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  • @immortalls96 said:

    It should be bumped up a bit...

    I think the percentage part is fine I just want to add the part with the dead survivors

  • @Victor_hensley said:

    They won't

    Ikr it's such an OP addition idek why I'd suggest it but I thought I would

  • @DaGreenBolt said:

    I'm confused by this post, you only describe what thanataphobia does, I was expecting an idea for a buff.

    The part about dead survivors

  • I actually main stealth killers (Wraith, pig, Ghostface, etc.) And I agree with this, I wouldn't be too perturbed by that change at all

  • If you think about it, the idea of mouse and keyboard wouldn't actually impact the game at all. Survivors on console wouldn't really be at a disadvantage because even on PC a large majority of players play with a gamepad. And if they didn't, the console would be used to it anyway. Survivor doesn't gain much from a mouse and keyboard. Which then also leads to playing against mouse and keyboard with a controller. They're already at a disadvantage using a controller as killer, it doesn't matter that the survivors have M&K. I think overall, it would only bring benefits.

  • I'd enjoy it. Moris look cool

  • @Jesya said:

    My unpopular opinion: BL needed this change.

    Personally, I'm not gonna post my opinion yet. I just thought this would be a funny post

  • Yamoka's wrath will be fun

  • @AkiTheKitten said:

    She's fine, she didn't even need nerfs. These are more qol changes, what she actually needed. Even the devs think she's fine, stop

    The add-on changes was all she needed. Collision was fine, literally countered by not standing in the tiles like an idiot. The window animation was a mindgames that had several counters depending on what window they were using. Literally all you have to do is have a brain and you can counter her but instead survivors choose to ######### until they get to just bully whoever they want without thinking.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/837869#Comment_837869

    Well people were asking for the collision removal and I agree with it, same with vault animation. The base speed out of phase was mainly a QoL thing.

    You're right standing still should be a counter to a killer. So should running in a straight line. In fact why don't we remove all intelligence from playing survivor and just make killers sit in a corner so survivors can do whatever they want

  • @AsePlayer said:

    While I feel like it won't be enough as the main reasons people hate her haven't been addressed yet, I'd wait until the PTB comes out. They can always change her further as necessary.

    You have to admit though, some of those addons needed a change (especially when they were combo'd together lol)

    Like I said, or maybe didn't say well enough idk I was at work and it was hectic, I agree with most of her add-on changes. But I disagree with all of her basekit changes. They weren't the issue, so I don't know why they bothered with it. But then again they gutted Nurse, Legion, old Freddy, and many more killers for no reason so I've given up with this balance team

  • @jeyers said:

    https://forum.deadbydaylight.com/en/discussion/102838/how-to-adapt-against-the-rise-of-keys

    Now that every other survivor item has been nerfed to basicly uselessness you are suprised surv are running the !only! viable item thats left for them ?

    Supriced Pikachu face.jpeg

    Mhm. Only viable thing left to use?

    ANY of the toolboxes

    Purple insta heal

    BNP

    Keys (obviously)

    Super heal medkits

    Insta-blind flashlights

    (So that's every item, the opposite of the "only viable item" and let's move past items)

    Dead Hard for free mistake

    Decisive Strike for free invulnerability

    Adrenaline for free mistake

    Borrowed Time for free mistake

    Various gen rush builds for quick escape matches

    Balanced Landing for infinites

    Lithe for free time waster

    Unbreakable for free second chance

    WGLF to set the killer back in hardly any time at all

    SWF to gain information not meant to be given to you

    Hatch for free escape for being immersed

    Are you noticing a trend here? Everything given to you is given for the express purpose of giving you a second chance, taking progress away from the killer, and ultimately rewarding you for making mistakes. And even if, after all that, you still make enough mistakes to be the last one alive, you get a free escape out a mechanic we have no way of stoping besides pure luck. But you guys, even still now, get yet another free second chance through keys. There's no counterplay. There's no stopping it. The only way we can even attempt to is by slugging which is "against the rules" so if we were to theoretically play by your bullshit rules, you still win. Killers hardly get second chance perks or get rewarded for when they fail and when they do (Noed) you ######### and moan and weaponize DCs until it's removed. The game is fundamentally weighted towards your side and yet you complain that it should be tilted even more. You outmumber the killer 4 to 1 and still insist that any killer able to beat you in a 1v1 is broken, despite that only being 1/4 of your full power. Then any killers able to adequately deal with all 4 survivors to the point of maybe having a chance at winning is "broken beyond belief" and you DC like children throwing a temper tantrum until you get your way. We saw it with Freddy, Nurse, soon to be Spirit, Legion, and so many other things that it's just laughably pathetic. You are going to kill this game if you continue this way. You will eventually bring the game to a point that getting a single kill is considered a king of all results, and then complain even more because you got killed. At this rate, why don't we just change the killer to hold your hand while you repair generators and walk out the door. Because real soon, they won't even be powerful enough to do that.

