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  • Killer main logic:

    Survivors: *complain about NOED*

    Killer mains: dO BOn3s!!!

    ---

    Survivors: What if there was a totem counter?

    Killer mains: wait not like that

  • Honestly, if they just made it so cleansing on pools doesn't grant survivors the heal, I'd be fine.

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560858#Comment_1560858

    By that logic then Myers and Pig need buff more than Plague

    I can perform well with those two without sweaty perks because their powers are actually a threat. Myers can snowball and pig can keep survivors off gens.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560284#Comment_1560284

    Why would you try and balance killers using no perks or add-ons? The game is designed with the expectation that all the players are using at least common or uncommon add-ons and perks and offerings. There is no rational reason to ever play with literally no perks or add-ons other than to flex for bragging rights. It’s not a realistic balancing methodology to expect them not to be in play.

    If you have the OPTION to equip perks and add-ons or to play without them, then that means that using them is OPTIONAL, which means that you should be able to perform well without them. If you cannot perform well without them, then that means that the base design of the game is flawed. If using perks / add-ons was mandatory, then all characters would spawn with full loadouts from the moment you unlock them and unlocking perk slots wouldn't be a thing. So, it IS a realistic balancing methodology.

  • this message was deleted

  • if a killer cant get a decent amount of consistent 2ks without perks or addons, that killer needs a buff. If you have the OPTION to not use addons or perks or items, that means you should have a chance at winning without them. Survivors can escape with nothing equipped, so likewise, all killers should be able to get 4ks with nothing equipped. Obviously not consistent, but they should feel like a threat without perks or add ons.

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1560284#Comment_1560284

    Watch his video on YT, you'll see everything you want to see

    he has perks on his videos. That doesn't count. Plus, he gets survivors who hide in corners and get body blocked into infection.

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/184978/plague-needs-a-buff

    You should watch Fungoose, he has 114 4k streak with her

    with no perks or add-ons? I want to see someone get 4ks in 20 matches in a row at high ranks without using any perks or add-ons, or camping or tunneling. THEN I'll believe she's strong and doesn't need buffs.

  • DS just needs to deactivate once all gens are done. Cheap escapes cuz of DS are wack.

  • this is such a cute drawing!! I looove it!

  • @WARW0LF said:

    cringe and yikes just isn't enough to describe this

    you really dont know how to keep your bad opinions to yourself huh. wow.



    I personally really like it! Kinda wish the shorts were shorter wink wonk ;) hahaha jk jk jk

    Great job!

    One critique is... Is it difficult to groom the wig? She's kinda messy asflkjsafdlkagf

  • I'd say DS shouldn't work if all generators have been repaired. And yeah, if survivors do other actions like repairing or healing or getting in a locker it should cancel out too.

  • @Exhenn said:

    You do know that the matchmaking system is to help you practice with different killers right? Just switch it up a bit and play a different killer

    This makes no sense. They'll still be getting matched with red ranked survivors... even with killers they dont use often. That's what they are trying to say. The flaw that the new mmr system has, is that it is not working as intended. Blaming the players for having a bad experience is wrong. The culprit here is the mmr system, not the people getting paired with unfair skill levels. "Switching it up" is supposed to pair them up with lower skilled survivors, which isnt happening. That's what OP is referring to.

  • What I wanna know is what happened to her sparkles when she starts to phase? Why did they remove that? Now it just feels like the only "nerf" she got was the vaulting animation.

    I really dont understand why people say she got nerfed. She DIDN'T get nerfed, all she got was a vaulting animation and sparkles when using her power (which for some reason got removed). Counterplay against her is simply luck. Thats always been the counterplay and it still is. No spine chill, iron will, "walking-instead-of-running", or "listening to her footsteps" is going to change that.

    That is why she is hated by a lot of people. Spirits just have to use their ears and they got the down.

    Survivors need some kind of visual or an actual reliable audio cue to know where she is or what's she's doing. At least a vague indicator to help survivors in their decision making.

  • Abolutely, yes!

