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konchok

konchok

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konchok
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  • I definitely agree.

    • Maybe give new players a double blood point boost for their first 20 games.
    • Let them unlock one teachable from a character that they have unlocked for both killer and survivor
    • Let them get one unlicensed DLC right when they purchase


  • @dmhughes86 said:

    I just picked up the game the other day. The game seems fun, competitive, and strategically deep. I have put in about 12 hours into the game and have mostly been playing killer to speed up my understanding of the maps and not have to worry about all the random stuff different killers do. I haven't much time in but the matchmaking in conjunction with the amount of knowledge required to even functionally play the game, is already making me lose interest in continuing to grind the game. It's a shame too, because I want to enjoy this game.

    Matchmaking problems that I have experienced -

    I have been queued no less than 10 times in my short amount of play time with at least rank 2 players (I'm currently rank 15 and climbing).

    I wouldn't mind playing against higher rated people if I knew before the match even started that I was going against a stronger group of players. This way I could use necessary items or not waste items should I so choose.

    Winning against a higher rated group of survivors doesn't appear to have rewarded me anymore than when I won against lower rated people.

    I'm rank 15 and climbing with relative ease when I'm not getting put against a fully kitted group of survivors of a much higher rank. I don't know if this is an issue necessarily but it seems that my rank applies across all killers and I don't even know what they all do let alone know that I can play them as well as my main killer.

    I have no idea what being a certain rank even means, I would assume that rank 10 is where the average killer is considering its a 20 rank system but again I have no idea.

    Ranking up seems to be more of a product of playtime vice skill.

    I have had people disconnect from my games many times many of which seemed like rage quits. Seems like more often than not its the higher ranked people too which I thought was weird.

    Perks available at lower levels seems too limited considering that being put against higher ranked survivors/killers is already a huge disadvantage and you seem to be expected to do so without access to the same utility.

    I will continue to grind and learn, and for the most part continue to have fun with this game. I just hope I can make it through some of these games which, I'm not going to sugarcoat it, are not just dissatisfying but downright infuriating. I am concerned, not only that I have to make it through this but that the rest of the player base does as well. Frankly, I don't think that enough people will put up with this only making queue times worse and ultimately matchmaking worse. If I had an option to wait longer for a more balanced games I would take it.

    You seem to have a general knack for the game. However, you're often going to be playing against people who have 10 times or 100 times the experience you have, in addition to that, until you've learned the meta teachables you're at a significant disadvantage. And most of the meta killer perks are behind paywalls.

    I would recommend using the in game currency that is being handed out right now to purchase one of the original DBD characters. In addition to that I'd recommend purchasing Leatherface to get BBQ which will get you double blood points, it's worth the 5 dollars in the time you'll save leveling up. Keep an eye open for the following killer perks in the shrine. Hex: Ruin, Hex: Undying, Corrupt Intervention, Pop goes the Weasel. Generator slow-down is needed with the current meta and these are the best perks for slowing down the game.

  • Do you have video evidence of this change?

  • It took me 1000 hours to get survivor to rank 1, and about the time that I got to rank 1 with survivor I started playing killer quite a bit more. It took me about 250 hours to get killer to rank 1. When learning a new killer it's currently taking about 100 hours for me to get good enough with them that I can play at rank 1.


    I'm not the fastest at picking up the ropes, so I'm sure most people could get to both killer and survivor rank 1 with less time. I should also say that it's much easier for me at least to play killer at rank 1 vs survivor at rank 1. But I think that comes down to the fact that I rarely play in a SWF.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1708109#Comment_1708109

    They have said it is low priority and will take a lot of time, but (IIRC) that's because a Killer's 1st person POV is also tied to the Survivors' 3rd person POV.

    Apparently, changing one changes the other because they actually both occur; just that each side sees a different animation. So if they wanted to raise his FOV from his crotch to his neck they'll have to completely redo all his animations for both sides. According to the Q&A stream (again, IIRC) the animators are busy working on something else right now, and they can't just drop whatever it is they're doing to fix all The Blight's animations.

