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ppo8820

ppo8820

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  • You likely played crappy against some 12 year olds thus that chat. Most players aren’t like that honestly.

  • @Dito175 said:

    If you could choose any map or realm to receive a fresh new look, like they did with Lerys, wich one would it be?

    I'm not talking about balance in this post, it would be just about the visual. my personal choices would be Mcmillan, Coldwind or Autohaven.

    All of them. Games stale now and after seeing what they’re capable of in lery’s, I’d like them all redone.

  • @MPUK said:

    It is definitely not used to describe the game. I have been called a gen rushing ######### and numerous variations on that just for doing gens whilst they fixate on one person. No toolboxes. No perks to speed up gens.

    It has become a term used when a killer has played a crappy round but want to blame the survivors for how crap they played.

    Exactly. This is what I’m referring to.

  • @SleepyWillo said:

    I've seen so many posts, both here and on reddit, from "killer mains" saying they're quitting the game, etc and claiming its unplayable now.

    What did I miss? To me playing killer is easier now than its ever been. (I know a lot of people are upset about ruin but I never used/liked hex perks due to how inconsistent they are. Besides, high ranks just worked through it or knew the totem spots anyways)

    I'm honestly at a loss. If I'm unaware of something please tell me. All the complaining I've seen lately is just mind-boggling...

    It’s the trash killers who coasted into red ranks with crutch perks and toxicity. I’m glad the nerfs driving them out. Game will be better in the long run without them.

  • @TragicSolitude said:

    "Gen rushing" is usually used to mean one of two things.

    One, it refers to gens being too fast in general. It's a complaint about the game mechanics, not the players.

    Two, it can be used to mean a group of survivors who don't heal, leave teammates on the hook, and only do gens.

    Yeah that’s not how I’m seeing it used in game and on this forum. They say gen rushing and refer to it as toxic....when survivors do gens too fast. I know it’s a mechanics thing also but that is not usually how the term gen rush is used.

  • @Reinami said:

    Maybe you if guys spent a little less time gen rushing and a little more time cleansing totems, you wouldn't let me 4k with NOED. Just got out of a game where 2 gens popped before the first hook (took about 90 seconds) then a third popped 30 seconds later.

    But when end game happened i had a hook and they finished the last gen just as a n uninjured guy was pulling off the hook. So i got him down, saw the other 3 on BBQ, one started cleansing NOED, downed them, waited for the guy on hook to die then grabbed the down one. What do i see 2 people on BBQ screwing around, so i down one at the gate, hook him, find the last with BBQ, and finish the game with a 4K. What am i greated with?

    OMG BABY KILLER NEED NOED WAAAAAA

    Cleanse totems next time baby survivors, and maybe you wouldn't run into NOED.

    okay gen rushing isn’t a thing! It’s literally the only survivor objective so what would you like? We wait 3-5 min while killer gets comfy and then start gens? Do you see how incredibly stupid it sounds out loud? How dare you rush to do your objective in the game, you need to wait so it’s fair. Stupid.

  • @Respectfulnancymain said:

    I had a baby leatherface with a slugging build who had us all slugged so i picked myself up and did the last gen and gave everyone adrenaline and we all escaped. He called me a toxic bi*ch and to #########. So what are your opinions on unbreakable?

    Nope. It’s a good perk that only works if killer is greedy, so it’s on the killer of you get up. He’s just mad he lost despite playing like crap. Happens all the time but no, you weren’t toxic.

  • @korean_zombie said:

    I know there is latency to the game, but its pretty hard to loop and run pallets when the killer is a very decent ways away from you and landing hits. How are you supposed to use pallets and loop efficiently if you get hit from mars. I mostly play killer but I've been enjoyed survivor more lately. Mostly because killer is very, very frustrating and to be honest I just enjoy the BBQ and Chili Stacks.

    I got hit be a freddy on shack today 3, THREE, I say again THREEEEEE steps after I fast vaulted the window. Should I just pallet camp, are they gonna get a hit through it? Do I need to throw it down 5 seconds before they get there to be safe. I enjoy chases, but thats hard to do when you or the killer aren't where you think they are.

    he game before that I was 3/4 of the way down to the ground from a second floor window vault when the hit connected.

    My internet clocked in at 80Mbps Down and 7 Mbps Up so its not a problem that I am responsible for.

    Yes!!! We were just talking about this. Tonight was bad. I had a wraith hit me over a pallet and I was like 10 feet away. I couldn’t even be mad but laughed at how stupid it looked.

