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  • My Number 1 is easily Binding of Kin. I think Elodie has interesting lore, but the chapter didn't interest me in the slightest. I don't care for the Twin's perks, playstyle, or story, and I wasn't interested in Elodie's perks either.

    I also think RE is a bit disappointing- bugs and console issues aside- since Nemesis has a pretty meh power and the zombies are so insanely unreliable on both sides.

    For older chapters though, while Ghostface was fun, I do think his launch was super disappointing because of how awful he was on PTB and continued to be for a hot second on live before he got a lot of well-needed changes.

    I'll also give an honourable mention to Blight's release, because he had a really nasty add-on for a hot second there and he brought on one of my least favourite metas of Ruin Undying. Otherwise though, love the chapter.

  • I still really want the Wal-Mart/general store from the Ghostface Trailer.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2418600#Comment_2418600

    2 directly in circus and one just off to the side by some trees right?

    Yep, that's the one!

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2418370#Comment_2418370

    The Japanese DBD Twitter posted five A, not seven as the English one. I don't know if the number is relevant.

    I honestly don't think it is, but I figured I'd point it out anyways.

  • @Shaped said:

    Some of his add ons can be strong but he is still not good enough for competent swf I think.

    But I am the person who finds spirit fine (strong but fine) too so you shouldn't listen to me since most people disagree on that one.

    I can agree with this. I can definitely see where Wraith would still struggle against a good 4 man, especially if they all ran good meta builds on a Survivor-sided Map. He's definitely no Nurse or Spirit.

    I think it's just another part of the split between balancing between hard SWFs like that or more casual/solo players, which is why conversations like this crop up, since add-ons like All-Seeing Blood (I think that's the aura reading?) mixed with Silent Bell can be nasty to verse as anything outside those 4mans, and the rift between them and solos or duos is pretty insane. (Even 3 mans get this as well depending on their rando.)

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2418421#Comment_2418421

    Agree. That’s the only problematic thing in his entire kit. Everything else is fair/fine.

    Agreed, I think the rest of his kit is perfect, but I think the Aura Reading could used some adjustments. Mixing it with Silent Bell was meh before since it wasn't great to face, but Wraith was slower, but with his new speed it does get kinda insane.

    To be fair though, I've also just always have been weird with the Aura-Seeing add-ons in general, as a lot of them either seem strong or absolutely useless, with the only middle-ground being the memes that are Amanda's Letter and Scratched Mirror Myers. At least those two feel like they're meant to be weird or funny.

  • Wow, haven't seen a gen spawn that bad before on Lery's before.

    Surprised nobody has mentioned it yet in this thread though, but Chapel also has some of the worst gen spawns ever. I can't tell you how many times there have been 3 gens in a triangle formation at circus with easy LoS on all of them.

  • I don't think a perk should just straight up not work just because you're running two other perks (Like your example, I don't think Tinkerer should stop working when someone runs Ruin Undying).

    I think the only exception I have with this is SWFs shouldn't be able to stack what are normally considered to be 'Hard Meta Perks', like DS+UB+DH on four people. But in the same breath, I do definitely agree that running things like 3/4 gen slowdown perks on a decent Killer on an average map can be really overbaring on Survivors who aren't in a SWF due to the amount of communication they require you to have to counter them.

    Tbh, I think Killer meta perks are fine as-is currently, but we do definitely need to see a change in both the amount of information solo queue has at base, and the way that meta perks are handled in the way of SWFs. Mix that with adjustments to spawns for all players, and then I think we can talk about changing around slowdown perks.

  • So if we wanna do a really hard tinfoil hat theory here, since I know it was brought up in the thread.

    There's seven 'A's in the one post. There's also a total of six phantoms, and obviously Springtrap themselves as the only animatronic in FNAF3, with the others moreso just there to get in your way and make things a bit harder, but 7 overall.

    Don't think it means anything, but I figured I'd point it out here. (I know you could technically count the characters in the sprite minigames, but I chose not to as those do not effect your nights like the seven do.)

