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kingbojenbo

kingbojenbo

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kingbojenbo
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  • When playing a survivor against a good killer cleansing totems tends to get in the way. Against a good killer you need to apply pressure by working on gens. Having to spend valuable time cleansing totems for the chance to take NOED out of play would be a good play but as the survivor you have to way of knowing the killer is running NOED. If the killer doesn't then that's just wasted time that could lose the game for you. Any kills the NOED killer would get are unfair and unearned.

    On the other side of that coin are survivor second chance perks. On one survivor it's annoying but a team of 4 friends on comms with full second chance perk builds it's beyond ridiculous. Honestly, I feel second chance perks should be limited to only one per survivor. One can run DS, the other Adrenaline, the other Unbreakable...you get the idea.

    I get both sides of this but it all falls on the devs. I'm not trying to put them down but it really does fall on them. As the developers of the game they need to take balance into account and I feel like they just added perks to sell more dlc. They need a new survivor and a new killer so let's just add these perks and it'll be good. They cake imbalance on top of imbalance with every new dlc and we as the players argue among ourselves because it.

    These issues are probably not even the devs either but those above the devs calling the shots.

    This game is so unbalanced it's stupid.

  • Why does every killer need to be A tier? Spirit and Hag are miserable to play against. If every killer is miserable to play against than why would anyone play survivor?

    The devs try to create killers that can compete with high level survivors but in doing so make solo queue miserable. A high level coordinated team is far different than your average solo team, we all know this. A killer like Nemesis is good to have because he's strong against solo teams but has enough drawbacks that give you an opportunity to possibly hold him off for a bit of time. Not every team is a high level team.

    There are a lot of players that believe that the first hit speed boost is unfair to the killer player but him hitting a survivor on the other side of a downed pallet is fine. I'm not saying Nemesis is perfect as he is now. He does need some minor changes, like the infection. Nemesis hits 3 times and the first infects the survivor but why does it matter if he infects someone or not? The infection does nothing which really doesn't make any sense. I feel like the infection should make zombies go straight for any infected survivors within a certain radius. Zombies are kind of too rng (like everything else in this game) so this would tighten up his gameplay a bit. Of course this is how I see him and how I would make changes to him.

    I get both sides here but with some minor changes Nemesis could be both fun to play and play against. I feel like the devs might not have fully worked Nemesis out but he's more or less in a balanced place.

  • @Steah said:

    So i made a post about spine chill earlier. Did i want it nerfed? Well despite saying i don't people still thought i did. I want it changed so it doesn't completly screw Myers and GF. We can buff it other ways to make up for it too. I would feel the same about calm spirit but no one uses that one but it's just as guilty for messing with Doc. Just like how slippery meat used to counter trapper and they changed it so it doesn't shut down one killer.

    General response seems to be "No. it's okay for a perk to completely shut down a killers power. GF counter play to spine chill is to not use half of his power."

    Well if that is okay, why is it so unacceptable that in chase vs a stridor spirit all you can do is guess? Maybe the counter play to stridor spirit is to hide. If it is so acceptable to have 1 perk counter killer's whole kit and playstyle, then it's fine for spirit and nurse to shut down looping. Try hiding instead, i know you spent all the time learning how to loop and you find hiding boring, but too bad.

    Spine Chill is fine as is. Killers have many counters to survivor stealth so why can't survivors have something that helps with killer stealth, to me that is fair. If hard counters to killers are an issue for you then there are other perks that should be considered. Calm Spirit counters Doctor, Urban Evasion counters Hag and Pyramid Head, Fixated to an extent counters Spirit and not to mention any survivor perks that counter killer perks. Any actual change to Spine Chill would be a nerf unless you raise the radius and remove the speed to balance it. If you lower the radius and even if you keep the speed it's still a nerf. And those other perks I mentioned, do those get nerfed as well?

    I use Spine Chill to give me a head start when the killer is coming my way but even then I still have to see what direction the killer is coming from. Some killers have added speed outside their normal speed and the warning at least lets me gain distance for a chance against the killer.

    I promise I'm not looking down at your point of view but if you feel that way about Spine Chill then you might feel that way about those other perks too. Unless it's because Spine Chill counters the killers you play as the most. I feel like their are more game breaking issues that need to be looked at instead.

  • @Tactrix said:

    There are 2 types of players in this game, extremely good, and everyone else.