    No , that's not what they were saying. They were saying that Blights first person animations are actually shrunken parts (to keep them within the POV while playing first person, and if they raised the height that the animation would fall outside of the POV entirely and therefore, because the individuals who are needed to make that change are working on something else right now, the change is low priority.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1706965#Comment_1706965

    why in that order?

    why a bad killer should lose to bad survivors?

    why bad survivors should beat a bad killer?

    if skill is equal, shouldn't it be a coin flip? (not as in luck, as in you shouldn't be able to tell who will win)

    You're misreading and not understanding what I'm trying to say. I'm trying to say that we need killers who are based off of player skill. What we don't need are killers who are noob stompers.

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1705745#Comment_1705745

    The stats doesn't even show how killers got the kills, even DC survivors abused could count. Saying Freddy is a free win is basically equal to saying SWF is a free win. Like I said before, Freddy is not hard to beat when you encounter good players who knows what's hes doing, but he is noob stomper. Unfortunately most of the community are second thing.

    It's interesting how you ignore your own skill. Freddy plays himself. A good nurse is a good killer, a good Freddy is... Why should survivors skill matter but not Freddy's skill. I'm not saying that Freddy should be less lethal, I'm saying he should be harder to play. Bad Freddy players should lose to bad survivors,just like a bad Nurse will lose vs bad players.

  • @Maperson said:

    Hmm, according to the stats we should buff Nurse a lot

    The stats show exactly how easy a killer is to play. The reason that nurse is so low is because most people who play her are still learning how to play her. But what it shows is that 1. Freddy skill floor is very low. This is the issue with Freddy. There's nothing wrong with a strong killer, like nurse if that killer earns that win through effort and hard work. The problem with Freddy is that you don't earn a win with him, it's given to you.

  • I did it and received credit. So it works at least some of the time.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1704870#Comment_1704870

    I'm not trolling, i said i played him, tried out his power for various add ons and i think he sucks, the registration for walls triggered on a lot of open doorways for me for one. His add ons don't do much and seem mediocre compared to other pinks. Bring the next killerrrr pls

    He's very strong, but very difficult to play. I love his add-on kit. The only things I don't like is how I'll go to bounce on something and slide right on by and his height point of view is too low. But strength wise, he's really strong. There are also a surprising number of loops that you can counter with his ability. And let's not forget his mobility, it's literally the best mobility in the game.

  • @Tsulan said:

    Because killers are obvioulsy OP.

    Haven´t you seen the stats, where Pig is S tier and the Clown is more lethal than the Huntress and Nurse?

    The stats match up with my own personal experience. As a red rank killer, my personal kill rate is at 60 percent. I'm rank 1, however, I don't feel like I've mastered killer. I make mistakes often, and the survivors that I verse are often better at looping than I am. However, I still kill 60 percent of the survivors that I verse. When I see how well some of the streamers play and how they can get streaks of kills where no one escapes, it seems to me that killers may be a bit too good right now. I also feel like it's way to easy to rank up with killer. I feel that I should be several ranks lower than I am.

  • @Zagrid said:

    As peanits said. These stats are not indicative of game balance or how the devs will make changes.

    These are just numbers to look at. There's too much RNG in dbd to make any meaning changes based around numbers.

    RNG is not what changes the numbers so much. What changes the numbers is how difficult the killer is to play. You can fairly reliably say that killers whose numbers are on the far right end are too easy to play with and the killers on the left hand are either very weak or very hard to play. If you take that into consideration, than the stats make sense. And it also gives us some idea on how killers should be balanced. Killers should not be made weaker (for the most part, but some killers should be made more difficult to play) If the skill ceiling goes up and the skill floor goes up, naturally their kill rate will go down while also leaving them powerful enough to handle strong survivors.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1699894#Comment_1699894

    That must be a region thing, because I almost never farm.

