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oreoslurpee

oreoslurpee

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  • @killeriseasy said:

    I'm addicted to trying to get better as a survivor at this game but the win/loss has to be 25% if not less. It makes me more frustrated than excited. The wins are fun though. My question is how many times do I have to DC to have a permanent life ban? Is it possible? I would just quit but I always think to myself that maybe today will be fun... I'm usually wrong.

    it does depend on the perks you use and the way you know how to utilize chases and loops. coming from somebody who's mained survivor since DS was the most broken perk in the game, im so much better at the game because of years of experience and learning. plus, the only reason why im not in the high ranks is probably because i dont take this game seriously unless the killer camps/tunnels. but these are the perks i use in a build i call: The Solo Queuer Build

    image.png

    Windows Of Opportunity: This perk, even after my years of experience, helps me so much in chases especially after the cooldown removal. it is such an underrated perk and it is so wonderful for people like me who have a terrible memory. WoW lets me know where a pallet and window is, and that lets me determine whether i should use it to my advantage to gain distance or to lengthen a chase as I would know where to go next.

    We'll Make It: This perk is the best healing perk (imo) for solo survivors, as unhooking lets you gain an INSANE healing speed for a minute and a half, even better, it resets the duration whenever you unhook somebody while its duration is still on-going. it counters perks like Sloppy Butcher, and more. sure it doesn't provide self healing, but it certainly helps healing up your teammates so you guys can go back to doing generators.

    Lithe: Not the best exhaustion perk, but Lithe is an excellent perk best utilized to gain huge distance, discourage the killer from chasing you, and to lengthen a chase. pair it up with windows of opportunity and you have a great chase build! not really much to say on this perk as it just takes the slot of "take an exhaustion perk, you'll need it"

    Kindred: Kindred, is honestly my favorite perk right now as a Solo Queue only player. it lets me know what my teams doing, whether the killer is going to me or a different player or just camping. it also lets my team do the same if im on hook, and it lets them see whether or not someone is coming to get me or not, or who's being chased, etc. its a great perk to have for solo queueing as its a great universal aura reading perk. if your team sees the killer camping, they know to prioritize gens and probably have 1 player try to get me. its an all-around awesome perk, even if i think it should be base-kit.


    I call it the Solo Queuer Build because, well, it seriously helps solo queueing. I've noticed i win SO many more games now and play so much better after running these 4 perks and i haven't done anything since! as long as you know how to play around each perk with them together, you are good to go!

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481518#Comment_3481518

    Solo queue is an absolute mess. You usually get teammates that don't do anything useful or use strategies that require two brain cells. If matchmaking ever got fixed, I would be able to win most of my survivor games easily since I usually lose because my teammates fall like flies. I'd prefer playing with bots instead of them. Because of this, the kill rates are around 60% which is where BHVR likes them.

    Also, some pubstomper killers get into weaker lobbies and they absolutely dominate. On the other hand, people playing the same killer can go up against a sweaty SWF and get zero kills. The two balance each other out according to statistics. Through this, it makes the killer look like it doesn't need any buffs when in reality they cannot do anything against a SWF. Obviously they can't just buff the killer because then solo queue will suffer even more.

    yeah fair enough, but even if that happens it'll be for the overall health of the game. its better to have WAY more accurate statistics than inaccurate ones. i mean, the shape is really weak currently, but im pretty sure his killrate "proves otherwise" even though hes crazy weak. if they have better accurate statistics, then the health of the game would be in a much better state along with changes making more sense. its just that they kept escaping the only way to increase your MMR, instead of actual evidence you did stuff in a match, so thats why you get bad survivors in your matches. the developers said it themselves even! the MMR system checks whether or not you escaped or not. even if you ran the killer for 5 gens and died bc of face camping, you were gonna lose MMR. however, if your baby meg teammate only hid around the map and in lockers and somehow got the hatch or exit gate, then she would have her MMR increase. to me it looks like its just inflation, like rank inflation in Overwatch 2 where people just get boosted up the ranks because of a bad MMR system.

    thats why the MMR/Match Maker needs changing, it'll definitely change kill-rates and thats the point. its supposed to reflect matches properly and whether you did good or not. if it does that properly, then everyone could have better matches.

