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  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280863#Comment_3280863

    it's really aggravating playing this game for so long and watching every PTB sit there for 3 weeks for I guess no reason, it's ridiculous what's wrong with hot fix balancing?

    The PTB is an attempt at PR improvement. People would lose their marbles if Behaviour just released buggy killers without a beta. They still release buggy killers, but hey there was a beta

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280863#Comment_3280863

    So just to be clear about that... The only thing you consider about him that was not well designed is that the hitbox of his charge attack was bad? In two ways... colliding with objects and survivors was to easy so they changed that until he was like he is now... But the concept of his power was already good... I think the fine tuning was quite minor to be honest.

    Oh no, he also had tons of bugs. Dumb stuff like if you used your power near a downed survivor you would hit them.

    Trying to throw a survivor off a ledge would just cancel your power and do nothing. (This one is still broken)

    Not being able to hit survivors with his power was just game breaking though.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280833#Comment_3280833

    Yes, and it got fixed soon after... so what is the point? I'm not really sure which way around it was... I believe on the ptb he had double the collision box that he had after release and then they went in between those two values for the final version right? And I would only consider that a minor flaw that they had on their radar pretty much immediatly and got fixed soon... So I don't see how that changes something about him being a well designed killer?

    He wasn’t well designed when they released him. They gave him a huge nerf after the PTB which was a knee jerk reaction. It was painfully obvious they didn’t even test it.

  • Sounds interesting. You’d probably want to run the addon that lets you see the box’s aura and then hook a survivor near the box so there’s only three survivors on gens.

    Also run the engineer addon so you can stand on the box and hit people going for the unhook, or trying to do nearby gens. Maybe also run insidious because you’ll be standing still?

    of course ruin lol

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/356314/you-literally-cant-play-knight-at-high-mmr

    First of all there is no high mmr, since above the soft cap everybody is considered to be at that, then again when you have a longer queue the range of mmr that gets matched with you increases and after x amount of time you will get a game regardless of how balanced it is to prevent too long queue times...

    https://forum.deadbydaylight.com/en/discussion/comment/3278610#Comment_3278610

    Wesker was very well designed strong killer most people consider to be A tier... Hens did a showcase with him and some of his comp friends and the Wesker did decent , sure not as strong as Nurse, Spirit or Blight but still really good.

    https://forum.deadbydaylight.com/en/discussion/comment/3278874#Comment_3278874

    Not really dude, I like going against Nurse, Blight, Huntress, Wesker for example... But I do not think I should be able to loop a killer for that long unless he is far worse than me...

    https://forum.deadbydaylight.com/en/discussion/comment/3278879#Comment_3278879

    Especially since high mmr doesn't even exist in the way people think it does xD

    https://forum.deadbydaylight.com/en/discussion/comment/3278891#Comment_3278891

    First once again there is no high MMR... But then so we actually have something we can work with ... The following picture is a comp tierlist from Knightlight... you can get it from his twitch with !tierlist at https://www.twitch.tv/knightlight He is a comp player currently playing for Team Eternal, the best comp team at the moment:

    https://us.v-cdn.net/6030815/uploads/UVA5CDD16QJA/image.png

    According to that I guess we could say that at least A tier is still somewhat viable... And that is comp... Which is completely different from what you imagine high mmr is... Because of that source I would think that this is quite accurate for a comp setting... So Wesker is the 7th best killer in the game... But yeah sure, BHVR does not make killers that are good in "HiGh MmR" anymore...

    Wesker was weak when they released him. You would hit a survivor with his power but pass through them without doing damage. The collision box was too small.

  • If they don’t fix it with this next update, I’d assume it is intended. Because they’ve been silent about it.

    I’ve avoided using it because it seems like a bug. But if they give me the blessing of silently confirming it’s not a bug then I’m going to use it. A lot. 😆

    Beats defending a three Gen for thirty minutes.

  • he’s good at securing a three gen and holding it until the server shuts down. That’s it.

  • My suggestion is to lose 50 games so you can play against people who don’t know how strong the W key is against him. There’s not much else you can do. 🤷🏻‍♂️


    I played several 30 minute games yesterday and I only got one hit with a guard. And I only got it because the survivor gave up at the exit gate switch.

  • I used Whispers one time many years ago. It used to be the third tier had the biggest radius so you didn’t want to purchase tier two/three Whispers. It wasn’t until some time the devs realized this and fixed it.