    And also:

    • 250bp cap in Survival for recovering on the floor (per recovery bar).
    • 1500 bp in Altruism when getting hooked after being unhooked near the killer (for being tunneled lol).
    • Change "Escaped" score event to Survival.
  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1377916#Comment_1377916

    "He needs a cooldown..."

    Is also what I said. Apparently you only read the first part and got salty immediately. Bruh

    What?? Salty?? How?!?!?! I said nothing to insult or degrade you, I never retaliated against anything you said?? Girl.... Here I thought we were vibing with eachother but apparently you viewed me as being angry at you.. #########. That was never the case. You said nothing to anger me, why would I be salty...

  • @Bludge23 said:

    Instead of nerfing pyramid head why not just buff plagues cooldown for only her vile purge. Whilst I'm on buffs for plague she should be able to see the infection timer on survivors

    Those would be neat changes! I dont mind her cooldown after puking Vile Purge. I mind it when she cancels it.

  • @DetailedDetriment said:

    Did you make this after watching Puppers' latest video?

    Nope? Why?

  • @ABannedCat said:

    The argument that one killer has something while the other killer has not is kinda pointless considering how prevalent it is across the killer roster.

    • Freddy with snares being basically a Clown with map pressure.
    • Doctor being basically a Clown on steroids.
    • Billy having no cooldown on cancelling chainsaw, while Bubba has a giant cooldown.
    • Legion's 4 seconds stun upon cancelling power.
    • Spirit being the only killer that has no telltale whatsoever when using her power.
    • etc etc

    Its just a fact that some killers are simply a better version of other killers, either by being easier to use, having a higher skillceiling, or having fewer drawbacks.

    Screenshot_20200623-143504_Chrome.jpg

    Couldnt post my reply for some reason so heres a screenshot of what I wrote lol.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1377303#Comment_1377303

    1..learn your killers because ph has 2 slowdowns when planting his sword , 2 he has a long miss cd on top of an extremely easy dodged attack, AND he has an attack lock out after canceling..seems to me you really dont know this killer and are just being punished for that fact

    That basic attack lock after cancelling lasts roughly half a second. Which is near to unnoticeable.

    How am I being punished?? By what? What are you talking about?

    My post is about comparing The Plague's Vile Purge cancelation cooldown and PH's PotD cancelation cooldown. I am not arguing about PH's viability, strength, or "how easy it is to dodge his ranged attack". I am not saying he is OP. Because he clearly isn't.

  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1377303#Comment_1377303

    I.. I said "Huntress has a cooldown and PH doesn't."

    Please read it fully before commenting.

    I said they BOTH need a cooldown.

    "PH has a cooldown but Huntress doesn't B)"

    .....that's what you wrote....

  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/164354/so-pyramid-head-has-no-cooldown-when-cancelling-his-power-but-plague-does

    PH has a cooldown but Huntress doesn't B)

    He needs a cooldown. He can fake it to make you swerve and then IMMEDIATELY m1 you.

    Huntress does have a cooldown when cancelling tho. And also after throwing a hatchet. She slows down and cant m1. Which is needed cuz if not she would be too strong. IMO PH needs to get a slow down when putting down trails OR a cooldown when cancelling his trails or BOTH. I can't handle them disrespecting my queen Plague like this.

    @immortalls96 said:

    1..not how ph works at all..2 plagues ranged attack that does damage is much more powerful than ph punishment of the damned

    Plague's attack doesn't go through walls, it is easily avoidable, her red puke gets cancelled if she is stunned by a pallet, PLUS she has to charge her power, which slows her down btw, to then puke. PH can just wait a few seconds for his power gauge to charge, put the sword down and immediately use PotD. If he misses he just needs to wait 2 more seconds to fill the bar a bit and then use it again. He gets no slow down when putting down the trails, he has no cooldown when cancelling, so in the end he is getting a guaranteed hit. What about that is "not how PH works"???

    Also, I went through the trouble of writing "regular power" aka. her GREEN puke, so people wouldn't confuse it with her red puke. I'm fine with her cooldowns when she's using corrupt purge. What I'm not fine with is her cooldown for cancelling vile purge. I brought it up because PH's power DOES injure survivors. Huntress has a cooldown when cancelling, so why doesn't PH? (And yes, Demo doesn't have a cooldown when cancelling but his Shred isn't that problematic).