    Based on my own play, I would argue that these stats are wrong because the only Blights I have faced were in mid ranks, not red. Nurse is almost never seen, Pig never appears in red and all that, until you consider that it is GLOBAL and we have not been given a definition of a "red ranked" game.

    Blights a bit like nurse, you're either really good with him or you don't play him at all. I'm currently rank 1 with Blight. I did a test today to see what my kill percentage would be and I had a 60 percent kill rate. Out of 13 games 6 were 2 kills or less and 7 were 3 or more. 2 games all survivors escaped and those were both on Ormond (the survivors burned the offering each time)

  • While this may be a sign that the game is killer sided. Before making any other changes. We need to look at the most common reasons why a survivor team gets slaughtered.

    1. A survivor DCs or kills themselves on hook. Now I know these stats don't include DCs, but that just means the stats would be worse if they did. Behavior needs to remove the ability to unhook yourself unless all survivors are on hooks or downed and they need to keep the existing timeouts DCs
    2. Moris. Moris are entirely unbalanced and allow the killer to quickly remove survivors from the game. They have too much impact on the game and should be removed (the lowest tier should become base kit, they could even handle it like they do with Pyramid Head where the killer needs to accomplish some goal for the mori to become available to use.
    3. The Iri add-ons of specific killers. The iri add-ons are too powerful for the following killers, Huntress, Michael, Plague, Clown, and Spirit. These need to be toned back some.

    Once the above 3 are done then we can revisit the stats to see how the killer survivor match-up looks like. I think that if that was done we'd be much closer to a 50/50 ratio for killers and survivors.

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1699581#Comment_1699581

    Actually, on the third point, there is. Blights attack during Lethal Rush has a considerably larger cone, which extends almost to his sides. Essentially, he has a 180 degree swing during Lethal Rush. THAT SAID, I think making it count as a basic attack wouldn't really hurt anything, though some might say it would buff him too much.

    When I said no difference, I meant in the sense that both Spirit and Nurses attacks are modified after applying their attacks, but they're still considered basic attacks. I wasn't saying that Blights attack post rush is the same as a basic attack.


    The reason that basic attacks is even a thing is too stop legion from becoming oppressive when stacking perks on him that trigger when attacking a survivor. But that's a uniquely legion problem. No other killer is broken because a perk actually works with their non-basic attack. And it has the opposite affect to where it removes the downsides of certain perks , like STBFL when used with killers that can avoid using a basic attack like Demo

  • I really like him to, but I have 3 grievences

    1. The point that you brought up
    2. His height being so low to the ground (During the QA they said that this will be addressed)
    3. His attack post rush being considered a non-basic attack. There is no difference between his post rush attack and spirit or nurses attacks after they use their power.
  • @Izanami said:

    Has there been any developer acknowledgement of this issue? Any word?

    Why is there this, survivors this killer that. If you want something for killer you don't need to involve survivors in anyway. This comes across as childish whining.


    In addition to that , the offerings stop showing up on the bloodweb for survivors, so after the event it will be super rare to run across a survivor who has the add-on.

  • @NeverEnoughCaffeine said:

    Mclean talked about it on his stream yesterday on Twitch, can go watch it there.

    Would you happen to have a time stamp?

  • One thing that needs to be considered is how easy it is for a survivor team to throw the game.


    A survivor DCs, the game is thrown. The survivor forces struggle and then suicides, the game is thrown. The survivor is afk, the game is thrown.


    In a game where both sides try and both sides don't throw, who knows what the balance is, but what I do know is

    1. DC penalties must stay! (anyone who wants to do away with DC penalties is begging to nerf killers to oblivion)
    2. Survivors should not be able to kill themselves while in struggle phase. (However, I'm alright with accelerating how quickly you get sacrificed, such as how it works with PH)
    3. Moris are a problem. Moris are not the same as keys. I play both sides, I get how annoying keys can be, but keys are not nearly as broken as Moris. In addition, Moris are incredibly common. I will avoid a Mori offering and across all my killers I have nearly 300 mori offerings, and this is with me going out of my way to avoid them.
    4. Certain Iri add-ons are completely unfair for survivors. Mother Daughter Ring, Iri Head Hatchets, Plague and Oni's add-ons that allow them to see the aura of survivors touching blood or while throwing up. There are so many add-ons in this category that are straight up unfair and with the combination of the purple hand to keep add-ons offering you can re-use these exceptionally broken add-ons repeatedly.

