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  • @Iron_Cutlass said:

    Because on some windows it would be insanely strong. Like the Myer's House top story window will require you to go out the hole in the back giving the survivor way too much distance. If the maps were designed with this perk in mind, I would 100% agree with it though, it wouldnt be that bad of an idea.

    Or if it had a 180 second cooldown and/or 3 nonrechargable tokens.

    It wouldn't be so bad if survivors could occasionally block a vault location, even a bad one, but they shouldn't be able to chain it multiple times in a row in quick succession.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3123380#Comment_3123380

    I ran this killer for 4 gens, but I eventually got knocked down and camped. I guess it's just my skill, though. I should just get good. My teammates finished the gens and escaped while I died on hook.

    https://us.v-cdn.net/6030815/uploads/027OV92H6GBI/1.png

    This happens very often and isn't rare at all.

    Well, yeah. You should git gud.

    Getting good isn't just about how well you play the mechanics of the game and your skills when you play it. It's also about strategy.

    You understand how an asymmetrical game works, right? Individual survivors are weaker than the killer, but the killer is stronger than any individual survivor. So if you base your entire playstyle around getting the killer to focus all of his attention on your survivor character for the majority of the game, is it any surprise that you died? If you're going to be the Jesus Christ of the team and sacrifice yourself to the killer so that everyone else may have everlasting gen time, good chance you'll end up crucified.

    Camping after the gens are done, especially if you have 0K, isn't even widely considered a scummy move.


    I'll say that this is still an effective playstyle overall. Your team won. Killer got a 1K. I fell for someone who did this yesterday, with similar results, and I was kicking myself all day about it. Lots of SWFs have one player dedicated to this, and it's usually best to just ignore them.

    If you looped the killer for four gens and everyone else escaped, mission accomplished. That's what your role was supposed be. If you don't like dying, maybe don't play that role. It's effective, but it has a very high lethality rate for the individual survivor.

  • @MaldingInSoCal said:

    Long queus. What were once less then a minute queu times would now be 3+.

    At an almost 70% win rate of 3 kills or more, killer life was easy before the path.

    Now it's a joke. The games are no challenge whatsoever.

    Prepatch, mercy was a common and normal thing.

    HOWEVER

    The devs have admitted that they use "statistical analysis, social media, and in house testing."

    This is how they rationalized, justified, and concluded with the recent changes.

    Variables like:

    -percentage of survivors who are not killed or sacrificed. Thus, farming, giving hatch, allowing escapes, or being any type of nice actually skews the statistics. It actually hurts the game to give people a chance. Okay. Time to play for real.

    -streams, and videos as the prime example of what is actually happening in the world. Because if some youtuber is posting videos of bullying the killer, then that HAS to be what happens everwhere! Screw the casuals. They don't deserve to play. We'll use unicorn squads where everyone is comms and change the game based on a worst case scenario for the killer.

    -developers who play that game, and playing what is essentially a company wide killer your friends is a solid reflection of what happens when it's the internet and people are anonymous.

    Thanks for changing the game to being about playing a killer and just rolling everyone. Survivor mains are playing more and more killer because survivor life is AWFUL.

    And as a killer main. The guilt is real!

    Pictures below are 4k games with 3 different killers. Dc's happened just before a survivor died. I.e. not early game.

    Never face camped to secure the kill. Never went out of my way to tunnel a survivor. Never ran noed, or thano.

    Prepatch. 7 out of 10 games, I'd get 3 or more kills.

    Postpatch. It's literally a joke. 9 out of 10 games, I'd get 3 or more kills if that. The only time the game was ever any type of challenge was when I'd run into a unicorn squad of all red rank players. 1 game out of 10. ONE. It would be 2 kills or less.

    I'm a killer main. Others may blame the survivor. Others may say it would be different if this, that or something. But this is real world. Not theoretical.

    Thanks for longer queu times for a boring game.

    https://us.v-cdn.net/6030815/uploads/XXQWM9VSW84V/8-09-2022b.png

    Welcome to a world of Dbd where you HAVE to be pro to even stand a chance against a killer.

    I have no less then 40 dbd twitch streamers that I follow. EVERY SINGLE ONE has played less dbd since the patch. Way to kill the game, devs.

    https://clips.twitch.tv/DeliciousRepletePlumageKappaClaus-QVYTz42Hca-qcbWI

    https://clips.twitch.tv/SincereHonestJuiceDogFace-sQfjl8KbNSZBUeA0

    You were probably fine with just nerfing Dead Hard. You knee jerked into a killer buff while nerfing several survivor perks to the ground. Decisive strike was annoying before but part of the fun was guessing if they actually have it. Not that it mattered. 5 seconds wasn't enough to save them. You could still chase after them and finish them anyway. Now. Even if they run it. 3 seconds is basically enough to shake my head and down them anyway.

    Survivors HAVE to play meta perks (because experimentation, trying things out, well, that's for people who WANT to die). They HAVE to be in comms (it doesn't even matter that much if they are. But hey, in this environment anything that improves the chances of escaping). And players need to be pro to even stand a chance (I have seen streamers, and played with, and against players with MULTIPLE thousands of hours, and.

    They. ALL. Get ROLLED!

    Okay. For that kind of skill level and playtime. They will have some good games. But gone are the days of a group of 4 friends stringing together a streak of 4 outs.

    Thanks for nothing.

    Okay, but if you were winning 70% of games before the patch, you also weren't who they were balancing the game around. Kill rates for casual killers weren't anywhere near that high.

    My kill rates have skyrocketed, but that's probably just because I still have someone give up or kill themselves on hook every other game.

    If you're getting 90% kill rates now, your MMR will adjust you to an appropriate level.


    There also needs to be time for survivors to adapt to the new meta. Survivors are still stronger than killers overall if they play correctly, but killer gameplay has hardly changed at all, while survivor gameplay is dramatically different (and not necessarily worse) with one infamous perk being removed and others becoming unviable as well. Killers still just have to kick gens and down people, while survivors have to formulate entirely new stratgies.

    It'll be months before we know what the long-term effects of the patch will be. When survivors stop throwing their little temper tantrum, new strategies are developed, and MMR has time to adjust, then we can take step back and have a discussion on it.

  • I thought that killer adepts were hard that I never even tried until grade reset this past month, and I got Adept Ghostface on my first try. I was still too scared to try again with another killer, but they're not so impossible.

    I am not looking forward to Evil Incarnate. I'm hoping that they don't remove Michael's Mori addons when they remove the Mori offerings, but if they did, the silver lining would be that it might be reworked to actually be somewhat achievable.

  • @NemmyMan3000 said:

    What are some nice gen slowdown perks for Clown?

    Im curious because thats what I honestly struggle with most playing Clown.

    My build is STBFL, Pop, Corrupt, Brutal

    Any tips would be nice from any fellow Clown mains out there

    I've been playing a lot of Clown lately, but I usually go for either anti-chase or slowdown instead of both.