  • @WickPJ said:

    Okay so we've got those letters

    S, I, A, R and T

    The obviouls shoot would be SpRIngTRAp here. Of course after the post with Red Herring it can mean that those letters actually are there only to make use think and get hyped while the killer will be someone else. Yet it can also be an referce to mechanic from FNAF 3 where our only way to protect from Springtrap was DISTRACTING him. I also seen someone who keeps saying on the picture we get with A are hidden 7 A letters which would be according to 7th Fnaf anniversary.

    But I would like to hear what you guys think about it. Yet I don't want comments like "If it's Springtrap then I will not play this game anymore" etc.

    The Red Harring could also be in reference to the one post made on Twitter by McCote about Paulie Esther getting a Tesla in a bet if the Killer is Candyman, where McCote said that they 'Need to get in on those bets, because they'd love a Tesla'.

    That's what I think it is at least ¯\_(ツ)_/¯

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2417411#Comment_2417411

    You know what's funny about what you said?

    MMR isn't on.

    Whoops, I thought it was since I didn't see the update tweets saying it was rescheduled and my games were so out of the ordinary compared to my usual last night. Sorry about that!

  • I'm okay with Silent Bell, but I've never liked All-Seeing.

    I think it's good for Killers to have strong Add-Ons (I'm an absolute sucker for Myer's Add-Ons even if they have the potential to be absolutely disgusting), but I've never really been a fan of the idea of straight aura-reading as an add-on, outside of like Amanda's Letter and Scratched Mirror, where they entirely change the playstyle of the Killer.

    Idk, I think aura reading add-ons either do too much or not enough for all Killers (All-Seeing Wraith with Silent Bell, especially with his buffs definitely feel like overkill now, and like Plague's Black Incense has the potential to be disgusting, but then Huntess's Glowing Concoction feels overall 'Meh' and Deathslinger's Hellshire Iron is laughably awful.) I'd love to see the add-on type just an overall pass through if I'm going to be honest.

  • So, at first I was super against the idea of an MMR system like many players, especially because of how poorly everything had been from the first few tests.

    But honestly, playing last night felt like a really nice breath of fresh air. I definitely got a few more Killers that didn't really understand their power than normal, and a few more potato teammates who seemed to be new to the matchmaker, but overall, I had some really good matches where things felt really fair. I didn't really get many escapes last night, but I had a lot more fun then I have in a long time playing this game, and if that's what I'll continue to see these next few days with the MMR test, then I'll gladly take it over being stuck in sweat fests game after game while I'm running only Deja Vu or something weird like that from Random Perk builds.

    So yeah, if the games continue to be as good as last night's, they have my vote for it to stay. I definitely have worries about how it will affect the casual community overall, but I'm also hoping that if this goes through and does well we can also see the changes we've been wanting to see for every level of play if the data is more accurately indicative of skill.

    (I will also note here though that I'm very curious on how they calculate the MMR overall, on things like what constitutes a 'win' for either side, as that has been one of my main gripes with the game for a long time- and I would love to know what they support more in the system overall for both sides.)

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413421#Comment_2413421

    Yes I've seen it its just bandwagoning because NO ONE cared abt her add-ons UNTIL that video came out. Once again I fail to see how a FIVE percent speed boost to her phase is broken. Nerfing her add-ons won't even 'fix' whatever problem people scream about her because her add-ons weren't ever a problem until a popular youtuber said they were. You're way over hyping her add-ons none of which are insanely strong.

    That's because the add-ons video brought on an issue that we can actually see a fix to. People have wanted certain changes to Spirit for years, but hadn't gotten it. (How long again did it take her to get a vaulting animation? Because I remember that one took a hot minute, when it should have been present on release.)

    Plus... I wasn’t talking about a 5% speed boost. I'm talking about the fact that her duration add-ons decrease her recovery by default due to a bug, in a similar vain to old Omega Blink Nurse. It decreases her recovery more then her recovery add-ons, and it's not listed in the add-on, and that in itself is a problem.

