load into RPD and I find the killer AFK somewhere, I'm not even surprised. I'm actually more surprised when the killer bothers to try.

    I'm never really gonna understand why people think this is a hard map for killers. Is it just because it's indoors?

    There aren't that many god pallets, unless you count the ones in the middle of the hallway, and those get done pretty quick.

    Then again, maybe it's just that I play a lot of M1 killers. Michael and Ghostface do great on RPD; you'll never see them coming until you're hooked. Legion also does fine, just because she can vault pallets and catch up to players quickly. Clown struggles a bit, but even he has it easy if you're running something like The Third Seal (survivors aren't able to find each other quick enough to unhook before they die).

    I'd imagine it's tougher on killers like Blight and Nurse, what with all the cramped spaces and chances to accidentally phase through the floor, but I don't play them, so I don't know. I'd imagine Huntress and Spirit do fine.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736950#Comment_2736950

    It may be an overall buff to all survivors, but solos will feel the effects substantially more than SWF will. SWF already have this information for free, and therefore giving it to them in a slightly different format means nothing,

    It'll speed them up slightly.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736944#Comment_2736944

    Don't mind the bad image quality

    https://us.v-cdn.net/6030815/uploads/IBIAJCYUVAMJ/img-20220107-121941.jpg

    There were 0 Hooks in the lobby, the Hook on the left is the one in the library, which I couldn't get to, due to it being too far away, aswell as the Hook on the right

    Yeah, that sucks. Getting downs in the lobby when the hook there was already used for a kill is the only time I've ever had trouble hooking anyone on that map. I can't remember any not spawning there at all, though, but maybe I just don't remember?

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736958#Comment_2736958

    Grades aren't used for matchmaking but at Grade 20 it is easier to double-pip because they change the values required to qualify for each pip.

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736958#Comment_2736958

    No, but they are used for pips, which is what it takes for "Merciless Killer", the requirement to get any Adept Killer. Two pips is a Merciless, one pip is a Ruthless, black/safety pip is a Brutal, and Entity Displeased is a depip.

    At lower grades, the requirement for a Merciless is lower than at the higher ones, and therefore trying adepts at lower grades is easier.

    Oh. Cool, never mind. I haven't been paying attention to the Grade system.

  • @Kiridus said:

    Clown's Pinky Finger nerf was probably because the add-on is pretty easy to use, so they wanted it to have some sort of downside -- it is the same logic as Iridescent Head, though applied to an add-on on a Killer that is objectively less powerful than Huntress. I do not mind the nerf, Clown didn't live off of Pinky Finger so this won't effect things at all IMO.

    I do find it really funny that people are moaning about Leatherface's masks being removed, though. Sure, you can argue that the Dwight and Meg masks did not need to be removed, but Claudette's mask and, to an extent, Jake's mask needed to go given people started using them to be raging racists towards ethnic minorities, and BHVR simply chose to do away with all of them.

    Oh and to the people moaning about how they "earned" these add-ons and Leatherface masks: Cope. Seriously, you got those by just playing, you did not perform some extraordinary feat to get any of the things that are being removed or nerfed this patch and the fact you are trying to upset as many people as possible while you still can just proves how shallow you really are.

    I never saw a point in grinding those, anyway. I thought they looked stupid and figured it'd be a waste of time. Now I'm getting 6000 shards for free.

    ymiqiv75e6631.jpg


  • If you're dying in literal seconds, that sounds like a you problem.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736144#Comment_2736144

    I disagree with you so you must be on drugs - You, apparently.

    Everyone in this thread is on drugs.

    This is a video game. Calm the ######### down.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/303485/attention-killer-mains-throw-your-pinky-fingers-up

    The forums never fail to show how sore they are lol imagine taking healthy changes to a game so personally, wouldn't be me

    I'm not mad about the Pink Finger nerf personally, because I never use it because I can't consistently hit people directly to save my life. (I am mad about the Bleach buff, though.) But Clown isn't a high-tier or popular character, and while I can understand why they nerfed Spirit (I don't like it, but I understand), this seems completely undeserved to just randomly take away one of the only addons that (other people think) makes him viable.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/303778/how-to-get-an-killer-adept-on-sbmm

    Like before it will massively depend on luck and the players you verse. I had the exact same issue with the artist, I was getting a 4k with about 9hooks but wasnt getting it but I'll go through everything you need to try to do.

    1. This goes of emblems and not points.

    2. Getting minimum of 9 hooks will give you an iri emblem, the game has to last X long, if you kill them all too fast or they do the gens to fast that will hurt you.

    3. The lower your grade the easier an double pip (merciless) is. So being ash 4 (just after the 13th reset) will be your best chance.

    Alot of it is down to luck tbh, but I have done all of them so if you're trying to do a certain one or need advice just ask

    @GoodBoyKaru said:

    Wait till the 13th when everyone goes back to rank 20 and its easier to get a 2 pip.

    What are you guys talking about? Grades aren't used for matchmaking. It won't be easier after the reset.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735376#Comment_2735376

    That's a shame. That still tells us very little. Did they specify 15%, additive or multiplicative? Because that's also a huge difference. I would assume additive (For example: solo is 30, swiffer is 45), which would make it a considerable gap.

    There's probably a few swiffer-oriented nerfs that you can make in regards to save tactics, while making some buffs that only help solos, like the action UI they're testing out.

    When did they ever say the new UI changes were only going to apply to solos? My understanding is that they were going to buff all survivors. (Meaning, they're doing something about the escape rate difference, not SWFs being overpowered.)

    They can't really do anything about SWFs being overpowered without ruining it for solos or else getting rid of SWFs altogether, which isn't an option. But they're going to buff solos so they're just as hard to deal with?

    My prediction is that a lot of killers try to intentionally derank. And that'll stop working eventually, because there will be too many high-ranked survivors and not enough killers at the same level, which will just lead to a lot of killers ragequitting or switching to survivor.

  • @ThatOneDemoPlayer said:

    RPD is one of the worst maps in the game, we can all agree on that. It's huge, confusing and has plenty of infinites and God Pallets, but it can get worse than that. It's possible for the whole middle section of the map to not spawn any Hooks, making it impossible to hook a Survivor

    I have two things to say about this:

    1. No, we can't all agree on that. RPD is one of my favorite maps. It's aesthetically appealing, and I 4K almost every game I play on it, regardless of killer, including a Merciless game with Legion yesterday where someone in the endgame chat told me "gg, you're insane" (I was proud).
    2. While I was playing that game, I turned around after a down and a hook was right around the corner, and I specifically thought, "The hook distribution in this map is really good. I never have to go very far to hook a survivor. This map could be as unfair as people say it is otherwise what with all the stairs and hallways." So I do hope you're exaggerating.

    I gotta say, I don't think any of the crying about RPD has ever had even the remotest point of validity so far (other than it crashing people's games when it was first released), but I don't like the sound of this.

    Can you provide any more details on what exactly you mean? Are there no more hooks in the lobby, or what and where?

  • Don't be such a cynic. It's a brand-new game, and they haven't even had time to work out all the kinks yet. I'm sure the balance will be awful in no time.

  • @tester said:

    Hey BHVR. You are taking away 4 cosmetic pieces from Cannibal players. Price of a single cosmetic piece for Cannibal is 400 auric. 1600 for 4 pieces. How about you give everyone who unlocked faces enough compensation to replace what you are taking away? That would prove people that it's not just a greedy cash grab plot to make people spend money on paid skins.