    For slowdown, I usually go with Overcharge/Call of Brine/Deadlock/Eruption (although this build is good on every killer) and whatever Afterpiece Tonic addons I have an abundance of.


    I've been playing anti-chase builds more these days, and for that, I usually go with Brutal Strength/Bamboozle/STBFL and one other perk, usually Call of Brine, PWYF, Deadlock, or Fire Up with Ether 15% and Flask of Bleach.

    Brutal Strength is actually very important in this build. The idea is to hit a survivor with the Tonic just before or as they're dropping the pallet, and you'll catch up them noticeably quicker, especially with those addons.

    Survivors often expect Bamboozle on Clown, to the point where in some games, they'll avoid windows and vaults to begin with, but if they realize that you don't have it, they'll abuse the hell out of the fact, and it'll cost you chase time in a build with little to no slowdown. You need it.

    STBFL needs no explanation.

    Call of Brine actually seems to be the most consistent fourth perk with this build, just because it provides both information and slowdown, and survivors won't expect you to have it without Overcharge, which means they won't give much priority tapping gens, so if one person is doing a gen and you chase them off, you have a chance to do significant damage to the gen. You also can (and should) kick gens mid-chase since Brutal makes it take less time, and you won't have any problems catching up to survivors when you use this build.

    PWYF is very strong on the games where it comes into play, especially if you find the obsession immediately, but you waste too much time if you intentionally try to look for the obsession to get stacks, and it's always gone very quickly. Inconsistent.

    Deadlock is just free slowdown. You won't potentially get as much out of it as CoB since you can't regress gens to the same degree, and every second counts when you're playing as Clown, but it does a good job of stopping genrush squads just enough that you can get a hold on them.

    Fire Up compliments Bamboozle and Brutal perfectly, and it makes chases even more insanely fast than they already were once you have full stacks, but by that point, you've already lost the game, so it's arguably the weakest choice here. Still not bad, although this is really the only build it's viable on.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106849#Comment_3106849

    He may play the game for a living, but Nurse is still WAY different compared to any other killer out there and basically plays her own game.

    One thing that is probably the reason why her killrate is so low is the numerous amount of misconceptions about her, mainly about how you need to predict where a Survivor is going to be. When in reality you want to eliminate as many options as possible so you dont have to guess.

    Her difficulty really is exaggerated, shes no where near as difficult as most people claim to be, if she was so difficult you wouldnt be seeing her dominate a lobby every second game

    I don't see her dominate a lobby every second game. I see her maybe once every ten or twenty games. My survivor MMR is probably much lower than my killer MMR. I see a lot of Huntress, Plague, Spirit, Pyramidhead, Hag. When I do see Nurse, it's still a coin toss whether we're all going to be dead in two minutes or whether she's going to spend all game accidentally teleporting into the basement while we run her around the shack.

    I don't know how high my killer MMR is, but I know that people in endgame chat tell me things like "I almost never see Clown" and I'm starting to see survivors with 1-2k hours who can make plays that are incredibly difficult to get around as an M1 killer without playing dirty and/or running quadruple slowdown (so I play dirty and run quadruple slowdown), and I'm sure I'm not maxed out yet. I can see the appeal of Nurse.

    If you're in such MMR, aren't you winning the 50% of your games that aren't against Nurse?

    The only way they could really justify nerfing Nurse is if they buffed killers across the board again to make other killers competitive at very high MMR, which would give survivor mains an aneurysm.


    I'm not arguing that Nurse is fair, but I think that people who have thousands of hours in the game are underestimating her difficulty. It doesn't seem to make sense nerfing her when survivors can rings around every other killer at high MMR, and you only see her every other game at high MMR.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106849#Comment_3106849

    Nurse has 49% kill rate and average kill rate was around 50-55% in last january so yes she is bit harder based on that. But I bet nurse has now over 50%. She is not that hard like otz says you have not even played yourself you don't know. She is very forgiving you can bit miss the blink but the hits still connect when she had so big lunge and you can miss the first blink and just use the second blink to get hit. If you end up missing both blinks well that just means you have to wait few secs to blink again. So as nurse your allowed to play more poorly other killers are punished lot more from mistakes even if they are easier to use.

    I've played a few games with Nurse. I've gotten pretty much zero kills with her. She's not easy, and you need to be invested in learning how to play her if you want to get anywhere. People with 800 posts on a DBD forum probably aren't much better judges of the skill required to play a particular killer than Otz is, just by virtue of the fact that you're far more experienced with and invested in the game than most players will ever be.

    My guess is that once you start winning games at low MMR with her, you'll start running across survivors who know how to double back or otherwise counter her as far as she can be countered, and then your kill rates will plummet again until you really get good. And that's the learning curve.

    When I first started playing the game, I had no idea Nurse was considered the strongest killer. When I came across one, I'd be like, "Oh, good. It's a Nurse. This is going to be a chill game." An experienced Nurse is impossible to win against, but a baby Nurse is the easiest killer to win against.

    Maybe I'll try playing some more Nurse and see if it changes my opinion, but my guess is that I don't get anything out of my first 50 games.

  • @SpEz said:

    Want to get back into killer again but would love to use a toxic playstyle as build any suggestions?


    I got you, fam.


    Dead by Daylight (7).jpg Dead by Daylight (6).jpg Dead by Daylight (4).jpg Dead by Daylight (5).jpg Dead by Daylight (3).jpg Dead by Daylight (2).jpg Dead by Daylight (1).jpg Dead by Daylight.jpg


    Someone called that top Doctor build "evil" in endgame chat last night (but they seemed to have enjoyed the match - I love talking #########, but I love it even more when I give survivors a challenge and they enjoy themselves).


    Second Doctor build works even better with a Gideon's map offering.


    I don't have the addons for it rn, but Cenobite with Lethal/Hoarder/Franklin's/any slowdown or aura perk + the iri that makes his box invisible outside of 20m + the addons that decreases the chainhunt cooldown is great if you can predict where the box is going to spawn. Instant DCs at the beginning of the game sometimes.


    I think Otz recently made a video with Trapper with an RPD offering and some endgame perks that looked about as fair as AFK Pig before its nerf; you should check that out.


    Have fun!

  • This probably should have been a "No" vote, now that I think about it, but my "other idea" is just for killers to learn to adapt.

    This trick should only work once in a match. Once you know you have a team who are using this as their core tactic, you can avoid lockers, bait them out of lockers and hit them or grab them, approach lockers from the side and yank them out before they have time to react, ignore them when you see them go into a locker and go pressure gens instead, set survivors down and check lockers before you walk past them, whatever.

    Teams like this are usually easier to deal with then flashlight or toolbox squads, especially since you can usually see them coming from a mile away once you learn to recognize the patterns. They'll usually give you an easy down in a narrow hallway full of lockers or have one of their team loop you around the shack and pop out as soon as you're close to getting a hit. It'll work the first time, and then you'll know when it's coming, and you can set survivors down and go check lockers or stop mid-chase to bait them out of the lockers you know they'll probably be hiding in.