    Once these core issues are addressed I guarantee that the survival rate will be more accurate and then we can discuss balance. But I really feel that these 4 points need to be addressed first. I'd be willing to bet that the balance is much more balanced than what the stats initially show after these flaws are fixed.

  • @ClickyClicky said:

    Otz often makes good points but sometimes he gives off the impression that he's trying too hard to appeal to the community, telling them what they want to hear.

    Moris - I still don't think people will be happy. Their line of thinking will be "well I wasn't hooked twice why should I be mori'd?" Not to mention the 4th survivor hooked will be the one who gets killed immediately off hook which is another major complaint.

    The Iridescent head change is fine but what's wrong with Pinky Finger? has anyone actually played Clown with it? it's hard to hit.

    Here's how pinky finger plays out...

    • Get up close behind survivor
    • Carefully hold M2 lining up the shot
    • Try to hit them with it, if you miss repeat until you land it
    • M1 to instadown

    So you have to get up close, carefully line up the shot and depending on the survivor movement may need more than one attempt at it...

    How is that any different to Hillbilly's chainsaw? even Leatherface is similar to a degree.

    I think people freak out about Pinky Finger because it radically changes The Clown but he's really not very different to a Hillbilly. He can handle loops better but doesn't have the traversal speed so they're about on par.

    Tombstone piece - remove T3 forever, yeah I'm sure the survivor that got killed with the tombstone piece will appreciate the change. 🙄

    Exhaustion add ons are fine. Considering how a tap of the E button can completely negate a well aimed shot by the Huntress player I don't think these are OP at all. Survivors are just desperate to have their no skill required ez chase extenders on demand.

    Map offerings should be disabled regardless. Yeah it would stop some fun builds but map offerings are just used to radically change the balance and it's not fair. If anything I'd turn all existing map offerings into anti-map offerings. i.e. all my Ormond offerings become anti-ormond offerings so that when I use that the game loads any map but that one. No more picking the easy maps but getting rid of the maps that are really not fun for certain killers like nurse on lerys, wraith on azarov's etc etc

    Making Spirit visible would kill her overnight and Executioner just got changes yet they're already talking about more.

    I saw parts of the video yesterday and it just felt like Otz pandering to a chat full of DBD reddit users so I turned it off.

    You're playing pinky finger wrong. Step 1, throw bottle to slow down survivor. While they are hindered and can't dodge use pinky finger. Pinky finger is too strong and should be nerfed.

  • I feel that pallets blocked by the perk should remain blocked until the hex is broken. In the case of undying any blocked pallets would become unblocked again. Balance wise, the cool-down could be increased by a bit.

  • It would definitely shake up the meta. However, I think that it'd make most killers unplayable.

  • When you start playing try to identify what kind of play style you enjoy. I personally really enjoy the chase and I enjoy killers with a chase power. My mains are Spirit, Oni, and Blight. Other killers with impactful chase abilities are Billy, Huntress, Death Slinger, and Nurse. These killers are more complicated and generally have a fairly significant downside to balance their power.

    If you prefer stealth than you may like Ghost face, Wraith, or Pig. Stealth killers are survivor favorites as they leave the survivor without a sense of where the killer is, which makes for a fairly thrilling experience. That being said, due to perks like spine chill and object of obsession. Playing stealth killers isn't very effective and unless it's something that you enjoy I would avoid these killers.