    Even the devs didn’t understand increasing the radius was a nerf.


    Tier 1: there are survivors near you.

    Tier 3: there are survivors on the same map as you.


    Whispers is a bad perk because you can’t hear survivor breaths over the noise it makes.

  • Slight is an understatement. He’s best played by locking down a three Gen with all regression perks. Literally impossible for the survivors to break your three Gen. It’s incredibly unfun for both sides, but it’s the only way to play him at high MMR and reliably win.

    Any buffs you give him will make this even worse. Needs a rework. Was not ready for release. Cool idea though.

  • Quality of life changes

    I wish you had numbered these, but I'll try my best.

    Yes, I think the guard should apply all the effects that the Knight would use, but he needs to be reworked for that to happen. Right now his 3 gen game is too strong, while everything else he does is weak.

    Yes, the AI should be better. Fire whoever wrote the AI and hire someone who does AI in Unreal Engine.

    I actually like all the information the Knight gives out and I do like the banner. It feels good to play against him (because he's easy to escape from). It does however make him feel useless in anything other than a 3 gen scenario while playing him. So maybe a happy medium is needed. Right now he just gives all the information right up front. You can even see which guard he will summon next.

    I think the speed of the guards is good right now. I think if you increased the speed anymore and it would feel oppressive.

    I like the idea of hunts being longer. Right now there's not much reason to take the flag if you don't have to, holding W is better.

    Big Changes

    "the knight should have more than one patrol available"

    Currently, the best way to play Knight, is to sit at a 3 gen and never leave it. It's actually pretty oppressive. As long as you don't leave the gens you can hold the game hostage until the servers shut down after an hour. I know you can because I've had it done to me as a survivor and I've done it while playing him. It's incredibly hard to get downs with him while you're doing this though so you mostly have to pester survivors into disconnecting. I actually don't know why they haven't kill switched the Knight because of this. It's terrible gameplay for both sides. I'm not advocating for people to do this, but it's the only way I've found to play this killer at high MMR and reliably get 4 kills or 3 kills and one hatch (But usually several of them will disconnect after about 30 minutes).

    While doing this, I've had several survivors tell me to "Kill myself in real life" in the end game chat.

    Back to your suggestion, no. Having two patrols would make 3 gens even more oppressive than they are now. This is a terrible idea.

    "if not multiple patrols, the knight should be able to make another patrol the moment a hunt begins"

    Same thing here. He can already 100% hold a three gen. It's already oppressive. This would make it worse.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279573#Comment_3279573

    But on RPD and Lerys she is kinda ######### so... I mean yeah there are some maps where there is not much you can do about her... But then again when you get a Ghostface or a Myers in Lerys there is also not much you can do in that case... If you get no indication that you're about to get attacked you will just get hit... I would love to have some higher tiles on those map to be able to properly play against her...

    I would not even go as far to say it breaks game elements... Some things work against some killers and not against others, Pyramid Head can hit you through walls, Legion is guaranteed to get at least on hit on you unless for some reason he looses the legion chicken game that badly... But it is kind of a change that for example edge map is really good against her and worthless against anybody else... So I think to some degree yes she ignores game mechanics, but then again she gives you something else to work with... At least most maps have high tiles you can work with... I think her power is far less annoying than plagues to be honest, but that might be personal preference... Spirits requires even less to perform well and is not map dependant at all, meanwhile poor billy the hardest killer in the game is like below average xD

    https://forum.deadbydaylight.com/en/discussion/comment/3279626#Comment_3279626

    For me it is the opposite... I'd rather have the game be over sooner instead of a 20 minute slugfest... That's why I hate going against legion... Those games just take forever and you're not doing much besides doing gens and mending...

    At least with the long game you will pip and get bloodpoints and experience

  • @Adaez said:

    Its kinda hard not to call the devs survivor sided when they made flashlight saves so easy that it takes no skill anymore to pull it off.

    All you have to do is to aim the flashlight at the killer face,now it doesn't matter anymore if you're too early or too late,you will still get it.

    Now as a killer you have to be paranoid if a survivor is around because if you pickup someone without facing a wall or lightborn,you will always get blinded now.

    Bruh, I feel like it was too easy before. The survivors I play against always perfectly time their flashlight saves. I got really good at faking a pickup. Some killers are better than others. Like with the Hag you can pretend to put a Dorito down and it looks like you are picking the survivor up. 9/10 survivors will run out for the save and you get a free hit.