  • @cburton311 said:

    Probably an unexpected turn of events spawned from the recent killer buffs. Survivors lost a bunch of tools, so they are playing sweatier and bringing better stuff to the matches. I know I never used to bring items or offerings, now I feel forced to bring a medkit or be removed from the match early.

    I mean, good?

    Glad to see survivors are playing harder instead of suiciding on hook as usual.

  • @dspaceman20 said:

    I sorta want new boon perks to use and there are a few ideas you can put towards boon perks.

    So will there ever be more?

    No.

    There is only one boon perk, and it's Circle of Healing. If you brought a boon and it's anything else, you'll just piss off your entire team when they run halfway across the map to heal only to realize that they get a brief 2% speed bonus for their trouble instead. The other Boon perks are addons to CoH.

    If BHVR wanted to make Boon perks a proper mechanic, they shouldn't have released one that's still busted after multiple nerfs and made all the other ones hot garbage.

    To be fair, you can really only do so much with a Boon totem if its effects are limited to a certain area. They should release boon totems that have weaker effects, but cover the entire map, maybe give Shattered Hope a buff that makes it worth running to compensate.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3112431#Comment_3112431

    I made a sweeping generalization about killers, but never said all killers tunnel. I have to disagree on survivors being stronger than killers when played correctly given that the situation you described is exactly what one could consider a genrush.

    If tunneling usually gets you more than one kill, then the survivors you're playing against are more than likely below your skill level.

    We weren't in an SWF. Solo queue. We did gens, and we got out. That's how you're supposed to play. If you have time to play around with other things during the match and still expect to get out, the game is unbalanced.

    I don't understand why you think that about tunneling. Facecamping should only net you one kill, although it's all too successful if the team is hyper-altruistic or the survivor being camped suicides on hook, but tunneling is one of the best ways to win games. It's usually a good strategy, the idea being to make the game a 3v1 as quickly as possible. It's often the only way to win against certain flavors of SWF.

    Especially dumb teams will often bodyblock or follow you around trying to get your attention once they realize that you're doing it, meaning free hits and less people on gens. But even against good survivors, it works. Hook someone, go chase a couple people off gens and smack them, come back to the hook just as someone is performing the rescue, hit the rescuer if you can, go chase the unhooked survivor.

  • @PNgamer said:

    yo,

    I'm really confused. The survivor was able to predict what kind of killer he would be playing against (was a console player), just like back then, and then left the lobby. It was indeed a nurse....

    https://us.v-cdn.net/6030815/uploads/T1HJ8GPIPQFY/20220802140013-1.jpg

    https://us.v-cdn.net/6030815/uploads/A61F8U418VW0/20220802140154-1.jpg

    what do you say?

    He might have been an Epic Games player, which will look like a console player to someone on Steam. AFAIK, the killer you're about to face is encoded in a plaintext file somewhere in the game folder on PC (haven't checked it out myself, so I couldn't tell you which one), so a cheat program might not have been needed.

    @MrJack20252 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108946#Comment_3108946

    Nah this guy is probably cheating, idk why but this patch there are a lot more cheaters, i found one of this guy too and in lobby he wrote "bring a flashlight, it is the hag" i asked him how did he know that and he answered just "trust". The killer was the hag for real and i reported that guy.

    I don't think you can get banned for that. It's literally in a text file somewhere, according to the people on Reddit.

    The official rules ban using software that can give you an advantage, so unless he was using it with a cheat program, it probably won't get him into trouble.

    @fulltonon said:

    I am wondering if BHVR has been scammed by EAC at this point.

    This is not a hack.

    @dugman said:

    Could be. 🤷‍♂️ The cheat programs are pretty ridiculous.

    You don't need one to predict the killer.

  • @Buffy101 said:

    I was wondering how y'all feel when Survivors take an item (usually a flashlight) near the end of the timer in the Load out screen. I see it happen often. Shady or not?

    Decent chance I just DC as the match is loading. If I decided to play the game, and I catch you, staring contest with me on the hook until you die.

    If all four of you did it, you'd better be good enough to pull off all the bully squad stunts that you're planning, because I will be very mean.

  • @Kaitsja said:

    Killers are still stacking slowdown perks, killers are also still camping and tunneling. The only good thing to come of this big patch were the nerfs to Dead Hard and the buffs to killer.

    You have successfully managed to make playing survivor feel awful. Playing killer felt awful pre-patch, but all your meta shakeup did was reverse which role feels awful to play.

    Merciless Storm + Pain Res wasn't a problem because MS can only proc once per gen. Now we're back to PR + DMS, which is annoying and boring.

    Next time you guys want to increase kill rates, think about why kill rates are low. If a killer only manages to get 1 kill because they tunneled the entire game, that's a skill issue and they shouldn't be rewarded for it. Think about how certain perks allow for escapes.

    Now more than ever, we need changes that actively discourage tunneling. 5 seconds BT basekit is a joke. Pre-patch, killers just waited it out anyway after making sure they hooked you away from pallets and loops.

    Now with DH being dead, DS being pointless, chases being shorter, BBQ no longer providing BP and gens taking longer to complete, killers have absolutely zero reason to not tunnel.

    Tunneling usually gets me more than one kill. That's why I do it.

    It's gotten much weaker since the patch, though. 5 seconds basekit BT prevents me from smacking you the split-second you're off the hook, which I used to make a habit of doing.

    With the gen and bloodlust changes, I don't really feel it necessary to tunnel someone into the ground immediately unless it's clear I'm already losing the match.

    Survivors are still stronger than killers if played correctly. Just had a 4E game against Pyramidhead. We brought toolboxes, did gens, didn't dick around playing clicky-clicky with the flashlight or rummaging around in chests all game, and we won pretty easily, with each of us getting hooked once (so much for all killers tunneling).

  • @Advorsus said:

    I honestly feel pretty much the same way. The game if played normally doesn't feel that much different. But so many survivors give up after the first down or hook since the patch, it seems like killers are doing better than they actually are.

    The other thing I noticed is survivors saying it's not fun anymore. But I've noticed that survivors like myself who just play to play normally and effeciently (doing gens, breaking totems, saving when it's smart) aren't really experiencing this change of "fun".

    If you're playing effeciently and normally, matches are the same.

    However as a survivor you can't just play in the killers face anymore. You can't have your whole team body blocking and teabagging the whole match and still escape like before. If you want to play in that way to "have fun", you still can, but your chances of escaping go down a lot. Where before you had a bunch of perks that let you play that way without any real threat.

    But now if you want to win, you actually have to play to win and escape.

    If you as a killer play effeciently to win, and survivors play in the same way, the matches feel a lot closer and fair

    Underrated post.

  • @Ayodam said:

    Killers recently received some QoL updates whereas survivors received nerfs. Camping & tunneling are more efficient now because of changes.

    I don't know if that's true.

    Facecamping is just as effective as it ever was, meaning 1K against survivors who know to do gens and ignore the camp.