    If you would prefer not to chase then there's Hag or Trapper. If you like this play style, I'd recommend watching some of Otz's hag or trapper game play. However, these killers spend a lot of the match preparing, these are not good killers if you'd prefer to just get to the action immediately.

    If you want killers that have easy to use abilities there's Doctor, Freddy, Michael, or Wraith. These killers are your bread and butter for learning the basics of killer. Their powers are fairly intuitive and easy to use and they all run tiles in nearly an identical fashion. If you learn 1 of these killers you'll have learned most of what there is to learn for all 3.

    It is generally recommended to avoid the weaker killers that struggle with downing survivors. These are Clown, Legion, or Demo

  • @NursesBootie said:

    Imbalance at the highest ranks. But you simply can't buff killers too much or solo survivor will fully extinct.

    I think killers like Blight, Nurse, and Huntress are the right way of going about fixing this. It's ok for killers to be really strong but they should be very skill based to compensate.

    Killers should not be like Freddy. He's weaker than all the killers I've listed, but he's brain dead easy to play. For the skill required to play him he's too strong.

    And I really don't feel that it's that imbalanced at the highest ranks. Every killer is viable at red ranks and killers like Nurse, Spirit, and Hag are powerful enough for everything short of a tourney team.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645890#Comment_1645890

    Its not that it doesn't allow you to score additional hits against impatient survivors, its that against experienced survivors all it does is slow you down, I understand the power of it just fine because I understand what it can be paired with but using it instead of something else is just limiting yourself as there are addons that do its job but better (getting hits in situations where you otherwise wouldn't addons are turn rate, and speed in my opinion).

    While I agree with you, the speed add-ons are a double edge sword. They can get you hits that you wouldn't have gotten otherwise but they can also make certain hits impossible. As for the turn add-ons, I feel that those add-ons, while powerful, aren't needed for most hits. Properly planning your bounces can position you so that additional turning isn't necessary. But without a doubt, turning add-ons are amazing. My biggest point is simply that rose tonic is under-rated.

  • I'd recommend playing with Rose Tonic + Compound 21. It's something you need to play with to understand. It allows you the ability to time your rush to land hits that aren't possible otherwise. Rose Tonic is completely underrated.

  • @angardia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645469#Comment_1645469

    https://forum.deadbydaylight.com/en/discussion/comment/1645471#Comment_1645471

    so basically what you both saying that this perks are useless to solo survivors. and good for SWF who doesnt have to use perks like kindred.

    you use them for the fun of running something other than the meta perks

    I think you're putting words in my mouth.

  • Whataboutism at it's finest. Whataboutism is so disingenuous. If DS had it's timer reduced to 45 seconds would you have been asking to have Pop's timer reduced? Of course not.

  • The goal of the buffs isn't to shake up the meta. It's to make perks that aren't being used at all good enough that those of us who enjoy playing with different perks will create niche builds using these perks.

    I've run any means necessary and it is useful to reset a pallet. Even a weak pallet can be used to stun the killer and that stun allows you to get to another loop. Otherwise a weak pallet that's down will just get you killed.

    Built to last is really strong with a Blood Amber key.

    Desperate Measures combined with Botany Knowledge is a very strong. It can absolutely evaporate the killers pressure, a killer can go from having all survivors injured to them all healthy in absolutely no time. Do you play killer? Do you know what that feels like when you had 4 injured survivor and you can't find them and then they all heal up? It's the worst.

    Zarina's for the people is a bit niche, but it's also really strong. It can also completely remove the pressure that a killer has applied. I'll give you an example of a game that was the difference between winning and losing.

    I was playing vs a legion. I was running - For the People, Desperate Measures, Botany Knowledge, and Self Care. The legion had gotten us all hurt, put one of the 3 other players on hook and was camping that survivor. My team mates had tried to lure him away from the hook, but they had both gone down right next to the hook.

    I used self-care with a 16 second heal and when he picked up a survivor to put them on a hook (which was very close to the original hook) I used for the people to get 1 survivor of the ground (who had only healed to halfway) and I unhooked the survivor in no time at all thanks to desperate measures and we had just enough time to make distance before he could come back and defend the hook.

