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  • Nah, I actually like that you can Bless totems multiple times. I think it gives the survivor a good dichotomy of having to choose whether they should spend their time on a gen or blessing totems, and since it takes so long for Survivors to bless versus Killers breaking, it helps pull Survivors off of gens more if they're dead set on continuously getting boons up.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570795#Comment_2570795

    They did lie. First, they said they handed out models and keys like they do for all licences and that was that for their involvement. Now, they're saying they actively collaborated on the NFT assets for months and they're endorsing the project.

    As lie is a lie is a lie.

    ...No they didn't.

    Here's screenshots of everything both companies have said about it (From DBD's Twitter and the FAQ from the folks making the HellRaiser NFT.) It's all at the bottom to not break up my text.

    But if you read through their stuff, they didn't lie. All they stated was that they give license holders copies of the in-game models and some chapter keys while they work with them. That's not at all shocking. Both parties also state that NFTs will not grant you anything in-game that you cannot buy without the NFT, including the voicelines for Pinhead. (Per Boss Protocol's FAQ.) That also hasn't proven to be a lie.

    When two companies collaborate on a project like this, they're going to be working together for months to ensure that the license holder is happy with the portrayal of the license. What this seems to mean for the HellRaiser chapter is that the license holders were holding BHVR to a certain standard with the models (As is expected.) BHVR met that standard, both parties were happy, and the license holders got the models and some chapter keys per the agreement. And if I had to guess, doing an endorsement tweet was just another part of the license agreement.

    BHVR hasn't lied about anything so far regarding the NFTs. They've never formally stated that they would or wouldn't endorse them.

    And we still don't know if this is just a one-time deal where they sold out/bought into an NFT in exchange for another license that they knew would be a major hit for them, and is one that has been requested for a long time, or if they're planning to do their own NFT's in the future. If it's the second one, then I'll be concerned. If it's the first one, then it's not that shocking of a business move, and more so would speak more about the license holders for HellRaiser than it does BHVR. (And don't get me wrong, I'm not that I'm endorsing BHVR agreeing to that as part of their license agreement. However, there's a big difference between them making assets they would have already had to make anyway for the game and giving them to the license holder and them actively going out and creating/selling/continuously buying/endorsing into other NFT-related things.)

    So no, so far they haven't lied about anything. They've actually been quite honest with us about this, as far as I can tell. I can't get mad at them for the normal business practice of working with their license holder. I'm cool with people being mad about the whole NFT thing, as I think it helps ensure they won't pursue this in the future (As, like everyone else, I don't want that.) but we also shouldn't give them crap for things that are common business practice (Again, working with their license holder for said license is normal and a net positive thing.) or things that they just straight-up didn't do. (AKA, Lying about the NFT situation and thing surrounding it in the first place.)

    EDIT: Thought I was smart by trying to put a spoiler warning above the images so my post wasn't so huge, but it didn't work, so I went ahead and removed it.

    Capture1.PNG Capture2.PNG Capture3.PNG Capture4.PNG


  • I'm buying with real money. Didn't buy Cenobite/Pinhead and I'm excited for the perks with Mikaela. Besides, while I know this NFT thing is a hot button topic, I don't think BHVR/DBD is actually going down the NFT route- more like they bought into one/partnered with one for the liscense. HellRaiser's liscense holders aren't getting my money for her, so I'm chill with spending a little cash on her in exchange for perks I'm actually super excited for.

  • @Billy_Capră said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570817#Comment_2570817

    Exactly. That's why I mentioned conspiracy theories. There are a lot of knee-jerk reactions right now, and because of that many people in the community are grabbing for torches and pitchforks without thinking.

    Agreed. It's a complicated situation, and while folks have every right to be disappointed and upset about it (I know I'm disappointed, so I get it.) there's also a lot of things that we really just don't know the extent of, and that getting ready to slam DBD on Twitter doesn't really answer. (Which, mostly fall on the major corporate side of BHVR, and is probably partially covered by NDAs.)

  • @Billy_Capră said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570770#Comment_2570770

    Who said anything about them moving to Epic? There are some conspiracy theories going on here. There is nothing wrong with BHVR looking to add Dead by Daylight to the Epic Games Store (which is the only thing we can guess based on the tweets between them), and it doesn't mean they are moving from Steam.

    A third-party company creating NFTs using assets created by BHVR is not going to get DbD removed from Steam. Steam is banning games built on blockchains and/or containing NFTs or cryptocurrencies as rewards, etc. An NFT that may contain a DLC code has nothing to do with that. That's akin to saying any game ever given out by Humble Bundle needs to be removed from Steam because from time to time HB has book bundles about blockchains and cryptocurrencies.

    Not saying I believe it, but that is a concern I've seen circulating around Twitter, which is why I brought it up in my post. I would personally be surprised if DBD got sacked for it, because it does seem mostly on the liscense holder, and like you said, it's not the entire game based around it. (Nor can you get anything special from buying the NFT in game past what you can already get without supporting the NFT.)

  • @Tactrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568667#Comment_2568667

    Up until this point BHVR has stated that they wanted nothing to do with NTFs, they even had a tweet that said that flat out, and the did a complete 180 on it and now announced that they'll be collaborating with them.

    I wouldn't say it's a 180. They just stated in their tweet that the things in-game you can recieve from the NFT and game codes and all that is something they gave the license holder as part of the contract agreement. They also stated there aren't any in-game bonuses for NFTs. They never fully stated they were for or against them, nor do we know the entire scope of the licensing agreement.