    Demogorgon, fake putting down a portal.

    Trapper, fake putting down a trap.

    Ghost face, crouch for a second.

    Deathslinger, reload your gun instead of picking up. IDK why, but people fall for it A LOT.


    If you aren't playing one of those killers, body language is REALLY important. Don't look around like you are checking for survivors when you are going to do this. Act like you are a tunnel vision newby. Don't look around, just go straight for the pickup, but then just stop for a second. Sometimes survivors will run out and give you a free hit after this.

    Also pay attention when you are chasing. A lot of the time, cheeky survivors will follow behind you so they can get the flashlight save. DO NOT hit them while they are following you even if you hear their footsteps and breath. While they are following you they aren't working on gens. This is perfect for you. After you down the survivor they will think you are completely oblivious. Use my suggestions and you'll get a free hit on that guy. Sometimes you can even get a free down if they get really greedy and come back after you already hit them once.

    I've had games where SWF groups get really greedy with flashlight saves and I down all of them using the exact same trick multiple times. Like they have 2 brain cells between the four of them.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279374#Comment_3279374

    I understand the intent, but it might just lead to 4 slowdown perks when you cannot use aura reading effectively anymore...

    I'd rather 4 slowdown perks as apposed to 4 aura reading perks and the game is over in 120 seconds with no chance of winning. 😁

  • Open a bug report so they can ignore it

  • @killer998 said:

    He's honestly so bad it's ridiculous. He has to be one of the most survivor friendly killers they've ever released. I'm not saying that in a "Devs are survivor sided" way, I'm talking about his actual design itself can't contest the top level survivors. Information is power in DBD and he gains f all information but gives tons.

    His power is not only awful, it's painful. You can't see the survivors but they can see you making the path, they can hear you making a path. The guards take too long to activate. since they can also hear and see you making a path on top of their activation the survivors are gone by the time you're done setting it up holding forward. They're slow af, they're dumb af. They get stuck all the time. They can see the guards auras as they're patrolling and the Path the guards are patrolling.

    It's harder to do but they can also take the banner and get a speed boost and endurance.

    The power is also clunky af. There's so many points where you're not allowed to use it. Critical moments like windows or pallets. He has to step back. It takes a hot second to start channeling it and it feels like the orbs a drop-down than a spawn in with the camera angle. You can get stuck on things when you're trying make a path and on controller at least let me tell you, it can be f'ing hard to get out of being stuck in a wall or object. It's like spirit phase, but he's drunk and has all the nerfs spirit mains have nightmares about at the same time.

    He gets fat shamed at loops at times or in chase he can't fit through things. He's loud af as he stomps around.

    He feels rushed for the Christmas sales and he's just obscenely weak overall. At the higher levels of play where swfs rule and survivors sweat non stop he literally gets nothing but hardcore stomped outside of camping. He's a good camper but that's it and that only goes to show how yet again, bad he is.

    The only place he can be decent is at the lower ranks of play where most of the player base is. That can be the only place he can thrive. Where no one has a clue what's happening and are learning the game.

    He CANNOT contest the top level of play in his current state. You might get the one game here or there if you're really lucky or the survs F up big time. But he genuinely can't compete with them.

    We were screaming this nonstop during the PTB. If you think Behaviour will start listening all of a sudden, you are sadly mistaken. You are better off requesting a refund and playing something else.

  • I played him quite a bit during PTB and again after release. I also played against him in both the PTB and after release. In the PTB he was a joke. Like you were better off just not even bothering with his power.

    From a survivor perspective, every game felt like a free win. It was fun dunking on him. I will say though, after release with the increased speed of the guard chase starting, he felt less like a joke. You can still escape by holding W, but the guard gets pretty close. If you were slow to start holding W, you’d probably take a hit.

    Playing as the Knight is pretty bad even after the small buff. He does well in corners or edges of the map where you can force a down. But anywhere else you’re better off not using his power.

    I had success with Bloodwarden paired with the add-on that blocks the exit gates. You can hold the game “somewhat hostage” until the endgame collapse timer completes and all the remaining survivors die. It‘s easier to do if you just follow one guy and trigger a guard chase every time he gets near an exit gate. The other survivors will usually be kind enough to wait around for you to activate blood warden. Just don’t bring any other end game stuff or they will leave immediately. NOED scares survivors out of the game. It’s better if they feel safe.