    Now, the way this game is "balanced", it's designed for the everyone else part. Why? because they are the majority. However, whenever you run into the extremely good type, you see just how ridiculously unbalanced this game is. If you play into a extremely good killer, you will NEVER win, the only people who even have a remote chance of beating him are SWF teams. Everyone else will lose, I don't care what perks you use, I don't care how good you think you are, you will lose.

    On the flip side if you're a ok killer but you're playing into an extremely good SWF team, you will never win, no matter what you do, all your cheap tactics don't matter because they will simply out info you to winning. Now, here's the problem.

    The way this game is in it's current state the only time it's semi-balanced/fun is if you're on the relative exact level as the people you're playing against. However because MMR doesn't work at all in this game you don't actually ever get those games. I'll have entire weeks where I as a survivor get paired against rank 1 killers that kill the entire team in under 2min with cheap tactics. Or I as a killer get paired against an entire red rank teams who gen rush and end the game in under 5min.

    So what I'm saying is, while in theory it seems like this game could be balanced. It's based on an MMR system that works, what you have is a broken heap that doesn't even remotely work, and it makes matches pure misery. Add in the fact that you as a company REFUSE to change the ability of killers to use cheap tactics to win and survivors gen rushing to win you have one of the worst experiences most of the time now.

    You threw me off on the gen rushing. Completing gens is how you win as a survivor. I wish there were more objectives for survivors but that's all there is. Aside from that, I agree.

  • @TwitchyMike said:

    I don't know overall the fact all survivors are just skins just kind of rubs me wrong for some reason. And it seems half the people here like the idea and the other half don't like it. But yes it'd potentially greatly change the gameplay. The upside is it's nice to basically pick the skin you want and be the same as everyone else so that is a plus. Because I would hate to play a character who I didn't like esthetic wise but stat wise I liked them.

    Don't look at it as everyone is just a skin. You can pick your own perks and make them good at whatever you want them to be good at. I think that's one of the factors that draws players to this game. In f13 those counselors have set stats so if you prefer a stealth playstyle then you can only play as certain counselors. In dbd you build your survivor no matter who it is to that preferred playstyle.

  • Stats worked for f13 but probably not for dbd. This is why I thought a passive you can equip like a perk would probably be the way to go. If Meg had increased speed as a passive then everyone would just pick Meg.

  • I don't know if anyone is familiar with the hex perk slot idea that was circulating months ago. The idea of killers having a 5th perks slot that was only for hex perks. I thought about a survivor version of that, that slot could be an "ability" slot. Dwight's default ability could be good getting an added 10% repair speed. In order to balance it out if another survivor were to equip this ability then the ability's percentage would decrease a little. If all four survivors were running it then you would get maybe a 3-4% speed increase instead of the full 10%.

    Obviously if all four survivors had 10% then all 5 gens would be done in 2 mins. Also if something like this was added to the game then "prove thyself" would need to be nerfed a bit to balance things out.

    Claudette could have an ability for healing, Meg could decrease exhaust cooldown, you get the idea. The percentages shouldn't pass 10% for obvious reasons.

  • You could have a story mode for survivor of them having to go through trials against a certain number of killers and killers would have to go through different groups of survivors. Add in a small cinematic between trials and that could be a really fun game mode. Actually, every future dlc could come with a small continuation of the story mode.

    A story mode could really help this game.

  • Killers have a ton of aura, anti stealth perks and powers so why shouldn't survivors have something for anti stealth against killers? Fair is fair.

  • A change I would like to see is to give infection a purpose. Zombies should be able to lock on to any survivors that are infected whenever they are within a certain range. However, they can only injure and not down. Add-ons could be changed to increase the radius that zombies can see survivors. From the zombie's point of view they should be able to see the auras of infected survivors within the radius.

    Also maybe just have 2 tiers for Nemesis as the 3rd tier feels pointless. If Nemesis had only 2 tiers then there would be less stress of trying to max out to tier 3 and Nemesis players can basic attack more often.

  • Best thing to do is take a break until they fix it.

  • @Shuryuken778 said:

    This Game has Become almost Unplayable Do to the Fact that there is little to no way to fend off killers a lot of empty areas where there is no pallet also killers get unlimited special moves with no cooldowns killers like nemesis spam the tentacle and easily break pallet with no cooldown or pallet stun also maps are very bright and make it easy for killer to spot survivors killers need cooldowns for using special moves like the chainsaw moves, moves that require one hit types especially idk I Enjoyed this game but people cry because they were not good at killing always cater the weak.. I guess

    I get some of the frustration about killer but some of what you said isn't true. Nemesis has the tentacle recoil animation after breaking pallets. Honestly it's a fair amount of time. Pallet stuns sounds like either you missed the stun or since this game is currently having issues, that might have something to do with it. I'm ok with the amount of brightness on maps.

