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kingcarl2012

kingcarl2012

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kingcarl2012
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  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160359#Comment_3160359

    Are you serious or just trolling? Because I'm sure that BHVR didn't design it to be that way therefore its a problem and should be fixed.

    No I'm serious, I'm assuming your talking about the ramp to haybale gap.

    Killers take about 2 steps per second, which means 2.15 meters per step, that gap is about 1.5 meters. So it's actually pretty reasonable.

  • @CyberRoninX said:

    The killer should not be able to hop over to the hay bails after a survivor vaults. Fix your game BHVR.

    Why not?

  • @Pyrosorc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159727#Comment_3159727

    Yeah in 4 minutes, but honestly I value those 4 minutes and I'd rather get into another match than have them wasted by sheer BM.

    https://forum.deadbydaylight.com/en/discussion/comment/3159723#Comment_3159723

    Lethal, starstruck.

    So 1 person went down, and then everyone just stood there chilling while nurse picked up and downed the other 3 lol.

  • @dugman said:

    As a killer main I think that might make it too hard for the last survivor to open the gate if the hatch gets closed.

    Not if it only made the loud noise notification if the door was over 50% progressed.

    That would keep the current partial door strategy intact for the 1v1, and at the same time give the killer a small boost for when the doors get 99%ed

  • @darkshadows8326 said:

    The frequency of Freddy's lullaby makes it highly difficult to gauge distance as at about 10-15m it stops gaining in intensity, I suggest remaking his lullaby or just remove the oblivious function along with the lullaby and just adjust his terror radius in line with the lullaby size in the dream world.

    Freddy has already been gutted, decapitated, fed to a grizzy, and defecated back out into and through a meat grinder. He needs buffs not another nerf to his already weak kit.

  • @TheGannMan If anyone is the one to ask it would be you our resident Spirit fanatic.

  • @jamally093 said:

    Seriously I get some good teammates one match after every other one it's just let's rescue right in front of the killer while injured. We're going to heal right infront of the killer what did I do to be set down so far one good match shouldn't make me end up in low skill.

    Matchmaking favors queue times over mmr so the worse the survivor to killer ratio the more random matchmaking gets

  • Party bottles are an S+++ tier add on and should be made basekit.

  • @BabyCameron10 said:

    Seems like they are only used to give 1 side an advantage.

    We will also be saving BP for no longer purchasing these offerings as well.

    Then maybe we can see more Bloody Party Streamers in our Bloodweb.

    Unfortunately map offerings need to stay for a few reasons.

    1. While randomness sometimes works, that means sometimes it doesnt. Sometimes you roll the dice 3 times in a row and all three times it comes up 2. When you get the same map multiple times sometimes you just wanna not get that map again.

    2. Archive challenges sometimes are easier on certain maps. Gotta break/drop a bunch of pallets? Load up the meat plant. Gotta use Balanced Landing? Load up a map with guaranteed drops

    3. Some builds definitely require them, trust me when I say its really unfun playing jumpscare Myers on shelter woods.

  • @My_Aespa said:

    I think people dislike it because it's effective. Especially destroying survivors if they aren't good at those sudden skill checks. The key is to always expect them and have your hand on the space bar and be paying close attention. Practicing achieving great skill checks is super helpful in this game. In the end though, perks to assist in chases or locate survivors are much better than gen perks imo. They can only go so far to be helpful.

    That is impossibly bad advice, my controller doesnt have a spacebar.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156532#Comment_3156532

    Read again. I wrote AFTER changing the Tombstones, the Achievement will not be possible anymore. The Tombstones 100% deserve a Rework, they are heavily outdated.

    When it comes to being possible, yes, it is possible. I did it multiple times.

    Ok but they didnt change the tombstones so there is no reason to change the achievement.

    To correct your original sentence, added the proper context in parentheses

    "The Tombstones should be reworked to not mori Survivors and (then) the Achievement should be removed (because it is not possible to fulfill it anymore)."

    Personally i think the tombstones are fine and should be left as is. Double Iridescent Myers is pretty rare anyways.

  • @Netcodeneedswork said:

    Say your running from a killer right and you see a hex and cant get it since killer is on you, but someone,hopefully with overzealous, wants to you know use overzealous. Of course there would be a start requirement and the range its see able at would be toned down but i think it would be a neat idea

    This a good idea?