    There's now more incentive to not proxy camp, if you're so inclined, since gens take longer and bloodlust builds up faster, and if you do so, it's now more efficient to go after the rescuing survivor rather than the freshly unhooked.

    Hard tunneling is much less efficient with basekit BT. I used to be able to immediately down a survivor off the hook once every couple of games, and that's impossible now. Tunneling is still necessary sometimes, but hitting someone directly off the hook or waiting out the five seconds (I almost never see OTR or BT) does make a difference.

  • That was my favorite map, and I'm an M1 killer main. The game didn't need this, but I hope you'll still be able to select the map for custom matches.

  • Oh, I can actually think of two other instances in which I let survivors bleed out recently, but those were for strategic reasons.

    In one case, two survivors intentionally ran to the same dead zone at the same time, and there were no hooks, so they got to stay down there, but one of them crawled to hatch, and I didn't interfere (which is unusual for me).

    In the other case, one of them started pointing at the hook like she was giving up, so I downed and hooked her, but then she immediately unhooked herself when I turned around and went to rescue someone else. I'm not sure how good of a strategy that is in general, but I didn't pick her up again, because I suspected anti-slugging perks.

  • @amazing_grace said:

    Generally, you shouldn't be having games like this, but there are the few people out there who find joy out of wasting other people's times. Don't take it too personally, but do be aware that this community is known for not having the nicest of people sometimes. There's plenty of good people who play wholesome/fair, so I would stick around for that.

    And even those of us who don't play "wholesome" (I punish every survivor mistake I can, I tunnel, I proxycamp, I do not give hatch, I do not show mercy) are usually trying to win, not waste your time by bleeding everyone out on the floor, because that's almost never a good strategy.

    The last time I saw someone try that as survivor, it was Wraith on Gideon's, and we got a 4E. Funny thing was, he downed all of us so many times that he would easily have won if he'd been hooking.


    Now, if you got five flashlight saves, three For the Peoples, looped me around a near-infinite double-structure for five minutes, and T-bagged me at every pallet on top of it, you might just end up spending the last four minutes on the ground after everyone else was hooked, but people like that know exactly what they did. Exactly one survivor has met that fate in the past few weeks.

  • @Rizzo90 , why was my post edited? Is the W-word off-limits here?

  • I hope it's not another Sadako / Dredge situation, where the other killer is way better then other's job.

    I agree. Sadako is much better than Dredge. Why would they release a weaker version of the same killer two months later?

  • @ThiccBudhha said:

    I am very excited, this will be the first chapter I buy in its entirety. I always skip survivors and even did in the OG Resident Evil (because they used zoomer sjw bait Jill Valentine).

    Jill Valentine is "zoomer sjw bait"? I'm not especially well-educated on the subject, but wasn't Jill a character from the 90s before zoomers were even alive?



    As for the DLC goes, I'll buy it, but I'm not especially excited for it. Wesker just doesn't strike me as a scary character. I get that Resident Evil makes them lots of money, but can't the new killers be... y'know, horrific? Dredge and Sadako were good choices, yes.

    I also notice that we're focusing disproportionately on Japanese media lately. Almost every killer is from an anime, a Japanese video game, or inspired by Japan or at least anime-inspired. There's not anything wrong with that, but there are more horror icons than anime characters and Stranger Things.

    I get that anime is a worldwide pop culture phenomena right now, and so is Stranger Things, and it makes sense that they'd want to include these because it'll attract lots of new players and make lots of money, but dammit, where's Pennywise? Where's Chucky? Where's Dracula? It just doesn't feel like the horror hall of fame it's supposed to be yet.

    At least give us Tomie. That'll add a genuine horror icon to the list and make an effton of money. If Identity V can get an official skin, I'm sure DBD can negotiate the rights somehow.

  • @Dead_Harder said:

    This is proof that Nurse has no counter play and must be reworked. Please rework her power to be more counterable, she should be able to set her teleports before hand. Where those teleports are set should be visible to survivors so there is counter play and if Nurse manages to lure survivors to those set teleport points she should be able to ''activate'' her teleport via another button to teleport there. Please make it so.

    Here is the actual video. Even though they get 4ked in the first 2 minutes its still very enjoyable, please watch it.

    https://youtu.be/dtENJZ_z0zw

    Don't prove nothing.

    I've gotten 4Ks within two to three minutes with Ghostface. If survivors make extremely bad decisions in the early game, anything can happen.

  • @HPhoenix said:

    https://us.v-cdn.net/6030815/uploads/RYZYZ7N4YY0X/newdms.png

    I also noticed that the 4th gen got blocked on my right but I might be wrong.

    The fact that I managed to get consistence value out of DMS while Ruin is up every 30 seconds is insane. This was my first game as Clown after being killed switch for a week. And I am going to be honest, I feel dirty running my main build and I am going to have to switch it to make it less repressive. As a result, I gave the last person the hatch. BUT I am going to run this perk build a few more time and hopefully get a scenario where they find my ruin in less than 5 seconds.

    What's everyone opinion on new DMS?

    Haven't tried it yet. But the fact that it was nerfed to 30 seconds might make it viable with PR and Pop. It still wouldn't be the strongest gen regression build, but that'd be 10% from PR on the gen with the most progress, plus 30 seconds of slowdown, plus up to 20% from Pop, plus the effects of whatever other gen kicking perk you wanna throw on top (maybe Call of Brine). There were some players who were keeping DMS at tier level 1 just because they wanted to stack it with Pop.

    Competent survivors would still be able to counter it, though.

    @Sparks741420 said:

    gotta love it when killers openly admit that they have to "play down" the killers role.. clearly the basekit is op af if soo many killers need to down play.

    That's actually a terrible build on a bad map with a mediocre killer. I can't imagine running Ruin at all, in any build, at this point. It doesn't do anything useful, and it'll still be gone 30 seconds after the match has started.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095050#Comment_3095050

    What duration is there to extend? You can't extend the duration of you pressing the stalk button

    I figured it'd activate when the stalk button was released and reveal the aura for another two seconds.

  • @Tsulan said:

    Well its a change for the usual "nerfs" that are actually buffs. Like the BT "nerfs".

    And Spine Chill.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3107002#Comment_3107002

    Ds was not free escape it punished tunneling and survivor had to hit skill check to even do that. To reach endgame survivors had to also play well and that point they definetely deserve to have chance to escape.

    If it's the endgame and you were just unhooked, that is your chance to escape. It was a 100% free escape in the endgame, not just for the survivor using it, but for anyone they were abusing it to bodyblock. In most games, there was just no mathematical way to play around it.

    I don't give a ######### about 3 seconds vs 5 seconds, but it needed to deactivate during the endgame, yes.

  • @Johnagon_Infinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106849#Comment_3106849

    The only reason I know what my MMR is because the hacker joined my chat and told me. There is no way, without hacking, you can see this information.

    By "hacking", do you mean "looking at unencrypted files somewhere on your computer with a hex editor" or something more sinister? I don't think BHVR bans people for looking at files.