    Yeah, yeah, I know, not gonna happen. One can dream though.

    Edit: Black face Bubba was discussed all the way in 2018. But... Bubba didn't have paid cosmetics at that time. All of that was ignored until paid cosmetics were added. Suspicious?

    https://forum.deadbydaylight.com/en/discussion/31116/racist-killer

    1600? I'm not saying that wouldn't be nice, but the price of the killer is $5.00.

    I think 500 auric cells would be plenty, although I'm not saying "no" to 6000 free shards considering that I don't have every killer unlocked and I only bought Bubba for BBQ.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733321#Comment_2733321

    Please note that I very much agree that NoeD should get a slight change. I am not in favour of this perk as it is now. I would retain it's hidden nature during the match but make it easier to cleanse once it becomes active by adding the mechanic of "Hex: Plaything" to NoeD.

    Pulsar did a very good job of illustrating that "do bones" is not a valid argument by the way. Something that I would agree too.

    That would make it useless. If you can just see where it is and cleanse it as soon as it's up and running, it'll go from being marginally useful and essential to certain builds to being plain worthless.

    It's one of those perks like DH where the game is better with it, and it's strong, but there's no way to nerf it without ruining it.

    And again, it's an opt-in situation in most cases. You can get the gates open before the killer gets a second down, and then it's your choice whether to keep playing a game with NOED in play. And there's still an easy counter, which is to go find NOED and remove it, which shouldn't be hard to do since the killer is probably hanging around the hook waiting for you to do what most survivors do and run towards him in a kamekazi attack.

    @sizzlingmario4 said:

    “Doing bones” as something that should be done every single match is not practical and never was. It may not take long to cleanse 1 totem, but cleansing 5 actually takes a significant amount of time. It’s a much better strategy to remember where totems are and go back later if noed comes into play, otherwise you might get 4 and the last one you couldn’t find becomes noed. Will you have some games where all the totems get cleansed? Yeah, but should you have to cleanse 5 totems to possibly prevent 1 perk that might not even exist? I don’t think so.

    Boons are another reason now not to cleanse dull totems. Ignoring the fact that COH desperately needs a nerf, with how strong it is right now it’s not worth cleansing a dull totem if it could have been used by a teammate for a blessing.

    The actual power level of noed is fine; I just want it to be something that isn’t given to the killer for doing nothing. If it is changed in this regard, then I would even be okay with making it stronger in return.

    It doesn't stop people from trying. Had a couple today where 4-5 totems got cleansed each.

    I was running Pentimento.

    It was fun.

    @AngyKiller said:

    Survivors: Doing bones in impossible! There's five of them and 4 of us! We don't have the time!

    Also Survivors: Infinite Circle Of Healing goes brrrrr!

    This is actually a good point. And, to its credit, I did have a couple of games where they did all or most of the totems today. 4Kd them, including one with Legion on Haddonfield. They accomplished it, but it WAS a waste of time on their part, whereas they actually get something worthwhile out of spamming boon totems all over the ######### map.

  • @FreddysMain said:

    Killer is stressing me a lot lately, more I play killer the more I’m unhappy.

    every game I’ve played today (console)

    everyone has escaped along that tbagging and clicking the usual even before a gen has popped. Usually doesn’t bother me but today it has.

    i main Freddy and play other killers too but today I thought I’d go for platinum on my PS4 I have platinum on my ps5 and I wanted to get Freddy’s trophies again (dlc)

    but today it was horrible! I always get put with sweaty survivors as Freddy! I okay him most but I’ve been playing other survivors lately. Usually I just play with no addons or perks when up against constant sweatiness!!

    i just fancy a chill game…

    the only chill thing about dbd is survivor 🤣

    i have been playing a lot more Survivor.

    many killers out there struggling??

    Yeah, yesterday's games were a string of absolute sweatfests. I ended up ragequitting the last one (I try not to do this, but I'm not perfect).

    On the other hand, I stomped a group of survivors on Haddonfield with Legion this morning. Gens popped pretty quickly at first because I spent the first part of the game camping and tunneling a P3 Meg for switching to a flashlight last second in lobby and then proceeding to shine it in my face at every pallet. They got my Ruin and Undying, and then got every dull totem on the map... but I was running Pentimento, not NOED. I love that perk.

    I have noticed a difference lately. Not sure if it's just SBMM or just me ranking up. I find myself playing more killer than ever, though. Always been a killer main, but I was almost maybe 50/50 between the two a couple months back.

    @gendoss said:

    Well dbd is not a chill game. Playing as killer and managing 4 survivors is stressful no matter what.

    While that's true, I think CoH has been getting on everyone's last nerve. Gameplay balance has shifted.

    @tippy2k2 said:

    I'm finding it's the same exact problem as it's been for ages now...

    As a killer, I curb stomp the team or I get curb stomped

    There never seems to be any inbetween anymore. While this might come as a shock to some, killers find it just as boring to curb stomp a group of toddlers who accidentally turned DBD on while they were chewing on the controller as it is to get their teeth kicked in lying on the curb...

    I used to play this game for hours just match after match after match but now I generally get my daily done and maybe another game or two before I decide to go do something else. I still (probably naively at this point given this next patch coming and how they still refuse to bother touching CoH) hold hopes that BHVR can turn this around and give me more of the "win or lose by a hair" games back.

    I won't lie, I'd prefer to run across a bunch of babies than a 4-man SWeatFest with flashlights all running CoH, BT, DS, and DH. I honestly don't mind winning easily all that much.

    But I do agree that fair games are ideal, and coming across a bunch of babies is not as much fun as coming across a legitimately challenging game and winning through your own effort.

    @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735542#Comment_2735542

    Hey, a fellow no audio user.

    @ op. just accept the game is busted and play chill. If the survivors want to sweat and abuse the horrific tile layouts and coms, just watch youtube while lazily walking around and occasionally hitting someone if they let you. You will eventually get survivors that are "easier" as in not using coms and stretched with filters.

    Meh. Intentionally deranking is the coward's way out. Eventually, I'll get better at dealing with SWFs. Can't do that if I don't practice.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/2734600#Comment_2734600

    So getting instadowned makes you an idiot? XD. I break all totems every game in an effort to stop NOED. This is much easier when in a party.

    I mean, the way I play NOED (and, honestly, the only way I've ever seen it played) is that I get a down as soon as it activates (or, ideally, just before, so the others don't know it's coming) and facecamp the hook. I may open the exit gates before hooking, if I think I can get away with it, just to increase pressure.

    90% of the time, 2-3 of them will all come for the hook at once, even if they know NOED is in play, and then it's gg. Doing that makes you an idiot, yes.

    The smart ones go find NOED and take it out while I'm camping the hook. Luckily, smart ones are few and far between. (Honestly, going for a hook save at all once the gates are open isn't a good strategy except under very specific circumstances, even when NOED isn't involved. Once again, though, that doesn't stop anyone from trying. I get a lot of kills that way.)

  • Neither.

    Killer smashes totem when snuffing it, and it can be relit with Pentimento, but it's still infinite (as long as dull totems remain).

    Alternatively, healing with CoH is infinite but takes twice as long as Self-Care and speed doesn't stack with healing items/perks, or else CoH can only be lit once per survivor running it.

  • @R1ch4rd_N1x0n said:

    The only unfair thing about it in my opinion is it's power against solo q. It's not very good against parties.