  • @AlexisFox said:

    Oh boo hoo, so what if a survivor found the hatch and used a key to get out? It's not a 'free escape.'

    1. They had to do something to cause the hatch to spawn in the first place.
      1. Complete some number of generators
      2. Survive longer than anyone else
    2. They have to use something up.
      1. The key itself
      2. An addon for the key
      3. An offering

    Y'all that complain about keys are just acting like entitled little brats whining about how they weren't able to do something they wanted to do because someone else did something to prevent it. It's a game, you aren't going to get your way every single match and if someone prevents you from getting your precious 4 kill then just move on and try again in the next match. I promise you that if you keep trying you'll get a match where you get to murder everyone.

    If someone prevents you from getting your precious free escape just move on. I promise you'll get a match that you survive someday. Probably the next one considering how survivor matches work.

  • I really like the idea of denying an unhook, I don't see how it could be abusable. I'm legitimately asking

  • @anarchy753 said:

    No Mither is intended as hard mode. It's MEANT to be difficult to play with, not have every synergistic perk built in for free.

    It does not need Iron Will completely built in, and it does not need Unbreakable built in. If you want those effects with it, use those perks.

    Buffing No Mither is bad for both sides. From the killer side, it's a cockiness perk. It's always someone running it who wants to rub it in your face that they can play with it, meanwhile they spend the match hiding in the corner because they actually can't. It doesn't need built in stealth mechanics more than it has already to allow them to play more safely with it.

    On the survivor side is SUUUUUUCKS to have a No Mithiot on your team. They die exceptionally fast and make the game difficult for you, and they'll never do anything even slightly risky as they don't have the healthy state as a cushion.

    If No Mither is buffed, it should not be in ways that affect the match. Bonus bloodpoints would be a good change, in survival or boldness, since both are what you're risking most. Removing the injured music is also a change that should happen as it really has no bearing on the match either.

    TLDR: If you want to run the Hard Mode perk, run what you want with it, don't expect everything to be built into it to hold your hand.

    I disagree entirely. It shouldn't just be a hard mode perk. It should be something that changes completely how you play the game, and not just by turning into stealth. It should change how you see the game, how others see you, and your interactions, both for worse and better. A tradeoff. You are injured all game, a severe downside. However, you become near impossible to track if done right, and you become an immediate threat if they catch you. Paired with the right perks, you become the biggest threat to generators when you're left alone. It should be something similar to say, nurse or spirit in that if you have the skill to play no Mither, you become deadly.

  • @thesuicidefox said:

    1) Remove injured music.

    2) Always perform fast vaults when rushing a vault.

    3) Increase Bloodpoint earnings in all categories by 100% (not a post-game buff like WGLF/BBQ, instead it is an EARNINGS buff like Prove Thyself or Distressing).

    I feel like removing the injured music should be a QOL change, not an actual perk aspect. But yes I agree.

    The vault change could be abused extremely easily and has little to do with the perk itself so I don't quite agree

    I agree that something should be given in terms of bloodpoints. Honestly all of it makes sense cause doing anything while injured is risky, so bonus points to everything I would agree with

  • There's already tells for when she starts phasing. Her addons need reworked and that's it.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/808544#Comment_808544

    but it's near impossible to get try using mettle of man

    I have. It's hard but not impossible, as it should be considering how much of a game changer it is

  • It is useable. It promotes altruism and rewards you with an uncounterable second chance.

  • Mettle is supposed to be something difficult to get off. Because if you don't remember, when it was easy to get off it was gamebreaking. Second chances like that should be difficult to get, not that any of them ever are. We got insta heals out of the way at least.

  • Legion had such potential and was so much fun. Especially with skins, I love almost all of them. They're so badass and some of the team's best work. You could get so much more money if you made them actually playable. No other killer besides new nurse is actually punished for using their power. At least nurse has threat when she's using her power. Legion literally becomes useless when they're using their power. Which is ironic considering they were nerfed cause yellow ranks were bored of mending. So what did they do? Make it easier for them to force everyone to mend. Good job balance team. You're really working hard for that position of worst balance team in existence.

