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konchok

konchok

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konchok
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  • Spirit is a slow killer who can only make up distance while using her power. So as a spirit player you have a choice , do you use your ability to make up ground or at a loop. Most spirit's would prefer to save it for a loop. So this is how you can consistently do well vs spirit.


    HOLD W. Now what I mean by this is that you need to start running from a spirit early and try to force her to use her ability to make distance, if she does she won't be able to use her ability at a loop (for a bit).

    If you can accomplish this then you've got about 10 seconds of going around a loop while the spirit is a 110 percent speed killer. Now after those 10 seconds , she is going to want to get a hit at the loop, so she's going to stand still.

    A spirit killer will rarely use the ability right away. They'll wait to see how you react to her standing still. It takes roughly 2 seconds once she really does use her ability before she starts moving. So, you've got about 3-10 seconds of her faking and then 2 seconds + time for her to get to your destination (which can vary depending on add-ons). So, You want to stand still for 3 seconds, start walking after 3 seconds for about 2 seconds and then start running.

    At this point your goal is to get to another tile and to make distance.

    Try to break line of sight and do not go towards the husk. Assume that the husk is just her faking it , even if you believe that she is phasing.

    And pay attention to the sound of footsteps, sometimes you can hear her footsteps and if you do you can vault the pallet into her because at that point she is 100 percent phasing.

  • The twins need a bit of a rework for them to work well. Nerf what makes them unfun and buff strategies that aren't currently viable.


    1. Victor will always grab the face regardless of whether the survivor is injured or not (nerf)
    2. The time to remove Victor is increased (exact amount to be decided, buff)
    3. If Victor is on someone's face, Charlotte gets a 5 percent increase in speed for 10 seconds (buff)
    4. While victor is attached, the survivor cannot vault windows or pallets (buff)
    5. The time to switch between Victor and Charlotte is instant (buff)
    6. However, to prevent constant spamming between the 2 (You can swap up to 3 times and have a recharging timer that you'll need to wait on before you can swap again)

    I believe with these changes, the twins would still be viable, if not more so, but it would encourage a more chase orientated ability and less about slugging.

  • Pig's chase ability is low tier, however, her traps are fairly substantial slow-down with a possibility of head pop. Even if the head doesn't pop it can make survivors play in such a way that they throw the game. Now when Pig is unlucky and all survivors get their traps off quickly and she only has her chase ability then at that point she is weak.

  • @ukenicky said:

    I honestly think Distortion is fine and if anything could use a buff.

    I always see people pitch the idea of "make it so you can regain tokens by being in the killers terror radius" but I feel like that's a bit too much reworking.

    Just slap 2 additional tokens onto it and make it default 5 and I think Distortion would be in a really good spot. It would be simple and give Distortion more value before it runs out. People who run Distortion know how to get the most value out of its limited uses as it can give you a surprising amount of info depending on when a token is consumed / tells you what aura read perks the killer has.

    In addition to 2 additional tokens the timer needs to be extended to 13 seconds because right now, 2 tokens will be consumed when cleansing an undying totem.

  • I've P3ed and gotten all perks on the original cast. Dwight, Meg, Claudette, and Jake. I'm not really interested in P3ing any other survivor, but I have all survivors at level 50 and I want to get all perks on all survivors. As for killer, I don't P3 killers, if I like a killer I'll get their cosmetics which have been really exceptional lately.

  • I feel like McCote is always under a microscope.

    1. He is not a designer. The game is not frustrating because of McCote, he is not the person making gameplay changes. When he said that frustration is a driving motivator in the game is from personal experience as a player. And honestly I don't get why he's getting flack on that opinion.
    2. The work that he does is responsible for bring iconic killers into the game. If you enjoy playing as Michael, Amanda, Nancy, Steve, Ash, or DemoDog then you have McCote to thank for that.

    Alright, off my soapbox I get.

  • I think it's fine, but I would like to see it at a yellow or brown rarity.

  • MMR doesn't affect matchmaking, it's just sitting in the background. And ruin undying is easy mode as killer, discuss. If you were really as high MMR as you think you are you would stop using ruin undying because it would make the game to easy.

  • @Almo said:

    Among the very best players (top 1% with their respective Killers), Freddy is #1. Nurse is in the top 1/4.

    What do you mean that Nurse is in the top 1/4?