    @DaddyMyers_Mori said:

    I can agree on survivor aura from kindred. Definitely not killer aura.

    That would be massive buff to all survivors. That has nothing to do with soloQ.

    I would like to see simple chat wheel for communication. It's easy to use and quite effective.

    seeing the killers aura base-kit kindred would definitely be broken. if you needa remove that then go ahead! keep it for the perk itself and add a special feature for it aswell.

  • @JdoHybrid428 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383414/suggestions-for-a-better-solo-queue-experience

    The matchmaking hasn't worked properly ever, as far as I am aware. Even though they keep saying they fixed/improved it. But it definitely need to get better. Base kit kindred is kinda broken as heck but then again they made base kit borrowed time so it might happen. But base kit kindred is the main one people have always wanted so idk. Wait and see I guess. No.3 I discussed in another post if you want to look at it. I don't like how so many people put so much weight on character prestige levels when it doesn't directly mean anything other than they have a stacked inventory which people can have just by being a few prestiges in. It's been bandwagon so much and has created nonsense drama and chaos. Letting survivors sew each other's perks would most certainly help but it would go against the core game structure being 4 random survivors who can't talk to each other. I could say a lot more on that subject but it wouldn't change behaviors twisted views. Camping is definitely a big issue but at the same time it's part of the game whether people like it or not. Plus if survivors are playing well then they can easily get 3 gens done while the person is on hook if not all 5, depending on perks and Gen locations. A core part of the game is that there no communication between survivors but that circles into the other topic and how behavior dbd team is hypocritical. Saying they don't want in game coms(which I dont) but then partnering with people who voice com with swf and having swf voice channels on their discord. It's annoying. Like your thoughts tho 👍

    yeah i know matchmaking was never the best, but it CAN be the best its ever been if they add some touches. simply by adding stuff to the game that helps the MMR fact check whether or not a player actively gave up or not. or, you know, actually fix how the MMR system works by not deciding that you can only be called good if you escape. like your MMR goes down even if you chase the killer around for like 3-4 gens, then die because you get camped/tunneled. even though if you just simply escape by hiding all game, your MMR goes up. thats why match making is so bad right now, it only takes into count whether or not you escaped or not. they need to change it so it takes into count how much effort you put into the match like doing gens, healing, altruism, being chased, etc.

    base kit kindred COULD be strong, but they can always tweak it. they could reduce the range you can see the killer from 16m to a possible 12 meters! they would have to completely rework kindred however. maybe increase the speed of unhooking? no clue how to change kindred but having it be basekit would not be that bad.

    i understand that prestige levels just mean that they have stacked items, but it could lead players to thinking that their a really good survivor, thus, having them dodge the lobby in fear of being bullied. thats why i suggested the removal of having the killer be able to see survivor prestige levels until the end of the match. you even said it yourself, its just caused chaos and drama. why not just make this simple addition?

    seeing your teammates perks in the lobby does not go against anything. if anything, your reasoning would be more towards the communication wheel in which i agree shouldn't really be added as to me its just clutter. i would like to see my teams perks so we all can play around each other, and with each other too. it would be super beneficial for solo queue and is just a QoL as it doesn't really affect in-game mechanics and gameplay.

    i also agree on the camping thing, if anything hook grabs being removed is already one step into discouraging camping. not much to say on it.

    and bhvr always goes back on their word. take a look at the pig, they said they want all killers with certain speeds to all have certain terror radius's. like 4.4 has 24m terror radius, while 4.6 has 32m. pig moves at 4.6 so they nerfed her radius from 24 to 32 even though it butchered her as a stealth killer. next thing you know, they add onyro and she has 24 meters yet she moves at 4.6m/s. they go back on their word a lot.