  • @LegionGhostface said:

    Honestly, I get that her nerf was a really hard one that requires people to have much more skill when playing her, but she's still like the best killer in the game right now. Do you guys not find her fun or instead, hard to learn? my last game when i went against a nurse was a week ago and she camped me the entire game cuz i ran her for 3 gens and she dced once i was unhooked right when my adren kicked in. but honestly, i found it fun going against skilled nurses and i can barely find any now. #########?? :(

    She takes skill and practice before and after her rework. Simple explanation is most killer players don’t want to invest time to get good. You see them crying on here about crutch nerfs because they are used to easy 4K games. Any killer or mechanic that requires time to become good, they tend to avoid.

  • @Vortexas said:

    I just got a Three Kill from what should have been a Zero kill because Survivors got cocky.

    Y U DO DIS?

    It’s their way lol. If I know they’re in the exit tunnel I won’t even go over just to deny them the satisfaction. It drives them nuts. Lol

  • @Faceless said:

    This perk is horrible and needs nerf just like adrenaline does.

    Noed is simply a very strong perk in a survivor solo game because you have no control over the totems already made.

    It gets tiring to play, especially now that it has become a perk that is widely used because of nerf on ruin.

    You have minutes of loop with the killer when he is already very fast and destroys you in one hit.

    Nobody saves you, everyone escapes and you die.

    This is the life of solo survivor, with noed. Which makes the game quite tiring. They will say "make totems" but I have no control over how many totems have already been made.

    This perk is like behavior says '' you failed as a killer, but I'm going to give you a prize for using the perk. ''

    And the end of most matches ends with noed + facecamp

    Noed is great for new killers or unskilled players who cannot get kills during the game, so they must rely on end game. It’s useful albeit annoying. I don’t think most red ranks even use it (or need to).

  • It’s their way. They cannot get kills without ruin, so they’ve resorted to camping and tunneling. Usually used to only happen at ranks 15-20 but now it’s all over the board.

  • @TooKoolFoU said:

    Dude why? Why am I seeing stuff about nerfing wraith from here all the way to Reddit and Facebook. The wraith is fine. I am also deep down a wraith main from the beginning, but I’m trying to say this without bias. I think he’s fine as is and not very very strong. Granted he is mostly able to get a free 1st hit, but after that you’re just a normal m1 guy. Being a mostly m1 killer makes him require more skill as to play more without a slightly over beneficial power. If you could nerf him while giving him buffs in other areas, what would you do?

    edit: for any further comments to be made, @Peanits has responded to the post

    https://us.v-cdn.net/6030815/uploads/103/O6J4E4YVXQ3E.jpeg

    They aren’t. I think it’s just hillbilly right now.

  • And that’s the issue. Thank you.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047239#Comment_1047239

    I mean, if I were you I'd be upset with Billy. Fortunately, a decent survivor can force a Billy to M1 at a loop. If you get caught out in the open and get chainsawed, you're just not a good survivor.

    Can you upload some footage doing this with an evenly ranked billy? You always have so much to say about everyone else being wrong, so prove it.

  • @ReallyBigShoe said:

    Only bad players think Billy is OP or broken in any way.

    Also, did this really need another thread to add to the other 100 from the same people?

    https://forum.deadbydaylight.com/en/discussion/comment/1046872#Comment_1046872

    The thing is, even the most die hard meat-alternative Fog Whisperers who white knight for them at every turn will ######### on them if they mess with Billy's base kit. I doubt they will touch his base kit, but we'll see.

    Lol

  • @xRem said:

    I've been hearing alot of talk that Billy is broken or should be next for a nerf, I made this to see why people believe this.

    I personally believe he is what every killer should be, strong but countable and if you disagree please try to say why and be open for a discussion.

    Killers will say he’s balanced. Survivors will say he’s not. He’s too quick and can put too much map pressure too quickly. That and with doors spawning Next to each other, he’s not beatable at end game. He is loopable, but that’s at higher ranks. At ranks 12-20, he’s an easy 4K.

  • @FrenziedLegion said:

    After every hate comment, buff, nerf and rework, Legion to this is still loathed as one of the most hated killers and one of the worst.

    A bit of backstory. Mained legion before talks of their rework was even in discussion. Rework came and went and I stood with Legion cause I liked their playstyle even more than before. Am I wrong to assume that the general consensus was that the rework was a nerf? Anyways, to this day, I main legion and people still hate on them despite being considered a "low tier" killer. I'm hoping to get a thoughtful response about this. Maybe I'm just missing something that makes them so hated nowadays.