    Is it the top quarter of killers or the top 4 killers?

  • Whenever I depip as killer. Whatever map it is that I depiped on, I will use a map offering to play that map again. In this way I get more familiar with the maps and the more familiar I am with a map the more likely I am to be able to do well on it in the future. I'd recommend this for any killer main. It doesn't necessarily need to be a depip. Maybe if you get under a certain number of hooks, or maybe if you failed to hook all survivors, but I can't recommend this enough.

  • I don't think SWF is a problem personally. But I do feel like there should be a BP bonus of 100 percent when you're not red rank yourself as survivor going against a red rank killer and a BP bonus for killer when they play against a SWF. 2 man 25 percent, 3 man 75 percent, 4 man 100 percent.

  • I'll give you my own personal rule book.

    1. I don't slug for the 4k
    2. I don't face camp. (Not even during EGC)
    3. When a survivor gets saved, I prioritize the unhooker.
    4. The unhooked survivor has 15 seconds where I will ignore them, after which they are fair game
    5. If the rescuer does not take aggro, I cannot be bothered to try to find them and will go after the individual hooked
    6. In the case where I've 2 hooked a survivor within a short period of time and they did not have decisive strike, I will be lenient with them if I find them shortly after they've been unhooked. (20-30 seconds of me leaving you alone)
    7. I don't like to win because I've slugged all the survivors while they're trying to unhook a team mate. If I have someone on hook and I've got 2 people slugged. I will pick one slug to allow that group to unhook or pick up the other slugged survivor.
  • Killer is absolutely the power role. And it's way too easy to pip as killer or even avoid depipping. I feel like killers have had power creep in terms of power. Weaker killers are consistently getting reworked into powerful killers, while survivors have been largely unchanged. Every killer is viable at red rank and certain killers, spirt, nurse, blight, and oni can easily get kills vs even the best survivors. The only time I would say survivors have an advantage is in a tournament. But tournament teams are not even 1 percent of red rank games.

  • @vbarraganj14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830855#Comment_1830855

    Let me just tell her to stop chasing me so I can heal to counter strider.

    Why are you complaining about spirit rather than oni. Do you complain about Oni not giving you enough time to heal up after getting hit. Literally play the same conservative way that you would play verses Oni. The longer you can go without getting hit verses spirit the better you will do verses her, the same way that you'll do better verses Oni if you don't let him get you hurt.

  • Heal up. Stridor is somewhat helpful on non-injured survivors but incredibly useful on injured survivors. If you can tell that a spirit is running stridor heal at every opportunity.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830767#Comment_1830767

    They changed it so that matchmaking is based on the highest rank in the squad, then sneakily changed it back, although the people who do this type of thing noticed

    I'm not suggesting that they have it to what it was before. I'm suggesting a more refined change of only ignoring the lowest ranked survivor in a SWF rather than matchmaking verses the highest.


    Alternatively, If skill base matchmaking gets setup correctly. (Meaning that the skill can be determined after a single match) I believe that skill based matchmaking should be able to determine an appropriate rank for the group and then do matchmaking based off the groups overall skill rather than an average of individual survivors. This is a more complicated process and one that while I'm sure is possible, I'm not confident that BHVR would be able to pull it off.

  • When matchmaking, ignore the rank of the lowest survivor if the SWF has more than 2 players. This problem would literally disappear overnight.

  • Ruin was considered a niche but good perk before undying. But you're saying that without undying that ruin is complete garbage. Aren't you answering your own question?

  • @MythMage said:

    Decisive Strike: Honestly, I'm just done explaining what the rework would be, so if you want to know, hunt through my comments, cuz it's not worth my time. As for why, well, we need anti-tunneling measures that are actually anti-tunnel but not have to waste a perk slot.

    Barbeque And Chili: The grind is dumb and Killers kind of need incentive to not camp.

    We're Gonna Live Forever: Again, the grind is dumb but make it to where you don't have to be heavily altruistic to get 4 stacks

    Kindred: Just remove the Killer portion and it would be an incredible buff to SoloQ.

    Corrupt Intervention: Until they add the Trial Warmup type thing they are doing (eventually), maybe make Corrupt slow all gen speeds by 50% for 80 seconds, just so that the Killer can get a head start. Only reason I wouldn't want regular Corrupt as base is because some Killers, like Hag, Legion, and Hillbilly are actually worse with it than without

    Someone didn't bother to read the part where I said list one change. Please don't use this to create paragraph long wish lists for changes in the game.