    This game needs to be fair on both sides so killers need visibility to see survivors. Only using scratch marks, crows and sound notifications will only take you so far. Granted they have more than enough aura perks to help them but I'm fine with the visibility.

    I will agree on dead zones being an issue. Shelter Woods is the worse offender of that. One shot killers are tricky to go against but I have more issues with killers that don't one shot.

  • I'm wondering if matchmaking worked better and killers actually were able to pip on 2k would the game get better for everyone? Survivors pip with a certain amount of actions done even if they are sacrificed. Killers need a good amount of sacrifices to pip so maybe slightly lowering that could take some pressure off killers and maybe tone down the 4k mindset.

    From matchmaking to the pip system to balance, we argue with one another when the game itself is problematic. Most of this killer vs survivor mentality comes from the core issues of the game and we are all getting screwed because of it. I'm not saying toxicity isn't involved but most of all our issues is based how loosely the game was designed. The mechanics of matchmaking, the pip system and balance work against each other instead.

  • No one did. I was saying if you want to sacrifice those in the name of killers, I'll take those perks in the name of survivors and we can play the game and enjoy it.

  • It's his story.....I never said that I agreed with what he did. I really miss that game. I tried it last week but it's not the same.

  • He had a reason but it does hurt I agree.

  • @AVoiceOfReason said:

    I'll meet you halfway. Let me do health states of damage at Tier 3 ONCE all the gens are done. We'll call it even. No more 3 hit bullshits on top of BT and DS and DH.

    That sounds very annoying. I don't use second chance perks so I didn't think about that. Good point. I'll give those up for the 3 hits, no tunneling, slugging or camping. Deal?

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2279143#Comment_2279143

    True 100%. Every killer on the roster will seem overpowered between the ranks of 8 - 20. Assuming you're not actually baiting. Also if you don't play killer hardly ever your opponents will be trash. The bots in tutorial will play better.

    I was going to ask what rank and work my way to that exact point....you beat me to it.

  • @OtakaChan said:

    I think for more people who want a more relaxed experience in dbd, custom matches should also reward blood points but take away all the auto perk unlocks. This will be a more relaxed way for people to take turns and have fun with their actual friends while learning the game, so they can gain the knowledge and confidence to try regular mode. Theu can also grind bloodpoints to learn the best build for them and how they can be most effective on a team or as a killer.. Thoughts on this from both killer and survivor perspectives please? Would love honest feedback on this idea or additional ideas on how to make it better thank you.

    The idea has been thrown around in a prior thread about a fully customizable bot game. The ability to customize survivors, killers, maps, perks, character speeds and cooldowns. Now that would be fun but I would be ok with the same dbd but with bots.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278813#Comment_2278813

    Yes, I understand that completely, since I see many people complaining about his hitboxes being inconsistent when trying to hit over objects. But you have to think, even a killer like Pyramid Head can just hit completely through any solid wall. Nurse can blink them. Spirit can just phase around and listen for you while you can't see her.

    I'm glad you ended up realizing it's not so much the reach though. When people refine their ideas about killers' strengths and flaws, we as a community can voice our complaints more thoroughly and hopefully get some good changes. I'm personally of the belief while he may not be absolute garbage, he is on the lower end of killers for sure. I think he could use a slight improvement in some area. Even if it's just his hitbox consistencies.

    I appreciate you asking respectfully. I feel like certain killers take too many options away from survivors like the killers you named and I just want a balance for the game. Maybe I'm looking for the impossible but you and I came to an understanding so an equal understanding on both sides might be possible.

  • @catbeans said:

    As if the game wasn't already at a point that it was barely playable now I can't even log in. Guess I'll play Friday The 13th, wish that game was still going strong. Dead By Daylight needs some competition.

    I wish it was still going too, that game was so much fun.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278497#Comment_2278497

    No offense here, genuine question. Do you really think 5 meters is too long? 6, if he's tiered up all the way?

    I think my issue is that at times he can land a hit across debris which makes him kind of hard to deal with. Maybe if he was more consistent with what he can actually reach across. I was hit standing behind a crate that was taller than my survivor but with a flat table between us he couldn't land a hit. I guess it's more his hit inconsistency than his reach. So to answer I guess it really isn't considering Huntress can actually cross map survivors.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/258111/the-nemesis-debate-is-ridiculous

    Not that I'm for or against nerfing them, but isn't it explained in RE at some point that the zombies don't bother X/Nemesis/Tyrants is because they are also infected with the T virus?