    Official rules state:

    Using 3rd party software or other tools to gain any kind of unfair advantage

    is what's bannable, so this probably (someone feel free to correct me if I'm wrong?) doesn't fall into that category unless you have to use some kind of a cheat application during regular gameplay to get the information.

  • @Johnagon_Infinity said:

    Hey, guys. So, I am one of the top 20 Hillbillies in the world in terms of saw downs (https://dbd-stats.net/profile/76561198001716436). I have, roughly speaking, about 25k saws to my name. I got all of these saws relatively quickly, as I only started to really main Billy back in November of last year. Yesterday, a hacker came into my stream and told me that my MMR was 1835 on Billy, which, considering the max is 1900, likely means I am one of the highest MMR Hillbillies out there.

    Why is this relevant to the topic of Nurse? Well, recently, Nurse has come into a lot of hot-water, and the murmurs of Twitter indicate some people want ranged addons nerfed, a total addon makeover, or even a massive power overhaul. I'd like to give my thoughts on why I feel Nurse is necessary to the meta.

    The maps. The maps are THE MOST significant problem with the game. Eyrie of Crows, Badham Preschool, Garden of Joy, Mother's Dwelling, Temple of Purgation, Grim Pantry, Cowshed, Rottenfields, Rancid Abattoir, Groaning Storehouse, Suffocation Pit, Ormond, Blood Lodge, Gas Heaven, Disturbed Ward, Haddonfield, and Gideon Meat Factory all vary in how egregious they favor survivor.

    Dead by Daylight is a complicated game that takes many hours to master. You aren't really very good at this game till you have around 800 or so hours played. And even then, you will still have significant issues trying to play against players who have near as many hours as I have. If you put me in a lobby with anyone sub-800 hours, I will chew them up and spit them out hastily. They probably will not have a fun match. Maps feel as if they are tailored toward the middle of the pack, sub 200-hour, survivor. I would augur that most maps are made with the mindset that mediocre skilled-survivors can get a 2-man out versus a good killer. If you think about this, it makes the most sense why BHVR would want to retain mid-to-new players.

    As far as BHVR is concerned, I am a tapped revenue source. I have 5000+ hours in this game. I will buy non-licensed killers/survivors with shards. I own all of the cosmetics I care to own. If I purchase this game for a friend, their skill level will nowhere near reflect mine, and they will be massively out-gunned in my MMR if we SWF. I do not make BHVR much money. They do not balance maps for me, they balance it for the players who make them money. New players, who might buy older DLC, or buy cosmetics I already own. Players who can SWF with their friends and be relative to their skill-level.

    So, let's address the issue of maps. Maps that are tailor-made for mediocre survivors to be able to drop safe pallets, run to the next tile, and hopefully loop the killer for 30-40 seconds, become MASSIVELY in favor of survivor in the higher divisions of MMR. When you get survivors who have played this game for 2,000+ hours, you get survivors who tie multiple different structures into one, long giant loop that wastes your time significantly.

    You can play your killer well, maybe even perfectly, make almost all the right judgement calls, get downs quickly, pressure the right areas, get the most value out of your perks, drop chase when necessary, tunnel when available -- and still lose. You can play your killer better and with more skill, muscle memory and reaction times than the survivors, and they get to win because the map is one-sided. The survivor can spawn in and win the game because you decided to play Hillbilly on Garden of Joy, or Myers on Cowshed. They got the better RNG. Or even worse, they bring a map offering for a one-sided map. A 5,000 bloodpoint offering can dictate who wins.

    This brings me to Nurse. Nurse, when played optimally, skillfully, and well, can deal with ANY map in this game. She ignores the fundamentals of the game, which is valuable, because the game is fundamentally flawed. You can spawn in on Mother's Dwelling, Cowshed, or Badham Preschool as Nurse, and know that dependent on your skill, you stand a reasonable chance of doing well against the survivors. Those broken, overpowered loops that have existed for 6+ years don't matter to you, because you can ignore them. Nurse is a killer that your raw skill -- and not RNG -- can dictate the outcome. This is necessary.

    I'm a Hillbilly main. Some people think he is the hardest killer in the game to play. I really can't say, because I'm still trying to master Nurse & Blight. But it is immutably true that is a weak killer. He is not relevant to the game any longer. I often feel pressured by the maps to play Nurse & Blight because it's just not fun playing a killer who is hard-countered by dropping a pallet and then holding W away. When paired against competent survivors, I stand not much chance on most of these maps. I understand this, and I am not asking for the maps to be tailor made for Billy. But I would most certainly like many of the maps nerfed.

    There exist many RNG setups in the game that become exhaustingly overpowered when a skillful survivor attempts to loop them. The map RNG has no contingencies to mitigate the chances of spawning multiple window tiles touching each other. The generic tile-strength rates long-wall-pallet tiles to be the same strength as L-wall pallet tiles, and four lanes. This is insane that long-walls have not ever been nerfed.

    Temple of Purgation can get unforgiving RNG with how many safe pallets it gets on an already large map. Disturbed Ward has one of the most overpowered main buildings in the game, that can be easily tied into the surrounding jungle gym tiles. Suffocation Pit's middle is one giant, window-mirroring tile stack and near-anywhere in that map you're hit from, you can usually make it to middle, and you're safe. Groaning Storehouse is huge, and the main is overpowered. Blood Lodge is huge and gets too many pallets. Gas Heaven is huge and gets too many pallets. Rancid Abattoir can have some of the WORST RNG next to shack, and is too easy to turn into one big loop. Rotten Fields is too big, has the worst generator spread, and gets generic, strong pallets that are easily tied into existing jungle gyms, making the loops much bigger. Cowshed exists. Haddonfield has deadzones, but the houses are beyond overpowered, with their insane window vaults. Grim Pantry main needs to be nerfed. All 5 versions of Badham Preschool has 3 main buildings with BUSTED windows. Gideon Meat Factory is one of the stupidest, lazy designs they've ever concocted. Literally 15+ safe-pallets that require no thought to tie together.

    Ormond is too big and gets too many pallets. Dead Dawg has too many breakable walls. Eyrie of Crows is giant, and it's littered with safe pallets. Garden of Joy -- the most recent map they've made -- has literal infinite windows in main. You can vault the window indefinitely. And the motel loop easily feeds into shack, which can be tied together with pallets to lead to main. It's one big, busted loop.

    I was happy to hear about the perks being nerfed on both sides, but I only hated Dead Hard for how much time it would buy you in chase. If Dead Hard didn't abuse the already broken maps, its effects would've been lessened. Perks were an issue, but they were just one side of an issue that is larger. Breaking pallets quicker, attaining Blood Lust faster, are meaningless when these maps are in such a bad state and there is no limit on RNG in higher MMR.

    I like your take on this.

    I watched Otz' recent video on Nurse, and although I never play Nurse and am not a fan of going against her, I think he's absolutely wrong about the level of skill it requires to take to play her. He forgets that he's Otz, he plays the game for a living, and the fact that he can easily pick up and play Nurse doesn't do much to negate the fact that that she has a 40% kill rate, the lowest in the game, and most people clearly can't just pick her up and 4K every match after practicing for a day the way he thinks they can.