    I hate the glass bead, half the time people just use it for trolling.

  • @Aven_Fallen said:

    The Tombstones should be reworked to not mori Survivors and the Achievement should be removed (because it is not possible to fulfill it anymore).

    Removing the Counterplay from the Tombstones is wrong, because not everyone using them is going for the Achievement, so having no way of avoiding being killed without even getting hooked once in regular games would be bad.

    It is totally possible, difficult yes, impossible no.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154345#Comment_3154345

    yeah my topic is about if a gate is 99’d and about conspicuous actions being put in the game to prevent you from using perks oppressively and in this case it’s not oppressive. That survivor is running for their life trying to fight for their own survival

    Fake the door, bait the hit, then oen door and escape.

  • Isnt that kind of inappropriate? I mean i know its a Mature rated game but it isnt that kind of Mature rated game.

  • @cyniChris said:

    Instead of trying to "fix" camping with perks or changes to the survivors' base kit, why not remove it entirely? Here's a relatively simple solution, based on the concept of Pyramid Head's cages (I think there's other games with this concept, but that's beside the point):

    When a survivor is hooked, they go through the normal "screaming" animation, then are teleported out of the map and that hook is temporarily blocked by the entity.

    Once they're gone, the hook timer starts as usual, and their teammates have to go to one of 4 "rescuing stations" (or whatever you want to call them - I'm sure the devs can come up with something) located in the 4 corners of the map. They're all highlighted to each survivor when someone is hooked, and interacting with a station will rescue the survivor.

    The hooked survivor is put in something resembling a prison cell where they're still on a hook, and therefore able to self-unhook if you want to keep that option in. Upon self-unhooking, they'd automatically run out of the cell and appear at one of the 4 stations at random. If rescued, they'd run out of the cell and appear at the station they are rescued from. If left alone, they're still on a hook, so the sacrificing process would happen as usual.

    Any of the 4 stations will be accessible, so even if the killer tries to camp, the survivors could just rescue from another one.

    The hook used will be unblocked once the survivor is rescued. On their third hook, they will still be sacrificed and the hook removed as usual. Any perks relating to unhooking can still work. Camping will be literally impossible, though tunneling could still happen (albeit harder to do immediately in most cases).

    A few issues with this idea can arise, so here's some solutions:

    • Co-ordinating rescues: All stations are highlighted for the survivors, and any survivor within a certain range of one has their aura shown to other survivors.
    • Survivors preemptively running to the stations: If survivors are within a certain proximity of one of the rescuing stations within the first 10 seconds of the hook action happening, that station is blocked for the first 20 seconds of the hook stage (numbers could be tweaked, of course). This prevents early rescues, which could be unfair. The killer doesn't see that a station is blocked.
    • The killer attempting to camp a station: Self-unhooks would prioritize a station away from the killer. If a survivor rescues someone near the killer, the rescued survivor still gets the haste and endurance we currently have, regardless of proximity to the killer, so tunneling will still be more difficult. Kindred would show killer auras near the stations instead of hooks.
    • Maps with multiple floors: 2 up, 2 down, at random. They're shown to the survivors anyway so I don't really see this as a major issue.
    • Aura reading: Add a few (5?) seconds where the hooked survivor and rescuer's auras can't be revealed to the killer upon rescuing to avoid rare scenarios where the killer could see someone being saved.
    • The basement: Have it still there for the sake of hooks that can't be sabotaged.
    • Endgame: Survivors will likely have to go for stations farther away from gates to make safer rescues. This puts a lot more pressure on the survivors, but honestly, rescuing in the endgame should be difficult. If it becomes a problem, just remove the aforementioned station-blocking mechanic when the endgame collapse is active.

    Obviously, hook timers might have to be looked at, as well as some perks. I think Pyramid Head's cages could stay as they are without really affecting much. All of the interactions involving hooks would still be present, including sabotage, Scourge Hooks, and the like. The 4 stations would still make survivors get off their gens and potentially run even further away than they otherwise would.

    There's some balance issues with this idea, I'm sure, but things can be adjusted around it.

    At the very least, it could be a fun alternate mode to try out. I'm sure the devs could come up with some interesting new interactions for this mechanic, as well.