  • @mikewelk said:

    Solo queue inflates kill rates so they probably wouldn't want to improve it otherwise they would have to buff a lot of killers slightly to compensate.

    I wish it wasn't like that though.

    is that true? how and why does/would it inflate the killrates of heroes?

  • i am actually so mad rn, i posted a comment and tried editing it and it said comment could not be found. did it automatically delete???


    edit: nevermind it showed up after 24 hours lel

  • As a Solo Queue survivor player since my friends dont play dbd, it def needs improvements, and such improvements would be suggested as;

    • 1. Better Match Making

    This is one of the standpoints on why Solo Queue feels so bad right now. currently, the MMR system chooses quantity over quality. this means it prefers fast queue times over quality matches. the much preferred style for games is having quality matches as the system better pinpoints the skill-level division of killers and survivors, however it would cause higher queue times. people need to realize that you quite literally cant have both great quality matches and fast queues, its impossible. absolutely no game has it because its quite literally impossible to achieve. so thats why many players prefer quality, and quality matches help solo queue as a whole

    • 2. Base-Kit Kindred

    Another amazing addition to the game that would help Solo Queue in a LARGEEEE mile. base kit kindred frees up a perk slot and lets players and the team as a whole know whether the killer is camping, going to a specific area in the map, and it lets the players all see each others auras (only if the kindred user is hooked). having it be basekit would help so much as it would let players know who/who cant get the unhooked player. as it also frees up a perk slot, so as a personal use, since i use kindred 24/7 all the time in all my matches, i could finally run a different perk that could help my gameplay.

    • 3. Better Hook Suicide Prevention

    The match making without a doubt struggles due to the fact that players constantly kill themselves on hook the moment something bad happens, whether they go down first or they just dont like the killer their going up against. theres not really a way of removing the suicidal hook style, but the main 2 ways you COULD help prevent it/remove it are either making the 2nd skill check in phase 2 not automatically kill you after missing the skill check both times/have the skill check loop continuously, or, just outright remove the skill checks as a whole from phase 2. sure AFKing would still be a thing, but thats why theres a Report feature. report the player for griefing and they'll get banned.

    • 4. Remove Killers Being Able To See Survivor Prestige Levels

    This definitely needs to be removed, because it very much possibly affects matchmaking. Some killer players get into a lobby and see that a survivor or 2 has their character prestige around 25-50+ and then they instantly boot out the moment they see it. survivors cant see the killers, obviously because they would boot out if they saw it was a P100 twins player, so why should killers be able to do the same? it just promotes lobby dodging. at least with survivor items you could bring franklins demise or lightborn per say.

    • 5. Let Survivors See Eachothers Perks In Lobbies

    This without a doubt needs to happen. if survivors could see eachothers perks in lobbies, we could play around or with the perks and we'd know what they have and make assumptions from the lobby and into the match. lets say, you boot in and you wonder "okay i wonder if someone has the fist clenching perk, lets see" and then you see 1 survivor has it, then you say "okay im guessing they wont want to be healed." and bam, you play around it. this game is severely perk dependent, and the way perks playout with survivors is whether or not you can capitalize your perks and your teams perks and work together to survive. it would be such a great way to see what perks my teammates are using so I can better capitalize on what could happen. I used photoshop to use an example, sorry if its bad.

    image.png
    • 6. Anti-Camp System

    There is currently an anti camp system in progress ready for a future patch, but quite frankly i dont think it'll have any effect on the game. but no one knows if it was further changed, only time can tell.

    • 7. More Communication Options

    Personally i dont know how much this would be in affect, to me it just adds more clutter and annoyance, especially if theres a communication wheel. this is just personal preference and opinions though.

    ---

    but yeah thats my suggestions as all 6 changes should be implemented to help improve Solo Queue as a whole. quite frankly, these changes dont do anything for SWFs which is the good thing about this.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480492#Comment_3480492

    We do! We have entire dashboards full of detailed stats, and even conduct deeper studies into more specific cases when the situation calls for it. It's a bit of a misconception that all we look at is kill rate. Kill rates tend to be the stats we share most often because they're simple and easy to grasp. When we're writing a long blogpost with a dozen other balance changes, it's very difficult to go fully in depth for each change since doing so would, understandable, make the blogposts way too long for most people to bother reading.