    I will put this simply: I do not believe that any Killer should have add-ons that do things to their numbers that buff or nerf any effect that is not listed in the add-on. It's that simple. It's just an issue that is more prevalent with Spirit due to the fact that it's all of her duration add-ons.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413421#Comment_2413421

    When Spirit got her "rework" or whatever you want to call it, they nerfed evwry single add-on that people asked them too. Some of them were actually busted back then. The Prayer Beads were a huge problem and the one most people complained about. They also neefed the Wakazashi Blade and the Yakuyoke Amulet. Everyone was happy with that. They were happy with it right up until a couple of streamers came out and said "Spirits add-ons are still busted." and since people love to jump on every hate Spirit bandwagon, they went back to crying about them being broken. Her add-ons are fine. They're the only add-ons on the game that do what add-one should do. They enhance her powers without some gimmicky BS or without a major drawback to using them.

    ...Did you read my post?

    I will kindly reiterate, but I do not mind Killers having strong add-ons.

    However, Spirit literally has add-ons that do more then intended, making them broken. To add to that, she is already a Killer with a strong power, who I do not believe needs add-ons this strong to boot. I've been playing since Legion release- so trust me, I remember old Spirit add-ons. I remember being excited when Spirit got a vaulting animation, since she went way too long without one.

    However, in that time DBD has changed a lot. Nurse doesn't have insane add-ons anymore, and is brought to a better level, and there's no reason they can't give another round of add-on adjustments to Spirit to make her similar. A strong Killer doesn't need that insane of an add-on combination, especially when she's so easy to learn compared to her competition. And no Killer should have add-ons that straight up don't function properly- whether they be giving unintended buffs or unintended nerfs, like some of Spirit's add-ons or that one Freddy Iri Add-On that was bugged that I'm not sure if they've fixed yet.

  • Hi! I used to have a similar issue.

    The problem for me came down to having an SSD versus an HDD. I have great internet, yet many games (Including DBD) used to take many hours to update. (DBD used to just be the biggest offender since their updates are usually huge.)

    Nowadays my updates take about 20 minutes tops since I swapped over to an SSD. Might help you out.

  • That's because Dead Hard is a perk that has a lot of potential, and, if you use it properly, can easily be the best exhaustion perk in the game.

    It's just that it has a tendency to be a inconsistent, and there are many times where you activate it too late, it doesn't activate at all, or due to connection stuff, you get exhausted on the ground.

    It's also just a really, really fun and satisfying perk if you can successfully DH a swing-even if it's rare.

  • Overall, based on my understanding of the game: Trapper. Poor boy needs some help.

    When I'm playing them: Any of the speed bois- Oni, Blight or Billy. I get super disoriented while playing them and I just run around like a headless chicken most of the match.

    Personal Opinion/Taste: Currently, for me, it's a tie between Deathslinger and Spirit for lead on least fun to verse. Both have the weird interactions in the 1v1 (one of my favourite parts of the game, personally) where they can do either really well, or you just destroy them because they don't know what's happening, and neither feel very satisfying to verse. Wraith is a good runner-up though, mostly since just about every Wraith player I've faced has been super toxic. (There are a few good bois out there, but they're rare for me.)

  • Nah, I think it's great to have outfits available to all players. I think having a few exclusives is fine, but we've gotten a lot of great cosmetics from the Rift.

    Besides, you still have exclusive charms from the Rift, and I'd also like to point out the fact that we just had another Anniversary event that gave out more exclusive, one-time cosmetics. (As, the crowns change every year.)

    There's plenty of ways to show off you're an older player outside of Rift Cosmetics- and considering how bad the Rift Grind can be, it's good for them to bring the skins back for people who couldn't dedicate so much time into DBD for virtual skins.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413394#Comment_2413394

    Not slugging for the 4k because they don't like being slugged for the 4k themselves, that's totally understandable, I get that. I'm the same way. Unless I'm doing a challenge or achievement, something that requires kills, I usually don't even care about kills much less a 4k.

    But, at the same time, I get why people do it. I don't like being slugged, but a killer is supposed to kill and asking them to not play to the best of their ability because hey, there are things about this game I don't like so you should cater to me and my fun, well that's not fair. The game's mechanics and point system encourage certain tactics, including slugging for the 4k, and I'll say over and over that the mechanics and the point system need changing, but I don't put the onus of making sure I have fun on my opposition.