    You know whats fun as pyramid head, making the cage teleport away from the person trying to go rescue and forcing the caged survivor to struggle phase.

  • @TechnoTheFirst said:

    tl;dr is at the bottom of the post.

    Nurse has been, undoubtedly, the most powerful killer in Dead by Daylight... forever. She's the very reason why certain perks can't be buffed in duration because they would always benefit her far more than any other killer. She's the reason most players, when they see a new killer perk, think "'kay great, but how good would it be on nurse?" She's a slugging master, an exposed psycho, an aura-reading mon--

    You know what? I'm stopping that monologue, because you get the point. She's a problem. A problem that may very well cap the potential balancing of the very game itself. She requires a massive rework.

    So that's why I'm here. To(hopefully) answer the problems that she creates.

    Disclaimer: I am not a nurse main. I have played her a few times with some success, but that's only because she isn't my kind of killer. So you can take this post with a grain of salt... after all, it's an attempt to fix her. But understand that I'm not trying to ruin a killer; I'm just trying to improve the health of this game overall.

    Second disclaimer: anyone that just says "this sucks" and doesn't elaborate on the why... just don't bother.

    The Problems

    The Nurse has a lot of problems that all-in-all make her a bane to balance. But the ones that come to mind are:

    1. Her incredible synergy with exposure perks
    2. Her incredible synergy with aura-reading perks
    3. Her extremely strong add-ons
    4. Her extremely powerful base kit power
    5. Her low-kill rate

    1 and 2: The first two problems are obvious: the qualities of her power make for extremely dangerous combinations with these types of perks. Her blink attacks counting as basic attacks despite taking less effort, and her aura-reading capabilities basically negating the problem of guessing where your target is through walls. These problems are the reason why these perks can't have their durations increased: because they'd slightly buff some killers, but make Nurse a doom machine.

    3: Then there are her add-ons, which can make a mediocre nurse a problem, and a good nurse a monster. Recovery add-ons, range increase add-ons(that used to make her fast), or her third blink add-on which just seals your fate.

    4: But those add-ons wouldn't be a problem... if it wasn't for her basekit. She's a killer that ignores loops and walls, an essential part of the chase. Now that isn't a problem. There are quite a few killers that have extremely dangerous powers that can completely body whole teams... but those killers have to work for it, and they have a limited amount of time to do so. Oni has to absorb blood, Plague has to drink from a fountain, and Myers(even with his tombstone add-ons) has to stalk people to kill them. But Nurse just has it at all times. That's a problem, especially when you combine that with godly add-ons.

    5: And then there's the final issue, one that you perhaps didn't expect: her low kill-rate. This is due to her skill floor being extremely high(where some killers' skill ceilings would be). She sits at a 49.25% kill rate(an older statistic, but still). That's the lowest kill rate for a killer in the game. And that is the reason why the devs are vehement in not nerfing her. Because if they do it any further, they'll just make the skill ceiling for her higher... which is not exactly a good thing. It doesn't matter if god-level Nurse players hold up her kill rate: if the design forces you to have hundreds of hours of experience beforehand just to do well, it could have been better designed. I'm not saying we make her brain-dead easy or less unique. I'm saying that she can be more noob-friendly while keeping her level of uniqueness.

    The thing is, you can't solve the balancing of Nurse just by solving one or two of these problems. Because then it makes the other problems worse. Make her blink attacks special attacks and stop her from seeing auras while charging a blink? She still has dangerous add-ons. Nerf her add-ons? She still has a powerful base kit. Do all of these things and make her base kit weaker? Now noob players wouldn't even bother trying to play her and her kill rate drops even further for the people that try. In the end, all of these issues need to be solved at once.

    So after that long discussion about her issues, here is how I'd rework them. And once again, this is a rough draft that can be refined further. If you have any suggestions, go for it.

    Rework "Last Breath"

    • By default, the Nurse will have one blink while at 110% movement speed.
    • In this default state, Nurse will not float around, but instead walk on her feet.

    This is a massive change for Nurse that will solve the fifth problem: her low kill rate. Because if a player is doing poorly at a killer, then they could always default to the "M1 killer-style", or at least use their faster speed(110% speed) to eventually catch up.