    But it’s sad that you have to use an ultra rare addon to get a normal game with the Knight.

  • I found another way to trigger it. It's very weird. If you pass your green orb over a vault location you will teleport to the other side when you release the killer power. It happened every single time.

    The game got very weird and kept trying to correct my position? Like it started randomly putting me back into the killer shack after I did this. Unless one of the survivors was cheating and randomly teleporting me around.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273333#Comment_3273333

    Wym its useless for camping? Its actually one of the best since the orb counts as killer distance, allowing for devour, make your choice, and monstrous shrine to proc while you sit and wait at hook

    Granted its still not too strong as i got destroyed even with this strat (mostly just wanted to try it out to see for myself)

    That’s obviously a bug. There’s also a bug that lets you teleport with him, spirit style. I would not count obvious bugs when determining how good he is at something.

  • He’s our first F tier killer. There were many suggestions in the PTB to remedy this problem. All of those suggestions are things everyone in this thread is also suggesting. Instead they decided to reduce his power activation time by 0.5 seconds and call it a day, while simultaneously ignoring the many bug reports and then nerfing his two good addons into the ground.

  • While a survivor is doing any action you press left click while facing them. For gens you have to face away from the Gen but at the survivor. You can grab survivors off gens like old spirit.


    I guess if you run away before the green ball reaches you, you could avoid it.


    I’m calling this Tele-Tech. It’s like Blight’s Hug Tech but not as game breaking

  • @Sonicshadow32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273558#Comment_3273558

    I was chasing the Boon lady and absolutely could not hit her. It was absolutely wild. I was even planning on letting them live after hooking them twice, but they were so good that it didn't even look like it. Boon lady was the last to get second hook but then this bug happened.

    It's easily reproducible. I've done it many times in live because the devs did not respond to my bug report and did not fix the bug so I assumed it was intended. Teleporting is part of the Knights power now.


    Hey look they put me in jail, noice.

  • I opened a bug for this in the PTB and they ignored it. Though when it happened to me, I was able to attack the survivors.

  • The thing that bothers me the most about the Knight is that there are tons of little spots where you can’t activate his power. It’s ######### annoying.

  • @Crowman said:

    Tough to say since currently the worst killer is Trapper and Trapper has more work he has to go through to set up his power while having no other utility.

    At the very worst, Knight can use his knights to break pallets and damage gens while still being able to move about.

    The Trapper is better because once you’ve zoned an area, survivors either can’t go to that area or they need to spend time disarming, which reveals their location. If you catch them before they finish disarming then you get a free hit.

    The Knight can only temporarily zone, and the setup takes time so survivors can simply hold the W key.

    The Knight’s killer power

    1. Immobilizes him.
    2. Gives all survivors invisibility
    3. Is easily countered by holding W
    4. if you forget to hold W you can touch the banner for free haste/endurance.
    5. reveals he is approaching via the friendly green orb.
    6. is useless for camping (good.)


    Also with the Trapper you can quickly/silently set up a trap at high wall loops during a chase and get free downs. Requires two addons but it works really well.

  • @Adjatha said:

    Correct me if I'm wrong, but:

    • His power utilizes three npcs, each with their own speeds, up-times, and skills, but the killer cannot specifically pick the one they want, they have to cycle between whatever's up next, removing any tactical deployment.
    • He comes to a full and complete stop when he turns on his power.
    • Survivors vanish from his screen as he's using his power.
    • Actually drawing out a patrol path takes time and using anything on the fly leaves the guards basically stationary.
    • His guards have a delay between when they're deployed, when they appear, when they notice a survivor, and when they actually start moving.
    • The survivor can see the spawn-spot where the guard will (eventually) spawn
    • Survivors see the radius the guards can detect them at, allowing them to stay 100% safe at all times.
    • Survivors move faster than 2 out of 3 of the guards, making it impossible to hit them with the guards unless the survivors run directly into them (despite being able to see where the guards are from a great distance).
    • The guards have extremely short uptime AND have a "turn off" button in the form of a banner that can be tapped to instantly dispel the guard.
    • If the survivor DOES tap the banner, they gain both Sprint Burst AND Endurance, making them both invulnerable to damage AND lets them get away from any possible repercussions
    • The AI on all the guards is exactly as bad as the Nemesis Zombies - a killer released a year and a half ago and STILL not adequately fixed

    Does that about sum it up? Am I missing any other weaknesses his power has? Am I mistaken on any of those?