  • As ######### a tactic as camping is, it's still a tactic. If the survivors know what to do, you will only get one kill. Two max. However, if the survivors rush the hook and get themselves all killed, that is in no way your fault. They cannot complain if they got themselves killed.

    Also for the record, camping is not bannable. So don't worry.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/806951#Comment_806951

    No way. I've played him at red ranks for years and literally any gen with an LOS blocker, where you would get a free hit as ghostface, you will 95% of the time get that same free hit as wraith if you uncloak as you come around the corner.

    The gens in the middle of the open you don't get the free hit, but you probably would not get it as ghostface either.

    The majority of wraiths add-ons make him more powerful as an M1 killer. The majority of ghostfaces add-ons make him better at stalking people. You get the exact same ambush hits as either killer, so who do you think is going to perform better in an M1-off.....

    But the comment itself shows why Ghostface is more powerful. "where you would get a free hit as ghostface, you will 95% of the time get that same free hit as wraith"

    So Ghostface can do 100% of the time what Wraith can do 95% of the time, and Ghostface can do it without addons.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/805317#Comment_805317

    You only need add-ons to get ambush hits at gens if you are bad at wraith though. Those just make it easier. Like I said, it usually doesn't even matter if they hear the bell because if you are uncloaking at good spots the speed boost gets you the hit anyways.

    I agree ghostface is better than wraith, but I disagree that a stalkless ghostface is better than wraith.

    For the specific anti-heal build of not getting into many chases and instead just trying to keep everyone injured with ambush hits I think wraith is just outright better for the playstyle. Especially since he can run things like windstorm to hit multiple gens before ghostface would even have his power back up from the first M1.

    No. Good players will require a minimum of the map wide bell to be surprised by him. Ghostface doesn't need any addons to surprise good survivors, leaving him more room for other addons. Like power recharge speed, letting him ambush almost whenever he wants

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/805181#Comment_805181

    The common add-on that makes the bell map-wide works just as well for gen ambushing as coxcomb. And unless the survivor is 1 foot away from a vault or pallet, it usually doesn't matter that they see you uncloaking because of the speed boost you get; especially if you started the uncloak from behind cover.

    And with no cooldown on his ability, he is far superior for quick hit-and-run ambushes if you are just smacking a survivor off a gen and then moving on to stack thanta.

    Ghostface can do at base what it takes Wraith an add-on to do half as well, or an ultra rare to do not even as well. You see why he's better? It's Wraith with those addons at base, minus the cloak. But who cares about the cloak, good survivors will see it anyway.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/804259#Comment_804259

    Why would you play ghostface that way? If you are doing an anti-heal build and just running around M1'ing people there is no reason to not play wraith instead, who can do it much much better. He gets free hits at gens the same, can replace sloppy with an add-on for even more slowdown perks, and doesn't have a cooldown / can't be broken out of stealth.

    Ghostface is 100% made around stalking people and downing them in 1 shot. You only M1 when it's not possible. True is just bad with him, and says the word optimal way too much.

    Wraith has a slowdown when coming out of stealth and unless you use the coxcomb you're also giving yourself away. Ghostface can hit you right out of stealth and doesn't give himself away in the process

  • @THEghostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/804214#Comment_804214

    Tru3talent: the guy who says stalking as Ghost Face is bad

    Also Tru3talent: recklessly moves around in the open, trying to stalk a survivor that now already knows he's there

    Ghost Face didn't become viable because a streamer plays him a certain way. Tru3 is truly bad at stalking with this killer. What he calls ineffective has given me easy 4Ks in short time, so he's not entirely in the right at all.

    So, then chest camping the basement is effective? Because I've gotten a 4k with it before. Therefore, using your argument, chest camping in the basement is effective.

  • @THEghostface said:

    Please don't tell me the "right" way is Tru3's "optimal" strategy.

    You can't argue with the results. Playing him this way more consistently results in success

  • @humanbeing1704 said:

    I just use crouch speed add ons no one really suspects those

    My first time I did power recovery. But I like crouch speed. Great red glow mindgames

  • Background?

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/794665#Comment_794665

    I was kidding.

    But yeah, right now blindness is a minor inconvenience at best.

    You never know on this site lmao

  • @Rydog said:

    Maybe they could turn the screen entirely black!

    That would absolutely destroy everything...I like the idea of removing the red stain, or maybe it causes the killer to phase in and out like Spirit

  • @FancyMrB said:

    As Survivor, always assume Chilli.