    Currently, it would be suicide to do such a thing on Nurse, because she starts slower than Survivors. A 110% speed will allow people to give chase, and her single blink will give her mobility to help against survivors without making her too overbearing.

    But no worries, she can work up from there.

    • The Nurse now has a new state called "Final Breath" that she activates after she passively absorbs the exhales of survivors that run or get hurt. She requires 90 charges to activate this ability, and it lasts 90 seconds when activated.
    • Final Breath: once Nurse uses the active ability button(Ctrl, I believe), she will go into a 2-second animation where she levitates upwards until she starts floating.
    • She floats around at 96.25% movement speed(so how fast she is now), and has access to a second blink.
    • To access this "Final Breath", Nurse has to passively absorb the exhales while she chases them.
      • If they run and Nurse starts a chase, she will slowly fill up her progress meter by one charge a second; this is the only method where she cannot fill up the progression completely
      • If she hits someone, she gains 15 charges at once
      • If she hooks someone, she gains 9 charges at once
      • Both the bottom methods can fill up the progress meter

    Now, what is considered base kit for Nurse is actually an activatable power that Nurse must work towards. Since this functions the same, players that know how to play her well can still play her well once they get the power, and new players will do better with the default 110% single-blink Nurse while also learning how to use her power properly without feeling too punished for failing.

    • Nurse's blink attacks are now considered special attacks

    Finally, I did the thing. /s

    But seriously, this change still needs to be made considering her power goes through walls. But this combined with her new default state of 110% speed, it will both kill her exponential synergy with exposure perks without making them absolutely worthless. It will also free up exposure perks to be buffed to be stronger on other killers.

    • Nurse can no longer see the auras of survivors while teleporting

    The other reason why aura perks are lower than they should be. Her being able to see where survivors are while using her power is a very busted ability, lowering the counterplay that survivors would have against her. This also allows for aura-reading perks to be buffed without making Nurse broken.

    Disclaimer 3: I'm on the fence about if I should only make the inability to read auras a thing while she teleports, or while she is charging her ability. If anyone thinks it should be the latter, let me know.

    Add-on Adjustment

    Considering how I suggested the rework, a couple add-ons would have to have their descriptions altered or their alterations changed entirely(Matchbox would just straight up be a nerfed default Nurse if I left it alone), so here I go.

    Matchbox(Iri)

    • Increases the Movement speed of The Nurse to 4.2 m/s while she takes her Final Breath.
    • Reduces the duration of Final Breath by 20 seconds.

    Now, Matchbox isn't a worse default Nurse and has a trade-off that actually makes this Iri feel like an Iri addon.

    Torn Bookmark(Iri)

    • Increases available Power Tokens by +1 Token while taking her Final Breath.
    • Increases the Power Recharge time by +50 %.

    Her having a second blink at all times would just be a base kit Nurse but with a slower recovery(which could be countered with a recovery add-on), and I already made a point about how her current base kit is too strong to be accessible at all times.

    Spasmodic Breath(Green)

    Hitting a Survivor with a Blink Attack causes the following effects for 10 seconds:

    • Increases the Movement speed of The Nurse by 5%.
    • Increases the Power Recharge time by +50 %.

    Honestly, I didn't need to change this add-on, but it was such a stupid add-on that I felt like something had to be done. Instead, I gave the add-on an upside that applies to both her default state and her Final Breath state. If the downside is too severe, then tell me so.

    If there are any other add-ons that you feel could be changed, tell me how.

    Conclusion

    Nurse has a tirade of issues that hold her back as a balanced killer and hold the game's balance hostage as a consequence. This rework seeks to solve all the issues: extreme synergy with exposure and aura perks, overpowered add-ons, a strong power that is accessible always, and a low kill rate. To my belief, this solves these issues while still making Nurse not only unique and strong, but balanced.

    But once more, if you feel there are still changes that must be made, comment below.

    tl;dr: blink attacks are special attacks, auras can't be seen while teleporting, her base kit power has been made into a power that must be worked for like Oni's or Plague's, and when she hasn't activated her power she's a faster killer with one blink that makes her more noob-friendly while still keeping her original feel.

    Thinking on it some more they could help with the learning curve by just making the iridescent add on that makes her 1 blink 110% move speed a yellow add on.