  • @Kate_cx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1372168#Comment_1372168

    Clown is so bad. That's what 90% of the player base has been saying for years

    Years did you just say? Years? Clown was only released a couple of years ago and literally half of the Dead by Daylight community labelled Clown on his release as a strong killer because at the time they thought he was good at shortening loops and giving loads of map pressure. It was only around a year later or so people started labelling him as a weak killer because we had a bunch of other killers who were stronger (idk about Legion)

    It was a hyperbole hun

  • They shouldn't hold a Q&A if they're not gonna answer questions.

    If they can't answer some questions, put them on a "cant-answer" list in the description of the stream or somewhere in the forums, before starting the stream.

    This Q&A was such a waste of time. They need to hire a new balance lead. Sick of the developers dismissing the experiences of actual people who put thousands of hours in their game and are very good at playing both sides. That guy really had the gall to say Clown is underrated, lmao Clown is so bad. That's what 90% of the player base has been saying for years and he says that we just "don't know how to use him properly." If someone doesn't "learn how to use them properly" after playing them for 500 hours...... I think the player isn't the problem...

    I didn't see the Q&A section in the forums, but I am 100% they purposefully ignored some very relevant and important questions just to spite us.

    Girls.... learn how to listen to your players and take notes on their ideas and suggestions. Cuz if you don't, you'll lose the few players you've got left.

  • THIS!!! Just like in Custom games. You keep your build the same AND the offerings stay the same

  • Again, the reason you are fine with NOED is because you are constantly being gen rushed. And I GET IT. I TRULY DO! But what happens when you ARE actually able to apply pressure and have the survivors running around being altruistic, doing gens, and getting in chases? When you have a nice game, keeping the survivors on their toes, and when they finally pop the last gen you come in and you STILL got NOED. Your "just do bones" argument doesn't stand!

    Also, with the new maps, totem spawns have been fairly hidden. Especially on hawkins, Dead dawg, and Midwich. So it's even more of a waste of time for survivors to go out of their way to search for every single totem for no reason other than to prevent NOED. When they should be finishing gens.

  • I want to let any killer mains who's reasoning for thinking NOED is fine in its current state is because of gen rushing and swf's, you're wrong. Other hexes reward the killers for doing well, like devour hope, third seal... or for tricking survivors like haunted grounds, retribution... NOED is a cheap perk that rewards you for losing. And I know DS and other second chance survivor perks are wack. But NOED is the lowest of the low.

    It punishes survivors for doing their objective... don't blame the survivors for doing their job. Blame Behaviour for not adding other requirements for survivors to escape!

    I feel you. I feel you 100%. I get genrushed all the time. Even WITH thana, or dying light, or ruin. Hopefully, with this alleged trial warm-up the devs are working on. Genrushing will be reduced. And matchmaking will pair you with survivors in your skill level.

  • Hmmm... I like the first idea. I was thinking of something similar.

    The killer is notified when a survivor starts work on an exit gate. Survivors' auras are shown to the killer while they are opening a gate. Gate switches get blocked off if let go before fully filling the bar. Causing them to regress all the way down to zero. But I think the switch should be blocked off for 20 seconds, regardless of progress. That way, the killer has more time to get to the exit gate and down that survivor, reducing their chances at starting up the gate again. In the meantime, after letting go, the survivor's aura is revealed for 5 seconds and are exposed until the hex is eliminated.

    The hex will punish survivors who 99% gates. And will actually make the killer chase after survivors on gates. It will make pre-end game more interesting.

  • Survivors: Slugging is not fun because we have to stay on the ground for four minutes doing nothing.

    Killers: Lol. Just use Unbreakable.

    Survivors: *Use Unbreakable*

    Killers: ######### ?!?!?