    He sucks. He’s like a non stealthy ghost face. Not fun to play or play against. Plus as survivor all that healing is such a pain in the rear. I don’t dislike him as much as others though.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/125413/will-the-ruin-nerf-finally-filter-unskilled-killers-out-of-high-ranks

    You could say the same about dogshit surv teammates that play swf and get boosted in a way to higher ranks where soloQ has to suffer with those that got boosted. I guess it will help filter those really bad killers who just used ruin for no reason on strong killers and got to red ranks that way. Idk what you meant by "toxic playstyles" but if you meant tunneling,camping etc... That will just ######### you over if you do it for no reason. You do it when it lets you gain some momentum if you tunnel someone off hook that already used ds fr example.

    They exist as well but I was referring to killers in this post.

  • @FrenziedLegion said:

    As of update 3.5.0, Ruin has officially been reworked. What I would like to know is: Have you adapted to the Ruin change, do you still use it and if not, what killer and build do you use?

    Most killer players that relied too heavily on ruin won’t be able to adapt. The plus side is this ruin change will drive some red rank killers back to purple/green where they realistically should be based on their skill level. I think it’s wonderful personally as red ranks should only be for extremely skilled players, and right now it’s littered with not so good players on both sides.

  • Lol they do NOT like having to work at getting kills in the game. For so long it was easy 4ks every game, but then things started changing. So now instead of adapting or perfecting skills, they just lobby dodge and complain on this forum. (Winners huh?) lol

    Sad thing is they’re just screwing themselves over in the long run because as game evolves, they won’t be able to keep up as they never “got gud”.

  • @Hero_awesome said:

    I just had a match were I do what the Dev's said to do. Try different build and experiment. Only thing is I guess I've been getting unlucky with the matchmaking. I mean SWF after SWF. Who just rush generator's and teabag. So after I got one down and heard 3 gens pop. I left her and Just waited for the last 2 to go. At that point I didn't even wanna try it's preety much GG unless I Camp and slug and play dirty. Not my playstyle so if they wanna rush gen's so be it. I opened the exit gates and there it is. No one popped but I de-piped. I'd rather have it that way then me try after 3 gen's pop. And barley get 2 kills by playing dirty and stuff.

    So survivors doing their objective too quickly for your liking, means they deserve to be punished? Do you see how flawed that mentality is spelled out in simple terms. Gen rushing isn’t real. It’s literally the only survivor objective towards surviving. Lol

  • @underlord99 said:

    it's a tactic , just like finishing 3 gens in the first minute and a half is a tactic.

    Maybe survivors should stop, wait in corners of map, and then start their objective when the killer is ready. Is that better? Would that sound more reasonable? Gen rushing is the stupidest term ever created in a game. Sorry, next time we will wait until killer says “go”.

  • @GhostofYharnam said:

    Yo Devs what are the odds of getting Pumpkinhead in the game. Is it something you've ever considered

    That would be dope.

  • Meyers. He scares me and makes the game suspenseful. His stalking and creeping around always gets me. The rest just obnoxiously fly about out in the open but Meyers is calculating. I hate/love it.

  • @BBQnDemogorgon said:

    Pigs or Leatherface.

    Pigs Tunneling trapped players/face camping bubbas

    I don’t know if Leatherface knows another way to play besides camping and tunneling. Lol

  • @ReallyBigShoe said:

    Only bad survivors think Hillbilly needs a nerf.

    2/10 bait

    Hey, did you get a job yet? I know you said you were looking so you could move out of your moms basement.

  • @NoMitherPlayer said:

    So I've been seeing a gameplay change amongst killers since well you know. They rely on tunneling alot more. I'm not criticising it's a strategy like another and can be countered. So much, that I consider the usual perkset of a survivor isn't adapted to counter tunneling in red ranks. Ds? Needed, but good killers counter it by slugging. NOT ENOUGH. Borrow? Needed, but still NOT ENOUGH to counter a tunnel.

    Bodyblocking works well for me using bond to track the victim and choosing a good area for an easy block so I can take a hit or even a hook. Adding a flashlight with bond I can anticipate a line where the killer will pass and flash him. If I succeed he often loses the player. Obviously the surprise factor is determinant.

    What are your tactics?