    Maybe to reduce her oppressiveness make it so her blink doesnt start recharging until shes out of fatigue.

    Range add ons could make her terror radius larger

    Make it so torn bookmark cant be boosted with recovery add ons ( much like iri head doesnt work with ammo belt anymore)

    Maybe disabling scratch marks while teleporting kinda like spirit.

  • @BradQuackson said:

    You summarized what I have been too lazy to say pretty quickly.

    I have played nurse since 2016 and seen everything done to her. I don't feel like reading everything however this part "Nurse has been, undoubtedly, the most powerful killer in Dead by Daylight... forever. She's the very reason why certain perks can't be buffed in duration because they would always benefit her far more than any other killer. She's the reason most players, when they see a new killer perk, think "'kay great, but how good would it be on nurse?" She's a slugging master, an exposed psycho, an aura-reading mon--"

    Whenever a new killer is out, or a killer is nerfed, or a survivor perk is nerfed, or extra seconds are added to doing gens, the only thing going through my mind is "Wow now I can 4k even easier on nurse!!!" LMAOO

    I dont think all blink attacks should be special attacks, just blinks that go through something she cant walk through, maybe not trees but like walls, floors, pallets, cars, that kinda stuff, and double blinks.

  • @Jivetalkin13 said:

    Would it be a buff or Nerf to make it so you couldn't put a Reverse Bear Trap on a survivor on their last hook state? Like obviously, if someone is on their last hook state you shouldn't put one on them an just hook them, but would it be a big change to just remove the Ability to do that in the first place? Genuine curiosity about people's opinion on this.

    Nope because if i stomp and still have a hat i want the bloodpoints, plus if there are multiple survivors left i can hat then slug the person on death hook and use them for bait, or if they wiggle out.

  • @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901220#Comment_2901220

    But to make Nurse the most effective requires the purchase of additional characters for their perks. This also doesn't address the concern brought up by OP.

    And what perks ate you considering most effective?

  • @Mxmay said:

    First, here its description: "Protect a recently unhooked Survivor by taking a hit near them 250 times."

    This achievement is in the current state of the game is completly counterproductive and should be change to "protect an injured survivor by taking a hit near them 250 times".

    My point is that with the free 5 seconds endurance after the unhook, it is 5 seconds less over 7 seconds (the time in which you need to take the protection hit after the unhook) where you do not have to take a hit if the unhooked survivor can take it. It means that it encourages a behavior that is going likely to make you throw the game and the chance to take the hit in between the 5 and 7 second is very small.

    I think reducing the number of hit is not as well a solution because for all the completionists out there, this would mean throwing games. I have around 800 hours in the game and I had only 180/250 before I started to focus on this achievement. In 10 hour of playing the game focussing on this goal, I got 24 protection hits under the current conditions.

    I have only 2 achievements left so I cannot focus on other achievements while this one just happens on its own as it should normaly do.

    So if not for me, but for other players that want to get this achievement without spending hours of throwing games, it would be a nice thing to change this achievement.

    With the Base kit borrowed time and especially with the increase coming to it, More unhooks are happening in front of the killer. So there's still value in taking that protection hit to try and get the killer to switch targets, Especially if the person you unhook is on death hook

  • @emodeshort said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152321#Comment_3152321

    i guess you could justify old slinger being 4.4, but new slinger cant always relay on his gun for hits, specially in some high-walls loops

    I miss using monitor to get cool stealth shots

  • @Buffy101 said:

    How many of yall stay after you die to watch and see if your team makes it? Just curious. Im one! 🙋‍♂️

    Depending on the teammate, sometimez i stay just to watch them die and cheer on the killer does that count.

  • @Maxx_Calin said:

    https://forum.deadbydaylight.com/en/discussion/342469/disconnecting-or-suicides

    If noone is saving u from the hook and letting u die on it. That is a valid reason to suicide on hook weather killer mains say it is or not. It isn't screwing over ur team when ur team isn't trying to save u.

    Killers on the other hand, if they are disconnecting from matches cause they are losing. They shouldn't be playing as the killer. Same applies to ones who disconnect before the match even starts. Don't wait until u are loading into a match to leave the group u are a part of. Makes no sense and only upsets a person playing survivor cause then they have to wait to join another match. There is no valid reason to justify doing it Granted Survivors shouldn't do it either before a match begins but I've had some that do.