    I only point this out because that video got me worried that his opinions might be taken into account in a possible Nurse nerf, since he is perhaps the biggest voice in DBD.

    But he's wrong on this one. The fact that Nurse requires such a high amount of skill to play competitively is the best argument for keeping her.

    When you get survivors who have played this game for 2,000+ hours, you get survivors who tie multiple different structures into one, long giant loop that wastes your time significantly.

    I've started seeing survivors who can do this lately. Shack spawns next to a wall with a window, and you get to choose between getting one down or stopping four generators from popping in the background while you attempt to do so. As an M1 killer main, this isn't fun.

    a hacker came into my stream and told me that my MMR was 1835

    Dude, what? I wanna know what my MMR is. You can see it somehow?

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106642#Comment_3106642

    Corrupt is still good on killers who can take the advantage of the 2 minutes to set up.

    I didn't run it on anyone but Trapper before, and I don't run it on anyone but Trapper now, but there's no denying the rework knocked it down several tiers.

  • Thana joins Ruin and Corrupt in the garbage pile. If I were one of the killers running it every match, I'd be pretty mad.

    Before 6.10, Thana was A-tier in a handful of builds on a handful of killers, but there were better perks in most situations. After the update, its (tiny) buff combined with the increased generator times made it A-tier on any gen regression build. Couldn't they just have found a spot in the middle?

    Plus side, everyone will be healing like crazy once they see Thana, which means it'll synergize with Nurse's better than it did before.

    And at least PR is stacking with DMS again. I never ran that combo much in the first place, and I'd rather have a notification, but whatever. Never saw the PR/MS combo in the wild, and it seems like it'd be hard enough to pull off that it didn't need a nerf.

    Congrats on my boy Clown coming back from the dead.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3105629#Comment_3105629

    Chapters are planned one year in advance.

    As for players' count, the trend is the relevant part. If you had a hole in the tank of your car, you wouldn't stop worrying about it just because you refueled $17 of oil and only leaked out 12 so far.

    If there's a cash prize at the Worst Analogy of the Year Awards this year, you're going to be a rich man.

    It looks like that gain/loss was from the anniversary event. 17,000 people came for the event, and 5,000 stayed.

  • @Rise432 said:

    https://us.v-cdn.net/6030815/uploads/TQU0I4ENSX15/screenshot-76.png

    It also happened that last month during June it got its biggest gain ever of 17 000+.

    I feel like this was one of the most hyped update yet that also was a big let down for a lot of players....

    And no, I am not saying the game is dying, the avg player is still around 30-40K with peaks of 60K+ its just a bit worrying cause we only had this big hit of lost gain when SBMM was in its final phase before relase (Late August 2021-early September)

    DBD is on a rough path right now, soloq has gotten more miserable. killer queues are still over 5 minutes no matter what time of the day u playing.

    The perk grind is reduced but the actual grind is still the same, on top of it we still dont BP incentives active

    cheaters running rampant

    bugged killers

    and much, much more. DBD need a pure health patch ASAP, it will benefit BHVR in the long term

    So... we gained 17,000 players, and then we lost 12,000, which means we're still ahead by 5,000.

    Right?

    And they wouldn't be doing a new Resident Evil chapter if the last one hadn't made them an assload of money. I think they could do better than Wesker (Jack from RE7 was legitimately terrifying), but that'll draw in new players.

    The AoT skins will draw in more insufferable weebs when the word gets around, too. I'm not concerned about the health of the game.

  • @Jasonisanicefella said:

    Does anyone know when we are getting the balance fix to the dreadful patch 6.10?

    Hopefully this will happen tomorrow, isn't Tuesday the day for hotfixes?

    6.10 was the balance fix.

    Alternatively, do the balance fix yourself by improving your skills and/or playing without DCs so your MMR has time to adjust.

  • @Wewantjason said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104024#Comment_3104024

    Gonna call you tim the tool man taylor cuz you hit the nail on the head (im showing my age with that reference i know)

    Killers get a whole FIFTY seconds extra. Meanwhile ONE dead hard could extend a chase an entire 2-3 minutes. And survivors always had 2-4 in my lobbies. My swf buddy would literally loop killers upwards of five gens, just letting the exhaustion reset in chase, and he would heal in chase. 50 seconds vs 2-20 minutes depending on how many DH and how good the team was, no not even CLOSE to even. Yes i learned to bait it out, but ONE mistake against dead hard would cost the match. I do agree it was over nerfed but it is NOT fair to compare that perk to a measly 50 seconds.

    I play solo q. I rarely lose because the killer plays unfairly, or even because they out play me. I lose because i run to a dead zone and get caught, I path badly, or teammates just simply refuse to help with gens. point blank. oh and recently of course people dcing/dying on hook.

    I don't dc for ANY reason because a) i want my points and b) survivors get mad when killers dc and they were winning. but you think the killer should have his match ruined when they are playing well and winning? of course.

    And once again youre right. You are NOT suppose to win every game. Escape some die some. Period. DBD is not a traditional game where you level up and advance and finish the story and watch the end credits. Its more like a sport style game. Its a MATCH and you may win or lose your match. You look at your overall record and keep improving.

    I know i just repeated all your points and agreed, but we seriously need more of us calling people out for their entitlement and flimsy arguments. Were some parts of the patch overboard? Sure. why not. but how are the devs going to find those problems and fine tune them when all of the game play data/numbers are being skewed by quitters? all these people "protesting" are really just making their own problems ten times worse and extending the time for the devs to fix anything, while the rest of us enjoy our games.

    When I'm playing killer, DCing doesn't ruin my game. I breathe a sigh of relief that the rest of the match is going to be chill af.

    It does ruin the game for other survivors, though, especially since I'm not one of the nice killers who farms with you after a DC unless there were five flans or something.

    Only two DCs today so far, and one was when the game was clearly already lost.

    As a survivor, I hate it, and I do wish something could be done about it overall. I don't mind winning games as a killer because someone DCd, but I recognize that it's not fair.

    @DBD78 said:

    Too many crybabies playing survivor I'm afraid. So many games I lose just because teammates DC, instead of learning how to play the game. If these losers could quit the game instead of crying and DC:ing, attack people in chat etc this game would be a lot better. BHVR should do a perma ban raid on players that DC a lot.

    Secret Neighbor has a system where survivors who DC a lot have to play "penalty games" with other DCers, which can be especially miserable. The more you DC, the more penalty games you have to play. I think F13 did something similar.

    I think a permaban for ragequitting is a bit harsh, but putting them all in their own little ghetto where they can't ruin the game for other players until they learn to play without quitting would be a good solution.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101294#Comment_3101294

    Yeah. Putting your opinion onto Principal Skinner doesn’t make it any more true. You can’t just “adapt” and shouldn’t just roll over and bust your ass trying to “adapt” to ######### that’s broken. AND… it’s not like most of us haven’t already made major adjustments to try to deal with it. And exactly how do you “adapt” to garbage matchmaking that puts you with noob teammates so that you basically have a 2 or 3 man team vs a killer that is high mmr? You can’t.