    In reality, stats are only one part of the process. Community feedback and design intention are also integral.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480524#Comment_3480524

    The Singularity is brand new and has already received a few batches of changes. We'll continue to make changes as necessary. I don't think this would be a good example for a Killer that hasn't been updated.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480579#Comment_3480579

    I have no doubt that some people would avoid playing a Killer that they find uncompetitive at this skill level, but I would say that trying to boil a Killer's popularity down to a single reason is incredibly nebulous and is a huge assumption. There's far too many factors that play into it to confidently point to one and say, "That's why." I hate to use the same example again, but Legion may not be the strongest Killer in the game, but that doesn't stop them from being one of the most played.

    can you guys please pass along maybe to the balacing team, that the shape needs serious changes? his tier 1 needs to be really buffed, and he needs an addon pass, specifically to tombstone piece. ive always been calling for removing the stalk limit because it just makes him a worse ghostface, and you could possibly be unable to use your power once you drain every survivor. please do something for him because hes in a really sad state!

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383109/why-is-bhvr-so-afraid-to-buff-weak-killers

    Please explain this to me. Why are they so scared to nerf Nurse and Blight, who are literally broken. Weak killers are weak, but broken killers should be top priority.

    blight isnt really broken, but his alch ring certainly is. his alch ring needs nerfing specifically

  • @SkeletalElite said:

    Tombstone piece needs a nerf, not a buff

    i said in my post, judiths tombstone, not tombstone piece 😓

  • @UndeddJester said:

    Whilstsoever that damned achievement/trophy exists, anything one can come up with vs. these items is doomed to fail.

    How do you make an instant kill mechanic not so useless that getting this achievement is near impossible, while also not making it so busted that it oppresses every game?

    Tomestone piece is such a problem, but the core problem is the ability to straight up kill a survivor from full. Old school Mori's got nerfed away from this as this was a toxic element of the game, and changed to only allow it as a final coup de grace. You could do the same for Myers... but the what is the point of the addons doing it at all when it's basically the same as the Mori?

    Tbh... it probably wouldn't be the worst thing in the world to just make it an addon that works like a mori from standing... Activates after 6 or 7 hooks. Your next Evil Within 3 is permanent and you can Evil Within execute survivors from that point on, standing, downed, in lockers, or otherwise.

    At least then the rest of his kit can be looked at to be made not so crap, because he still has to be in a winning position to get this power.

    @DaddyMyers_Mori said:

    Locker is only thing not making iri tombstone broken.

    This would basically remove any counterplay.

    Tombstone piece should be nuked from orbit and give Myers basekit buff.

    i agree that tombstone piece needs to be completely reworked, changed, or removed. its just a cheap copy of judiths tombstone, and it shouldn't be a thing at all. and there still is counterplay to judiths tombstone, its vaulting, doing a gen, exit gate, basically any interaction that forces him to M1 causing a lunge or just a hit! its still there, but now your still able to get the achievement.

  • @bbqBilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477462#Comment_3477462

    Totally disagree, you can tune his numbers all you want but his power is too slow-paced to keep up with the game today. If we want to keep the stalking as it is then they would have to add some kind of built-in slowdown to gens or something else to his power to keep up.

    thats what generator regression perks are used for, to slow the game down. the only thing keeping him from being good is his tier 1. either buff his tier 1 a ton, or remove it. i made a lot of suggestions for buffs to make him a better killer, which were;

    • remove the stalk limit from Evil Within, just like ghostface, he'll be able to stalk without having a risk of not being able to use his power anymore (a need)
    • evil within 1's attack open time is increased from 0.2s to 0.25s or 0.3s
    • evil within 1's movement speed is increased from 4.2 to 4.4
    • Evil Within 1's stalk point tier-up has been reduced from 5 to 4 points, meaning it takes less time to tier up from tier 1 only, or just reduce the amount of stalk points to tier up from 5 to 4 or all tiers
    • to compensate for the stalk limit removal, pairing the known Fragrant Tuft Of Hair & Judith's Tombstone together now returns the stalk limit. the change is to make the difficulty of getting that achievement still a challenge.