    If i have a last second switch by survivors to all flashlights or all same skins i will gladly kill the match before it starts

  • @ThatOneBloodyBoi said:

    Hello, me and a lot of other people suffer from eye problems. This can make some areas and maps too dark to see anything. That's why I think they should add a brightness setting.

    Doesnt your tv/monitor have brightness settings

  • @Devil_hit11 said:

    As the end nears, you go in for the kill.

    Increases your lunge velocity and distance of lunge attacks by 40/45%/50%.

    The Hex effects persist until its hex totem is cleansed.

    No hex perks are terrible. As is at least i get to use it 5 times a match right now

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151293#Comment_3151293

    I don't care about Ruin getting nerfed that was to be expected im talking about an overall nerf to that near complete build i mentioned. I don't consider Ruin alone at all and would never use Ruin alone so yes Undying/Ruin got nerfed but its in no way bad. Is Ruin bad yes but Undying/Ruin isn't.

    If Ruin is bad than Ruin/undying is really bad because your using a 2nd perk slot to protect a bad perk that goes away anyways when you get your first kill.

  • @CaulDrohn said:

    Just yesterday someone tried to shaming me for using Lightborn and Coup on my Huntress. I was just running random perks, and both of them showed up. Told him so, but wouldn't believe me. Guess he continued rambling about what a bad killer i have to be (3k btw, the one trashtalking me sacrificed), but I just left the lobby, since I didn't care.

    But it's really surprising how much trahtalking / gloating you can get just for running Lightborn. I totally feel OP here. Sure it may be useless when no one tries to blind. But it allows me to have a game without having to mind being blinded at all. That alone is a great benefit for me, esp when also considering from what impossible angles you still can be blinded. I had a game some weeks where a hacker could blind me from behind, I wonder if Lightborn would have helped there as well.

    I lowkey love using coup de grace on huntress people just dont see that lunge coming, and its easy to save because most times you would lunge you just hatchet.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151237#Comment_3151237

    Perk diversity? Ok im down with that and i understand. I take my baby survivor comment back then.

    https://forum.deadbydaylight.com/en/discussion/comment/3151239#Comment_3151239

    No ones "throwing a tantrum" guy"....Whats your problem?

    Relax!

    https://forum.deadbydaylight.com/en/discussion/comment/3151241#Comment_3151241

    Indeed it was being used as a meta staple perk in high level! Load into a game and in my head the majority of the time i would go

    Corrupt!!!!!!!!! lol

    https://forum.deadbydaylight.com/en/discussion/comment/3151242#Comment_3151242

    No it got nerfed period and severely might i add but i know why now so its okay!

    https://forum.deadbydaylight.com/en/discussion/comment/3151243#Comment_3151243

    You cant compare old Corrupt to new, theres no comparison! It got nerf hammered end of story!

    https://forum.deadbydaylight.com/en/discussion/comment/3151249#Comment_3151249

    I used to run Corrupt/Undying/Ruin which now is now significantly weaker but not totally unusable so i'll keep using it unless i start losing then im either gonna take out Corrupt or take out Undying/Ruin for Scourge Hooks/Pop!

    You do know that ruin got nerfed 100,000% harder than corrupt right

  • @SimplyPixelated06 said:

    This is the problem I have with the silent hill map, they need to at least address that one because it's insane they are right across from each other on a tiny map, it's near impossible to escape as the only survivor, or if the killer has noed and is guarding the gates.

    Really? I rarely have issue on midwich unless its a high mobility killer.

  • @ThePrizz said:

    Just looking at Wraith's or Doctor's perks and comparing them with Bubba's or Myers makes me cringe hard.

    I don't get it, why can some killers have no downsides to most of their addons while others barely have any that are useful.

    I'm telling you, add-ons are the main thing that make me play Wraith and Doctor more than other killers. I feel like no matter what I pick, even if they are yellow, They still help a bit.

    On the other hand, I don't even play Myers unless I have certain addons, cause I fell very underpowered. And Bubba, that guy basically only has the chilli and the chains, the scratch marks are very situational, cause they might help sometimes and other times they might make you not get a kill that you'd otherwise get due to the increased time it takes for you to go for a sweep.