    I mean, know I keep saying this, but it's only "unfair" against groups of multiple people all throwing themselves at a hook during EGC. It has no power over someone who doesn't walk right in front of me and go for a save I probably could have just grabbed them off of, anyway.

    The number one counter to NOED is not being an idiot.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733404#Comment_2733404

    So yes, it's fair. The rest comes down to the semantics of what counterplay is best to employ. You can take a bit of extra time (when survivors set the pace of the match, and aren't actually pressed for time at any point outside of the egc) or you can just remember where the dulls are and check at the end when noed activates. Don't want to do either? Just leave. If the killer is so good at pressure despite being handicapped all match by being down a perk that you can't even think about totems, guess what? That means he earned that noed activation.

    That's the point: It's not really fair.

    It's not 'a bit of extra time', it's quite a lot. Especially when survivors cannot communicate. 'But then bring small game': okay, but then the cost is quite a bit of time, plus up to four perk slots.

    The idea that survivors aren't pressed for time is also completely dependent on the match and the other players, including the killer.

    The problem is in the supposed counterplay. Doing those five totems is a huge investment when survivors aren't by default equipped to deal with it. And it doesn't even help them that much if they do get all five. If they get all five, and the killer has NOED, it's bad, since it's heavy slowdown. If the killer didn't have NOED, it's worse.

    That's why I stated that, paradoxically, NOED would be more fair if it was active from the start.

    And there's also a major problem with 'good pressure = earned NOED activation' in that camping exists.

    The fact that death removes a perk doesn't really change the fact that the survivor team gets 16. That's just how asymmetrical games work. One side starts off at an advantage (generally the team with more players) and the other has to whittle down that advantage (usually by killing the other team). That's what makes it fair for killer players. Losing the advantage when your team is killed off is literally a defining characteristic of the genre, so I don't know why you want to pretend it's a brand new concept.

    You're moving the goalposts.

    You stated that the survivors have sixteen perk slots available and they need only one to slot in Small Game. I pointed out that that is not true. Now you've turned the discussion around to face off against some strawman where you seem to think I'm opposed to the idea of a survivor's perks ceasing function when that survivor dies.

    NOED activating at the start wouldn't make it more fair, it would make it useless and still manage to piss off survivor players. At the beginning of the match, when the pendulum is fully in the survivor side, it's far too easy to clear, and yet at the same time I can't see a world where starting the match exposed, with a killer who has a speed boost, is going to be seen as fair by survivor players. They already claim now that noed gives "free" kills when it activates, removing the ability to stop it from activating just makes that perception worse.

    It would fix one of NOED's design issues, was my point.

    Is that really what you want?

    Stealth killers would suddenly be A-tier. Run it with Undying, Thrill of the Hunt, and Lethal Pursuer, and you had better find those totems within the first two minutes of every game.

    Why not? Survivors get Circle of Healing.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733164#Comment_2733164

    Why do people not understand that NoED has to exist as it does? Let me try to explain:

    If NoED was changed, then it would fail it's role as an unseen threat. The point of NoED is to make Survivors stop pounding gens like they were drinks during last call. If Survivors knew, from the get-go, if NoED was not in the match? Considering NO OTHER PERK does what it does?

    They would pound gens and be out the door in 4 minutes. Because there would be literally no perk to stop them, aside from Ruin, which they would know about by tapping a gen. In fact, some of the streamers I used to watch would actually tap a gen to check sparks before committing to a repair, when a match started.

    They would know 'I can ignore totems and pound gens' if NoED had a tell. Or was not the massive threat it is after gens pop. And that means that one perks that protects a totem? Useless; Survivors now know if NoED is in a match from the word 'Go'. No NoED? No whatever that perk is, because Survivors won't do totems without the ever-present threat of NoED.

    If NoED had a designated totem pre-endgame? And TOLD Survivors it was cleansed? Stop doing bones, and start pounding gens! NoED is gone! There's literally 0 Hex threats for the endgame, so let's pound gens and twerk out the gate now!

    Because if NoED was NOT a big threat? if NoED had a tell from 'Go'? Survivors would never do totems in games without NoED, because the BP ain't worth being caught and dying. They would just do gens and leave. Every match.

    It's like some people go 'NoED threatens me by existing. Which makes me do bones. But I want to do gens & leave ASAP. So change NoED!' And don't realize NoED is doing EXACTLY what it's meant to do; force Survivors to do bones.

    So no; NoED CANNOT be changed, nerfed, altered, or given a pre-endgame tell. This would ruin the role it's supposed to fill, and gen speeds would get, if that's even possible, faster. Because no other perk fills that 'unknown threat' role like NoED.

    And the moment one DID; Survivors would, once again, scream it's unfair and demand it be changed because it stops them from doing gens at breakneck speed.

    Doing totems is bad practice either way, and that doesn't make any sense.

    If survivors manage to get all the gens done in four minutes (this must be hyperbole, as I've never seen this happen, and I'm not sure if it's even mathematically possible), it means you were playing terribly as killer. It's also good for the survivors even if you have NOED, because they would have gotten there anyway, and now it means you have almost no hooks to begin with once NOED activates.

    Nobody runs around the map doing totems because they're scared of NOED. It's not in most games, and that would be a waste of time even in a lot of matches where it would otherwise show up.

    You're even low-key making this argument yourself. "If they weren't doing totems because of NOED, then I wouldn't have as many chances to get them before the gens are popped." Then why would they do totems? Circular logic. Survivors do totems to stop the killer from getting downs... which balances the game by giving a killer extra chances to get downs before the totems are complete?

    They have more of a chance for a 4E or at least 3E if they do no totems and bang out the gens in four minutes.

    @Johnny_XMan said:

    I don’t think No Ed is unfair, it shares the same sentiment as what Adrenaline does when you think you are downing someone but really they gain a speed boost and a health state. Which there is nothing wrong with that.

    The only difference and what I think needs to change with No Ed is the way it is activated. Where a survivor’s objective simply being completed is what activates it. They should keep the same effect but require the killer to get so many hooks before it can activate.

    This way you do not have people Face-camping AND getting those downs by simply idling. Because for me that is mainly why people find it unfair, is when the killer played so poorly but they are rewarded with additional speed and expose on survivors.

    There are such a thing as endgame builds.

    Clown build I posted earlier in the thread intentionally spends most of the game getting stacks on PWYF and STBFL and destroying pallets. By the time NOED activates, you already have a 10-15% speed boost and no attack cooldown, and then NOED gives you another 6% speed boost, and then you get another 10% from antidotes if you really want to cheese it, and with bloodlust you can theoretically get up to another 15%.

    Meaning you can get up to a maximum of ~161% speed (115 being Clown's base), although it doesn't usually get anywhere near this high and will go down pretty quickly when you do - but a steady ~130+% or more is doable by that point in the game. And then you can make it even worse for survivors by using the tonic to slow them down an extra 15-20%.

    If you manage to effectively activate Blood Warden, it's all over.

    Point is, if you don't get many hooks by the time gens are done, but you did destroy pallets and get stacks all game, then you played well, and NOED rewards you as it should.

  • Yeah, I found the thread: https://forum.deadbydaylight.com/en/discussion/151828/is-it-possible-to-know-the-killer-before-the-match-starts

    It doesn't say anything about perks, though, just killer, so nvm unless someone can verify this.

    @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733071#Comment_2733071

    BT and DS are meta because survivors love unsafe unhooks, let's be honest there.

    No, it's because camping and tunnelling are incredibly effective. If survivors are going for unsafe unhooks, you can bet they won't pull you off the hook with BT in their pocket.