    Not saying it isn't crappy that BHVR agreed to these terms in the first place, but I just wouldn't call this a 180 either.

  • Some people are taking the tweets as BHVR endorsing NFTs (Which, we don't know whether they really do or not, but my guess currently is that it's another part of their liscensing agreement per what they had release about it in another tweet), and even though BHVR isn't based on NFT/Crypto and doesn't push it down your throat, we don't know if crypto being somewhat supported like this from BHVR is going to get the game banned from Steam.

    Plus, there's the entire thing of if it does get banned, while I don't think we'll lose our progress or anything, it doesn't look good to move your game to another platform over a ban like that. That's why people are concerned.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2549605#Comment_2549605

    Killers have several useful perks that aren't meta. The problem as with survivors is their meta perks are way to strong to not use in comparison.

    This, right here! Entirely agree with this statement. Both sides have some good off-meta perks. They really do. (Doesn't mean some perks like Furitive Chase or Autodidact couldn't use some adjustments). The issue is that the meta is too strong for either side to have a reason not to run them outside of archives. (Meta Perks make the game far easier on both sides, and when faced against an opponent that's better than you/knows what they're doing, are guaranteed to get you more value than off-meta perks.) It's also compounded by the cycle of 'Well if I'm only going to see my opponents run meta perks, why shouldn't I? I want a chance to play the game too.' which is frankly just... not fun.

  • Generally 2. I'm a big fan of the Thana Sloppy combo on normal M1 Killers. Helps slow down the game a bit while still letting everyone have a chance for points, and doesn't slow things down to an absolute halt like the TRU combo or other heavy slowdown perks.

    I've also been interested in running Deadlock, but I haven't played the game much since Cenobite's release so...

  • Altarf put it best, but yes, he's boring. There's nothing that makes him particularly stand out or be special. It doesn't even give you the same fun of 'Feeling like' you're playing Freddy from the movies like so many other Liscense characters do in this game.

    Tbh, even if I still don't like Freddy (I never recovered from Forever Freddy...) I wish he was reworked. Even if his power was much more thematically appropriate, I just wish he got more love, as it currently feels like no one wants to play him from any aspect. (And a weak Killer is fine, if he was at least thematically accurate and fun...)

  • I actually agree. I think the overall strength of Boon Totems are being blown way out of proportion from what I saw on PTB. Survivors have to invest a lot of time to their Boons, which I think is great as it encourages them to do more secondary objectives which pull them off of gens. (Sure, they're a bit annoying for the Killer, but Boons don't take them much time to cleanse by any means, and if someone is doing Boons or healing in a Boon area, they're not on gens.)

    Imho I think the only thing that they need to adjust with Boons is the possibility of the Aura of the Boon not being visible to all Survivors, and adjustments to how other Killer perks function with it. (Because like, Retribution should still go off from Blessing a totem imho, and NOED should still be able to proct if you cleanse a bone as Killer when all Totems where taken on the map as the final gen popped.)

    Idk, I think they're really not in a bad spot by any means and will do a great job of shaking up gameplay for both sides, and they don't really need too many tweaks.

  • @EntitySpawn said:

    Deathslinger got nerfed, his quick scopes are a thing of the past and his terror radius increased alot.

    You did remember hes a 110 speed, awful 1v4 and map mobility, has a range of 18metres and cannot down over alot of loops once the pallets down....

    Is there any positive to him over huntress now?

    Last, but not least, we’ve increased The Deathslinger’s terror radius to 32m. The Deathslinger is the only ranged Killer that does not have a "lullaby", which meant terror radius reducing perks like Monitor & Abuse could allow you to get close enough to surprise and hit a Survivor without them getting any warning whatsoever.

    ^^ This is their exact words on the subject. Huntress and Trickster had an audible warning that they were coming and were in a decent range for a shot. If he was 28 meters (Only 4 meters larger then his current state), it would still only give the Survivors a 2 meter warning that he was there with a perk like Monitor equipped unless they were running Spine Chill. (And, at least imo, Slinger has one of the more quiet TR in the start compared to the base heartbeat, or many of the other unique TR's.)

    (Plus, Slinger still has a really, really fast projectile compared to Huntress, and can still hit some really, really weird and tight shots that she can't. He's still able to hit through tiny gaps and do wild stuff like that.)

  • @latinfla4 said:

    Spirit is taken care of

    Nurse is probably losing her blink recharges

    Blight probably alchemist ring

    Wraith his all seeing addons maybe even his silent bell

    Pig the tempered traps

    Oni the top knot

    Myers possibly every addon that makes him unique

    Any other ideas? What else is considered oppressive to casual survivors? Are Billy and ghostface the only ones safe from the purge?☺

    I'd be pretty surprised if they messed too hard with Myer's super unique add-ons in a way that didn't still at least fit the lore and character. (Something his current add-ons do pretty well, and a part of the reason he's so well loved.)

    They did state that a lot of the changes were aimed towards Add-ons that were used a lot or add-ons that had lower pick rates if memory serves correctly. So if I had to guess, they'd probably adjust stuff like the glass shards (Seriously, when was the last time anyone has used them???) or some of his movement speed add-ons. (Maybe they would nerf Memorial Flower and J. Myers Memorial- but, again, I'd be kinda surprised if they did bc of Myer's strength overall.)

    Now Ghostface? I wouldn't be shocked if he was an entirely new boi after his add-on changes. (And good for him if he is- poor guy has only had like 3 add-ons that are worth running for years.)