    It's fine to play a certain way because you have empathy. It's fine to play a certain way because you like to win. It's fine to think the game mechanics need changing. But someone isn't entitled for playing to win in a video game. That's expected behavior. Entitled is when a player expects the other side to do something that goes against their best interests, like a survivor expecting the killer to give them the hatch or the killer expecting the final survivor to just give themselves up for the hook.

    I'm so tired of the us vs them, killer vs survivor mentality. Everyone's playing the same [BAD WORD]ing game, and both sides need each other or else there is no game.

    Sorry, this isn't necessarily directed at you. Or at least, I'm not arguing with you, because we seem to agree on things. I get rambly myself.

    Haha, no worries, you're good, and I definitely agree where your coming from! Honestly I think a lot of the 'Us vs Them' mentality mixed with entitlement from everyone is what causes so many of these issues to spiral out in the first place tbh, and I get aggrevated about it a lot as well, especially since it seems to be enforced heavily in discussions like these. (So many threads of people being called 'Fake Killer Mains' because they stated an opinion, or threads like these where the discussion came down to some sort of 'Killer vs Survivor Entitlement'. And man, the posts you'll see after a patch of 'They only wanna take away the good things from x side!')

    Imho it creates a p bad breeding ground for hostility, and if it wasn't for that I think there'd be at least much more productive discussions around the game and ways to fix the issues at hand that effect everyone instead of just pointing fingers.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2412843#Comment_2412843

    Dude her add-ons give her such miniscule stat bonuses. I don't think a hardly noticeable 5% speed boost is a problem. And whats wrong with killers having good add-ons? Why do add-ons have to always be gimmicky useless tools which don't do much?

    You know, I would appreciate it if you didn't attempt to put words in my mouth, as I never said there's anything inherently wrong with a Killer having good add-ons. (If anything, I'm actually of the opinion that too many Killers have bad add-on combos, like Ghostface.)

    The issue with Spirit's add-ons isn't the fact that she has strong add-ons. I love Myers and he has some really strong add-ons.

    The issue is that she has many add-ons that flat out do more then intended, and boost an already amazing Killer to insanse levels of power. It's pretty much like Nurse before the add-on rework, where all of her add-ons where insane.

    If you have a Killer who is already really strong, they probably don't need insanely strong add-ons to boot. She doesn't have really any fun, weird add-ons- just really, really strong add-ons that only get better and better.

    Again though, I would suggest if you haven't watched it, even if you'll ostracise me for it, to take a look at Otz's Spirit Add-On video to see what I mean for her add-ons doing more then intended. He explains it much better then I can.

  • @Nos37 said:

    A simple solution has been suggested numerous times: if a survivor disconnects, their "husk" stays in the match and the Entity spike appears from the ground to take them (just like at the end of the collapse), before the hatch can open.

    Instead of getting a hook, 3 sacrifices, and possibly a 4th, I got no hook, I got a kill instead of a sacrifice, and the 4th got away for free.

    Survivors have been abusing this since the game's release... (SWF moreso)

    What's the issue? What's stopping this feature from being implemented?

    I couldn't tell you the reason it hasn't been implemented, but I can tell you that there is another solution that Survivors have been asking for for as long as I can remember, which is the option give up on the ground instead of waiting the full 4 minutes of the bleed out timer. Something that gives the Killers points, but also gives the Survivors a faster way to say 'It's over for me chief'.

    Imho that in itself would be fine, and would have a secondary purpose as well. (Because I think we can all agree that those times where you have to wait out the bleed out timer/EGC timer because you lost your slug as Killer are awful. It would give both sides points still, and would let Survivors have a bit of a faster way out of those rare, but possible 'Killer slugging all 4 survivors and decides against hooking everyone to instead let them bleed out on the floor' scenarios.)

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2413344#Comment_2413344

    I did not say that the Killer should not care about the 4K. Why do you try to twist my words?

    But... you said (and I'm quoting):

    it is entitled to waste someone elses time because you think that only a 4K matters

    The definition of entitled, "believing oneself to be inherently deserving of privileges or special treatment," implies that it is a mindset a person should not have. You are applying that term "entitled" to all killers who "waste someone else's time," not just saying you yourself don't care about a 4k.

    So, you are both saying 'it is entitled for the killer to waste someone else's time for a 4k' and 'it's okay for killers to want the 4k.'