    And while I definitely agree that BT is bad in that it encourages unsafe unhooks, it is still an anti-camping measure. And DS especially.

    70 seconds to remove all totems. Much shorter to just identify them. Again, this is time taken by the side that literally dictates the pace of the match. Also, seriously doesn't take much communication, I play solo literally 99.9% of the time, comms are a crutch for players without situational awareness.

    We're not talking about identifying them, the discussion was about the alleged counterplay of 'do bones'. Yes, identifying and checking is better, but that doesn't mean that 'do bones' isn't a terrible idea.

    We're also not talking about how powerful NOED is, just about how fair it is, and specifically, that it would be, paradoxically, more fair if it was active from the start.

    And survivors setting the pace is not a black-and-white scenario. A killer applying good pressure will absolutely dictate the game's pace. Not to mention campers, who literally state 'you have 120 seconds or else I kill another one'.

    Yes, the perk doesn't work as well if the person carrying it is killed. So, like all perks.

    Yes, but that does throw a spanner into your argument of 'You've got 16 perk slots across your team so just one isn't a big deal'.

    The thing about NOED is that it doesn't activate until you've already won the game and have no incentive left to stay unless you're trying to be a hero or get an achievement. It's completely opt-in. If you want to stick around during EGC looting chests and dancing around a facecamped hook looking for an opening, you know the risk you're taking. There's a very small window between the time the last gen pops and the exit gates are open that it leaves you 100% vulnerable, but a killer isn't going to get more than one extra kill out of it (and sometimes not even that) unless you decided to stick around and play his game.

    On the other hand, having every survivor be Exposed from the start of the match would be fun. Throw Undying on top of that along with Pentimento or maybe Insidious for camping or even Haunted Grounds and another Exposed perk, and survivors will be crying for things to go back to the way they were.

    NOED is powerful, but it's fair.

  • @AngyKiller said:

    Survivors Running META Perks On All 4 & Purple Toolkits To Bang Gens ASAP, While In A 4-Man SWF: NoED is unfair because I don't want to get off my gens & do bones. Why can't I just counter it on 1 totem before it ever pops?

    Just. Do. Bones. NoED is fine. It's a perk that does not activate until the gates are powered, so it needs to stay hidden until the gates are powered.

    Asking for it to be nerfed because 'SoloQ's don't get the information SWFs have' is 1) Screwing Killers because SWF and 2) Making SWFs stronger. No.

    Just. do. Bones.

    Doesn't everyone learn that NOED exists at the same time (after the first person gets hit once the gens are done)?

    For that matter, aren't all the upcoming match's perks visible in a plaintext file somewhere if you're playing on PC? (I've never looked for it myself, and I'm playing on Stadia at the moment, but I heard such a thing exists somewhere, and the devs apparently don't consider it cheating since you can just open it up in Notepad and look at it, and serves no other legitimate purpose?)

  • @Pulsar said:

    Yeah, no it is unfair.

    The counterplay to it requires you to basically throw the match as Survivor and I've been running an experiment to prove it.

    I think I'm at 190 games, so maybe I'll post stats at 200?

    The counterplay to it is to not immediately yank the exit gates open when the gens are done and someone was immediately downed, and then to find the totem and cleanse it so you can go for the rescue.

    Alternatively, do open the exit gates and leave the match. NOED probably doesn't make a massive difference in survival rates if someone was already getting facecamped in the middle of the map and the entire team is trying to go for the save. Somebody's going to die.

    As strange as this might sound to someone who plays survivor (because this is all survivors ever do 90% of the time), the counterplay is emphatically NOT to hurl yourself at the hook with two other people in an attempt to go for the save right off the bat and get the entire team downed at once.

    The counterplay is also not to just cleanse totems all match. It's not a worthwhile investment. Instead, consider memorizing where totems are when you see them so that you can come back to them when NOED is in play. That strategy is the bane of my existence when I run NOED; it'll just be gone immediately.

    @Gwinty said:

    I do not think NoeD is unfair. Most times the answere to NoeD is to "just leave" or "remember the bones". However I get that "do bones" is not your thing, okay.

    The interesting thing is you describe things about NoeD that makes it unfair that are true for most survivor perks: "it is hidden" = so is Adrenaline, there is no way to know it's coming = so is Dead Hard, "you have to play suboptimal" = so is Deceisive Strike. Wait...all three apply to Deseisive Strike as well: It is hidden for me as a Killer, I have no way to know it is coming and I have to play suboptimal to evade it.

    The thing is, certain perks work around those characteristics and have a huge impact because of them. You could only evade this by showing off everybodys perks at the start of the game to both sides. This however would be pretty boring.

    The hidden nature of a perk is fine and NoeD activates when everything is over for the most part. The only Killer where I would consider this especially bad is with Nurse but then again Nurse is bad with every lethality perk in the game.

    @Pulsar : Please do so. It would be quit interesting to see what kind of impact this has.

    While this brings up some good points, it's not really a fair comparison.

    First of all, you do know when Dead Hard is coming. Dead Hard is always coming.

    Secondly, DS (and BT) might be a better example. It's as "overpowered" as NOED in that it denies you downs as easily as NOED gives them and encourages you to play suboptimally, but if you choose to ignore BT and DS and just power through them to tunnel one survivor, that might be suboptimal in the short run, but not so much that you're throwing the entire match - you lose a few seconds. It can even be in a killer's best interests to power through them and kill one survivor as early as possible, because if you finish a survivor off within the first couple of gens being popped, the match is already decided.

    On the other hand, if survivors just run around doing bones the entire match, they're wasting enough time to give the killer a serious advantage. NOED isn't even in the majority of killer builds, so it's almost always a waste.

    I'm not in favor of nerfing NOED, and I'm also not in favor of nerfing survivor second chance perks like DH, BT, and DS. They serve a purpose, and NOED only has a very limited amount of usefulness against a team that knows what they're doing and doesn't just happily kamikaze themselves at every chance to get a post-EGC save (this is almost as bad of a strategy without NOED active as it is with).

    @RekLaw said:

    First off I would like to get something straight if you are new to dbd and you need some time to get on your feet I understand. But if you are experienced and know how to play effectively then NOED is scummy to use. That being said let me say my reasoning as to why it’s unfair, number 1 it’s hidden the entire game, there is no way to know it’s coming except for to guess. (Don’t say “ just do bones” because Why would I do something that doesn’t benefit my team and wastes time especially if there is no NOED)

    If NOED was nerfed or removed, it'd render a lot of endgame builds (and perks) unviable. That's a fun playstyle to experiment with, and it can make some low-tier killers viable. For example:

    clown.png

    Yes, it's a risky build, but it pays off more often than not, and I'll be up in arms if it's going anywhere.

  • @TTV_Tempest63_ said:

    I cant believe there are still people who cry about circle of healing its not even op man you sniff the totem out and its gone its not like you cant hear this totem from miles away and for the killer it takes 1 second and for survivors it tooks about 20-30 seconds to re boon it which is a great time winni g for the killer because there is at least one idiot on a totem instead of a gen

    And then it's back up twenty seconds later, and then two other totems go up on the other side of the map because three people in the group are running it, and then you can just choose to circle back and forth between totems snuffing them out or actually defending the gens.

    And then you can't injure survivors for pressure anymore, because they'll just get healed immediately for free. And they know this, so they'll crowd around you trying to take protection hits any time you injure anyone. Most abusable and broken perk the game has ever had.