    Obviously, I mean the ones which work vs very good killers

    I’ve not noticed any change. Killers always camp and tunnel. They always have. Nothings new.

  • I think from what I’ve heard it’s easier for killers. My friends who play killer say billy and the doc are crazy easy to play now and they’re constantly getting 4K every match. They’ve all said they expect a nerf to billy, doc, and ghost face just because how unfair they are to play.

  • @Aztreonam78 said:

    How to counter Static Blast:

    • Calm Spirit
    • Lockers
    • SB can be wasted for nothing, Doctor should use it carefully
    • If Shocked by SB - just run away, Doctor has no speed, at Red Ranks he cannot chase you long if you are already far

    How to counter Shock Therapy

    • He slows down massively, bcs of that he can waste so much time at safe pallets
    • Dead Hard and any Sprint Burst like perk allow you to easily dodge the shock therapy

    Not critical at all, Survivors have multiple ways to counter the Doctor. There are no reason to nerf him.

    I think he might need a nerf with all the survivors dcing and complaining. He was annoying before but now he’s just annoying and strong. I get it’s fun as killer but as survivor it blows.

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041078#Comment_1041078

    No I slug them and wait a minute. I have my phone next to me when i play so i can see when a minute has passed. I have already given a scenario that is very common at red ranks on how DS/BT/Adrenaline are abused. You are either too dense to understand or are trolling.

    Funny. I play killer and ds isn’t an issue. If I do get struck I recover and get them again. I don’t tunnel much at all so it’s never been an issue. People need to get over this ds thing lol

  • @Carlosylu said:

    This is one if the games, I took my toolbox off in a lobby where there were three more apart from me, the killer brought in a mori, tunneled and face camped, at the end, he slugged me, took me to hatch and this happened:

    https://www.youtube.com/watch?v=Nj5r-vbNSx4&feature=youtu.be

    Sadly that’s how most killers play nowadays. They know they’re op and exploit it. I’m sorry you had to deal with this, but there’s new nerfs coming soon, so that will teach them to cut this toxic behavior. Good post.

  • But will the nerf billy? Fingers crossed.

  • @ClickyClicky said:

    The only killers that need nerfing are Hillbilly and Ghostface.

    Hillbilly because he has too many strengths with little downsides and Ghostface because he’s hands down the worst killer BHVR has ever created. While not specifically OP he just sucks so much fun out of the game I’d rather drink acid than play against him.

    I agree. As soon as match starts and I see him I feel like dying. He’s so lame.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036573#Comment_1036573

    I'm just copying and pasting this, but there have been many MANY more killer nerfs than survivor nerfs. Now, I want to be very clear- how many nerfs a side gets is not a valid example of unfairness, and should never be used as a measurement. If it were however....

    General killer nerfs:

    - removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*

    - buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation

    - the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps

    - Nerfed bloodlust (3 times)

    - increased the hook timer by 15 seconds per stage

    - Removed the ability to be able to bypass borrowed time with insta down mechanics*

    - removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*

    - Made it harder to rank up for killers with the victory cube

    - nerfed the ivory and ebony memento mori offerings

    - Changed the killer's fov to make it harder to see survivors at a very close range*

    - Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*

    - Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*

    - buffed mist (offerings) making it harder for killers to find survivors

    - added indicators for survivors to tell them when certain hex perks are being used

    - increased the (default) duration of the stun after wiggling out

    - Increased the wiggle penalty for dropping survivors from 25% to 33%.

    - reduced the size of the target lock-on hitbox of survivors

    - added the ability for survivors to be able to enter the hatch from all angles

    - removed the killer's ability to be able to see survivors on hooks

    - added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*

    - removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*

    - added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*

    - increased the angle from which you can blind killers

    - introduced pallets which can be broken from only 1 side*

    - introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*

    - increased the range from which killers can be stunned with a pallet drop

    - added the pallet vacuum for survivors

    - changed the combine harvesters on coldwind farms to be more survivor sided (twice)

    - removed the killer's ability to be able to fly*

    - reduced the ammount of crows that spawn on the map

    - changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow

    - removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*

    - reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby

    - reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks

    - Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks

    - Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)

    - Removed the ability to have no cooldown when you hit a survivor right next to an object*

    - Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*

    - Removed the ability to be able to push survivors away from hooks

    - Nerfed the mangled status effect from 25% to 20%

    - Removed the ability to be able to grab someone trying to jump into the hatch

    - Changed the time it takes to open an exit gate from 20 seconds to 15 seconds

    - Removed the ability to be able to block survivors at the basement stairs.

    - Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.

    - The Deep Wound status effect timer does not decrease when within the Killers terror radius.

    - Lockers negate all aura reading abilities from the killer

    Perks:

    - nerfed shadowborn (twice)

    - nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*

    - nerfed bloodhound

    - nerfed No one escapes death (twice)

    - nerfed Play with your food

    - nerfed Save the best for last

    - nerfed unrelenting

    - nerfed thrill of the hunt

    - nerfed iron grasp (twice)

    - nerfed brutal strength

    - nerfed deerstalker

    - nerfed a nurse's calling

    - nerfed franklin's demise

    - nerfed sloppy butcher

    - nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)

    - nerfed knock out (made open handed affect it)

    - nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*

    - nerfed tinkerer

    - nerfed remember me

    - nerfed enduring

    Trapper:

    - removed the ability to be able to trap hooks

    - increased the minimal distance at which the trapper can place a trap next to another one

    - changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap

    - shadownerfed the size of the hit box of the trapper's traps several times

    - changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*

    - removed the trapper's ability to be able to place traps on the hatch

    - decreased the time it takes to disable a trap from 5 seconds to 2 seconds

    - removed the ability to be able to set traps through staircases and certain floors*

    - changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*

    Hillbilly:

    - increased the duration of the stun when bumping into an object

    - removed the ability to flick*

    - removed bloodlust from when using his chainsaw*

    - reduced the effectiveness of the addons which reduce the volume of the chainsaw

    - increased the cooldown on the hillbilly's chainsaw

    - removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*

    - removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*

    Wraith:

    - added an increased cloaking time on the windstorm addons (white and blood)

    - increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities

    - removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*

    - removed the ability to be able to appear as cloaked for survivors while not being cloaked*

    Nurse:

    - reduced the ammount of default blinks from 3 to 2

    - reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)

    - nerfed every single addon she has

    - nerfed the range of her lunge after a blink (three times)

    - removed the ability to be able to look up during her fatigue*

    - removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the nurse's ability to be able to blink on top of the shack

    - added the ability to be able to lightburn the nurse while she is charging up a blink

    - changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*

    - added the weapon swipe animation after hitting someone after a blink before going into fatigue*

    - added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)

    - Nurse blink attacks no longer bypass mettle of man*

    Shape:

    - removed the ability to be able to stalk multiple survivors at once

    - reduced the movement speed on the vanity mirror

    - reduced the point generation on the vanity mirror and the scratched mirror

    - removed bloodlust from evil within 1*

    - added the vulnerable indicator for survivors when the shape goes into evil within 3

    - reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking

    - removed the shape's hitbox while stalking

    - removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*

    - removed the ability to be able to stalk survivors in lockers*

    - removed the ability to be able to stalk survivors who have left the level*

    Hag:

    - added the ability to not trigger any traps when crouching over them

    - removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*

    - added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon

    - removed the terror radius from the hag phantasms*

    - removed bloodlust from using the scarred hand

    - changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*

    - removed the ability to be able to have traps triggered by dying survivors

    - changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards

    - removed the outline of the hag phantasm when a trap is triggered*

    Doctor:

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the doctor's ability to be able to shock injured survivors from a massive distance*

    - snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)

    Huntress:

    - changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory

    - removed the ability to be able to throw hatchets without losing any tokens on play with your food*

    - added that the huntress slows down massively when she puts away her hatchet after she pulled it out*

    - Reduced the effectiveness of the addons which reduce the huntress' windup time.

    Cannibal:

    - removed bloodlust from when using his chainsaw*

    - when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*

    Nightmare:

    - added an indicator to tell survivors when someone is asleep

    - increased the size of the nightmare's terror radius from 16m to 24m

    - added a 3 second slowdown after putting someone to sleep

    - added that you wake up when you recover from the dying state

    - removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*

    - changed adrenaline to make it wake up the survivor who is using it when it activates

    - removed the ability to be able to put survivors to sleep who are in lockers*

    Pig:

    - Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*

    - Traps that have not been used up by the time the exit gates are powered become inactive.

    Legion:

    - Nerfed the majority of the legion's addons

    - Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit).

    - Feral Frenzy can only be used when the meter is fully charged.

    - Feral Frenzy move speed is now 5.0 m/s.

    - Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.

    - Increased the Legion's terror radius to 32 meters, from 24 meters.

    - Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.

    - Missed attacks will end Feral Frenzy.

    - Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)

    - The Legion cannot see pools of blood while in Feral Frenzy.

    - Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).

    - Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*

    Plague:

    - Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*

    - Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*

    Ain’t nobody reading that novel. Nerf billy.

  • @TragicSolitude said:

    Whenever I play survivor killers feel too fast and whenever I play killer I feel too slow. So, if I'm unhappy both ways, I guess that means it's balanced.

    That’s true. I feel slow as killer too. As survivor they feel so fast it’s brutal.

  • @Waffleyumboy said:

    Too many people are calling for DS to deactivate when another survivor is hooked. This would enable tunneling and make the perk useless.

    Survivor gets unhooked, killer downs them, killer downs unhooker, unhooker gets hooked, unhooked gets hooked aka tunneled.

    They just don’t like it because it stops tunneling, which all killers do even if they won’t admit it. If they didn’t, ds wouldn’t be an issue.

  • Can I hear from some survivors and not the bored killer mains with no life who stalk this forum? Thanks in advance.

  • @Coder said:

    The devs changed him because he was annoying and boring to play against. Has that changed? To be honest, I'm not really "having fun" when playing against him, I just try to gen rush and leave.

    I do have fun facing a huntress, or a bubba. I do think "Oh, nice! a huntress, let's dodge those hatchets!" but I've never felt that with a Doctor, it's more like "Oooohhh crap... a Doctor... another 10-15 minutes of my life wasted on a boring match, welp, let's do gens as fast as we can"

    How do you feel about him? are you enjoying going against him? I'm not talking about using him as killer, but facing him as survivor.

    Nope. I think great! Another op killer who will try hard to win and tell me to git gud when they have every advantage.

  • @Carlosylu said:

    1. When I brought a "healer" build and I get to face the Plague...
    2. When I decided not to bring in Spinechill and it's a Stalker...
    3. When I decided not to bring in BT or DS and it's a Bubba...
    4. When I brought in BL and it's a map with no falls...
    5. When I forgot to change a specific perk I had to use last match for a challenge...
    6. When I hear my SWF mate say "It's Myers"... He's my Nemesis...
    7. When the game starts and it's Ormond (I hate that map as both roles, I just don't like it)
    8. When we brought in a map offering and the killer's one wins

    The sound of a chainsaw revving in the distance. I know it’s billy and he’s likely toxic. Can’t wait until they nerf him.

  • Doc is op now and has a few bugs as well. I’m excited to see what they do to nerf him soon. After hillbilly of course.

  • He’s a very annoying and unfun killer. Def needs a nerf.

  • @Andy111777 said:

    Should the reset go back to a bigger amount or is it in a good place?

    I see a lot of people say with the Ruin nerf that now a lot of the lesser killers can go back to the rank that represents their skill level more but at this point it's really hard to go back while playing. For instance should the reset go from 1 - 5 or the old 1-10.

    I’m not sure it matters with current matchmaking.

  • @camman0000 said:

    you could waste every pallet you ever run to as a survivor, and 3 gens will get done by the time you get hit and you still have half the pallets lol. so many tool boxes and prove thyself cause its so quick.

    I think you’re a killer pretending to be a survivor to bait a thread. You almost fooled me good you silly sally.

  • @Jigsaw_pprentice1993 said:

    I play every killer and do fine at rank 1

    my favorite killer the pig cant remember the last time i had entity displeased so there is a bit of a plan that goes into a match

    So you are saying the ruin nerf didn’t impact your ability to do well at all? But that goes against everything killers are saying so I’m confused. Or maybe you just are good at game and don’t rely on crutch perks?

  • @hex_genrush said:

    its really sad because I really like trapper but 2-3 gens go when I set my traps and they all disarm them anyway

    Sounds awful. Have you ever considered changing your play style? Playing survivor is so stressful and takes hours to become good. Killer not so much so maybe you need to derank and get some more practice? I don’t know but I hope this helps. ;)

  • @oh_0k said:

    Ah yes the classic "killers bad" thread very original

    Thanks. Hugs

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036904#Comment_1036904

    I was making fun of your constant calls for killer nerfs. Git gud

    Thanks I’ll do my best. You too okay ;)

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036936#Comment_1036936

    yep I’ve only been in the forums and I know what posts to avoid

    Yet here you are. Hmmm

  • This is impressive. What are your final takeaway thoughts on state of game and balance?

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