    I'm not trying to twist your words. I guess I'm just confused. So... then you're saying it's only okay to want the 4k as long as the killer doesn't inconvenience anyone to get it?

    If I may, (and they can correct me if I'm wrong) but I think I get their point.

    What I'm getting is that it's okay for a Killer to want a 4k, but at the same time, with the current system in place to achieve a 4k, it normally leads to situations that are pretty crappy for the Survivor (As nobody wants to be stuck sitting on the ground for 4 minutes- especially when you consider that the only perks to get yourself out of those situations are generally perceived as 'Meta' and get scorned, and depending on the situation, you probably can't even do gens or will die trying to get the last guy up, making it nothing but a lose-lose for Killer, in a similar way to attempting to tunnel a person with DS+UB is a lose-lose. Just, you know, as a base game mechanic.)

    To add to it, the community feelings of dislike towards Survivor players and this idea of 'Us vs Them' on both sides, calling each other entitled leads to more hostility in-game as well, where there can be a really big feeling of '4k or no k' from Killers, in a similar way to Survivors who will throw because their teammate didn't let them get a chest, or will DC/Kill themselves on hook for missing DS. The amount of camping and tunneling that's been happening recently really doesn't help this feeling.

    Sorry, I think I got rambly again, but my point is that I think the point of their post was more so that we should also acknowledge that 4k's should not be considered the end all, be all for Killers, and to consider the other side's experience a bit as well. I think the point was less of 'Don't inconvenience others', and more of 'I don't like being slugged for the 4k, so I won't slug for 4k.' Idea. (That's just what I got from it tho, as I usually do have the mindset of 'Don't do to others what you don't want done to you' so...)

  • Generally I feel bad, because there are plenty of times where I can tell they DC'd out of rage, which is depressing.

    With that being said though, DC's due to random Internet cuts (which you can kinda tell before they'll happen) don't make me feel bad, and DC's for funny reasons are whatever for me and just make me laugh. (Like the one time me and my buds went against a Bubba who didn't realize he was running Speed Limiter, DC'd once he realized, and then had some laughs with us in post game chat when we said we were gonna sacrafice ourselves to him in EGC for running Speed Limiter.)

    Though, I will admit too, I'll laugh as well if a Killer DC's as soon as their Hex Totem gets broken. I've had it happen to me so many times over the years where cleansing Ruin/Devour in the first minute will lead to a Killer insta-DC, no matter what the rest of their build is, that I've kinda just lost all sympathy at this point.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2408564#Comment_2408564

    If you have mastered a Killer, a Survivor should never be able to avoid being downed with relative swiftness. Everybody conveniently forgets that DbD is a 4v1, not a 1v1. Just because a Killer is strong in a 1v1 does not make them strong against a full team. Ghostface, Bubba, Nemesis, and Deathslinger are all very strong in a 1v1 scenario, but are reliably placed in mid/high-mid tier. Nurse is a perfect example of it. Once you've mastered Nurse, there is literally nothing a team can do to escape short of finding the hatch. yet nobody ever complains about her lack of counterplay.

    You're right, but Nurse also doesn't have add-ons that are as strong as Spirit's anymore (Man, I remember omegablink Nurse and old Prayer Beads- so nasty.), she's constantly bugged, and she has a power that many consider to be one of the hardest (If not the hardest, depending on where you stand in her versus Blight for difficulty- I personally think Blight is harder, but Nurse is definitely up there.)

    If Spirit's power was more difficult to use or her add-ons were not so overbaring, I genuinely would not have an issue with her- as I don't mind some Killers excelling in the 1v1. (Deathslinger is a great example of this- amazing in the 1v1, usually struggles in the 1v4, doesn't have great add-ons but takes a lot of skill to get value out of his power. I might not enjoy facing Deathslinger, but I can at least admit he takes skill to learn, and I know some people really enjoy playing him. I really, really don’t think that Spirit takes as much skill to learn compared to many of her 1v1 counterparts. I don't think she's completely braindead, don't get me wrong (Though, she definitely has a lot of potential to be braindead, and many try to capitalize off of this as much as possible) but she definitely doesn't require as much as other strong Killers- be they overall like Nurse or Blight, or 1v1 focused like Deathslinger- and I don't think that's okay with how powerful she is.)