    There's been like one game I've played in the past week where I didn't see CoH at least three times.

    So I've just started tunneling as my main playstyle. It's the only counter.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728749#Comment_2728749

    BHVR killed the fun. Not me playing it for a job.

    They've added broken boons without a care. Nerfed a lot of killers that were once enjoyable to play. Doubled down on making just terrible disgusting maps.

    I never played Billy personally, but he used to be an absolute terror to go against. Other hand, Michael's recent buffs bumped him up quite a few more rungs than people like Otz are giving him credit for.

    What don't you like about the new maps? I hated the changes to Coldwind and Gideon's, but they've been doing better more recently. A lot of people complain than RPD is too survivor-sided, but I still always get excited when I see it pop up. Aesthetically, it's great, and it's a hell of a lot of fun to play on. The newest map is also a lot of fun to look at (like something from a New Orleans cemetery - I wondered when we'd get a cemetery map), and I seem to 4K most of my games on it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728855#Comment_2728855

    read the edit

    trickster is the best example there is because he's the closest we have to a FPS tracking-aim style experience in DbD, and as someone who loves and excels at that style of aim in other games (aim assist or no), trickster is an absolute nightmare to play because the controller code is so poor. if there is any code...I wouldn't be surprised if they're using the default engine values.

    Well, I'm not sure about Trickster, but Huntress is just fine with controller. So is Clown. Nemesis and Cenobite are the main ones I've had issues with.

    I don't know if autoaim would be a good thing for DBD overall, but I can see Nemesis getting a hitbox buff.

  • Setting aside the fact that I passionately hate everything about Trickster with every single fiber of my being and wouldn't play him if you paid me money, what point are you trying to make here?

  • @[Deleted User] said:

    So Deep Rock Galactic is free with PS Plus now...

    AND EVEN IT HAS A DEADZONE SLIDER. EVEN IT HAS A BETTER STICK FEEL (for the most part...it's got a dual zone setup similar to Overwatch but set to a higher stick deflection so it feels even better than Overwatch in a way). IT'S A 2 GB INDIE GAME. BHVR WHY DO YOU HATE CONTROLLER PLAYERS.

    ugh i can't anymore

    I play with a controller, and I do okay.

    There are a few killers who are difficult to use with a controller (Nemesis thanks to his tiny hitbox, even before considering the extra input lag when I'm playing on Stadia - he's unplayable on anything but keyboard on PC), but most of them do just fine.

  • @conqueror_worm__ said:

    I'm currently learning Nurse on console and yeah, she is really strong, even though I'm a baby Nurse the survivors always respect me, outside of that (and I'm sure most people will disagree) but I find Clown to be the strongest, especially with his strongest add-ons

    All of the supposedly weaker killers have builds that can cheese their powers to the point where they can be as much of a threat as Spirit or Blight.

    With Clown, I've been running PWYF+NOED+STBFL+Rancor or Ruin or Blood Warden or some other anti-chase perk, plus whatever add-ons boost the effectiveness of his Hindered bottles. It's an endgame build. You spend the majority of the game getting stacks and destroying pallets, and by the time the gens are done, you're zipping around the map like Speedy Gonzalez, almost no cooldown on attacks, one-hit downs, pallets are gone, and survivors simply cannot escape you if you use your power right (Antidotes, too). And survivors are usually pretty cocky by this point because they don't see the strategy and think you were just playing badly all game, so they'll hurl themselves at the hook trying to get rescues. Rancor helps since you'll be ignoring your Obsession all game. Nemesis might work well with this also.

    On Michael, M&A+Ruin+Undying+Deadlock or NOED with Dead Rabbit and Vanity Mirror. You have essentially no terror radius, plus X-ray vision, but without the speed penalty of playing Scratched Mirror. Survivors will not see you coming, and you can easily get two hits in before they have time to run anywhere. Camping is also very effective since they won't hear you and you can watch the hook from behind a wall.

    On Legion, Undying+Ruin+Thana+Pentimento (used Deadlock before that) with addons that inflict Broken and Mangled. Good luck getting those gens done! I just 4Kd a game at Gideon's because they couldn't find Ruin, didn't heal, and didn't bother going after Pentimento when Undying was gone. Up to a 50% repair penalty with instant 200% gen regression means that keeping them off of a gen for one second costs them up to four seconds of repair time. It was a slow game, and doing gens had to be miserable. Also, Legion's power makes finding the hatch easier than any other killer.

  • @Advorsus said:

    I actually did this math a while back. 29 survivors+26 killers, around 8 million BP to unlock all perks on one killer/survivor one time if you're being as efficient as possible. So 8 million times 55 is around 440,000,000 bp to unlock all perks on all killers and survivors 1 time. Billions if you're prestiging. Also I've been playing for about 600 hours, and I've only gotten 40,600,000 BP. And most of that is on killer getting double BP through bbq and offerings. Even if you're getting 100,000 BP per match through bbq+pudding+double BP weekends with near perfect matches, it'd take 4400 matches to unlock everything on everyone, one time.

    Yeah, but you're not going to spend eight million on every killer three times in a row if you're prestiging. It takes between 1-2 mil to get a character to level fifty, so you'll do that twice and then spend the eight million or whatever on P3. So assuming your other math is correct, this would still put the total somewhere under a billion.

  • @Etsuhara said:

    Is it for the challenge or for the power role fantasy?

    Maybe you'r just a slasher/horror fan and like to get immersed. 

    Personally its all of the above.

    How about you guys?

    I'm a horror addict, and I've honestly always identified more with the killers in movies like that. I'm always cheering for the bad guys to win. Chucky and Michael were my heroes as a kid.

  • When I play during the day, survivor queues are very short, and sometimes killer queues are actually longer than survivor.

    When I play during the witching hours, getting into a game as survivor can sometimes take half an hour, and killer queues are instant.

    Killer queues also go way up when a new killer is released and around holidays, for obvious reasons, but it's otherwise pretty rare than I have to wait (as killer) very long at any time of day.

    EDIT: I haven't noticed any differences in game difficulty or matchmaking, though.

  • @Smuk said:

    today i have met at least 7 hackers that i am aware of.

    instant heals on dying state, escaping without triggering no way out, show off with flying and auto dead hard.

    This auto dead hard is god knows with how many more unknown subtle hackers becouse it is impossible to react to all attacks

    I've seen instant heals on dying state.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728473#Comment_2728473

    I've also escaped through the exit gates against players with the top stats in the world and a couple top streamers. I flattened a killer who was top 30 in most sacrifices in the world so no I am not bad, I can assure you I am more experienced than you are.

    Nuh-uh! I'M the most experienced player ever.

  • @ThanksForDaily said:

    Asking if this build is good tells me that you're a new player. I recommend not to play with strong builds especially with a strong killer like Spirit. They're not gonna help you to step up your game at the start.

    This is also true. You should run some non-meta builds on weaker killers for a while until you get your M1s down if you actually want to get good at the game. It is a fun build, though.

  • @Sir069 said:

    SO recently I bought Spirit and I levelded her up and got some decent perks.

    I decided to make this build for her but I dont know if It works how I want

    The build is:Hex:Ruin;Hex:Haunted Ground;Hex Undiyng and Spies from the shadows(I dont have a better perk)

    So can someone tell me If this build is good because I want to use it and be like:they can't repair generators so they tryna find ruin they destroy undiyng and activate HG then there is a 50/50 chance when they find another totem it will be or ruin or HG

    So from your opinion guys Should I use this build?