    Really? You can't adapt to mechanics that are "busted"? DH was busted, and killers had to learn to play around it for years. CoH is still busted.

    Worst part is, nothing about the new update is "busted". I think most survivors just have to adapt to the fact that they lost their crutch perk more than anything. 50 seconds of extra gen time doesn't compare to the 2-3 minutes per match you and your teammates could potentially extend chases with DH. That's really what this is about.


    I don't get why so many people are crying about solo queue. I play solo when I play survivor, and I don't have many problems. Sure, you occasionally get matched with people who are selfish or stupid or whatever, and survivors are strong enough that sometimes you can win anyway. You play as best you can, maybe get the hatch, take the bloodpoints, do better next game.

    I certainly don't disconnect if someone dies at 4 gens, even though I know we're probably all already dead, because I don't feel like I'm entitled to win the game every match.

    And it's really not that bad unless you have the mentality that you should be able to win every single game. I guess a lot of survivors do have that entitled sort of mentality, because they haven't had to make peace with the potential for loss the way a lot of killers have. Haven't survivor streamers been able to do almost 400 escapes in a row on solo?


    Maybe - like killers have had to do long before this update, and still have to do now, whatever you may think - you just need to accept the fact that every game can't be a win, and rise to meet challenges you may not expect.

  • @jajay119 said:

    BHVR: WE want to address camping an tunelling with this update

    *nerfs survivor perks

    *buffs a ######### ton of killer stuff

    *nerfs gen speeds

    BHVR: There you go killers you should feel way less pressure now and DH is gone so you don't need to do that anymore.

    Killers: yeah cool I'm still gonna do it though. Can you nerf Sprint burst now ?

    ....

    There is a massive disparity between what killers consider a win and what BHVR consider a win - yet they're catering to the former for some reason.

    Who asked for a Sprint Burst nerf? I love it when survivors are tiptoeing across the map taking twice as long to get from one gen to another on the off-chance that they see me. Stacks well with my four-perk regression builds.

  • No. It's always been like this.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101822#Comment_3101822

    Mentioning dead hard is like a broken record. It's starting to become just a cheap way to dismiss any argument or criticism of the patch that it needs.

    " oh your complaining? You just got carried by dead hard"

    It's annoying

    It;s true, though.

    That perk alone could extend chases by one-half to one-third, and 3/4ths of people were running it.

    Even if you didn't run it yourself, you're losing more time to DH being nerfed than the 10-second gen changes.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101789#Comment_3101789

    I think I can safely say that across all servers, 75% of Myers game are double iri games.

    Also, please read comments without replying, I mentionned TP not to be played a lot.

    You're clearly trolling ths topic by implying that not only this combo wasn't played much (it's litterally most games) or implying that it isn't a 100% guaranteed 4 kill.

    Please, stop trolling. It's too obvious.

    Okay, yes. You are trolling.

    I was right in the first place, then. Won't take your comments seriously in the future.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101373#Comment_3101373

    It's not even a "reliable build". It's a 100% guaranteed 4K. Especially more if you're playing PWYF.

    That being said, TP sucks. The build is the double iridescent. I rarely see Myers play TP. (It's still horribly unful to get Mori'd with no warning and no way to know, cause you're not going top rush lockers against every Myers, right?)

    The vast majority of Myers play with the two iri add-ons, 100% guaranteed 4 kills.

    But let's put aside the fact that it's overpowered. The core of the problem is it's unfun and non counterable. You get mori'd, period. If you have an escape cake, too bad for you, you'll gain 10k total and cry if you want.

    It's just frustrating to face a killer that prevents you from gaining Bloodpoints from the game. Even if by some miracle you escape, you can't get any altruism points, you can't get evader points, and it's probably a bad idea to do co op against a myers if you want to gen rush, so you wont gain any objective points.

    This comment is a joke, right? I honestly can't tell.

    Just in case:

    TP is anything but a guaranteed 4K. If you're getting "guaranteed" 4Ks with it, you're in very low MMR. It can be very strong, but it's a crapshoot, and it takes a lot of strategy (plus a little luck) to use, and it suffers hard against genrush squads. If you want a guaranteed 4K, a Vanity Mirror/Dead Rabbit/M&A build or an infinite T3 build with Bamboozle and Coup de Grace plus some slowdown would be better.

    Yes, if you manage to kill someone at four or five gens, that's pretty much game, but if you're up against a good team and you waste time stalking everyone without bothering to chase, three gens will suddenly pop all at the same time just as you're going for the kill. That's why I say it's unreliable.


    Judith's Tombstone is the iri one, not Tombstone Piece. That iri is ######### garbage, and it's even worse if you waste Fragrant Tuft of Hair (the other iri, which is actually pretty good) on it. Nobody who plays Myers uses the double iri build unless they're going for the achievement. Absolutely nobody. That's almost a guaranteed 0-1K right there. Unless you just started playing the game, 4-5 gens are done before you've stalked everyone.

    Getting a 4K with Shape's double iri build is widely considered the hardest achievement in the entire game, so you're either trolling or have no idea what you're talking about here.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978696#Comment_2978696

    If he's not going for attacks and is taking awhile to get into higher tiers, he's tombstoning

    If he has Tombstone Piece and he's not going for attacks, he's doing it wrong, and all the gens will be done and the exit gates open just as he gets 1K unless the survivors spend the entire early game staring at him slack-jawed from three feet away.

    The correct method is to stalk people while you're chasing them off of gens. Pick two survivors: hard tunnel one, and focus on the second one if you can't find the first. Smack them around, hook them when you can (consider facecamping as bait if the match is not going so well), and then pop your T3 on one of the other two survivors once you're close enough to make the grab.

    At most, you can get two Moris out of Tombstone Piece, and you can really only reliably get one, so you have to play with a mindset that you're going to be killing 2-3 survivors the normal way.

    If you're against potatoes, instakilling some idiot at 5 gens can absolutely happen, but it shouldn't, and it won't most games, and you shouldn't play for it.

  • @Malkhrim said:

    Tombstone Piece is OP, but the Judith's Tombstone + Fragrant Turf of Hair combo is completely fine, and that should stay.

    Actually, that's severely underpowered. Good luck getting more than 1K with JT/ToH unless you're in the MMR equivalent of Brown ranks.

  • @sp1n4l_ssnap said:

    im constantly getting matches with Michael Myer mains who have the insta mori ability.

    i literally just got out a round and only got ONE THOUSAND bloodpoints because i got insta killed? like what? and its not like there is even a counter to it or an ability to know beforehand you can just be insta killed?? who even allowed that into the game? who said ‘yeah sure lets give the really fast killer a ability to insta kill healthy survivors with addons that let Evil Within III go on infinitely’

    As a Myers main, Tombstone Piece is a risky thing to play in the first place just because of how much stalk you need to get it to work, so I almost never run it. If you're up against a genrush squad, 3 gens are probably going to be done before you manage to pop it the first time.