    Idk, I can respect a good Nurse or Deathslinger, and while I don't enjoy facing the second one, I can at least appreciate that they're not easy to play. I think Spirit, currently, just has way too much breathing room for her power to be dummy easy between just base kit and add-ons. Afterall, this is the same Killer that for a long time didn't have a window vault animation, and is notorious for standstill mindgames.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2408765#Comment_2408765

    Lord I wish Otz never made a video about her add-ons. Even her add-ons are FINE they're literally so simple just like The Hag's but you don't see everyone screaming about The Hag's add-ons which have the same downsides as Spirit's. There's no way to nerf Spirit where she WONT become absolutely F tier in all honesty. She already has a 15 second power recovery, can't often use her power as a way to travel the map meaning shes stuck patrolling as a 110 killer more often than not, has no tracking tools, limited turning when leaving phase, and a large tell to others when she IS using her power for distance.

    That's because Hag is an entirely different beast from Spirit, and I personally do dislike some of her Add-Ons. (For instance, I personally really hate aura reading add-ons on any Killer. I don't find it enjoyable to verse or play. And I don't think Rusty Shackles (I believe that's the one which doesn’t tell you when traps are activated?) is really great for the overall game's health either.) However...

    Hag is weaker then Spirit. Hag, despite having a lot of potential to be great, can be taken out by teamwork and communication outside of 'Just do gens', requires a lot of set up for value, can get destroyed by larger maps where it's harder to set down a perimeter, her traps can be ignored entirely by crouch walking and flashlights... she has a lot more going against her then Spirit or even Nurse.

    Besides, as far as I know, Hag doesn't have add-ons that give (what I understand to be) unintended stat changes. Those are the add-ons I'm referring to. Add-ons, no matter if they're broken to be accidentally weaker or stronger then they should be, should have their text at the very least accurately reflect their effect. (I'd also like to point out that Spirit doesn't need her add-ons to be so strong, because she's already a great Killer with a lot going for her. I don't want her add-ons gutted or anything, but some can definitely be tuned down.)

    Plus, she does have potential for tracking and amazing patrolling? (Again, her add-ons are insanely powerful.) You do still have times between phases where you can get aura reading from perks like BBQ and Corrupt, you can see Survivor's moving grass and disturbing crows, you can still make good distance on the map and decent chases, even with average Yellow and Grey add-ons. (Afterall, not every map is Mother's Dwelling, and if you have decent information on where to go next, you can do your phases accordingly.)

    My point is, I just don't think Spirit's add-ons should be as strong. They should be tuned down for how strong she is as a Killer- especially considering she doesn't have as heavy as requirements to get value out of compared to killers like Nurse or even Blight. Don't get me wrong, I don't want her nerfed to the ground or anything (Because I do really, really enjoy playing Spirit) but that doesn't mean she can't be dialed back a bit at the very least- whether it be adjusting her add-on's numbers slightly, or giving her some other learning curve for Survivors to have something to work with (Like, seeing grass movement or footsteps).

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2408564#Comment_2408564

    Learn to be stealthy? The reason Spirit seems 'op' is because you don't play her like you play other killers same with Nurse. Be stealthy stop trying to be a chase orientated survivor against Spirit's. Also "Killers like Plague do it well" no...no she doesn't.

    I do play stealthy??? I know a Killer can't kill you if they can't find you lol.

    That doesn't negate the issue though- I personally do not think that a Killer's counterplay should come from either gen rushing or not getting caught in the first place, because I don't think it makes for an engaging experience for either players. (I'm sure I'm not the only one who has seen the posts about how awful 4man P3 Blendette lobbies are, and know where they're coming from.)

    The only reason I even really let it slide as much as I do with Nurse is due to the fact that she does have larger downsides then Spirit. Nurse has been constantly riddled with bugs, doesn't have add-ons that are as strong and do more then intended (Because some of Spirit's add-ons do, and Otz made a great video about this a while back if you haven't heard about it!), and has a power that's far less forgiving. (This doesn't mean I don't think Spirit doesn't require some form of skill and doesn't have a bit of a learning curve, because she definitely does, but I really just don't think it's as big as it should be for her to be as strong as Nurse- especially when you also consider how many other Killers can be more demanding then her overall, but not get as much value overall as well.)