  • Nah, I'm a Survivor player, and I'm pretty chill with the key changes. I just hope we get some more adjustments to the key add-ons/base key durations to compensate to give them more use mid-match potential.

  • Boon Totems haven't even been released yet... We should at least hold our judgement off of them until we hear about how they function and test it out a bit on PTB.

    Along with this, I would like to just point out that while Survivors do have more perks, I'd argue that overall Killer does have stronger and more influential perks (Along with a power and other abilities like faster base movement speed). That isn't to say there isn't a huge disparity between perk strength rn (Because there is, and this is an issue on both sides), but Killers do have some really good stuff available to them, some of which get overlooked a lot.

    I also just want to point out that Survivors do have more objectives then just doing gens, in a same manner as Killers having more objectives then just Killing Survivors. Sure, those are the primary goals, but with things like daily challenges, archives, along with the popularity of certain perks (Like Thana and Ruin), they do have more to do then just 'Sit on the gen all game', and Killers do have a lot of opportunities to make and create pressure, along with buy themselves more time. (Again, Survivors do have to do things like bones to counter Hex perks, and healing to counter things like Thana- along with stopping and saving a fellow hooked/downed Survivor.)

    Idk man, I'm just saying we shouldn't judge a perk type we know nothing about yet, and I think overall Killers have a lot more power then they tend to give themselves credit for over how the game plays out.

  • I'll still be playing her. I think these changes are great for her, and I think everyone is blowing her nerfs out of proportion seeing how we don't even have the full patch notes yet. (After all, we don't know all of her add-on changes.) Or have the PTB.

    All it does is give the Survivor the same amount of information that the Spirit has always had. She can hear where you are, you can hear where she is. It's a matter at who is more aware and in a better spot. She can kick up dust (Which, reminder, the Devs stated is harder to see in taller grass and around obstacles, and we won't know what exactly this will look like until the PTB) and she can still see Survivors disturb grass, corn, crows, and their scratch marks.

  • ???

    Why is everyone acting like Spirit is dead and that we're currently planning her second funeral lol?

    We don't know the add-on changes (Which will probably be the most drastic changes to her) and gave her an actually fair-sounding mindgame. Survivors who have a good sense of hearing can have a chance to outplay you in phase. (Depending on the loop still, because she still is pretty fast in phase, and again, we don't know if she's getting major changes to her movement speed add-ons in phase). Survivors who are extremely aware can see the dust (Which the Devs stated is harder to see around obstacles and in high grass- and again, we're going to need to see how it actually is in the patch.)

    All it does is take away Spirit's stand-still mindgame (Something that shouldn't have ever existed imho.), and gives the Survivors a chance to outplay her at her own precise game. (If they have better awareness then her, they will get rewarded. If they don't, then she will get rewarded.) Reminder that Spirit has always been able to see Survivors move grass, corn, and hear Survivors. (And currently has an add-on where she can see their blood while phasing.)

    We need to wait till we see the full patch, but all it seems like is that they gave Survivors a chance to actually have counterplay against her that's based on awareness versus awareness, which is something I can appreciate. (And this is as someone who genuinely loves Spirit- I love how much she is based on her awareness, and I'm happy that it will be the larger focus on her kit now instead of encouraging people to fake out a phase and watch to see what sort of jukes/mindgames the Survivor will be trying before you phase, and the Survivors actually having more skillful counterplay to her then 'Throw down the pallet and pray to god that she's wrong or bad'.)

  • @mnsMonty said:

    Excuse me, but how can you see the Spirit? How it may be called the Spirit? This is no more Spirit? This is just a halb invisible person! My favorite killer... and now nerf it. Ah nooo... i will uninstall the game in the first Patch day. 🤬

    ??? Bro, patch hasn't even dropped yet. We don't even have the PTB or full patch notes yet. All we know is that she's getting some well-deserved adjustments, which includes seeing dust. (Not the full Killer mid phase, just dust, which they had stated will be more difficult to see in areas with tall grass.)

    I love Spirit and I love playing her too, but let's not act like this is the day of reckoning when we don't even know the full list of changes. (I mean, c'mon, some people were saying that she was dead when she had Prayer Beads nerfed and when she got a Window Vault animation. There's no reason to act like this will kill her until we actually see the changes.)

  • @Lacrima84 said:

    Killer game and survivor. I think the killer is very much at a disadvantage compared to the survivors. If a group of players plays well and as a team, it is impossible to win. There are too many things against the killer. With the next patch it will be worse than what I've seen. Too many pallets, too many jump points, sometimes you run after people for hours. It is always 1 against 4! I would like to remind the developers. I think so

    ...Isn't that kinda of the point of a 1v4 game?

    If a group of 4 survivors plays well against you, and does well, they shouldn't be punished for that. Especially because I think people like to underplay how much it actually takes to be both a coordinated team and a good player on Survivor side. And Killers have a lot of ways and opportunities to take down a team, and are self-reliant. (Hence, why they are the one.) Killers are in a great spot right now overall, and do get rewarded for good plays.

    Sure, a good team with the best perk loadouts are practically impossible to beat unless you're playing a top tier Killer and and is dependent on map RNG along with skill, but to say that there's too much against the Killer isn't really fair. Killer has so much going for them, and if anything, they're only getting better with the next patch. (Save for Spirit, as that one will be up in the air until we actually test her on PTB.)