    Yes, all of these were brought up multiple times in the PTB forums for weeks. Behavior did not listen. They did not fix the problems we pointed out. Many people offered many different solutions, all of which would have been better than minus 0.5 seconds on his killer power activation time.

    This killer is F tier. I think they just need to see the killer totally flop before they do anything? I'm not sure what their reasoning is because they don't share it with anyone.

  • @scoser said:

    Love to get rolled every game while trying to get adept on this low tier killer. Even if you do the optimal play of instadropping your guard, the survivors just run to any of the other 50 loops with pallets on the new map.

    Yes the brain dead play is always the correct play. Hold W for blood points.

  • What is this B-Tier nonesense?

    I’m over here holding W and escaping every single Knight. He’s obviously D-Tier. I haven’t played against a single Knight that came remotely close to a four kill.


    Average Knight player

    image.gif


  • @Pulsar said:

    Bubba's ability to facecamp is a relic from a long-past era of DBD. Something needs to be done about this. Almost every single Leatherface plays this way and it is beyond frustrating to get 3K BP through no fault of your own.

    Likewise, this strategy is viable. It isn't like you'd be throwing to attempt this. You can get consistent 3K's even if Survivors correctly counter you.

    If locker saves are being removed because they remove Killer agency and feel unfair, Bubba's ability to facecamp needs to get yeeted into next week.

    https://youtu.be/y5mBTNZP4v0

    Bubba is made to camp and ruin everyone's experience, who will I play if they take this away??? /s

  • @Akumakaji said:

    Hello everyone,

    I know, this is some strange timing, with The Knight dropping in an hour or something ^_- But I jut got an idea:

    what if we did away with the whole orb thing and made the power work in a different way? Hear me out, with my proposed change we had 4 ways to activate the power:

    1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack

    2) highlight a gen or breakable object to summon a Guard and kick/break it

    3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it

    4) highlight nothing and just plonk down a standart and have the guard patrol around it.

    This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.

    Well, I guess we will just see what happens next.

    Happy gaming, happy hunting, happy surviving.

    These are cool, but sounds like a lot of work. They won't do it.

  • @Beolthar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268954#Comment_3268954

    I have already addressed my reasonings when making this poll. Please look in the comments to find it (it's on the first page). TLDR; Nurse's power works, which is more that can be said of some of the killers on the list. She may need a change, but I don't think she needs one as bad as a lot of other killers do.

    As for her or blight getting 90% of the votes, from what I've seen of this community, most who would choose them would do so simply because they don't like them, not because they actually need a rework more than the other killers. But I put "Other" as an option, which includes Blight and Nurse. And yet, they don't have 90% of the votes anyway (at least, so far). So far, no one has said blight except for you and only 3 or 4 have commented that they voted for nurse (including your vote). Meyers, Pyramid Head, Twins, Hag, and Knight have also been voted for with the "Other" option.

    Nurse subverts the core mechanics of the game by teleporting through them. She teleports through pallets, windows, walls, floors. Her power more than works.

  • @Chocolate_Cosmos said:

    Killer optimal gameplay:

    • Drop your power on the loop
    • Continue chasing
    • Repeat

    Survivors optimal gameplay:

    • Shift W to a different loop
    • If you see the big green light, go the other direction and Shift W to a different loop
    • Repeat

    Brain dead gameplay.

  • Why would you not list nurse or blight? Are you afraid those would get 90% of the votes?

  • He also brought pentamento and shattered hope. I didn’t see him activate pentamento while I was alive.

  • He’s very map dependent. I had a fantastic trial on Springwood today. I spawned near the preschool. I put traps in the following locations.

    1. on the stairway leading down to the basement area. If you don’t break the doors, you can force them to either take a hit or step on the trap.
    2. The window vault near the entrance. It’s a super strong vault. The survivors hit this trap three times this game.
    3. The pallet by the car behind the school. This one is better to trap because the strong vault near the other trap is already blocked. If they drop the pallet, never break it. Just leave the trap in the vault.
    4. random grass spots near gens.