    Yes they are all products of the T-Virus or the G-Virus so they all see each other as the same.

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278408#Comment_2278408

    His reach is too long? The tentacle is, like, 5 metres. 6 at tier 3. And has a pinprick hitbox, windup and cancel time, hefty cooldown after use and requires three hits to down.

    I don't really know what to say. Good bait if the "oh my god entitled killer mains just want to 4K every game" is any indication.

    Bait? You're one of those...

  • @HP150 said:

    I appreciate those that know Nemesis is balanced. This forum is full of complaints about game balance, killers like Nemesis are part of creating that balance.

    Destroyed your credibility there. To pretend that a new killer that's been out a day is perfectly, empirically balanced in absurd and bias.

    Yes, there are a lot of suggestions out there. However, the same people asking for longer reach may not necessarily be the same ones asking for more aggressive zombies. I have seen no individual ask for every single thing that you've listed in your original post. Yes, shocking I know, different individuals can have different suggestions.

    Go and check topics on Nemesis and thoughts on him. The list is all the suggestions that players have come up with. I've read them and also by implicating that I have a bias you have shown yours. We're talking about ways to work a killer that is good on both sides and you come here to talk about bias. Also you never came up with any suggestions.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2278352#Comment_2278352

    Ofcourse survivor mains happy, now they have new weak killer. Devs showed their survside face again.

    Has nothing to do with survivors being happy, this is about game balance. All the suggested changes would make playing against Nemesis miserable to play against and that is bad for the game's balance. Also could we not turn this into an us vs them thread? We have more than enough of those in the forum already.

    I'm willing to listen to balanced suggestions if killer players have any. I agree 3 hits is a bit too much but so is his reach. You can duck and avoid some of his attacks if the debris in-between is tall enough but some is not so mind games aren't necessary for some instances.

  • @Toybasher said:

    I think Nemesis's Mutation Tiers could be changed, personally.

    It takes a LOT of mutation to hit Tier 3, and your benefit is..........1 extra meter?

    In terms of everything else I think he is mostly fine, I just find tier 3 rather underwhelming. Maybe it should be like Myers where Mutation 3 gets heavy buffs but it only lasts a limited timespan before you drop back down to tier 2, etc.

    If Tier 3 is kept the same as is, maybe achieving it should be a little easier, like for each infected survivor, killing zombies gives more mutation than usual. (Making the "Gameplay Loop" being to try and infect all 4 survivors, then chasing down zombies to get mutation quickly, but survivors will vaccinate to prevent you from getting the extra mutation, so you switch back to trying to infect survivors, since infecting someone gives more mutation than killing a zombie or tentacling an already-infected survivor, and then you go back to targetting zombies again.)

    I'll agree tier 3 is pointless. I'm fine with him having only 2 tiers but that's me.

  • @KillerKirby said:

    Yo so in the trailer he rag-dolls meg into a wall for instant death and its hilarious. We NEED the ability to yeet them survivors like floppy potato peoples. :D

    Disagree.

  • @konochivu said:

    Okay, I'm not going to talk about much of his tentacle since I'm semi-okay with it but I'm going to talk about his zombies and coughing sound after getting infected - IT'S TOO STRONG FOR A KILLER THAT CAN ATTACK THROUGH OBSTACLES!!!!! Trying to flashlight save? Too bad, you're infected and coughing. Trying to sneak past him but got spotted by zombies? Too bad for you, now he's coming for you. Even against plague survivors have an infinite amount of fountains to cleanse and they heal you but when versing a Nemesis you either play competitive and do gens as fast as possible or die on a meat hook. If his detection part of his kit isn't going to be nerfed or tweaked, I guess I'm gonna play Dwight with Wake up, spine chill, resilience, left behind, and sit in a locker entire game because of how oppressive his default kit is.

    Ok I don't see him as being that strong. I don't think he needs the zombies to be effective.

    @SpaghettiYOLO said:

    Lmao people do gens as fast as possible no matter who the killer is. Let's not pretend most survivors have any interest in actually engaging the killer or being chased or going near danger.