    Trust me when I say I know how stressful it is to play killer. Survivor mains will try to say that's not true. But if it wasn't true. We wouldn't be having problems with matchmaking in the first place... I know all the second chance perks survivors have, that can make the game feel unfair for killers. I know keys are wack. I know genrushing is a problem. But you can't deny that being slugged is the most boring thing that can happen to survivors, and killers who slug ARE in fact holding the game hostage for the team because they KNOW that survivors can't do anything about it without perks and they don't even get points for recovering on the ground! Especially if you don't pick them up even though you are perfectly capable of doing it. (I'm looking at you Pig mains... lol jk)

    Personally, I don't want a free unbreakable, I just want points for recovering on the ground and I want a way for the timer to go down faster if the killer is abusing the slug. Maybe making the timer go down faster while crawling. The bleed out speed up will be an automatic incentive for the killer to not slug. But it won't be game changing either like having Unbreakable would. It would just mean the killer won't get the hook if they slug for too long. AND it'll make survivors think about when to crawl and when to stay put.

  • I think a nice buff would be:

    Increasing struggle effects to 90%

    Obscure Auras within 20 meters

    Wiggle Speed increase of 15%

  • Posted this because, personally, I feel like the genrush keeps being the same (at least in red ranks). And I've had two games already where the survivors pop a gen in less than 30 seconds, causing the gen count and no gen pop sound bugs.

  • @Seiko300 said:

    It's not really iridescent shards, so much as I believe devotion should actually have some kind of reward attached to it.

    As it stands the level is completely meaningless, and you would think a "devotion level" which indicates how "devoted" you are to the game you would think the most devoted players would get something for that. Iridescent shards are a super easy way to tie a reward to devotion, maybe when you hit level 100 you get 1000 iridescent shards or something I don't know.

    Devotion should have some kind of reward attached to it though, I don't think anyone would dispute that, iridescent shards seem like they would make the most sense for a reward as incentive to keep playing as much as possible. Since it's not like they're going to give out auric cells, and giving BP would be useless because you can already hard quickly grind bp with offerings.

    Unless they created a series of "devotion cosmetics" but I kind of doubt that

    Although I do agree that a bonus amount of shards should be awarded for getting to devotion 100, I still think one of the options above should happen.

    Another thing they could implement to give Devotion a use, is that by every Devotion Tier (the green number) you get a x% BP bonus on every trial. Which, yes, isn't a lot, and tiering up is very time consuming, but it would be a nice passive function imo.

  • Can someone link me to the most recent content and features page? I cannot for the life of me find the page where it explains the new changes (this new struggle cancellation one for example)

  • @AnnoyedAtTheGame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221339#Comment_1221339

    If you want this. Us killers wants extra points for survivors blocking hooks, doorways etc when we're trying to hook someone.

    The difference between that and being camped is that the killer still gets points for hitting the blocking survivors and for getting "in chase" with them. The survivor is kept on the hook for 2 minutes with less than 900 points awarded for struggling. Same with slugging, if a killer slugs and purposefully doesn't pick up, the survivor is stuck on the ground for 4 minutes with nothing awarded to them.

  • I just think that the meters should be increased to 20. And that the wiggle effects go up to 50/70/90. The killer slowdown sounds good too, but 10% is too much. 5% sounds better.

  • The killers having their individual keybinds is okay, but the second part is all because of YOUR choice of having those two actions merged within the same key. Each of those perks have their individual conditions that need to be met in order to trigger them, there is no way you'll use more than one at the same time.

    To use FtP you need to be healthy and healing someone without a medkit. To use deadhard you need to be injured and running. And to use Diversion you need to be completely still and crouched.

    You just need to change your keybinds. BHVR won't change the game because you put that handicap on yourself.

  • Ebony should only let killers mori survivors who are on death hook. But, also work the same way as Cypress, they can mori the last survivor regardless of their hook state.

  • I think the change it needs is it's tier 1 and 2. They need to be 40/50 seconds.

  • I feel like the person getting camped should be awarded survival points for each state they are being camped on. 2000 points per state, and the scoring event could be called "Held Captive".

  • Yeah, the Yamaoka Shrine map is really dark. Since release it was mentioned by streamers how dark it is. The team should look into that.

  • I thought this post was gonna talk about other ways to be able to activate the perk, or a chance at escaping from second stage even without having the perk active... not.... this... This has no use.

    It's not a buff, cuz it would still need to be activated normally. Just to be given a meaningless second chance of escaping after being the last survivor.