  • @brewingtea said:

    I wish they'd rework Tombstone Piece so that Locker Tech could be removed. It's a dumb mechanic, but TP is just too strong otherwise...

    oh no girl im talking about judiths tombstone and tuft of hair. im all for removing the insta mori with tombstone piece because to me its just a dumb add-on and its just a cheap copy of the ultra rare add-on

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477371#Comment_3477371

    Wait... spirit fury doesn't really work without enduring...

    It will work, but if you're going for a synergy build with STBFL as an all around perk, put merciless instead of spirit fury.

    If you are going for a full chase build, replace deadlock with enduring.

    So either

    STBFL, Merciless, Deadlock, and Corrupt Intervention

    Or

    STBFL, Spirit Fury, Enduring, and Corrupt Intervention

    if against good survivors, merciless would kinda be useless wouldn't it? im a great survivor, and the skill checks for it arent that hard to do. is there a different gen perk i could replace it with?

  • @Unicorn said:

    Just doing a quick little research on the communities opinion. (P.S. Hi everyone that remembers me, I missed you all! Its been a little while.)

    I will go ahead and participate by saying Legion is my least favorite Killer to face. The mending simulator is a huge portion of it. Overall they are just so mediocre to me lore, design, and power-wise.

    knight & skull merchant

    Skull Merchant: her drones are disgustingly gross, and her 3 gen potential is absolutely insane. she makes the game completely unfun, especially with how common 3 gens are

    Knight: his power is just completely dog to go against, whos idea was it to make a killer able to summon a second killer thats faster than survivors if not almost as fast as survivors, who can also attack them? it completely shuts down ANY kind of loop and again makes 3 gens feel like utter garbage, and you cant hide anywhere because the range is so wide.

  • @flotaku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477462#Comment_3477462

    I don't think they can ever make Myers much better as long as the tombstone mechanic exists in the game. It's just too unhealthy in its current state.

    maybe if you remove the insta mori from the tombstone PIECE, that way its only locked behind Judith's Tombstone. other than that, its an iridescent. its supposed to be amazing. nobody really complains about it bc its not a problem, the only issue i could see is just the tombstone piece.

  • @flotaku said:

    if anything gets changed about Mikey, he should just get reworked and his tombstone pieces should not be able to instakill anymore.

    but he doesn't need a rework, he just needs some stat changes. make tier 1 not so trash, remove the stalking limit, and he'll be a better killer! not everything needs to be solved with a rework, and with the rework the devs made for onyro on the ptb, i have absolutely no hope for what they would've done with myers

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/382790/is-this-build-good-for-sadako-onyro

    Monitor and abuse isn't all that useful on Sadako, I would try something like corrupt intervention as it takes her a bit of time to get a first down.

    Deadlock is a decent choice as well.

    If you wanted to go for a full chase build you could try Spirit Fury and Enduring and removing merciless.

    Otherwise your build seems fine for Sadako.

    good to know, does this look good ?

    image.png


  • @dbd900bach said:

    There have always been killers who underperform within the game but Myers is at least top three.

    He's hardly changed at all since his first release except maybe some number tweaks and an add-on pass. That's it. Myers has never seen any significant change and I want to know why.

    Do the license holders have to somehow agree with any changes or something to his power? Compared to other killers his power is uninteresting, and pretty stale, also Ghost face can do what Myers does but better already.