    It's pretty obvious to everyone that many addons are straight garbage, and that some killers have very little options when it comes to them.

    An addon should not hinder you, you should not think about whether you're gonna suffer more than benefit from one.

    As I said, Doctor and Wraith are good examples on how addons should be, why can't we have that all around the board ?

    You wanna see garbage add ons look no further than Freddy.

  • @Agt_Scully said:

    https://forum.deadbydaylight.com/en/discussion/137165/exit-gates

    Exactly! The exit gates are way too close to each other in every single map. If you are the last Survivor, your only hope is to find the Hatch before the Killer or the game is over. Its ridiculous.

    This is categorically false its rng, ive had plenty of games where the exit gates are so far apart i cant patrol them without them getting opened.

  • @ICrowzI said:

    Am I the only one who thinks this change should happen??

    Because it was only supposed to be 3 seconds, it was raised to 5 seconds because the stun effect was being shortened by enduring and after they fixed that they took forever to nerf it back. Now with the further buff to basekit BT there is no need to make it 5 seconds again.

  • Honestly unless you actually sabotage the hook it shouldn't go on cool down

  • The one that surprises me is not having it between xbox and windows store as they are both microsoft, part of me wonders if its a matter of all or nothing with cross progression that holds that back.

  • @ThePrizz said:

    If anything, Sprint Burst should cause Hindered at the end of it, not Exhausted.

    This happened to me so many times: Try to protect a gen, chase a survivor, he sprint bursts to a good looping area, I go back, other survivors are on the gen, I chase some other survivor, he also sprint bursts away towards a good pallet/loop.

    At least Dead Hard was only a thing after you already injure a survivor so you might get something out of that survivor even if you don't get the down, through Mangled/Hemorrhage/Thana/Franklin's etc.

    But with Spring Burst, if the survivors play good, and esp if they are SWF, the only thing you'll get out of that ordeal is frustration.

    After they nerf that then lithe will be next right

  • @ThePrizz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148327#Comment_3148327

    Cause that means I'll get to buy new survivors/killers faster.

    Thats somewhat fair, at that point though, id rather it be a choice maybe have like a reverse shrine where you can trade bp for shards.

    Id also be fine with doubling up and having both, which they may have to do if having just bonus bp doesnt do enough to even out queue times, but i wouldnt want it instead.

  • @ThePrizz said:

    I'd rather get extra XP rather than extra BP to be honest

    Why?

  • @behaviourmakesmesad said:

    How do you feel when you see guy with windows of opportunity camp and waste most of the pallets on map during one chase?

    Depends on how many gens get done. If someone uses half the pallets on the map and 3 gens get done I'm fine with it

  • @Name_Unavailable said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147959#Comment_3147959

    10 sec sometimes is hard. And i care about the enjoyment for the killers who is chill and don't tunnel. and this is unfair for them.

    And again my point was this change won't help anybody. Killers who tunnel will not be effected much. But the killer who don't tunnel can face this base-kit bodyblocking every game.

    So why doing this change when they can just buff DS stun again.

    To be fair, and i say this as a person who avoids tunnelling, if they body block with their bt they are progressing the game and its no longer tunnelling.

  • @Buffy101 said:

    when would you say it’s OK to disconnect from a match either as killer (Bullies? etc?) or survivor (Campers? First hooked?)and do you think suicides are acceptable? Or is it never ok on both sides? Just giving some examples of what Ive seen in game. What do yall think?

    I've never experienced a hacker, but that or if ive been playing for while and am getting close to breaking a controller (frustration) at which point i dont care about the dc penalty because im done for the day.

    I will hook suicide to give hatch, or if I have absolutely no faith in my team, and I mean none, we are talking going through my whole hook stage with no rescue attempt and no one on gens, or if i cant find huntress lullaby when its fully powered up because i cant do gens at that point so i take my final chase for as long as I can.

  • @Kanchanabry said:

    On PlayStation, there are not enough buttons to use flashlights.

    I wish I could do L1 to run, L2 to use item, and L1+L2 to crouch.


    What about R1 and R2

  • Technically no killer "NEEDS" add-ons.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146473#Comment_3146473

    Ah yes, just what this game needs. Another way for a survivor to commit suicide.