    As Killer, always assume DS.

    If I know a survivor was unhooked recently I leave them there, no DS for them. I run nurse's calling so that also makes the slugged player bait. Win win.

    Nice job on the match btw!

    I wish jumping in a locker nulled DS :<

    Someone else getting hooked should also nullify it. They're not tunneling at that point. They literally already went after someone else.

  • 2 of his perks don't activate until endgame. They spawned on ruin. Basically, he played with one perk against a full DS squad.

    But yeah, sure. He definitely has no skill. Definitely.

  • No. MoM is way too easy to proc.

  • @AbsolutelyAmel said:

    People be being this try hard when facing a yellow rank killer who has like 20 hours as killer...

    They're the most dangerous...don't you know? Lol

  • @siyke26 said:

    I finally found a discussion I can agree with I what I have seen so far is that everyone is stuck in 2016 how stop posting that video up its out dated it doesn't help any arguments that happen now if you had a video from last week then maybe it would be realavent to the discussion but what's happening now isn't right I would understand is survivors truly controlled the game as mentioned above but that has to be a PC only thing cause here on Xbox at least we are getting stomped we control nothing the killer dictates how the game goes from straight bullying to being just plain toxic.

    You don't need a video. You just need common sense and a viewpoint from both sides.

    I am mainly killer sided because I find it more fun. That being said, before rank reset I sat at rank 2 killer, rank 4 survivor. I've been playing since nurse was first released. I actually started the game as a survivor only main, worked to rank 8, and hit a wall. I decided to try killer in order to give me perspective and by God did it do just that.

    The thing most survivors fail to realize is that you're not alone. What may be balanced for one survivor is bat ######### crazy broken for all 4. MoM? Impossible to play against. Alone it made pressure impossible. Combined with instant heals? You were not winning. Period. A single chase had to last 4 hits at base, not counting other instant heals on them, an adrenaline proc, or any other bullshit second chance thrown their way. Do you understand how broken that ######### when when every survivor ran like that? That's why it got nerfed. Old DS? Same reason. Perks, items, add-ons, and many many more things could be added to that list but I hate typing long responses because nobody reads them. Look at it from both sides and you'll start to learn how the game really works.

  • Everyone else can go home. This man has the best answer.

  • @[Deleted User] said:

    I got hit with this last night:

    2x No Mither with Resilience, DH, DS, Commodius Toolboxes and Socket Swivels.

    2x DS, BT, DH, Iron Will, Instaheals

    Map was Blood Lodge. Everyone ran the double window.

    Issue with No Mither is that if the killer is more skilled than you are, you're #########. You aren't lasting because stealth isn't an option and looping ends quickly. Very quickly. But if you're god tier looping or stealth, yes this is very powerful

  • @Marcus said:

    Survivor 1 : Balanced Landing, DS, Adrenaline, Iron Will, a Toolbox with add-ons for more charges and a offering for Haddonfield.

    Survivor 2 : Balanced Landing, BT, Adrenaline, Iron Will, a Toolbox with add-ons for more charges and a offering for Haddonfield.

    Survivor 3 : Balanced Landing, Adrenaline, Iron Will, Object of Obsession and an Instant Heal.

    Survivor 4 : Balanced Landing, DS, BT, Iron Will and a Skeleton Key.

    Enjoy versing this 😁.

    Yes that would be powerful, though the people with DS would have to be very very good at stealth or being chased, and they would have to only be saved by those with Borrowed. But if you can swing that, this is powerful

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/761466#Comment_761466

    Ok that makes more sense. BUT, I wouldn't want to dedicate 2 Perk slots to that. I think it should be enough to know that someone else is getting chased (which can be accomplished by just using voice coms).

    Exactly why I didn't include it in my idea. Though it would be powerful, comms alone are enough

  • @Gibberish said:

    The only real lisenced characters I am still hoping for are Pinhead and Chucky. Jason too, but he's not going to happen any time soon due to legal shenanigans.

    Nemesis would probably be my pick as well if they ever did another videogame character though. Kinda suprised there was never another videogame licensed character after Bill.

    I guess maybe there is some issue with having competition since they are the same medium?

    They actually unofficially wrote into the lore why he's never going to be in the game

    The entity once pulled him in trying to test him out, and break him in. However, when she released the survivors to him, he actually outright ignored her, and just slaughtered the survivors. To the point of scaring the entity with how brutal and unforgiving he was. She had no control over him, he just killed and maimed them for his own pleasure. So she gave him back to where he was from

  • @Pizzaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/760889#Comment_760889

    Regarding the object user. I'm curious. How does that actually work?