    Had a snowball moment where I was carrying one survivor and two others stepped in traps with seconds of each other. The grassy area traps won the game for me. When I get non-grassy maps I get bent over and spanked. Almost feels like the best thing to do is go get a glass of water if you get a non-grassy map. Just let the survivors do the gens and “GG go next”.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248000#Comment_3248000

    I’m ok with this; but only if they also add a reasonable minimum distance, where he can’t place traps too close to each other. He’s way too easy to snowball with this way, to be locking down entire areas (such as killer shack or main buildings, especially with basement).

    This is already a thing that exists. You can't place them too close. There's always enough space for a survivor to walk between them.


    If your suggestion is to make it so he can't place traps within like 5 meters of each other... that's a huge nerf to an already struggling killer. I don't think we should be nerfing the weakest killer in the game.

  • As others have already said, this would absolutely negate the ability to even play stealth killers.

  • Just give the Trapper all his traps at the start of the match, rework the addons and call it a day. He's laughably weak.

    1. Make trapper spawn with all of his traps in hand and remove the restriction on how many traps he can carry.
    2. Redo all the addons which increase the number of traps he can carry to instead increase the number of traps he has available.
    3. Change base starting number of traps to 5. Addons increase the number of traps by 1/2/3.

    Trapper is stupidly weak compared to other killers. Something crazy like this would help bring him up to speed.

  • @SunsetSherbet said:

    There really is no reason to have suicide on hook. Self unhooking is an archaic mechanic that could safely be removed. I am sure we'd get a mysterious number of people complaining because their totally legit slippery meat build was invalidated, but, we should probably face the fact that self unhooking is almost exclusively used to suicide and dodge the DC penalty. Just remove the mechanic, but keep it for deliverance.

    Why does everyone think that removing hook suicide would fix the survivor suicide problem?

    They will just run to the killer after you unhook them. That's what most people do now anyways if you try to save them.

  • I agree, the unhook grab game is not fun for anyone involved and it's more chance than skill because of ping.

  • @DragonMasterDarren said:

    I do not care how many people are going to tell me "i play Bubba and i don't facecamp" because at this point i do not believe anybody actually DOES use Bubba to play normal chases, i have seen a grand total of 9 Bubbas in the last 4 months and every single one of them downed someone and then either Insidious camped, or just normal face-camped, without fail

    This isn't fun, I doubt the people playing this "strategy" are doing it for anything other then morose shreds of joy, the person on hook isn't allowed to play the video game at all, and the other survivors are basically forced to play "Gen Repair simulator 2022" and then leave, a grand total of 1 interaction happens in the entire match, it's boring

    what makes this even more infuriating is that BUBBA KICKS ASS IN CHASES, his chainsaw is amazing for getting rid of pallets quickly, and there's even mind-game potential with it since you can back up and hide your red light, but nobody seems to give a flying ######### about that and instead just face-camps because "hurr durr consequence free downs because the chainsaw instadowns hurr durr"

    Fully rework Bubba, he needs more incentive to actually use his power in chase rather then down one person and then effectively kill any form of fun that the match could have

    I enjoy that some killers have completely different strategies than others. That's something to be celebrated.


    I agree that it's not fun though. Both as a killer and the survivor. But Behaviour keeps giving us really dumb challenges in our Tombs. Like "Hook 3 survivors in the basement." This may as well say, "Play as Bubba and basement camp."

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245562#Comment_3245562

    as user pointed out. its similar to old freddy who was stealth killer. powerless killer in the chase. strong 4vs1 potential because of dark thought mechanic of reducing action speed for multiple survivors. Reworked freddy reduced 4vs1 potential in add-on section in exchange for improving his chase to a mild level. Survivors complained about his 3% and 2%x4 scaling on jump rope & swinging chains, so those add-on were nuked/removed from the game. The corresponding thanotophobia perk was severely reduced in strength and then later further reduced by 60% of its strength post 6.2.0 update effectively erasing the perk from the game.

    given current updates. it does not seem like they're interesting in these types of mechanics although stealth+anti-heal killer would be strong design albeit absence of healing perks and med-kits.

    Yea I just think a killer that forces survivors to seek each other out and do negative actions against each other would be a really cool concept for a killer.

    While I was writing it, I recognized the fact that the killer would have little to do, which was why I gave them the ability to pester nearby survivors and basically lock them out of doing anything. Granted, if the killer just locked one survivor down, it meant that the other three survivors could simply do gens, so she would have to jump between the survivors, pestering them with screams until either one of them got four stacks or they start hurting each other.