    Best of both worlds, the slugged person gets to move on, the game continues for the last 2 people as if they never left. Its about as perfect a solution as you could possibly have.

    It would also only go into effect in a last man standing situation, or if everyone is slugged for over say 2 minutes which equals the time survivors can waste in the exit gates not leaving with the door open.

  • How about this the person who is slugged for the 4k can instantly bleed themselves out (thus allowing them to move onto the next match), and both the last survivor and killer are notified.

    Performing this action will statistically and scorewise count as you being hooked (This is important for adept achievements, and pipping, as you are denying the killer the opportunity to get you on the hook before you bleed out. Futhermore the hatch does not spawn until your bleedout timer would have elapsed anyways.

  • @ThePrizz said:

    There are so many ways to fix this.

    You are only thinking from a survivor stand point, but the killers need to gain some bonuses for ignoring the hook.

    Here are some of my fixes:

    If a killer downs a survivor that has been recently unhooked, the entity punishes him and he gets blinded for 5 seconds (even if he has the Lightborn perk). The downed survivor makes no pain grunts also gets a massive crawl and recovery speed boost while also being able to recover while crawling (not fully recover though). I believe that's quite enough to make the killers stop tunneling, BUT, they need something in return.

    Whenever a survivor gets unhooked, the other survivors left that didn't participate to the rescue get punished by the entity, so they become oblivious for a couple of seconds. This would incentivize the killer to move away from the hook in order to surprise the other survivors, and will also incentivize survivors to want to go for unhooks since otherwise they will be put in a scary situation, or they could just hide in lockers for the duration, which will slow the gens, which is still a good trade for the killer.

    First define recently unhooked, I am assuming conspicuous actions nullify that time correct me if im wrong,

    What distance would be not participating? What action would be not partipating? Oblivious for a couple seconds? First a couple seconds not enough, second oblivious isnt bad but I'd rather see a bit more, blind oblivious and all the effects of being injured (bleeding and sound cues) without actually losing a health state for 30-60 seconds.

  • @CookieBaws said:

    I was wondering about that, it's make too much sense.

    There should be a well at her spawn point that she crawls out of and it should stay there the whole match.

  • @Katie_met said:

    Title. It’s certainly got rid of perk dependency for survivor, but not for killer, and I’d argue it’s worse because they nerfed some perks for killer like pop and ruin, so I never see these perks anymore and instead it’s pain resonance, dead man’s and save, near enough every game. I’m confused as to why they didn’t account for the indirect save the best for last buff when they buffed the base hit cooldown speed, because now there’s no reason to not run save the best for last unless you’re playing someone like nurse or huntress. I’m just confused as this chapter really hasn’t fixed the perk dependency issue, I think it has for the large part of survivor, but very clearly not for killer.

    No the point was to get people to use different perks in which it was mostly successful.

  • @xni6_ said:

    so currently dying light makes it so the obsession heals 33% faster, and whenever you get a hook the other survivors do gens and heal 3% slower

    id rework it so for every hook, the survivors do gens and heal 3% slower (3% isnt that much, its less than 3 seconds per solo gen, and i cbf doing the math for how small the nerf is to healing). but the good thing would be - you dont buff the survivors, and no survivors are immune to the perks effects, so all survivors are fair game to chase, and youll actually get value.

    and since this would just be plain better than thana, thana should get buffed to, idk... maybe exactly what it was before, so there was a reason to run it?

    Funny i think the problem with the perk is that all other survivors get gen slowdown and the obsession doesnt get their gen speed boosted. The killer is already at a severe advantage even with the current obsession boost.

    Now if you wanna take away the obsession boost, thats fine but it should only be 1% per stack to max the slowdown out at 11%, especially because there is no counter for survivors to dying light.

    If you absolutely want it to be 3% per stack, then it shouldnt affect gen speed at all and just be an anti healing perk, 33% gen slowdown is terrible especially with no counter.

    I could also see it working if it was just based on personal hooks and maxed out at 6% per survivor that would be small enough that having no counter wouldnt make it too busted

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144611#Comment_3144611

    Congrats on being the first person to complain about Jolt of all things.

    No


    No to boons only affecting their floor they should work on the same principal as the terror radius both are fine or neither are.

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