    Trust me, I love playing Spirit, and I don't think she's OP (OP does not equal problematic, which is the implication I got from your post). That doesn't mean she doesn't need changes though.

    (And to clarify, I say Killers like Plague do counterplay well because of how many options are there on both sides, and just how much those choices can effect gameplay, while still having really good add-ons. (Where some Killers have some pretty... questionable add-ons.) Idk, I just think Plague is a Killer that requires a lot of choices on both ends that really effect the entire game, and do weave together pretty well, even if she's not really the most loved Killer.)

    Idk, I just think 'just don't get found' or 'just play stealthy' is a bit of a cop-out in a similar vain to saying 'just do gens'. Sure, those methods work, and they'll get you escapes, but at what cost? Games where you barely interact with the opponent? Games where Killers are encouraged to camp and tunnel because god knows that's the first person they've found all game? That's not really what I'd like to do on either side, and it feels like that's sort of gameplay that would be promoted, just based on what I've seen and understand of the tournament DBD scene.

    Idk, I just think Spirit needs adjustments to make her at least a bit of opportunity for mid-chase counterplay. I don't want to see her get gutted or anything like poor Billy, but I want Survivors (myself included) to feel a bit better about facing a Spirit too. (And, again, this isn't an issue that just Spirit has, but I do think that she ends up being one of the worst offenders due to her Add-Ons being so insanely impactful.)

  • I play primarily Spirit as well, and she is problematic. The only thing the Stridor change did is help take away a perk that made her extremely easy, and now people have to learn some of the more intricate parts of her power. (The parts where, once you learn them, the Survivor has nothing to do against it.)

    I play a lot of Survivor as well. And there shouldn't be any kind of one absolute counterplay to her- but there should be potential in chase, outside of just gen rushing or relying only on perks like Houdini Build. (If you have to bring an entire build to attempt to counterplay a Killer's base power, I don't think that's a fair power.)

    Imho, and this is as someone who's played both sides, Spirit's add-ons need fixed- they're really strong, despite her already being super strong, and unlike her competitors, there's no way for a Survivor to really get a decent guess on your add-ons mid-match. (Which, is something I've always believed should be possible, as it encourages the Survivors to use their brain and try to figure out the Killer they're versing, instead of just saying 'Let's hold W to win'.)

    At the same time, Spirit shouldn't have a stand-still mindgame. Even if you want to argue you can just leave the pallet (Which, you can, and it's a strat that can work against a bad Spirit) there's absolutely nothing stopping the Spirit from waiting to see what kind of fakes/strats you're going to try and then just destroy you because she knew exactly the game you were going to play, while she gave you nothing. She should have a dedicated animation- not the weird loop she has now- along with possibly a small sound effect (such as glass breaking within like, 5 meters of her when she starts the intial phase- though, obviously this isn't required, the other one should be a given.) before she's seen as less problematic.

    There's nothing wrong with not giving a Killer one, particular set of counterplay- Killers like Plague do it well, as you can argue many ways to verse her and succeed while she's still a very good, decently strong Killer that can adapt and attempt to play around the variety- but Spirit gets way too much for free, with there being little to no chance for Counterplay on the Survivor's end outside of hoping the Spirit is bad in chase. (A case you also see with Deathslinger, though arguabley less agregeous due to the fact that he doesn't have insanely strong add-ons.)

  • 'Fun' is subjective, 100%.

    As Orion said, it's not like this is a 'One or the other' situation- I mean, there are plenty of comp games that I would describe as 'Fun' with how many hours I have invested in them. (I might not be great in Overwatch, but that didn't stop me from sinking nearly 2k hours into the game and playing a lot of comp back in the day.)

    However, I think the issue that plagues this game worse then others is just the mindset around PUBs. If you go into a match expecting a competitive experience (Because we have those pretty useless rank numbers) and you just stomp on random memers on either side, you're probably going to be disappointed in some way. The same can happen in reverse- playing a meme-y build for laughs and getting put against someone/some group who is treating it like a comp experience, and it feels awful.