    So what's the hold up?

    oh word. myers feels lowkey kinda bad to play, he just is outdated. ghost face literally does myers job better than him, all ghostface is is a cheap copy in my opinion. myers needs SOMETHING, and that something i believe is probably these

    • remove the stalk limit from Evil Within, just like ghostface, he'll be able to stalk without having a risk of not being able to use his power anymore (a need)
    • evil within 1's attack open time is increased from 0.2s to 0.25s (optional QoL)
    • Evil Within 1's stalk point tier-up has been reduced from 5 to 4 points, meaning it takes less time to tier up from tier 1 only
    • to compensate for the stalk limit removal, pairing the known Fragrant Tuft Of Hair & Judith's Tombstone together now returns the stalk limit. that change is to make the difficulty of getting that achievement still a challenge.

    myer's issue is, again, he is just outdated and his tiers cant keep up with how fast the game is. evil within 1 is the key component to why he feels kinda crappy to play, along with not being able to use your power because you reached your maximum stalk limit. THAT feels bad to play and use, and removing the stalk limit while making evil within 1 feel betterish to play would help him in the long run.

  • when they do nerf it i hope its speed is from 3% to maybe 2%

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381879/goodbye-hook-grabs

    Happy to see it gone as well. I already see dbds #1 complainer complaining already tho lol

    if you dont mind me asking, who would this be? is it otzdarva?

  • @daffyd said:

    When was the last nerf to SWFs to bring them more in-line with solo survivors?

    Someone told me they have never been nerfed and never will be nerfed as BHVR fear them?

    just buff solo Q bro, you cant nerf SWF and expect solo Q to be a better experience. best buffs for solo Q is base kit kindred, the anti-camping system, and a better anti-tunnel system. hell make it so DS doesnt have a cooldown anymore. IDK something!!

  • @Annso_x said:

    Honestly you can drop Iron Will, killers with headphones will still hear you with it and it doesn't work when you're exhausted from Lithe.

    I mean if you keep it it's still a fine build, but you could switch it out for an other perk. Here's some suggestions:

    I'm assuming with kindred + we'll make it that you like going for unhooks, so maybe Reassurance or BT would fit nicely considering camping & tunneling are currently common

    If you're scared of staying injured and that's why you use Iron Will you could take a self-heal perk (inner healing over self-care please).

    Or you could replace it with other perks that are always a good pick: Adrenaline, Windows of Opportunity, Unbreakable, Prove Thyself

    yes i made this build to be a bit of everything, having a good escape option + unhooking teammates while also seeing their auras and them seeing mine when im on the hook + okayish survivability.

    ill most likely replace it with Prove Thyself, or Adrenaline. its sad seeing Iron Will in its state rn ever since they basically trashed it

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443041#Comment_3443041

    I'd debate you if the numbers posted by the devs didn't actually prove that he is.

    His killrate is well below the targeted 60% so yeah...

    He is weak.

    hes not weak 😏

  • hes not weak

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442761#Comment_3442761

    Thats what text is for buddy, its hard to show emotion via text so...

    you should expect that this post was a joke lmfao, literally who would want something nerfed because of a jumpscare in a horror game

  • again, taking this too literal

  • @jeffkillsyou96 said:

    Wow complaining about a killer in a survival horror game that’s too scary is kinda like complaining about a comedy that’s too funny

    @Technature said:

    You want him to not be buffed...because he's scary?

    My friend.

    This is a horror game.

    pov dbd players that take this thread way too literal. lighten up will ya 💀

  • @Huge_Bush said:

    Okay, no more buffs, but how about giving him an add-on that allows him to permanently stay in stealth mode, survivors can’t break him out of it, he can’t mark people but can see their auras through walls the whole time?

    so you mean how he is right now? got it

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405498#Comment_3405498

    Three gens are what make it possible to play old killers. Remove them and you'll see more games where there are only Blight/Nurse left.

    i didnt say remove 3gens entirely, my point was to not make them literally huddled up together around a campfire singing songs.

  • @Xernoton said:

    The one in main building and another one of those 3 would be fine.