    That said, I disagree with everything except the limited vaccines. I think it's ridiculous, I think he could have been made better to where he wouldn't need zombies or infecting people, at least not the infection type we have. An Oni/Slinger/Plague hybrid would have sufficed. He could dash around the map for pressure, obviously using meter, which fills with successful attacks. Once it reaches tier 2, you can grab a survivor with your tentacle and infect them, where they would be able to vaccinate at set places on the map, ala Plague. Once he reaches tier 3, he could grab with tentacle and dash toward and instadown, using all meter and having him start over at tier 1. No add-ons to prolong instadown, only to tier up slightly faster, have survivor infection (which could lead to death) advance faster, dash speed, etc.

    This is a better idea than the others I've seen so far but we already have enough killers that dash. I think if he infects someone they should build that infection up over time. If it builds up then Nemesis has a free down on that survivor until they vaccinate themselves. After vaccination the infection should slowly decrease in time and until it does that survivor is broken.

    It's a bit like plague but his power is centered on the T-Virus, so you have to make it work somehow.

    I think Nemesis is fine the way he is but I wouldn't be upset with something like this.

  • Nemesis is fine as is. He's not op or underpowered (UP?) He's balanced which is what this game needs. We have enough over tuned killers. I'm not sure about the zombies though.

  • Custom bot matches really need to happen. This could be BHVR's apology to the community for this current patch.

  • @Zeus said:

    All this and survivor still escaped with a key. Sad life.

    If under these conditions a survivor escaped, the killer would uninstall.

  • Nemesis is fine right where he is. Everyone wants an easy to win killer. Many people hate the killers that came out after Oni (Slinger, Pyramid Head, Twins). BHVR had a streak of creating killers that made downs too easy and made play for survivors miserable (solo). I believe those killers were created in response to all the swf teams making killer play miserable.

    I think they are trying to release more balanced killers now. Trickster was the start of it and now Nemesis in response to possibly kill rates for killers being too high. Killers tend to dominate solo queue from what I've seen but I don't know the kill rates. Honestly balancing gameplay itself would've been better, probably not easier but better. Instead this is what they came up with.

    That's just my theory.

  • @doitagain_ said:

    #unlinkthesets

    Or at least lower the price on Jill’s cosmetic to 720 cells since it’s only 2 unique pieces.

    It should be somewhere within the 600 cell range.

    BHVR doing this whole thing is so wrong.

  • I would like to have this option too. Bots are not the best but they are fun.

  • @miketheratguy said:

    I'll join any thread asking for increased customization of the bot matches and pitch in my support for the request.

    Same.

  • Same for me as well. I'm playing on ps4 and the constant freezing really does make it VERY difficult to play.

  • I hope BHVR adds this, it needs to be in the game.

  • @GrimReaperJr1232 said:

    I'll be blunt and perfectly honest. This power would be terrible.

    Spine Chill immunity should be for all Undetectable killers. Idc the reasoning. It's absurd that perk hard counters them.

    The power does 0 to help in chase, when even Wraith at least has the uncloak lunge.

    You'd completely take away her mobility.

    Hiding in lockers does nothing to help you. You want to be proactive and pressure survivors, not hiding in a locker to ambush.

    The stealth itself is mediocre. She's slowed T1 Myers and... has no real benefit. It's basically the power to become T1 Myers at will, which is pretty bad. Could shine on some indoor maps, but you're better off just playing Wraith.

    Without spine chill killers would get free easy hits which leads to quick downs and that leads to even quicker games with no one getting pips. I'm ok with an idea to make this rework be useful in chase. If someone wants to add a bit of tweaking to the power so that it could work I'm fine with it. This is just a rough idea.

    My major focus with it is so the game and the chase are fun on both sides. This game has far too much focus on being sweaty and not enough on fun.

  • I forgot to clarify that, when i said human I meant Spirit's human form. Spirit would look like the way she was when she was alive and I would make her somewhere around Ace's height so that she can't be confused with the other female survivors. She could even have the marks on her arms and legs like she does in her Spirit form. The best idea would be for her to be around a survivor's height for her to hide behind things that a survivor could hide behind or if BHVR wanted to they could make her the same height she already is. This is just a thought to have a different power that isn't what we've already seen.

  • @pizzavessel15 said:

    Your right. 60 seconds on a gen, flashlights, toolboxes, keys, pallets after pallet, second chances perks arent enough. When a killer goes against good survivors and gets at least one kill thats too easy for them. Survivors totally need a rework so its extremely hard for killers to kill them and make ques longer.

    I agreed with a post and that's wrong?