  • Huntress's hitboxes aren't really the primary issue- the issue is, as Blueberry said, latency. It's why some M1's are so shady on Survivor's end (Getting hit through something that doesn't look like it should have hit you) and Killer's side (Not getting the hit when you were supposed to.) It's the same thing with Huntress, and it effects both the Killer and Survivor, where some of her hatchets look like they should land, but don't, while some don't look like they should land, but do.

    Ghostface has the same exact issue.

  • Love: Myers, Pyramid Head, Bubba, Ghostface. I'm a PH main, so I find him super fun to try to juke, and then I just love the counterplay of the other three- feels fair and fun. Save for Ghostie's weird reveal mechanic, but that's an issue on both sides.

    Fun: Pig, Plague, Huntress, Legion, Billy, Oni, Demogorgan, Doctor

    Don't mind them based on Map/Playstyle: Trapper, Hag, Clown, Trickster, Nurse

    Mixed Feelings/Undecided: Nemesis and Pinhead

    Dislike: Wraith, Deathslinger, Spirit, Blight, Twins.

  • Personally, I like running Prove Thyself (I love this perk- makes gen speeds not go so slowly when working with teammates, and gives extra BP.) with Spine Chill and Resilience. (Both perks make gens go quickly, and make vaults feel so, so nice.) For the last perk, I personally like running something like Bite the Bullet with a medkit, or Inner Strength to guarantee heals when needed. (Also helps get you boldness points.) I've found that, at least for me, running Prove Thyself seems to encourage teammates to stick to you like glue anyway, so I personally don't like running perks like Bond to help get value out of it. Good luck!

  • ...But a lot of Killers counter this?

    Nurse and Spirit can pretty much just land on top of you whenever they want.

    Blight has amazing speed to catch up with Survivors with- so do Billy and Oni. (Who can both also insta-down, negating the M1's entirely in some scenarios.)

    Bubba also has insta-down capabilities, allowing him to negate the M1 issue.

    Wraith is chugging speed these days and can catch up to Survivors- allowing him to body block them from certain structures, or just leave them and come back to get them later in worse spots. (Which is what every Wraith seems to do these days anyway.)

    Hag doesn't want to chase outside of her web, so it doesn't really matter for her.

    Trapper is somewhat similar to Hag- it doesn't matter how much distance you get if you step in a trap near him.

    Huntress doesn't have a long cooldown between Hatchets, and can snipe from a distance. Plague can do something similar with Corrupt Purge up (Along with not having to worry about the speed boost issue as much due to making Survivors broken, if memory serves correctly.) Deathslinger can still snipe from a distance as well- even if it's not as well.

    Viktor can out run a Survivor.

    Myers and Ghostie, while not strong Killers by any means, also have insta-down capabilities.

    And STBFL exists, allowing multiple hits quickly with max stacks.

    Idk, I agree that holding W can be a crappy thing to verse depending on the Killer, but at the same time, I don't think it's awful? I mean, I just think it's a part of a Killer's job to also know when to drop chase or realize when they spent too long on something, and considering how many Killers that can quite literally ignore many aspects of it or don't really care, I don't think it's that big of a deal.

  • Just wait out the DH??? You didn't even show what you're running/your normal Killer, since some Killers just completely ignore DH anyway lol. (Nurse, Spirit to a degree, Hag/Trapper to a degree, Huntress, Oni, Hillbilly, Bubba...)

    Like, sure, a team full of Dead Hards isn't the funnest thing in the world to verse, but it's also easily one of the most skilled exhaustion perks out of the roster (If not the most skilled), and it's one that can be played around.

  • Eh, I think the complaint comes less from the perks themselves these days (Afterall, we don't have old Tinkerer Ruin Undying) and more so the mentality with the people who run those perks. If you see a Survivor running DS+UB, BT and IW then you're probably going to associate them to trying a lot harder compared to a goofball running Babysitter. On the same thing with Killer, there's gonna be a far different thought process between playing against a Blight with a full meta build and a Blight with Dragon's Grip. (God, love that perk, wish more people used it.)

    Mix that with just how strong meta perks are in this game, and how overbaring they can be for the opposition, mixed with many player's seeming to not like the idea of letting up a little on the opposition when they're getting absolutely rolled, and it's frustrating to get out perked instead of outplayed. And in the same vain, if you go in with a meme build and you play well verses the team who were running meta perks, but still act like they have the largest schlongs in history in post-game chat, it is frustrating.

    With that being said though, I will always agree that I do think NOED and Self-Care make you worse for running them. Self-Care encourages you taking far, far too much time off the other objectives to get value out of. NOED encourages that you don't have to play well since you get rewarded in end game- many times landing you free kills against solos- while also taking up a valuable perk slot that could have easily been used by another perk that would have been guranteed to get more use, against both coordinated and uncoordinated teams.

  • Imho Silent Bell (Coxcombed Clapper) is perfectly fine and a great ultra-rare. Still has a bit of counterplay because as others said, perks like Spine Chill and Premonition exist, he still has to uncloak, and he still makes his weird gargling/chirping noises in stealth.

    I will agree though that Silent Bell mixed with All-Seeing: Blood (The Wallhack Add-On) is pretty nasty, and I'd love to see the All-Seeing add-on get some changes.

  • @Myla said:

    I really don't get it. Can someone explain this to me?

    So experienced players are complaining they go against other experienced players? but it's all giggles when they're against inexperienced players a.k.a the fun matches?