    How do you call out the killers location so that everybody else understands where the killer is? Take "The Game" or "Lery's" as an example. What location names do you use, and how do you (as an object user) know where the killer is, if you don't have anything except the aura, but no accurate distance and visibility of the structures around the killer?

    Could combine with empathy to know when they're going near someone and call that out to said person.

  • @Mr_K said:

    Search depip squad

    I've watched their videos, yeah. They went with nothing if I remember tho. So their skill combined with actually powerful (or in some of these cases, overpowered) things, it would be deadly.

  • @NoShinyPony said:

    In a very good group, everybody knows how to loop. So everybody should run Adrenaline, DH, DS and then 2 people BT + 2 people Unbreakable. 4 insta-heals.

    But don't do that. Survivor is already the power role, you don't need that stuff.

    I know it's already the power role. What I'm trying to do is boost that beyond what it already is, to the point of being completely broken, near impossible levels for the heck of it.

    I'm happy you agree with me tho. Double cookie for you 🍪

  • @UltraBanana said:

    A deliverance might be worth it, since they can be the designated last man on hook endgame when you run into the facecampers. An object user is probably also worth it, since they can abuse it and give away the killers location to everyone.

    Dead hard as the end-all exhaustion perk is a silly assessment. With a map offering to guarantee a good area, a balanced landing will extended a chase much more than a dead hard ever will.

    Items wise I am way more scared of socket swivel commodious toolboxes than a self instaheal. Styptics are not nearly as annoying as the syringe, and it's significantly more disruptive to have someone full heal a person I just downed instead of just insta-ing themselves. I would have at least 1 and the key, but consider toolboxes as well.

    Could be useful, but I'm scared to replace a Borrowed or an Unbreakable because of the chances one or the other become unavailable and there's not a second one ready. Object is being fixed, so after I personally don't think it'd be as useful as the other perks. Insta heals were also nerfed, so now the Styptic is the only true "I get to take another hit" one.

    Don't get me wrong tho, those are all good ideas and could be useable. Gen times are atrocious so a gen rush team could make the killer look like he's nothing

  • @gaymer504 said:

    I play with a 4 man SWF group in red ranks often, and I would say two things as far as perks go. Balanced Landing is a great alternative to Dead Hard. If you have it on the right map, you can loop like a god. Secondly, we like to have a devoted healer who runs Autodidact. We let her heal as much as possible, and by the end game it’s incredibly powerful.

    I honestly forgot about offerings...picking Haddonfield and everyone taking BL could be amazing, you're right. I don't like the idea of a dedicated healer simply because of the chance that they are unavailable and now you're left without the opportunity. Though you're right that is powerful, I'd probably prefer flexibility

  • @Azgard12 said:

    https://forum.deadbydaylight.com/en/discussion/comment/760756#Comment_760756

    Absolutely true. It's good to be flexible and to be able to switch out who is going to be tanking the killer. Usually one of the gen jockeys still runs some good chase perks. Everyone should be able to handle a chase for a bit, though.

    Swapping in and out makes it good, SWF in general leaves much more room for error than solo queue, so having the ability to be flexible makes it much stronger

  • @Azgard12 said:

    I've taken a different approach than you. I don't find items matter a lot- the Key is often inconsequential if your team can do what they can do. The med kits are also just fun- not necessary.

    When I have a 4-man group, I try to compose it with people filling roles: gen jockeys (2), totem crusher (1), and the tank (1). Naturally everyone working on stuff, with one person running a lot of detection perks (usually totem person) in order to triangulate the killer. I'm not saying this always works, but many games you'll see the tank keep a killer busy for far too long. At high ranks, killers get wise to it and everyone switches up roles on the fly. It's also very necessary to have someone getting those totems, but also swinging in to help where needed.

    Thanks for the cookie.

    That's smart, but like you said at high ranks sometimes killers can ######### with your roles. For example, if I know one survivor can loop like #########, I leave them unless they're really out in the open.

  • @WickedKatz said:

    https://forum.deadbydaylight.com/en/discussion/comment/758615#Comment_758615

    You mixed two things, Gen speeds are ######### up.

    But noed still is a ######### perk and that doesnt justify it

    I agree that Noed has no right existing. And if the game was actually balanced, I would be demanding it be removed. But the fact is survivors are grossly overpowered compared to all killers but one, and until they're level with all the killers this perk is necessary.

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