  • The matchmaking was bad before but now...

    Not to put down the devs at all but when they try to make things better the game tends to get worse.

    I hope this is only an early stage of this mmr and there's more to it.

  • @GargledFire said:

    Most people don't even pay attention to what they are doing to survivors. It's just becoming based around rank 10 players having a 50/50 chance of escaping, while anyone above or below is screwed. It's not about them keeping broken things in the game for survivor and killer, it's about what they remove from survivor while permitting it from killer because "Killer is hard".

    They remove pallet vacuums, but keep killer hit vacuum(auto aim) in the game without a working hit detection system.

    They remove infinite loops, but promote killers standing at hooked survivors infinitely.

    They gut movement and make it easy for killers to get hits around corners, in 360s, and through pallets.

    They gut toolboxes but allow slowdown perk stacking.

    They replace most good loops with crappy filler tiles that only protect you from basic m1 killers 50% of the time.

    They balance the maps around killers who only m1, so when you get a killer that is stronger the map can be broken in killers favor with little skill on their part.

    Good killer perks make the game easier or require less thought, while good survivor perks are what are necessary to prevent dying to thoughtless tactics like tunneling off hook or being slugged on the ground for 4 minutes.

    Now killers need AI to help them win too, insane slippery slope the games went down imo. I remember when killers had to work for their kills, now all they care about is the win screen and not how they got it.

    I agree 100%.

  • Why does this keep happening? I feel like certain killers are too strong but it makes no sense to talk about it here. Killer mains will come out in mass to disagree with you much in the way that survivors will disagree with killers. No one wins...

  • @Mat_Sella said:

    Demo breaks pallets, Oni breaks pallets with demon fury, D-slinger can pull you around if the loop is short enough, PH attacks through the pallet, Blight breaks the pallet, Victor can pounce, Trickster shoots over it, now Nemesis can break it.

    Every newish killer has had a way to circumvent the protections that pallets provide. Not saying that's an issue, just noting the case.

    That's exactly my point. Pallets don't gain you anymore time like they use to which is then negated by a killers speed. Breaking a pallet for a killer isn't as much of a problem as it use to be.

    @velosinhooo said:

    https://forum.deadbydaylight.com/en/discussion/253329/pallets-losing-purpose

    The pallets are getting no use, I agree, something other that I must say is that the pallet hitboxes are not getting stuns, everybody knows that, I am killer main and seems like each update there is another bug that just ignores pallets and even swing not to get stunned, I think they should start to work more at pallet hitboxes( not to say about Deathslinger and Huntresse`s hitboxes).

    Agreed. Pallets continue to be an issue. Some of that could be optimization problems which is a big issue on console.

    How is it on pc?

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195134#Comment_2195134

    The problem I have with this is the bleed out timer going down while injured, and again its still the issue as Old Legion, if the killer wants one and only one survivor dead, theyll get it

    A killer could chase and down one survivor then wait out the bleed out until that survivor was dead. Bloodlust wouldn't matter if they wanted that one survivor dead.

    In that situation they would lose more than gain. You gain no advantage that bloodlust would give you and the other survivors would be free to get gens done. Theoretically a killer could do that but then ultimately lose the opportunity to kill the other survivors.

    Also the bloodlust would need to be in smaller increments to avoid domination in every game in the killer's favor.

  • @Shroompy said:

    If the fastest speed is 4.2m/s no good survivor would get hit especially if you take away bloodlust. Thats literally turning every killer into Tier 1 Myers but without the undetectable

    EDIT: Another thing to add, if they have a bleed out timer, all killers would turn into old Legion but again, slower. This would make the game EXTREMELY boring for both sides

    Ok I'll agree with the base killer speed, this is why I wanted to get feedback from killer mains. Although what I had in mind is nothing like old legion. I had to look into how old legion worked, I didn't play the game around that time. The same meter you get while on hook is the same meter you get when injured or downed. This concept wouldn't have a mend meter, you're just hurt like you normally would be. Since there would be no hooks in this design. I added the ability for survivors to get back up so it's not oppressive. I wasn't sure you understood it the way I was trying to explain it.

    Thank you for the feedback!

  • I understand the feeling of having teammates crouching at the end corners of maps but the quick suicide would be abused for sure. I've had teammates suicide as soon I get to them for the rescue. People love to troll. I just want custom game single player bots.

    Playing with people who ruin the game to troll takes away any fun in the game.

    So I understand the OP but I'm not sure quick suicides are the answer on this one.

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