    Your definition of 'fun' is probably someone's misery by the way and they weren't having 'fun' in that match. Some people also use the "I want to try new killers" excuse, So wait you're inexperienced with the killer but gets pissy when you get steam rolled by survivors? What? Shouldn't you be accepting defeats to get better or you just want easy wins after easy wins against noobies? Trying something new and you're unfamiliar with but also wanting to win every time is absolutely bizarre to me.

    What is the middle ground on this?

    I'd like to consider myself semi-expericenced (Sitting at 2k hours, so I at least have finally figured out what exactly a generator is and how to hold M1 on it /s.) and I can't disagree more with the sentiment of not wanting to go against more experienced players.

    I want to go against players who are sitting around the same experience level as me, but I don't want a sweat fest every match- be it Tinkerer, Ruin, Undying Spirits or full teams of DS+UB+DH, where it's gens before any other action in life including breathing. I want to chill with buds and have a fun, fair game with Killers who are running some weird, uncommon stuff for fun. Not sweatfests or steamrolls. (Heck, even when I'm matched with folks who are obviously worse then me, like a baby Pyramid Head who I loop for five gens at Shack or baby Jakes who are left to die by their teammates who pretty much got them killed, I'll normally be nice in end-game and show some form of kindness- like giving those Jakes hatch or killing myself so that the baby Pyarmid Head at least gets a kill. I've been there, I know how bad those situations suck, and I don't make it a point to rub salt in their wound.)

  • @DbDCasual said:

    https://forum.deadbydaylight.com/en/discussion/comment/2494237#Comment_2494237

    Unless Pinhead takes an iri addon, survivors don't need to hold it all game. They can solve it and be gone before Pinhead teleports there. The box is only worth a crap when used with the iri addon that extends the time it takes to solve it. That is not the sign of a killer who is "in a decent spot". In a chase, the chain hunt is almost worthless. Moving slightly side to side as you run completely avoids any and all chains.

    I think letting Pinhead know where the box is(why wouldn't he know where his own box is?) would help mitigate some of these issues. The box is only one of his problems, however. His power is still too risk heavy for the almost non-existent reward it gives.

    Oh no, don't get me wrong, I don't think that Survivors should hold it all game, nor feel obligated to. (In fact, I've had to actively discouraged some of my newer friends to doing it because they tried to do just that, only to go down in .5 seconds and start Chain Hunt for everyone at the start of the match.) It's not a good strat by any means, I was just addressing the issues brought up in the post before it that brought up the idea of someone stealing the box all game.

    Idk, I just think he's not in a bad spot. I mean, compare him to the release of many of the other killers from the past year (Blight, Twins, Trickster, and Nemesis), and he's in a decent spot. I just think that while he probably will need balance changes (And I won't be the one to say what I think he does or doesn't need, I don't play him nor own him) lots of folks just seem like they're way too quick to call for balance changes for things that could stand to wait a little bit for some more practice, learning and feedback before recieving any major changes either way. (Especially since, again, I just think that compared to the other releases from this past year, I don't think his issues are as glaringly obvious.)

  • Less, but not due to SBMM. I haven't had time to try it out very much myself outside of one night this week, due to just not having the time. (And the one night I had this week was about as weird and wild as ever, so...)

  • I do not own The Chains of Hate, Binding of Kin, Nightmare on Elm Street, Hellraiser, or Demise of the Faithful chapters. (Sorry to those who enjoy those Killers/Survivors, but they just didn't appeal to me. Which is a shame, because I point at Plague a lot for being a Killer with a great design who gets slept on, but she just isn't my type. Maybe if I didn't have minor emetophobia, I'd like her more.)

    I primarily play Survivor, and I genuinely believe that most of my hours in Survivor has been dedicated to my main, Jake Park. He is my favorite boy- P3'd with all perks. Steve and Nea are tied for second most played- I really enjoy both of them, and they're both P3'd, with Nea having all perks. Leon is also P3'd with all perks, but I refuse to say I main him unless I maintain that status and continue playing him at least semi frequently between Jake games. I also have Yun-Jin, Ash, Yui, and Felix P3'd, with varying degrees of all perks. (With Yun-Jin being at the bottom of the list- I really like her character, but she has yet to come out with a skin that I want to run with the P3 head.)

    For Killers though, I don't think I'll ever not be a Pyramid Head main. He's just... so, so fun to play. Haven't P3'd him because I have a hard time forcing myself to use the rest of the cakes I have on him from year four. However, I used to main Pig and Myers, so they're both P3'd, with most perks. Spirit has almost all perks and was recently P3'd, as despite her being awful to verse, I do find her enjoyable to play. Next on that list is Legion and Ghostface for Killers, since I enjoy playing both of them as well! Nurse and Huntress also have most perks- but I'm not planning on P3-ing them. (I don't think Nurse's P3 looks good, and while Huntress's is okay, I haven't been able to take off the cat mask.) I'm not great at either of them, but they're fun, haha.