    That was a game that without those perks would have ended then and there. Is your build better in most circumstances, sure. Is it always better, definitely not.

  • I've been having fun with killer. So to answer your question. Yes. Thread over.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641593#Comment_1641593

    Better BP gains sure.

    You mean reverting the losing addons change?

    Honestly get rid of all brown non-unique items, then bring all add-on rarities down one level and remove add-ons that aren't used at all and we'd be in a good spot. I'd also like it if chests in the match came with up to 2 common add-ons

  • @Jeffalations said:

    Still a good addition to the blight imo. I think he needs a little more but theyre on the right track

    The only thing blight needs is for the camera to be above his crotch. He's plenty strong.

  • @TreSen said:

    I would say he's little stronger than pig, and a little weaker than pig.

    I think he might be the pig. BHVR care to comment?

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641027#Comment_1641027

    🤣🤣🤣

    In all seriousness though, why is it so low? Why is it still this way?

    His eyes aren't in his head, they're dangling out. ;)

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640580#Comment_1640580

    nah, the point is in 16 meters, otherwise you can't cover loops.

    I don't think this ability is useful in a loop. It's useful when the survivor turned a sharp corner and you're looking to bank into a hit.

  • I want to avoid using tier lists to grade him, I feel that it's more valuable to do direct comparisons with other killers. I appreciate everyone who has responded so far.

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640512#Comment_1640512

    My point is that what if casual killers that are not ranked 1 like me get hit with this exact kind of scenario, they'll be thinking of how bullsh*t the survivor side is and would be creating a reddit post of a rant on how unfair the game is then taking a break/quitting the game.

    To use these perks offensively rather than defensively is not something that mid tier survivors can reliably do. Which is why at mid tier you'll see more stealth perks like urban evasion and spine chill and fewer second chance perks. If you're running into a ton of second chance perks, chances are you're a red rank killer and you should know how to reliably play around those perks. The only exception to that would be when survivors smurf. But at that point the killer will get curb stomped regardless of perks.

  • @Slashstreetboy said:

    It´s generally a really good thing to play both sides. Helps developing someempathy for the hardhips Killers/Survivors are facing. If more people did it regularly, certain issues wouldn´t be as prevalent as they are.

    Congratz on your journey towards deeper understanding^^

    I'd say the opposite for me. Playing survivor has turned me into a ruthless killer. Here's the thing, when I play survivor I don't expect the killer to handicap themselves. I expect that if they feel the best play is to camp or tunnel that's how they'll play and I do my best to counter those strategies when they occur. When I play killer, I'll tunnel, slug, camp, etc if I feel like that's the best play. That being said, tunneling is rarely the best play. That just leaves 3 merry survivors working gens. The same goes with camping. However, if you're on death hook and I've eaten your DS you can bet your bottom dollar that I'll probably tunnel you out to turn the game into a 3 vs 1. It's not me being toxic, if I want to win the match I need to kill all survivors.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638938#Comment_1638938

    https://forum.deadbydaylight.com/en/discussion/comment/1638896#Comment_1638896

    You just don't understand how to use it.

    It INSTANTLY turns you into survivor's direction so you can fit into some really slim timings.

    When you can't benefit from addon, you usually have time to turn yourself anyway, so this addon is only a hindrance when there are multiple survivors nearby, otherwise it is a very good addon.

    If they reduced the range from 16 meters to 6 meters I would use it for the shots where you go from wall to survivor for an instant down.

  • @Pior_Morte said:

    To good to be a brown, should be base-kit

    Oh god no. That add-on is hot garbage. You'll play way worse with it than without it.

  • @ringwinning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640189#Comment_1640189

    You were the one that sold me on Bond so now I run it all the time but I'm looking at these forums and wondering exactly how many people are solo and how many are SWF? Because if people are going solo without aura perks isn't that a little odd...