    No offense, I'm just saying...

  • Lets say you kill one survivor by hooking them when the gens are powered and that's when the rest of the team opens the gates. When they see that the exit is blocked, the three of them will run out of the gates to hide from you. Lets say you find them and start chasing one of them. That ONE survivor will still run you around and even if you down them and slug you'll have to chase down the others. If they're good, they'll have run you around for more than a minute, and since the EGC timer goes down slower when someone is downed, that means it's more likely BW will end before the EGC timer runs out. If the survivors are smart, they'll run you away from the gates so that the rest of the team gets the escape when you finally down that survivor and BW deactivates. So you'll still have someone who escapes.

    If you keep BW as it is now, you down a survivor when the gates are powered, you open the gates and then you choose when to hook them. Meaning you'll have more control over the EGC and potentially trap the remaining survivors when the EGC has less than 60 seconds to end.

  • I think ebony mori should work like this:

    "After all four survivors have been hooked once, and a 5th survivor is hooked and saved a second time, you are able to mori."

    It would work kinda like Devour Hope but without need for distance from the hook.

    OR

    "You can kill a survivor who has been hooked twice."

    But I feel like this one would encourage tunneling...

    NoEd is fine. It's the ONE second chance perk killers have, while survivors have many second chance perks like: Borrowed Time, Decisive Strike, Unbreakable, Deliverance, For the People, etc.

    It's true, survivors dont need to win every match, and neither do killers, but the fact still remains that most matches end in less than 5 minutes if the survivors are working on gens and know how to loop and, in some cases, abuse the killer speeds (huntress, deathslinger, which btw, cant catch up to you on certain loops unless they're in bloodlust 2 and THAT activates after a long time).

    It's crazy having to wait 10 minutes as survivor to get a match, to then finish that match in 3 minutes cuz the killer couldn't get a down quick enough.

    You can keep saying the game isn't survivor sided, but the fact that the game has so few killers should be enough proof that it is in fact survivor sided. And a lot of survivor mains REFUSE to see that, because they lost to that ONE killer with that ONE perk in that ONE match.

  • But if you change it like that, maybe the gate will be blocked once the gate is opened, but if you hook the survivor far from the gates and the rest find out u have bloodwarden they'll have time to hide and loop you again, and the rest will still end up escaping. What I usually do is down the survivor, open a gate, then camp the survivor on the ground. What I think would be a better buff to the perk is buff it to 50/60/70 seconds, instead of 30/40/60.

  • @AhoyWolf said:

    I think recovery could give you some bloodpoints for the Survival category, that would be nice.

    But I'm not sure about the crawling bloodpoints, you will be basically rewarding Survivors for doing nothing.

    Yeah, it could make some survivors more likely to crawl than to recover... which would be detrimental to the rest of the team if they are willing/able to help heal them off the ground...

  • Thanks for the feedback!

  • My idea is to make all gens start off covered in vines which will take survivors 10-15 seconds to remove. (Per side of the gen).

    Make skillchecks more frequent, make great skillchecks appear less often and add more buttons to press to hit a skillcheck.

    For example, on Ps4: L1, L2, directional buttons.

    Or on PC: M2, mouse wheel, WASD keys.

    I think this will help slow down how fast gens can get started on and with the great skillcheck reduction, perks like ThisIsNotHappening can be changed to help increase the chances of Greats appearing.

    OR if the vine idea is too boring. They could make it so there are parts the survivors need to look for around the map to start work on a gen. (This has been suggested by many people before) Maybe even color code gens and the parts you need so that you have to use specific parts for a specific gen or group of gens.

    For example: red gasoline canisters are for, red gens. Yellow canisters are for yellow gens, etc.

    Adding the gasoline/parts will take 5-10 seconds. to help slow down the process as well.

  • Along with this, make hooked survivors see when a rescuer has borrowed time. As in, make BT's icon show up on the lower right of the hooked survivor's screen when they are being unhooked. If it doesnt show up and the killer's close, the player can decide if they wanna kick.

  • Well, I feel like this whole "popularity" thing is just whack because Susie is the most popular of the legions and NOW is when she's getting a new cosmetic...

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