  • @JAZC_CR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2493854#Comment_2493854

    • counter his primary power (his passive) to slow down.
    • survivors take the box anf stay with the box all the game
    • Is no difficult to dodge chains, include main power.
    • need more?
    • Survivors who take the box and stay with it all game will be constantly effected by chain hunt- making them easier to track thanks to the constant attacks, easier to down due to Chain Hunt, will do all objectives extremely slowly (If they can even do some of them, totems are out of the question), and will need to remain vigilant in order to not get caught off guard by Pinhead.
    • Sure, the chains aren't the hardest thing in the world to juke, but you can't juke chains when you're holding M1 on a gen, and the chains do have the potential to mess you up when you're running a tight loop in chase, and give Pinhead hits. Downing Survivor with the box=you get the box and the full effects of it.
    • Imho Pinhead is in a decent spot at this point and needs more time to get used to before too many huge balance changes are made. HIs power has quite a few components to it, so...
  • I find the idea that this concept of 'Hey, maybe you don't have to run slowdown perks, you should just run what you want and have fun :)' being somehow new or revolutionary for Killers is kinda funny lol. Others in the thread has already pointed it out, but nothing is forcing you to run gen regression perks, nor is nothing stopping you from saying your win condition is to stare at a single rock in Autohaven for 5 minutes.

    Idk, maybe it's just because I'm a weirdo who loves random perk builds and who's favorite Killer perks consist of BBQ, Retribution, Discordance, Dragon's Grip, and Haunted Grounds- but I've not focused too heavily on gens for a hot minute. For me, it's all about the BBQ stacks and getting Archive challenges done lol.

    (Jokes aside, I don't believe this will change anything balance-wise. Everyone's known for years that Gens are difficult for a Killer to maintain at a high level with or without gen regression perks at the top-tier. The De-Pip squads from the olden days and the more current, and now more well-known tournament scene has been showing that for years. If we were going to see major changes that effected the top percent like that, we would have been seeing many, many more quality of life changes by now that helped boost Solo Survivor up to the level of SWF, and adjustments to Survivors and Killers as a whole. Maybe we will get it in the future, but with how long it's been with people asking for these updates, and that haven't appeared, I don't think it'll change anything balance-wise.)

  • Nani? It sounds like you literally got peak match making lol. 2k's is what they generally balance around, so it sounds like you're at your proper level.

    The matchmaker sounds like it's doing fine. You just have to learn how to play against those better Survivors.

  • My issue with NOED isn't really the whole 'Do Bones vs Don't' issue. It's a mix of NOED being kinda unfair for Solo Queue, and NOED being an issue for the Killers running it in the fact that it doesn't have enough impact when you're really going to need it.

    Solo Queue is already playing at a disadvantage. The fact that their only Totem counters are linked to perks is not cool. (I know it's a change some people praise, but I still advocate for a global totem counter if we're going to push this notion of 'Just do bones'.) To add to it (And this is not an issue with just solo survivor, but it has a larger impact on them), indoor maps have notoriously awful-to-find totems. Mix that with the fact that Survivors don't get a global notification from being exposed, it does feel needlessly rough versus Solos who are already more likely to struggle.

    As for Killer, I don't think it's a satisfying perk to run in any capacity. If you play well, NOED doesn't do anything for you and feels like a waste of a perk slot. (Or it just feels like overkill.) If you play poorly, or go against a coordinated team, it feels like it doesn't do enough to help you. If you don't have enough hooks at the point that NOED activates, or can't get the downs fast enough to get good value out of it, then it feels underwhelming. If you're playing against a coordinated team, chances are they've already cleansed the bones, meaning it is, again, a waste of a perk slot, or they're going to find it fast enough for it to not be an issue. (Or just give you that kill and leave.) It doesn't feel satisfying to play with. You're not really getting rewarded for playing well like you would with Devour, and it's not like it's going to actively help you in the middle of the game like Ruin, Retribution, Haunted Grounds, or even Undying would. Sure, it might buy you a little time if they are cleansing bones, but again, in games where you need it, chances are they're going to have the time to do it anyway. Idk, I feel like it's just a perk that is really underwhelming or absolute overkill with absolutely no middle ground, and I think it should be adjusted to be a lot more inline both with other Totem perks, and to make it more satisfying to run.

  • This discussion has happened time and time again lol.

    The issue with old Moris was that there was absolutely nothing stopping the Killer from coming straight back to you after you got unhooked and just deleting you from the game. Meaning that if you got caught in a dead zone due to poor RNG at the start of the game, that 4v1 was pretty much instantly made into a 3v1. (This also isn't including insta-down Killers/Add-Ons, or perks like Haunted Grounds- which the Moris were normally paired with.) Sure, you could try to outrun the Killer- but again, many would run the best Add-Ons with Moris, and again, it didn't stop the fact that as soon as you were downed, that was it. At least with Camping/Tunneling, despite how crappy it is to verse, you have more chances to give your team more time for gens. It felt awful to play against, and personally? It didn't really feel all that fulfilling to play.

    Imho, base keys are totally fine. I'm personally not a fan of the idea that 'Anything under a 4k isn't a win' mentality, and the game being unwinnable for Survivor in many cases where the key genuinely is an issue for escape I think kinda justifies it being how it is. (Granted, I don't think keys are an 'Instant Win' button as some like to call it, since I don't think an escape should always be considered a win for Survivor, so...) Idk, I think it makes sense due to the snowball-y nature of the game. (Something that genuinely goes both ways.) At least with Keys, you have to do more of your objective to use them then you had to with old Moris. (And, again- if someone escapes via hatch at 5 gens with a key after it was closed, I can't consider that a loss. They had 5 gens left, and if you really wanted to, you could slug for a 4k.)