    I run solo and I don't run aura reading perks (generally) there are a few builds that I run that do use aura reading. But because I'm used to tracking survivors as killer, I use those same techniques to track survivors as survivor. And generally if I need a heal there's a number of strategies that you can employ. One of my favorites is when another survivor is hooked and I know that the killer is in a chase and I know that a healthy survivor is going for the save. I'll also go for the hook and then we can group heal at the hook.

  • Placebo tablet and the Blighted Crow is a pretty solid combination. It makes it much easier to hit survivors where you're relatively near them and but you can hit a few walls and go faster and farther than you would without add-ons.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1640337#Comment_1640337

    I get why there needs to be limitations and restrictions on CP use. It is still indisputably the most powerful ability in the game while active.

    But how it’s currently implemented just isn’t good. Either Plague needs something else in her kit to help in a chase without CP if survivors don’t cleanse, or how Plague acquires CP needs to be overhauled.

    I just had an idea for an interesting mechanic. On downing a fully sick survivor, you gain the ability to fully heal that survivor. There's a 5 second animation and the survivor can start running 3 seconds into the animation and plague gets her corrupt purge.

  • Something that's not brought up a ton in terms of balance is how good a killer should be for how easy they are to play. This is where Freddy is broken in my opinion. Is Nurse stronger than Freddy, yes. But she is very hard to play.

    In terms of power, Freddy is very similar to Oni, the difference in skill required to play cannot be put into words. Oni requires much more skill than Freddy.

    Freddy is "balanced" in terms of potential, it's just that someone who is new to Freddy isn't going to be much worse than someone who has really invested time into Freddy.

    Basically Freddy is too good for how noob friendly he is.

  • There was a group on hexy's tournament where they claimed the same thing happened to them, and they also said that it happened as soon as struggle phase started. This bug is hard to prove though because it's like you said you may just miss a beat and get killed so it's tough to prove that it was a bug.

  • My top 2 would be Spirit and Blight. I like them because they both have depth in their power and their add-ons. The way that you play spirit is different if you're wearing father's glasses than if you're running activation add-ons and different than if you're using prayer beads. And for Blight it's all about the risk vs reward of using his power, It reminds me of when I was first playing portal and there just gets to be a point where you're thinking about how to use portals to solve problems and it becomes second nature. Blight is the same way, the more I play him the more I'm coming up with interesting angles that get me downs. It's also learning where you just cannot use your ability.

  • It's so hard to say whether a killer is good or bad. Because your own personal skill matters so much. I will say good or bad, skill is amplified with the blight, if you're bad at using his ability he's really bad and if you're good with his ability he's much better. Whether or not he's good enough to be played competitively in a tournament I honestly don't know. I'm getting pretty consistent kills with him at red ranks, but I used to be rank 1 with spirit and I've only hit rank 2 once with blight.

    That being said I feel like spirit held my hand a bit and I really miss some aspects of the spirit while playing blight. He's an open book, the best action for him to take is fairly obvious in many circumstances and a lot of time for survivors the best course of action is to have any obstacle between you 2 and they're golden. If a survivor tried that same tactic with the spirit I'd eat them alive.

  • I'm not sure how I feel about it. Playing killer at high ranks isn't fun but while I struggle in a game with several rank 1 survivors I absolutely crush a group of rank 5 survivors. It's amazing just how large that divide is. It may be that there really should be about another 5 ranks between the current rank 5 - 4 cause that's where I feel like I'd fit nicely. If I depip to rank 5 I crush and if I rank to rank 3 I get crushed. Neither is that fun and rank 4 is a random chance at having one game or the other.

  • I agree. It's important for the devs to realized that players use these tournaments to help us gauge how strong certain strategies and killers are. I love watching the tournaments because as killer or survivor I want to see how they handle things that I struggle with. I also love routing for my favorite person or team. I would really like for it to be a better experience for all involved.

  • I would like to see this implemented.

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