    In the instance of the four stack. I'd like to see this killer have VERY strong strong chase potential. Enough chase potential that survivors do not want anyone getting four stacks or "excrement will hit the fan", so to speak. Perhaps the Intrusive Thoughts Traps could straight up block pallets and windows for a few seconds.

  • @Gandor said:

    So the playstyle against this killer is rush gens and hide and hold W. Maybe heal a lot so that you can be hurt and healed again. Does not sound like fun. Sounds more like stuff AI (on both sides) could do

    Healing causes you to gain stacks. Not sure how you will hide against a killer that’s is 100% invisible until the first time they hit you! Lol

  • @FeryGEN said:

    Is it better to send ideas in "share your work" or in feedback?

    The killer is similar with basic strength to the old Forever Freddy

    Forever Freddy? I think this is different.

    1. You can harass survivors trying to do gens by causing them to constantly scream every time they tap the gen. They would gain 4 stacks fairly quickly if they kept trying.
    2. The moment one survivor has at least four stacks, ALL survivors can be hit. The survivors need to work together to manage stacks and gain breathing room.

    It’s extremely snowbally, the moment all four survivors have four stacks and are injured it would be nearly impossible to get rid of all the stacks. Probably would need to remove all stacks if you hurt another survivor so it’s not too OP

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/352503/new-killer-idea-the-shade

    I like the idea, although SWF would just take the debuff and ignore hurting each other, it should build up to a severe penalty if left to grow too large a length

    Of course tho if such a killer were added everyone else would complain abt it "beinf boring" like old freddy because he cant M1 and then itll turn into the freddy we have now, boring, non thematic and overall just not a great killer

    So i doubt itll be added, even if were the only ones who like the idea lol

    If a SWF group tried this they would all have a permanent 12% debuff to all action speeds including vaulting and the killer could injure them.

  • @YOURFRIEND said:

    This feels like the most boring killer to play ever. You just hang around survivors and wait for them to hurt themselves? There's no looping or anything. It's entirely passive. A bot could play this killer.

    Nope, you can hurt all survivors if even one survivor lets his stacks progress to four.

  • I never understood why there were only two zombies, it would be cooler if there were a ton of them all over the map, but they don't respawn. It doesn't make sense to pallet a zombie because pallets do not respawn but zombies do.


    So addressing your changes,

    • - Pallets thrown on zombies prevent zombies from getting up, as soon as the pallet is destroyed, the zombie gets up
    • This would just lead to survivors bullying the killer. They can hold his zombies hostage. I don't think this is a good idea.
    • - Zombie speed increased by 10% and AI improved
    • I don't think they need a speed increase. Improved AI would be amazing though.


    And the addon changes,

    S.T.A.R.S. badge

    The speed increase is too much but I love the extra zombie. Nice.

    Jill's Sandwich

    I think this is simply way too strong.

    NE-a Parasite

    I think this is too strong with the mangled effect. Maybe remove that.

    Licker Tongue

    I don't like this one. When you kick the gen, it already does 2.5% so this addon gives you 0.5% more regression, may as well just remove that part. The second effect I like though.

    Plant 43 Vines

    Seems really strong. If you catch them at a loop with a zombie they have no way to escape. Maybe remove the aura read.

    T-Virus Sample

    I love this one

    Tyrant Gore

    Seems very strong. Too strong?

    Marvin's Blood

    Seems weak.

    Zombie Heart

    I like it.

    Gray addon - Dead Crow (instead of Damaged Syringe)

    Can we change this to: Zombies now react to injured survivor's grunts of pain. Or make that basekit?

    S.T.A.R.S. Field Combat Manual

    I like it.

  • @IlliterateGenocide said:

    The only thing i have a problem with is the 25s of incapacitated, i would gladly trade slight more gen regression to lower that

    With this you could now dodge the 25 seconds incapacitated. It gives a visual queue. I don’t understand what you mean. You can completely prevent the incapacitated effect by paying attention

  • Pair Jolt with surveillance and play one game with that on. Please explain to me how your match goes. I’m curious what you will think of it. I think I I t’s very nice how well they interact together.

    jolt blows up the gens and surveillance tells you when a survivor taps the jolted gen. If they tap it immediately, go collect your free hit.

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