    Yeah, that's almost the exact build I used when I was playing Spirit. It's fun because HG has a chance of activating multiple times.

    Even if you don't have any DLC, you can level up Nurse to 40 and get A Nurse's Calling, which is the thing I was running instead of Spies from the Shadows. And then you'll have a straight-up meta build (which is what you seem to be going for).

    Spies isn't a bad perk on her overall, though. IMO it's hugely underrated and can be one of the better tracking perks, and it meshes well with Spirit, but I'd still recommend going for Nurse's instead.

  • @cantelope said:

    https://forum.deadbydaylight.com/en/discussion/comment/2727354#Comment_2727354

    I've seen plenty of killer mains on the forum ask for exactly what I said. They just tend to get ignored because it's not as bombastic as demanding it be deleted.

    Really? In which threads?

    That wouldn't solve any of the problems with the perk. It wouldn't make a difference in gameplay balance at all. The real problem is that boons can be spammed infinitely across the entire map with no effective way to counter them or stop it from happening, and one boon allows infinite, free, fast Self-Care, which destroys entire strategies and elements of gameplay and also drastically moves the game balance in favor of survivors, and the game is objectively survivor-sided anyway at high ranks.

    I don't think it should be deleted altogether, but it does need to be nerfed hard.

    I usually think that this community is way too obsessed with nerfing everything and complaining about every tiny little bug in the game, and no, not every meta perk needs a nerf. I think a lot of the crying about DH is stupid. This one just turns DBD into a completely different game, though.

    Killers are ragequitting, survivor queue times are going up, and camping and tunneling are the new meta. CoH is why.

    Since 2-3 people are running it every goddamn game, and it's paid DLC, it's clear that BHVR is making bank off of this one, and that's probably why it hasn't been nerfed yet. But I do hope they get around to it eventually, and I hope they do it right.

  • @xxshyguyxx said:

    Honestly man I don't know. In so many of my games I just can't keep anyone hurt. It has ruined so many killer perks and playstyles.

    I was playing twins and I downed a Meg. By the time I tele back to Charlotte and walked the maybe 30 or 35 yards back she was already healed off the ground and gone.

    Anyone I injure I feel like I have to chase and down, I can't hurt and hit someone else to put pressure on them bc they just heal so fast and so much.

    So many people run COH in most of my games, and I just stopped snuffing totems unless I'm right next to it bc 100% of the time it gets relit. I'm not even exaggerating. Every single time I hear it relight.

    Am I supposed to keep snuffing it out? Screw that. Killers have gens to patrol, survivors to chase we can't keep circling back to a totem all game.

    I scratch my head when I hear people say it's not a big deal. Literally prevents perks and playstyles completely, and severely hurts the killer when they heal up so fast so often that it prevents you from downing them unless you commit to every single chase.

    Twins suffer so bad from free heals. They'll destroy Victor and then heal immediately.

    You don't need medkits anymore. And when you bring one, you heal even faster. Or someone else even faster which is what happened with my twins match.

    When I downed Meg, someone with a medkit healed her off the floor so fast I couldn't even make it to her.

    I cant be the only one who's having such a bad experience playing killer now. My matches went from 3 or 4ks to 1 maybe 2. If I can't keep them hurt, I can't get hooks and put any pressure on the gens .

    I'm honestly thinking of stopping. I don't care about 4ks but free healing for all prevents me from even getting more than 6 hooks half the time.

    I mean dude... last two matches I had 2 or 3 survivors were running this damn perk. Essentially the whole map was a free healing ground all match, and you can really feel it.

    If a healthy survivor saves a survivor from a hook, I feel compelled to tunnel and eat the borrowed time bc you can't spread out injuries anymore. If I hit Meg she'll just immediately heal again after she speed boosts to a pallet, drops it, and heals immediately right behind it with her medkit

    I see survivors with medkits healing mid chase it's so fast. They'll throw a pallet at a strong loop and immediately heal up lol. Like okay.... guess we'll just start the chase over again?

    You can't counter this. It's so gross when you load into a match and see 3 or 4 COH perks. What the hell can you do? Lol

    I mean, yeah. I don't even care all that much about DH or the other boon perks, but this one needs a heavy, solid, powerful nerf ASAP.

    @cantelope said:

    Most people want the healing stacks capped and... thats pretty much it. Yes some people want CoH to be set on fire but really it just needs to not allow 4 second heals in killer tr.

    Speak for yourself. I think most killer mains want it nerfed beyond recognition, not just a gentle little bump that's effectively cosmetic.

    It should be something like one of the following:

    1. It gives you free self-heal, but it takes twice as long as Self-Care, and it doesn't stack with other healing items.
    2. It only gets one use per survivor running it. Once it's snuffed out, it's gone.
    3. The boon breaks when the killer snuffs it, and it works with Pentimento (my personal favorite).

    @foxsansbox said:

    It single handedly removed the divide and conquer strat that encouraged not tunneling.

    Don't get me wrong, I still try and split up my damage and take opportunity swings when I can, but if I hear the boon sound, I'm immediately tunneling without remorse.

    Yes. This is the only way. Tunnel, camp, tunnel, camp.

    Undying is also a great counter. Had a game today playing as Michael on Lery's where I caught the little witch trying to boon a totem multiple times and could just show up and smack her. Tunneled her to death and got a 4K because I hooked another survivor and they all threw themselves at the hook going for the save in EGC. I had NOED (my little replacement for T3 because Vanity Mirror).

    @Laluzi said:

    I can deal with one CoH in most games, though it still weakens hit and run gameplay and 3-genning. When there's 3 totems up - what even am I supposed to do, realistically? I end up in a situation where I can only commit because every hit gets healed up immediately, survivors with a medkit can heal mid-chase in most of the map, and I haven't got a snowball's chance in hell of keeping on top of their totems.

    Realistically, you run meta perks and Undying and tunnel and camp everyone to death the second you realize they're running CoH.

    When the survivors get salty in the chat, tell them why you did it.

  • @ColdWater said:

    Penalty time should always be a maximum of 5 hours. That's plenty of time to cool off. It's too harsh right now IMO.

    How much penalty time do you get? How often do you disconnect?

    I'll disconnect once out of every 50-100 games, and I always get five minutes.

    @Zboard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2724436#Comment_2724436

    Oh sorry i forgot to say as a killer, as a survivor you can just suicide and leave, but as a killer? why force me to get bullied?

    Like I said above, I never get more than five minutes. If the game is really that bad (survivors ignoring the gens and just flashing you/slamming you into pallets/looping you around lockers with multiple Head Ons in a row, that sort of thing), then there's just no reason not to DC and just eat the five-minute penalty. It's a big middle finger if you're playing as killer - the game abruptly ends, and they don't get many bloodpoints. They'll get the hint.

    I really don't come across games like that incredibly often, which is why I don't disconnect incredibly often, but.


  • @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2725944#Comment_2725944

    They could do Chucky by allowing you to play as Jennifer Tilly or Nica as a basic M1 killer to hook survivors and then transfer control between various Chucky dolls a la Twins to get downs. Maybe they could even be controlled by AI when you're not in one like Nemesis' zombies, so you'd never know where the killer really was.

    There are lots of ways they could do Chucky. He's my favorite, so I hope they figure it out.

    I also want Candyman, and I desperately want Dracula. The 1931 Bela Lugosi version would be ideal, but the original novel and films like Nosferatu have been in the public domain forever.