    Imho, the issues with keys more so just come from the add-ons and the ability to do last-minute swaps. (Everyone likes to talk about how keys are a 'Free Win' because you escape a match, but like... Blood Amber exists. That add-on is disgusting and seemingly no one talks about it.) I think if those things were changed, they wouldn't be as bad to face. (Because, honestly, I think them being found in chests is fine due to their low drop rate, and the fact that the perks to increase those drop rates take slots away from other perks that are a lot harsher to verse, while also being more consistent, such as... well, the entire meta. And, granted, people would probably still complain about the Survivor's ability to escape with it, but I think that's always going to be something that the fairness of is going to be argued until we get clear win conditions.)

  • ...What? Killers get more BP on average. Even a bad game on Killer with a perk like BBQ is going to net you more points then playing Survivor with WGLF and getting facecamped/tunneled into death on your first hook and not hitting 10k points. (Had something like this happen to me last night actually- though to be fair, I had gotten insta-moried by a Tombstone Piece Myers. Why he killed me and my bud who weren't running super strong perks instead of the two we were paired with who were running full meta builds, I will never know. Still sad he didn't let me finish my archive challenge first lol.)

    I mean, yeah, Killers are expected to run add-ons, and some Killers don't make as many points compared to others (Like Wraith and Legion are BP machines, where Plague struggles a little more, and like Pyramid Head might not get as much BP value out of BBQ compared to others due to Cages not giving you stacks and all.) but they get a ton of points, especially compared to their Survivor counterparts.

    If anything, there should be a net change to the BP system on both sides, taking away the BP cap for the different categories- making it so that you can gain more BP overall, making it easier to hit the 32k cap- mixed with more shards obtained from the game.

  • Imho, tunneling is a necessary evil. Particularly in cases like End Game, where you're just trying to secure your last kill, or against a team who is all really good except for the one weak link.

    However, tunneling because of a key or someone annoying you probs isn't the play bud. If they're running a key, they're probably also running a perk like DS, or they're a memer with a chest build. (Or maybe they just brought a green key!) They can also just... drop the key somewhere and tell their buds, which doesn't eliminate the issue from the game. (Or they might just not have the add-on to keep it in the first place. Heck, they might just be trying to get the achievement or an archive challenge done.) If you're truly worried about a key, you need to play well and keep up pressure on everyone. Tunneling against good survivors just encourages them to spread out on gens and finish them ASAP, because they won't have time to do anything else.

    If you're tunneling due to flashlights... you just need to learn how to counter flashlights??? Look at walls when you go to pick up. Fake pick ups to catch the flashlight user out of position. If someone is harrassing you with a flashlight, usually it's something avoidable. And, if they're doing that, they're not doing gens- meaning they're probably the least threatening person on the team. (Seriously, I've had multiple games where the team would just throw because they all ran flashlights, and I knew how to fake them out- and so they would get injured/downed/slugged, and because no one was on gens and I cycled through their health states so fast, they didn't have a chance.) Flashlights are the items with the most counterplay.

  • Maybe don't call it a matchmaking exploit??? I doubt Survivors are queuing up knowing they're going to be getting a Killer who will struggle against them.

    Call for matchmaking changes all day long, but let's not point fingers and say someone is using exploits without clear proof.

  • There is a major difference between the two. And I would know, as I played with Spirit before she had a vault animation and was one of the folks who constantly complained about it to my buds because I thought that her not having an animation was really, really dumb.

    Pinhead has a very clear vaulting animation. Just because he doesn't throw up the legs doesn't mean it isn't clear- the bright blue lights and him having a walking animation through the window while his legs disappear is very clear and easy to understand.

    Spirit would literally stand still at the window, stare at it, and appear on the otherside. No lights. No movement. Just staring. Then boom, Spirit's on the otherside. (While also having a power where she literally leaves a husk just standing still... yeah, the problem is clear there.)

    Saying Pinhead doesn't have a window vault animation would be wrong unless you want to argue semantics. (Such as calling it him 'Phasing' through the window instead of 'Vaulting' the window.) He doesn't just stand and stare and appear on the otherside- he walks through it, with a bright blue light around his waist and his legs disappearing.

  • Didn't the Devs already state that they're not planning to balance around high MMR though?

  • I always use the term 'Sweaty' to refer to people who play to win, but also don't really lighten up even when it's clear that they're versing people who don't have that same mindset and might be more casual/memey. Like, if you're running Tinkerer Ruin Undying Blight and you have a group of people who hit you with things like Head On, Deception, Any Means Necessary, etc, don't show any meta perk, and you're already doing super well, but you decide to either slug at 5 gens to end the game as fast as possible or tunnel someone out when you realize they don't have DS on their build.

    In a similar vain, I'd say a sweaty Survivor would be the type that runs nothing but the typical meta of perks like Sprint Burst, DS, UB, DH, Adrenaline, etc, in combo with a BNP or Syringe and a Haddonfield offering. (Or, a team with a similar sort of set up like this where everyone's running something considered super meta with super strong items and an Haddonfield offering, and don't lighten up even a little bit if they realize they're going against a Ghostface who's goal in life is to nod or try to get Nemesis value.)

    Not to say that these types of players are bad people by any means, and I don't think that they should be punished, but at the same time, it's not really fun to go against people who are fully stacked when you're not expecting it and also not fully stacked, and it just makes it worse when those same players will go above and beyond to try to make the game end in .5 seconds (Whether it be for one person or the whole team) and don't really give everyone the opportunity to get more points.

    Idk, I think sweat is fine, but I'll be the first to agree that going against multiple Killers/Survivors who fit into what I consider 'Sweaty' in a row when you're running like random perk builds or meme builds is frustrating.