    All 3 though... I wouldn't want to play against Knight or 3-gen Merchant there.

    its so bad bro like actually this match was impossible because that gen pressure was insane since they were all LITERALLY 15m from eachother

  • @Eruptionbestperkever said:

    Buff ds 5/4 seconds and make it to where the perk is activated until the doors are open and when the gates open it deactivates to stop the free win I feel like it going when the last gen pops especially in solo q is a punch in the gut and happens too often off the record is too boring for me it’s just another endurance perk and not to mention the camping and the tunnelling that goes on in this game it needs looked at because a game is always gonna have a meta why make perks useless and I miss ruin ?

    best buff for it is the stun being at 5s up from 3, and possibly the time limit on it being removed entirely. it makes sense to remove the time limit too and wouldnt make it OP, because the argument for it is "DS is used for tunneling killers, so thats why if you do an action itll be removed" so why is the timer still there? all it does is promote leaving a player on the ground for 60s OR tunneling the survivor for 60s or more and when you finally down them, their DS is gone even though DS is used to prevent being tunneled.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072062#Comment_3072062

    Yeah checks out.

    Basically the criteria has always been a merciless killer. This has never changed.

    Originally, to get a merciless, you needed 20k bloodpoints, 5k in each area.

    This then changed with an update known as the "Victory Cube", which updated the requirement to hook states. 1 point per hook, 2 for a death, up to a maximum of 4 points per survivor. You'd need a certain amount of those to get a merciless. This is likely where you're getting your 4k statistic from.

    This then changed to the Emblem system we have today.

    My point is that the requirement has always been a Merciless, it just so happened that a 4k equalled a merciless way back when™

    then just make it so you can get adept for both ruthless and merciless. that would be the simple way to fix things

  • yes though it doesnt mean i 100% understand it lol, ever thought of that?

  • @GoodBoyKaru said:

    It was always "get a merciless". The parameter of what is or is not a merciless was changed from 5k bloodpoints in each category, to sacrifices with the "Victory Cube" update, to Emblems in the "Emblem" update.

    technically no it wasnt. a 4k isnt always a merciless, it can be ruthless which doesnt grant the killer adept.

  • @Yords said:

    rest in piss dead hard

    LMFAO best comment ive ever seen

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3062995#Comment_3062995

    Wow, it’s almost like you are meant to have to prioritize unhooking over the gen.

    it would also prevent camping since the player would be standing still for an extra 10 seconds or more so imo its a win-win

  • @SuzuKR said:

    "Teammates didn't save me, so the game should be changed."

    What?

    not just that your making it sound worse then it shoukd.


    "the timer is too fast so my teammates are discouraged to save me because gens are more important" which is basically the saying "gens before friends" so why dont we increase ONLY the tier 2 timer for the hook, so that way the players have more time to finish their gen and then save the hooked player?

  • didnt you read what i quite clearly said?

    the timer is removed BUT the effects it still has (deactivating upon actions) still deactivates it until hooked again. its THAT easy to understand

  • @Veinslay said:

    "I play both sides" yeah okay buddy. This perk doesn't need a fat buff

    yet i pretty much gave it a fat nerf too

  • at most he was weak for everyone else. in reality, if you knew how to play him well then he was decent.

  • @DoritoHead said:

    Many people, including me, want the old Freddy back. However, BHVR doesn't really seem intent on bringing him back to us. So I'm suggesting changes to his power that would mix some of the Old Freddy in with what we have now.

    -The Nightmare can now pull survivors into the Dream World manually as long as he is within 8 meters of them. After a survivor is pulled into the dream world, they will take 7 seconds to actually fall asleep. Pulling a survivor into the dream world manually so will prevent the survivor from waking up by any means for 30 seconds after falling asleep. During this time, the survivor's action speeds are reduced by 15 percent.

    -The Nightmare begins the trail with 6 tokens. These tokens can be used to place Dream Snares or Dream Pallets.

    - Asleep survivors that have been pulled into the Dream World manually have their auras revealed to The Nightmare when they are more than 40 meters away from him.