    Jeepers Creepers also has extreme controversy over the fact that the original filmmaker is a convicted child molester, and a lot of people wouldn't want anything to do with DBD if they cut him in.

    I do think it's important to note that the kid he molested publicly forgave him as an adult, said that he did his time, he doesn't expect us to boycott the guy's movies for his sake, and that we all officially have his permission to enjoy Jeepers Creepers. At the same time, that stigma is going to hang around the franchise forever.

    If any IP is a mess, it's Slenderman.

    Evil Dead could use that one demon who briefly appeared in the third or fourth episode of the TV series confined in a circle in the bookstore. He was cool.

    The Thing and Pennywise would be awesome.

    I have to correct some of this statement.

    No, the kid Victor Salva molested is apparently still not happy with the guy, and there have been some pretty public statements about it even recently: https://celebrityinsider.org/nathan-forrest-winters-releases-statement-as-convicted-pedophile-victor-salvas-jeepers-creepers-3-gets-new-release-date-324782/

    I was confused because he did say in a different statement that he's not trying to stop Victor from making movies or Victor's fans from enjoying said movies and that he was not involved in the anti-Jeepers Creepers boycott in any capacity, but he does want people to know the truth about what happened: https://www.screengeek.net/2017/08/31/victor-salva-sexual-abuse-victim-comments-on-jeepers-creepers-3-protest/

    So apparently "forgiveness" was a bit strong of a word to use here, but he did give us the green light to enjoy Salva's movies.

  • @dugman said:

    I won't be surprised if the anniversary has a big license reveal, that's usually how it works. Could be anybody, but the three or four top contenders I can think of might be

    • Alien - This would be a huge license to get, and would be a great replacement for Demogorgon to fill the animalistic predatory humanoid carnivorous killer
    • Jason - It's no secret they actively want this license, and now that the IP is apparently freed up a bit who knows?
    • Pennywise - Again, a big license to get and one I think they'd love to have. It's not clear how he'd work mechanically, but there are plenty of ideas out there on it so it's far from an insurmountable obstacle.
    • Springtrap from Five Nights at Freddy's - I've never played the game, but I know there's a really loyal group of fans who want this killer in the game. And it's certainly a popular video game license.

    Some other licenses that I think would be fun but I'm skeptical would be picked up

    • Chucky - Chucky is a great bad guy, but I just don't know how they'd do it mechanically. Victor is in the ballpark of a really tiny killer, with Chucky it would be playing as Victor all the time. They'd have to work up new hook animations or something, since obviously he can't hook people using the usual animation, and I have no idea what his ability would actually be. 🤷‍♂️ If he shows up, great! But I have trouble seeing how.
    • Phantasm - The Tall Man from Phantasm who runs the mortuary with sinister steel flying pinballs of doom. He's be a great killer in this game, he's got the look and an ability that fits right in mechanically. And he's a cult film fan favorite. I can maybe see him maybe getting picked up someday, but Phantasm just isn't a big enough title I don't think for an anniversary release.
    • Final Destination - This one is a pipe dream of mine. Play a "killer" which is actually an invisible avatar that is capable of manipulating the environment and props to kill survivors. It would be a tough construction mechanically so I doubt it would ever happen, but boy could it be fun if they figured out a way to do this type of killer!
    • Supernatural - This is an IP I'd love to see in the game. Winchesters as survivors, a Demon as a killer, The Bunker as a map. The thing is I suspect that if the license holders were interested in cutting a deal with DbD they might have done it already, the show was actually still on the air when DbD came out and they had plenty of time to work it out. Now that it's off the air and there's no particular buzz for the show I'm sadly doubtful it would ever get picked up. 🙁
    • The Thing - A shapeshifting killer that can mimic survivors and do really creepy attacks, etc, could be pretty cool. Mimicking a survivor on its own sounds like something a swf would defeat, but when you consider that being a mimic implies persistent Undetectability (because obviously you have no red stain or terror radius while disguised as a survivor) that alone would give the killer a nice effect to play with. Basically that's half of Ghostface's kit all on its own! They'd just need to find something else as a good secondary ability to beef the killer up. Either way, though, the chances of the license being picked up are already a bit slim, and then top it off with questions of how to do it justice mechanically and I don't see it happening. (But I still hold out hope for a mimic killer someday, albeit maybe an original one!)
    • Jeepers Creepers - The killer could fit in well, but I hear that IP is a legal nightmare. Seriously doubt it will ever happen.
    • Slender Man - I could see this being picked up someday maybe? I don't know how big a name it is as a license.
    • Candyman - They've had a few opportunities to pick up Candyman and it hasn't happened so far. And they missed the window with the Candyman film in 2021, that would have been the optimal time to do a deal with that character.
    • A Quiet Place - Another contender to replace Demogorgon, the aliens from A Quiet Place definitely fit the part in terms of their look and theme. Seems like it would be a longshot to get the license though maybe.
    • Dracula - Dracula or any similar vampire killer could be cool. That being said, it feels like if they had wanted a vampire they would have done one already, they certainly wouldn't need the Dracula license from Universal to do it.
    • Carrie - I could almost see Carrie being in this game. She sort of fits the same broad theme as Spirit, a young woman who was wronged and is lashing out in anger. Telekinetic attacks obviously would be the mechanic. Could be interesting but feels like a long shot as a license.
    • Evil Dead - They've already got Ash from Evil Dead, so they have an in. But who would the killer be? A generic zombie or whatever wouldn't cut it. And I don't even remember who the recurring bad guy from the show would be (Lucy Lawless I think was a heavy?) Also I suspect if they were going to do an Evil Dead related killer they would have done it simultaneously with Ash.
    • Dead Silence - Or really any evil ventriloquist and their dummy. The Twins already kind of fill this genre though, even if Victor isn't dressed in a tuxedo. 🤷‍♂️
    • Predator - Certainly fits the bill in terms of hunting people down as trophies. Seems pretty overpowered as a killer though for the theme, if they ever brought him in the Entity would have to clip his claws a bit.

    They could do Chucky by allowing you to play as Jennifer Tilly or Nica as a basic M1 killer to hook survivors and then transfer control between various Chucky dolls a la Twins to get downs. Maybe they could even be controlled by AI when you're not in one like Nemesis' zombies, so you'd never know where the killer really was.

    There are lots of ways they could do Chucky. He's my favorite, so I hope they figure it out.

    I also want Candyman, and I desperately want Dracula. The 1931 Bela Lugosi version would be ideal, but the original novel and films like Nosferatu have been in the public domain forever.

    Jeepers Creepers also has extreme controversy over the fact that the original filmmaker is a convicted child molester, and a lot of people wouldn't want anything to do with DBD if they cut him in.

    I do think it's important to note that the kid he molested publicly forgave him as an adult, said that he did his time, he doesn't expect us to boycott the guy's movies for his sake, and that we all officially have his permission to enjoy Jeepers Creepers. At the same time, that stigma is going to hang around the franchise forever.

    If any IP is a mess, it's Slenderman.

    Evil Dead could use that one demon who briefly appeared in the third or fourth episode of the TV series confined in a circle in the bookstore. He was cool.

    The Thing and Pennywise would be awesome.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2725897#Comment_2725897

    Honestly this seems like the most measured response here.

    I don't like OPs initial sentiment, ie "they nerft ruin for overuse. Now please retaliate against DH.".