  • I mean, it depends on what you mean by 'Nerf'...

    If we're talking just a straight nerf to their powers, I think it would just depend on how major the nerfs were. (I mean, Nurse has been nerfed multiple times now and she still manages to stay in the top 3, despite the number of times people have said that those nerfs would 'Kill Nurse, absolutely unplayable now'.)

    But if there were things like slight reworks (Like a Spirit Add-On rework), again, it would just depend on how it was changed. (For example, Spirit getting an add-on rework would be a nerf, but wouldn't be one that would destroy her.)

    Idk, I'm honestly cool with most of the top 3, save for the bugs that desperately need fixed on Nurse and Blight (Blink bug still being in the game kills me.) and save for Spirit just being so much easier compared to them. (As such, I think a re-work that would maintain her power while making her require more skill to use wouldn't kill her, and would instead just help make a more clear difference between a Spirit Player and an Amazing Spirit Player, as currently they do feel like one in the same. (Granted, the Stridor changes did help with that distinction, but I just think there can be more done to Spirit to make her a respectable top-tier Killer instead of the one that everyone makes fun of for being able to win by standing still.))

  • I hoped for this as well, however another user had pointed out to me that they stated that they do not plan on balancing around high rank play. To add to this, if I remember correctly, they also stated that they do not have any plans currently to do any more major reworks, so I'm not too hopeful on that front.

  • Uhh... not really? From what I've seen, people are apprehensive on the idea of SBMM due to how there is no clear definition for anyone as to what constitutes as a 'win' (Which, I understand why the Devs don't disclose this, but considering the argument on 'What should be a win' is a bit of a point of contention in the community, the entire system being based around it doesn't help.) To add to it, there are plenty of people who might play pretty casually, but still be put against people who are really, really sweaty a lot more often on both sides, purely due to them having a high skill floor due to just straight up experience. Mix that with how awful the game is at top tier on both sides, and the fact that the Devs had stated that they do not plan to balance around that, and people are just worried they won't be able to play their favorite Killer or play Survivor without either being stuck in queue for ten years, only to then load into a .5 second game versus a stacked SWF from another continent or multiple games of tunneling Spirits/Nurses.

    Imho people have a genuinely good reason to be concerned about SBMM.

  • Nah, I think Lithe is fairly rated overall. I've personally never enjoyed running it (BL and Head On have always been my two favorite exhaustion perks). Sure, it's great for allowing you to get out of so many situations, but I think Sprint Burst just does it better, while also not encouraging you to leave strong tiles as often without wasting your exhaustion if you manage it well. (For example, there are a ton of structures in the game where you can (and arguably should, depending on the circumstance) run a lot of Killers for a hot second if you play your windows well. (A great example of this being shack.) However, if you're running Lithe, when you vault the window for the first time, you feel like you're wasting your exhaustion if you don't make that distance, which can encourage you to leave a really good, safe tile for a bad/unsafe tile or even just a straight up deadzone.)

  • Man, I'm glad to see someone else notice this- I've been saying it for a hot minute, and I swear I felt like I was the only person who was getting only toxic Wraiths lol. I remember back before Wraith had started getting his more recent changes, there were some chill ones, even if they were rare, but I agree that after his buff it's only gotten worse.

    Imho, I think it's a mix of a few things- he's an easy, free Killer who has some really strong add-ons, and a lot of potential for builds that, again, have the potential to shut down chase. (AKA: Hit and Run Wraith- which relies on the lack of communication in a lot of pubs matches to do really well. Mix that with things like Silent Bell and All-Seeing, and he can do really well against pubs.) Mix this with other similar Killers facing nerfs (Stridor being nerfed on Spirit, and Freddy getting his slowdown add-ons and other parts of his kit nerfed), with long-time Wraith players having faced a lot of crap over the years for being one of the weaker Killers in the roster, and people are just using it to be really nasty. (No matter the circumstance- I can't tell you how many times a Wraith will close hatch in my face or hit me on hook because I did the dastardly deed of daring to load into a game of Dead by Daylight. What can I say? Life of crime.)

  • B tier for sure. If a Killer isn't fun to play, then why play them?

    With that being said though, I gotta say- I will agree that some of the past few Killer haven't really hit either mark with me, so I can see the complaints.

  • Totems wouldn't be a major issue if it wasn't for the fact that survivors who aren't on comms cannot coordinate how many totems have been done nor can they communicate where they've been done at. Mix that with rough totem spawns, and there's just a lot of time you can waste just by trying to focus on bones versus a perk that might not exist, in a scenario where for many survivors you might not even have time to do in pubs. (And this isn't even also talking about the issues on the flip side if we're talking about perks like NOED, where in the perk does too much when you don't need it to and not enough when you genuinely need it.)

  • Nah, DS is fine now- as others have said, if anything I'd love to see it buffed. (Such as either taking away the self-healing caveat to give it more synergy with healing perks like Inner Strength or Secondwind, or giving it two charges/a little something extra after hitting DS to make it so that you have a better chance of breaking chase entirely.)

  • I'll bring an item when I can, but I have both a hoarding issue with items (I have so many yellow medkits on Jake from hours upon hours of chest build on him...) and keeping my items, add-ons and offerings at certain numbers, so I have a hard time forcing myself to use them. (I like to keep everything at an even number, so unless it's an odd number already, I have a hard time letting myself bring it, because I'm p much commiting myself to it for multiple games until I lose two.)

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