  • I'm sad that Blight isn't on the list or I would have chosen him. But I'm a sucker for spirit. I love the ability that she has to simply verse a whole team at once. I like the non-obvious mind games. Sure standing still is fun sometimes, but there's so much to her power and it's so much fun to be able to manipulate survivors into playing into your hand. In fact I hope she gets nerfed, in a way that you actually need to be skillful with her, because she actually has a high skill ceiling it's just that right now she also has a very low skill floor. So hopefully that skill floor is brought a bit higher up so that I can feel good about playing well with her.

  • @Perfectnomad said:

    Nah, corrupt doesn't do anything. You still find one survivor, do a chase, and they still find a way to do gens. How will this be fixed to keep killers playing?

    Corrupt intervention was meta (before ruin undying) It was used at the literal highest level. If you think that perks garbage, you're showing why you hold your opinion that you do. Hint: it's because you're not playing well and you can't accept the fact that you're not doing well so you come to the forums to tell us that the game is broken. Nah man.


    Edit: this guy is just baiting. A true master at it too.

  • Corrupt intervention would help you in the early game if you're a slow killer. Ruin helps in the early game if you're a mobile killer. You are either not disrupting enough at the start or you're not getting downs fast enough. You may also want to consider enduring if you're needing to cut down how long it takes for you to get that first down.

  • Honestly it should be easier to depip as killer. I feel like it's too easy to get into a situation where you're overwhelmed but can't depip. That where OP is right now. Please BHVR make it easier to depip. On a side note: you should pip if you overwhelm the other side. That's the other side of this problem is that sometimes really good killers won't pip if they crush the survivors and then they get more survivors to crush because they don't rank up.

  • This is the most pathetic thing I've read all today. This is the update that just keeps on giving. It's like an advent calendar of fools telling us how much they suck. I will always read these threads and I will always get a hearty, deep in my Santa Belly chuckle.

  • Overwhelming presence would fit nicely I feel.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1825006#Comment_1825006

    They do not. Nurse is weak averaged across all players, even across ranks 1-4. But when considering the very best players, she's top tier. Not quite #1, but close.

    Keep in mind I have access to way more information. The periodic snapshots we share are because they are interesting, not because they are the sole criteria by which we balance things.

    I am really frustrated with communities circle ... pats on the back. Like they come up with an opinion that's based off of a few influentual people and they bind onto that narrative and when there's actual statistical based information provided and they realize it doesn't match their world view they just retort that the systems rigged rather than reevaluate their opinions or ask themselves why their hypothesis doesn't match up with evidence. Did these guys get an education? SMH

  • No the data says that Nurse has the lowest average survivor kill ratio. That's not the same thing as weakest killer. Now if you feel that those stats are proof that Nurse is weak, that tells me that you don't understand how to apply statistics and context to understand what they mean.

  • I've actually grown to like that add-on. It's annoying at times but it can be really useful too.

  • If it's happening it's just you. If you would post a video you can submit the behavior as a bug.

  • This could be read a couple different ways. 1. Which perks work specifically with special attacks (if you mean exclusively, then none, if you mean inclusively then any perk where it is advantageous at least partially to use a special attack)

    1. Save the Best for Last
    2. Remember Me
    3. Infectious Fright
    4. Surge
    5. Zanshin Tactics
    6. Forced Penance
    7. Coup de Grace (For Michael and Spirit and Nurse, note these are special but not technically special attacks)
    8. Deer Stalker

    But this could also be read as, which perks can be triggered after using a special attack.

    1. Bloodhound
    2. Stridor
    3. Thanatophobia
    4. A Nurse's Calling
    5. Save the Best for Last (when using the special attack to conserve stacks)
    6. Hex: Devour hope (The exposed effect does not work with special attacks, but you can gain stacks using special attack)
    7. BBQ
    8. Remember Me? I think this one works. Never really tested it though
    9. Blood Warden
    10. Make your choice (can't be used with exposed, but can be used for the initial down)
    11. Coulrophobia
    12. Infectious Fright
    13. Furtive Chase
    14. Surge
    15. Zanshin tactics (This one is a bit weird where you lose your aura reading, but it technically works with special attacks)
    16. Blood Echo
    17. Dead Man's Switch
    18. Forced Penance
    19. Death Bound
    20. Coup de Grace (in some circumstances)
    21. Deer Stalker
    22. Monstrous Shrine
  • I had a game where the survivor is at the exit gate, I expose and down him. When I go to hook him, he wiggles free. He runs back to the door and I down him again. He wiggles, now we both know that I can't make it to a hook. So I drop him on the ground after a minute I pick him up and he continues to wiggle. I place him back on the ground and let him bleed out. After the game is over he says that I was toxic.