    Balance shouldn't be a quit quo pro and gaining revenge of sort for slights against the own faction, HOWEVER even though peeps on the interwebs love to complain about nearly everything, with the mass of killer main complaints about the draining and oppressive nature of the core gameplay I honestly think that something needs to be done, and DH is one of the most grievous aspects.

    I am forced to bait out nearly every hit against a wounded survivors, just in case they got DH, and its suxh5a versatile perk that can right now be applied to so many situations and problems.

    They fixed DH, so that it now properly works, and I think a lot of people (probably correctly) feel that it works now too well.

    If an option is vastly picked over anything else, so that it becomes nearly an auto-include/no-brainer, then that's a good indication that tje option is probably too strong, or stronger then most/any competing options, which is probably the case with DH. Of course, some survivors love balanced landing or lithe, but they play second fidel to DH.

    Another perk with nearly identical pick rates to DH is BT. But while DH is very strong, I feel that BT is especially a band aid to combat tunneling. I don't think that it's too strong, but probably needed just to have some meaningful playing experience (having experienced it often enough myself how dumb tunneling without a cause or means out feels).

    So, in conclusion: all (or most) exhaustion perks offer some means of faster mobility tied to the exhaustion mechanic and one other condition, be it falling down, vaulting a window or being wounded and pressing a button. But only DH gives invulnerability frames and loss of collision on demand, so I think that this part should go.

    DH. BT. Circle of Healing. These are the ones that you always see all game every game.

    Of those, I really only want to see Circle of Healing nerfed into the ground. BT, like BBQ and WGLF, is extremely powerful, but exists to encourage good sportsmanship. DH is annoying, and you do see in every game, but I'm not a fan of nerfing every OP perk on either side of the game just for the sake of nerfing them. Game wouldn't be fun.

    That said, the way suvivors spam boon totems, the amount of use they get out of them, and the fact that they're effectively completely uncounterable and can be used over and over again... something has to be done.

  • Ruin wasn't nerfed. New Ruin is stronger than old Ruin.

    It doesn't stack with Pop or most other gen regression perks now, and I think that was part of the point, but as a killer who runs Ruin in maybe a third to half of my games, I'd rather have new Ruin than old Ruin.

  • @impulse_90 said:

    So after playing this game for near 800 hours, alot of which has been killer but I've played a few hundred hours of survivor including SWF/Solo queing and I have to say it's pretty clear now that the devs of this game have a huge bias toward the survivor base.

    First off look at the massive difference in attaining the adept achievements, I've spent 2 days trying to get adept on bubba. Literally a tiny bit off double pip and 3 red emblems in FOUR Games wasn't enough to get the adept and yet survivors can just hide all game and escape at the end easily for an adept. It's a complete and utter joke and a real mess.

    Next you have the recent addition of boon totems which almost negates slugging completely as they can simply run off and heal and rinse/repeat. Also thanks to boons you find bodyblocking at higher ranks far more common which is sickening to see.

    The fact that DS still hasn't been nerfed again as well is astounding because all you see is people abusing it and literally getting in the killers face after being hooked because they feel safe with it then the moment the DS is used up their team comes to body block for them.

    Add to all of this the all round really bad state of the game such as things like bad map design, bad loops that are always survivor sided, constant flashlights every time someone is downed it really doesn't paint a good picture for killers or the state of the game.

    Maybe it's slightly dramatic but I really don't see any other avenue for this game other than it slowly dying off because of many experienced kilelr mains simply quitting or becoming survivor mains.

    Perhaps the worst part of it all is the devs have been told hundred if not thousands of times about this issue and it's been ignored or blame averted back to the person that's trying to give them feedback.

    How these guys designed such a game is actually beyond me considering they don't know the first thing about balancing tbh, it really is quite sad.

    Anyway, I really do hope the game continues to succeed but the only way it will in the long term is fi the get their heads out of the sand and start fixing some of the major killer issues and start fixing how broken survivor actually is.

    1. You're absolutely right about killer adept achievements. Nobody disagrees.
    2. Does Circle of Healing allow you to recover from dying state? I never knew that (assuming it's true; have to look this one up). It's definitely broken either way. I hope they nerf boons so that snuffing one out breaks the totem and said totem works with Pintimento. They wouldn't need anything else - boons would still be strong, but they they also wouldn't be uncounterable, and survivors would have to think before constantly spamming them all over the map. When was the last time you played a game and saw less than three Circle of Healing totems? It's ######### ridiculous.
    3. DS doesn't need to be nerfed. It's still a usable perk, but it's counterable. Yes, I run into it as killer, and it's annoying, but it's fair. If you down a survivor and hook them, and they immediately give you an easy hit after being unhooked, assume they have either DS or a BT buff. If you hit them and they have BT, tunnel them for their arrogance. If they don't, it means they have DS - leave them slugged and go after someone else.
    4. Oh, and if someone tries to bodyblock for a protection hit, just go ahead and slap them. They get to waste 30 seconds running off to a corner where a boon totem is and healing; you lose four seconds or so as a tradeoff during the cooldown. It's still not ideal, I suppose, but I'm sure they'll nerf Circle of Healing eventually.
    5. The game overall is survivor-sided when taking advantage of the meta and SWF/voice chat over Discord, but there's ultimately not a lot that can be done about that without getting rid of SWF, and a game like this can't do that. And if we nerf survivors into the ground to make things fair against SWF, it would have the side effect of killing the game for solo players. SWF genrushers are not the majority, so that would be a wrong move. If you come across teams like that, camp, tunnel, slug, and just generally play dirty. They'll get mad at you for it in the endgame chat if they didn't win, and they'll call you mean names and threaten to report you to BHVR, but it's not your job to coddle a bunch of whiny toddlers. If you come across a bully squad, ######### them up; don't feel about it.
    6. Remember that the so-called Survivor Rulebook doesn't place any limitations on survivors. Every idiot shitting this nonsense out in the endgame chat will tell you that "you need to make sure other people enjoy the game", but they don't give half a ######### whether or not YOU enjoyed it. They wanted to win. I'm not saying you should tunnel and facecamp every game, but if they're BMing you and ######### up every hook you almost got with a flashlight or grenade, do what you have to do. If they need a taste of their own medicine, pull a glass out and pour it up.
    7. Map design isn't bad. I love playing on RPD, for example, even as a killer. I would wish that they'd give us the old version of Gideon's Meat back, though. There are plenty of maps that are weighted in favor of survivors, and the fact that any one of the four of them can give an offering to send a killer to one of those maps (a killer can either waste her offering to either negate the survivor offering or use it on something that might matter) only makes it worse. We should get one map that makes survivors feel the way we do when we realize that our match just spawned in Haddonfield.
    8. I don't think the game is dying, but I do agree that things are easier for survivors. I also don't think that BHVR has a "survivor bias" or whatever. This is not some organized conspiracy against killer mains. They just don't always think these things through all the way before putting them into the game. We need to draw their attention to these problems, not get upset and whine about it.





    Even if my post is tl;dr, please read number 8. I feel like that one is important.

  • God, I hate Trickster.

  • @Bwsted said:

    If you get a down on a healty survivor in 15 sec with the Artist, it's more of a case of them being illiterate to the point of being unable to find the W key on their keyboards, it's got nothing to do with LP.

    Well, a lot of them take half a minute to realize that the match has started or do anything. The biggest bonus to LP is finding these people.

    I stopped running on Michael because the extra 20 seconds I'd get on average out of it wasn't really worth the perk slot, but there was always occasionally that guy who would just let me stalk him up to T3 and hook him immediately.

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