    The only way it works is to tunnel one or two survivors with traditional M1 tactics and then use Tombstone to Mori another survivor as soon as you have the chance. It sucks to draw the short straw, but I don't think anyone supports a Myers nerf.

    As a survivor, I see it maybe every 1/10 times I come across Myers, and maybe less than that. I have like 60 or 70 unused Tombstone Pieces in inventory. (JT is complete garbage and not even worth running.)

    @AnneBonny said:

    "really fast killer"

    excuse me

    I've seen this complaint a lot.

    It can seem that way because of his TR (16m, and can go as low as 6m with the right perks/addons) and vault speed along with the fact that people who play Myers have to learn to M1 and mindgame with surgical precision.

    @Viskod said:

    Leave Myers alone.

    He's probably the most fun killer to go against for me. Because you just don't know.

    That's part of the fun!

    Working on a generator, looking around, and then OH #########! There he is! Standing off in the distance staring at you through a window vault or right outside the jungle gym your generator is in, close by.

    Is he going to be a jumpscare Myers? Is he going to be an instant death Myers?

    "What kind of Myers is this?" is a question you can ask about this killer that you don't really have an opportunity to ask about other killers.

    While he's a standard M1 Killer at heart you still have to be careful because if it is an instant kill Myers you cannot get caught by him out in the open.

    Hide in a locker.

    Slow Vault a window or pallet.

    Interact with a Generator or Totem.

    You'll get grabbed and either dropped or hooked, but you won't be dead.

    Myers potential to be as absolutely lethal as he can sometimes be is exactly what this game needs.

    Thank you.

    @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979225#Comment_2979225

    I agree with the idea, but in absolutely no situation is it ever fun to face a tombstone myers.

    Get grabbed, die. I honestly can't see which part is fun for either Myers or the survivor.

    If this game NEEDS something really, is to get rid of this kind of unfun situations, and tombstone myers is one of them.

    It's nothing but "get 4 kills in a few minutes, and hope you didn't equip any escape cake".

    Believe me, it's fun if you're playing Myers. That said, no, you're probably not getting consistent 4Ks with TP. It's a very unreliable build.


  • @Audiophile said:

    It’s dead. This is the one that broke DBD. I have played this game like a 2nd job. I have 3 accounts and around 9k hours.

    • Legions (and Plague) everywhere running 3-4 anti-gen / slowdown perks
    • Nurse and Blight still broken and still in high rotation
    • Camp Bubba still a thing amazingly
    • Camping / Tunnelling at a seeming all time high due to nerfs to DS and DH and ineffective base kit BT
    • Franklins seems to also be more popular since healing items are now more common
    • Teammates giving up at record levels (including me) because of all the above

    I’m still playing atm, hoping for that occasional game that isn’t awful. But this is new levels of broken. They can fix this, but if not in the next day or two, I’m done til they do something.

    giving up

    (including me)

    skinner.jpg


    I'm still getting thoroughly destroyed by legitimately good survivors. I don't even have a chance to get to a gen before they pop it at the beginning of the game if I search in the wrong direction and they're running Prove Thyself or have a couple of good toolboxes. If I'm playing Myers, even running four slowdown perks isn't as effective as Ruin/Undying in a lot of situations just because I have to go kick gens before I chase people off of them. If I get a 4K without someone giving up, there's usually no more than one gen left.

    Luckily for me, three out of five games still have someone DCing or giving up on hook, so my kill rate is high, and I've reached iri grades for the first time.

    Either practice until you can loop without DH, or wait until your MMR adjusts. I don't have any proof to back it up, but I'd bet that games where you or someone else disconnects don't actually affect your MMR, so maybe just play the game normally until it has time to adjust.

  • @ByeByeQ said:

    Eruption incapacitates a survivor for 25 (used to be 16) seconds working on a generator previously kicked by the killer when they get a down.

    Eruption disproportionately affects SoloQs while being easily countered by a SWF on comms. If a SoloQ is working on a gen they have no way to know if a survivor is going down to counter the incapacitated effect, even running perks like Empathy or Bond don't really help. This is bad perk design.

    The Incapacitated effect would make more sense on Pain Resonance where an alert SoloQ can at least get off the gen as the survivor is hooked to mitigate the perk's negative effects once they know the killer has it.

    The Incapacitated status effect is also just plain horrible. Not being able to repair gens, sabotage hooks or cleanse totems sure, but if an injured teammate shows up and you can't heal them... if they don't know the killer has Eruption they just assume you're a lousy teammate. "Well screw this Meg. IF she's not going to heal me I'm leaving her to die later on." This is extremely bad for the game. Why can an incapacitated survivor open an exit gate but not heal a teammate?

    Rework Eruption or chuck it in the bin.

    Maybe they could buff Eruption so that it incapacitates all survivors for 30 seconds, not just the ones who are doing gens. This would make it more fair by preventing it from being able to be countered by SWFs.

    They could do something similar with DMS. All generators that were worked on in the past minute could be blocked for 45 seconds every time you get a hook to make it more fair.

    Maybe they could also make it so that if a survivor's been on the hook for more than 15-20 seconds and you haven't started moving towards it, there's a stackable anti-scoring event where the Entity takes half of your bloodpoints at the end of the match.

  • @StarMoral said:

    I just got For the People and it's fun to mess around with, but I also wanna see what other perks I could pair it with that WOULDN'T require insane teamwork and communication to pull off.

    I thought Renewal (Second Wind) but idk it that counts for the healstate.

    I mean, it's sort of a teamwork perk.

    I just had a game where a Dwight kept using it every time I downed another survivor and made the mistake of turning around to kick a gen or chase someone else off. He wasn't using any other perks for synergy, but it did get annoying enough that he got bled out on the ground after everyone else died on hook.

    He might have been one of the best survivors I've come up against. He knew exactly where the best loops were and how to lead me to them, how to use them so effectively that my every mistake was punished by extending the chase indefinitely (I was tired, and I made plenty of mistakes, and I felt them all), and how to get under my skin and lead me into another chase, even though I knew full well that that's what he was doing. He's one of the only survivors I've seen who was able to efficiently use Sprint Burst. Luckily for me, Meg and Nea were potatoes (Yui knew how to play, but wasn't a monster like Dwight).

    His secret with For the People was that he knew exactly when to use it to make it count. There were a couple of times where he healed a survivor and they were immediately back down, but in other cases, if ######### me up a little. He knew that Yui was on death hook, waited until I turned around to break a pallet, and knew that I wasn't going to chase him back to a god loop (shack was right next to a random wall with a window) with one gen left and Yui running off to a corner to heal herself, so that extended the chase by an extra 45 seconds while I went to go catch Yui again.


    Actually, come to think of it, he did use Sprint Burst to get away once or twice. Maybe that.

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