    So Forums what is your consensus, was I toxic?


    As an additional note: the reason there were no hooks is that they ran 2 purple hook offerings to increase the distance between hooks. This was a 4 man swf, lowest ranked individual was a rank 3.

  • I think that for SWFs with 3 or more members, simply ignore the rank of the lowest ranked survivor and average the rest.

    In this situation it would be that they would be verse a red rank killer. That means they would need twice as many smurf accounts to pull off this kind of behavior. Smurf accounts that would quickly be used up as they easily win games.

  • @Seanzu said:

    I'm more curious as to how you know it's a 4-man PC specific SWF.

    But other than that, as a red rank player, I always get matched with players who are of a lower rank than me.

    It's generally fairly obvious. The swf in many circumstances is the strongest player, is running a full meta build and is using strategies that a swf would use like head on plays or running object.

  • Add-on pass with an emphasis on improving her chase ability rather than effects to the jigsaw boxes. Give her 1 additional trap in her default kit to make up for the over-all nerf to her jigsaw boxes and increase the speed of her dashed attack slightly (with overall same range)

  • @NeonAlien said:

    1. Don't make skillchecks appear the very moment you let go of a generator, causing an automatic non-counterable missed skillcheck.
    2. Rift rework (the time u have to spend playing is abysmal)

    Or allow skillchecks to get completed even after you let go. It works for other skillchecks like overcharge, it should work that way for regular skillchecks as well.

  • They earned what exactly? At that point they're not playing the game they're wasting time by playing badly. The problem is that the perk is being used as a crutch. I agree that it's good for overall health but it's also bad for the state of the game when abused. When the perk is used aggressively by all 4 survivors the combination is broken and unhealthy for the state of the game.

  • @Felnex said:

    DS is a healthy perk because everyone agrees getting tunneled is among the most anti-fun (yet still extremely effective strats) a killer can do.

    It allows Survivors a way to stay in the game for an appropriate length (That's why it's 60 seconds instead of last hook) and deters Killers from tunneling. This is a good thing. Survivors are allowed to play.

    Comparing it to other perks is useless because Survivor and Killer play very differently, that's a poor way to make an argument. "Pop was nerfed to 45, why not DS too?" all you're doing is showing what a terrible dev you'd make. Thinking it must be tit-for-tat.

    While I agree with you for the most part, there are certain elements of the perk that are very frustrating. I had a team of survivors that all were running BT, DS, Unbreakable, and Dead Hard. They'd rush the hook and would then body block with BT. When I didn't swing they'd block my path and then when I'd down them after the 15 seconds they would use the unbreakable to 99 percent and have a team mate pick them up. How do you play against that?

  • I don't think making it mandatory would be good, but I do agree with an experience boost if one side gets to heavily favored. I also think this should apply to match making, if the game has to expand the search and you get paired with ranks that are much higher than you you should get a bloodpoint boost post game.

  • @dspaceman20 said:

    I think I have seen that hole and when I tried to go through it, I couldn't. It also effects survivors.

    It depends how the map generates. So in some circumstances it blocks both and in some it blocks just the killer.

    The most recent OhTofu game the survivor runs through a gap that he cannot and he gets noticeably frustrated and calls it out.

    Here's the video https://www.youtube.com/watch?v=37lCD4jTMhM Time stamp is 14:07 - 14:44

  • Whenever a survivor takes a protection hit, you gain a token. Whenever, you get stunned gain a token, Whenever a survivor heals while being chased gain a token. After gaining 10 tokens survivors taking a protection hit will go into dying, survivors who stun you are affected by hindered status affect for 5 seconds, and survivors in chase that are injured will have Deep Wounds applied.

  • Yeah, I don't think hit validation is working properly.