    -The Nightmare only gains access to the "Dream Projection" ability when four survivors are asleep. After use, it may not be used again until the next time that four survivors are all asleep.

    -The Nightmare can no longer cause survivors to fall asleep by hitting them with a basic attack.

    -The time for survivors to passively fall asleep has been extended by 20 seconds.

    I wanted to give back the ability to pull survivors into the Dream World and give them slowdown penalties, while still enabling Freddy to damage awake survivors. Survivors will still passively fall asleep, but they'll only be affected by the obliviousness and by snares and pallets. Speaking of which, I also incorporated both snares and pallets into his basekit.

    I'm a little worried that the aura reading might be a little too powerful, but I also wanted to provide a distinct advantage for pulling survivors into the dream world manually.

    anything to get old freddy back. i just want his old version bc that was his best design ever. he just needed some buffs and he wouldve been perfect (however A LOT of people didn't know how to play him so at most he was decent or high C)

  • @Cameragosha said:

    Do you think will sadako get another change ?

    I think sadako likely needs a complete overhaul.

    well she is a good killer now. i would say low B.


    not every killer has to be an anti-loop or long range killer. it’s refreshing having another M1 killer

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2797575#Comment_2797575

    youre not listening

    the window between more chains is like 5 seconds. you cant solve it

    oh but i am listening, because it IS possible. you have to be smart with it and have to learn what it actually does

  • @TheGrimQueefer said:

    Apart from being the most boring killer in the game. Am I missing something with the chains when actually trying to solve the lament configuration?

    I picked it up, repeatedly tried solving (not tapping) & for around 30 seconds it wouldn't let me as the chains kept hitting me. Would get to 20-30% progress and a new chain would reset it. I tried moving round corners to different positions to prevent the chains but they kept coming one by one. Cenobite was nowhere near me so I know I wasn't being targeted by his power.

    On a separate note, do PC players have to press the same button to break a chain which is also the button that drops a pallet?

    dodge the 3 chains coming at you with the environment then solve it immediately. might help it


    also i think ur referring to freddy as the most boring killer in the game

  • i love these forums, they give me a good laugh. makes me laugh more then the overwatch forums

  • @Lyonic said:

    That's why I use lightborn but aparently the high end player looks down on this perk. Nothing worse than having a game as killer against a bully squad, bodyblocking hook, going for every save. I think its a quality of life perk for me.

    as both a survivor & killer main, their nowhere near overpowered. they actually take skill now so you have to aim it at the killers eyes instead of the front of their body. as a survivor id much rather use a medkit and a toolbox then a flashlight

  • @Slaughterhouse3 said:

    OP means you cannot possibly win the game due to these things.

    i’ve only seen 1 person say lightborn is op ever, and flashlights take actual skill now ..

  • @Sepex said:

    For the VO could you imagine listening to the same lines in 8 or more hook games? I couldn't.

    well maybe, i could see it being bothering


    @Harryyyy said:

    I would change the "Exposed" time to 60 seconds instead of 20 seconds, it would be more effective being an ultra rare addon.

    i could change it to atleast 45 seconds !

  • @ActualPainedFrog said:

    Pinhead needs buffs to his basekit, he's by far the most perk/add-on reliant killer in the game.

    i agree with you there, i just re-added a buff to his lament where the solve time is increased to 7 seconds

  • @SuzuKR said:

    No to the Lament Configuration change. The ENTIRE POINT is the person carrying it is supposed to suffer difficulties.

    Engineer's Fang should just get a distance requirement slapped on it. Giving a reward for long-range shots is good. Your suggested idea would be pretty useless for the most part unless he used it right beside someone nearby.

    Not sure how I feel about Haste. Speed boosts are a super delicate thing to work with because even slight changes can be busted.

    i changed the lament one. but for engineers fang i thought of having it at 20 seconds at most? i decreased it to 18 because a good cenobite would usually be able to find the box and then quickly be able to find a survivor so i’ll increase it to 20 at most

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