  • The problem with using killers that have strong chase abilities like spirit or blight and getting good with them is that it's easier to get good with them if you are missing your fundamentals. Which means that you have to rely on their abilities more to get downs which means you get good with them pretty quickly because you need to. I found myself falling into this trap because I mained spirit first and then blight. I've noticed that the games that I lose it's because really good survivors can prevent me from getting downs with my ability and I need to become M1 man to verse these survivors but my M1 game is weak and they eat me alive.


    So I've been playing Ghost Face for the last couple weeks and really working on my M1 mind games using his stealth, his ability to hide his red light. It was really tough at first but I'm getting to the point now where I am winning more matches than I'm losing with him. And those skills will pass onto Blight who is 100 percent still my main killer.

  • I like them now. It's a bit of a flex to get multiple moris off in a game now. Like, yeah I know that I'm giving up a BBQ aura and I'm stuck in animation but all of you are still going to die to by getting injected to death.

  • Gutting a killer is not how you apply balance changes. In my opinion her design is just fine, it's just that she gets a lot of benefits for being in her phase.

    1. I would say remove the ability for her to see scratch marks while phasing.
    2. Reduce the base speed and all of the add-ons that increase movement speed while phasing
    3. Once the spirit has been phasing for X amount of seconds, have the husk provide some kind of indication that she is phasing
    4. When phasing the sound of survivors cannot be increased or reduced with the use of perks (This means stridor no longer works while phasing, but it also means that iron will no longer acts as a counter)
    5. Increase the sound of her footsteps while she is phasing, this sound can always be heard by survivors regardless of whether they're within her terror radius or not.
  • @Mandy said:

    This is one of the issues that the MMR is hoping to address, so that whilst you're not great at Billy but might be a god tier Trapper for example, you will be put against survivors within that skill rank for the particular killer that you are playing in that match.

    Why MMR though, why not just have individual ranks per killer?

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812902#Comment_1812902

    I'm not forgetting about them. These are normally ultra rares, and balancing Distortion around them would mean that you shred 2-3 perk aura reading builds of regular killers. I said it before, these are rare games, the regular games would completely be nullified then.

    https://forum.deadbydaylight.com/en/discussion/comment/1813030#Comment_1813030

    Not sure what the 15 seconds would help you. Except for constant aura reading effects like scratched mirror. Most aura reading effects have a time limit of 10s or below

    It would fix the problem where cleansing a totem would eat 2 stacks and it would be a nice quality of life buff to the perk.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1812721#Comment_1812721

    https://forum.deadbydaylight.com/en/discussion/comment/1812598#Comment_1812598

    I'm pretty sure there is no bug. The aura reveal only triggers when you get into totem range (2m). You are not revealed for the entire time you stay there. If you lost 2 stacks on one totem, you left the range and got back in again. I can confirm that I only lost one stack for cleansing a totem. The only other possibility would be that he had Hex: Retribution as well, to consume the stack after a hex cleanse.

    https://forum.deadbydaylight.com/en/discussion/comment/1812609#Comment_1812609

    No. a single perk should not be the reason to buff Distorion beyond horizon and therefore rip all other possible aura reading setups. In addition: Distortion is not meant to give you aura immunity. Just for a limited time. Most of all, it gives you information. Also when you never lose a stack the entire match. Like "killer has no BBQ, no nurses, no Undying..." And after getting this info, you get the possibility to outplay the perks you know about. Or allows you to not waste time in lockers to counter a non existent BBQ

    Maybe increase the length that distortion's effect is active.15 seconds rather than 10 seconds and an additional token. That in my mind would make the perk in a good goldilock zone.

  • This idea that only survivors rank up easily is straight up silly. I ask you a thought provoking question. Are there more rank 1 survivors or rank 1 killers (PC Players)


    Think about it for a minute, alright have you made your choice. Alright go to the DBD Stats website and go and check. But I'll act as a spoiler for you, it's roughly neck and neck.

    That's right, even though survivors have way more players than killer, on the PC platform the numbers of rank 1 killers is roughly the same as rank 1 survivors.

    Ask yourself why that would be, haha. Is it because survivors are boosted or is it because playing Killer and being rank 1 with killer is ridiculously easy?

  • It's plenty strong vs rank 1 swf squads. I would know I verse them constantly.

  • The survivors found the totem and broke it and you failed to protect it and you get the totem back. A one minute without this perk is still really good value and the perk would still be meta.

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