    And to add to this, there seems to be a distinct lack of seperation on where people should play certain styles. I've always thought that Comp-style play should be kept to KYF, since that's what Tournaments use and allows for consistent practice. On the flip side, I've had people tell me that if you wanna play casually, you should play in KYF- so everyone has different ideas on how do do things. Mix this with the lack of a true win condition, and it's a complicated mess.

    With that being said, I have a hard time taking the comp side of things seriously because of how unbalanced it is. Solo is so weak it's not even funny, 4man SWFs have the potential to destroy everything, and Killer add-ons go from being disgustingly OP to absolutely awful with practically no rhyme or reason.

    Imho, the game either needs a dedicated comp mode or the community needs to kinda come together to make a better distinction between where the two should be played. I think just that alone would really help the game's community out. I've always been a believer of people being able to choose their own gameplay experience, and the fact that everyone is forced into one queue with no separation causes a lot of frustration for everyone tbh. Even something as simple as more community support for comp-specific groups would help imho.

  • Eh, just needless toxicity. I would recommend to try to not let it get to you.

  • If someone is running Lucky Break+Iron Will that sounds like nothing but an absolute win to me. Requires a major LOS breaker to get value out of that combo, and unless they're running Self Care, they'll either be running out of medkit charges before long or their teammates have to hop off objectives to heal them.

    Rather see Iron Will with Lucky Break then seeing nothing but DH, UB and DS.

  • Random Perk Builds. Those and chest build are my addictions in this game.


    And a lot of water. Water helps a lot.

  • Not until the cycle is broken on both sides.

    Until gens don't go so fast that Killers feel like they have to run 3 gen regression perks, and until Survivors don't feel like they have to run 4 second-chance perks just to get a chance to play the game, it's not going to change.

    The only way to change it, currently, is to just stop running those perks yourself, and, as another user put it, 'Play for something other then wins'.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406291#Comment_2406291

    My point is that it is bad design. If a 4k doesn't matter why does a free escape matter? All your teammates escaped, so why not give the Killer a free kill? It does not make sense. It's not about what you consider a "win", it's about rewarding objectively poor gameplay because you made the poor mistake of hooking that 3rd Survivor while his teammate is squatting on the Hatch. Even if you know EXACTLY where it is also, one of the final 2 Survivors can run as far away as possible so that when you hook them and they die, depending on what Killer you are playing as you cannot physically get there in time to close it before the final Survivor squats on it waiting for it to open.

    and even with ALL of this said, the biggest issue is that it fundamentally does not make sense to reward someone who failed. Maybe if they came close to succeeding I could understand it, but Hatch without even 1 gen done? Come on.

    ??? I normally do give a Killer a free Kill if they were struggling lol. I've had games with my 3-man where we convinced the rando to die with us in EGC to give a baby Killer a 4k. (I actually did it last night to a Baby Hag who didn't understand how to set up a web, and had given up and stood in a corner at like 2 gens left.)

    Plus, you could def argue Killers have the potential to do the same thing with certain perks in the game. (I mean, we all know how controversial NOED is, and you could definitely argue that or facecamping is, in itself, ways that the Killer can, in base kit, get what are pretty free kills. Not saying their fair, but I think there is a bit of comparison to be made.)

    Idk, I've always seen it less as 'rewarding bad behaviour' and more so 'Giving them a last, lucky chance to escape'. Because, to me, that's what a hatch escape always feels like in a context like this- a lucky escape. And considering everything else in this game that you could argue is unfair or encourages poor behaviour, I definitely think it's one of the least agregous examples we have.

  • Alert/Dark Sense, and Windows of Opportunity with a perk like Balanced Landing or Sprint Burst. Last perk is your choice.

    Alert/Dark Sense (Probably don't need to stack them, would recommend Alert over Dark Sense though if you have it.) will let you get aura reading on the Killer mid-chase, giving you information as to where you need to be. Also works outside of chase.

    Windows of Opportunity, even though it has a nasty cooldown, will reliably show you where Windows and Pallets are, allowing you to learn what the different structures are and how to identify them- along with how they're set up.

    Balanced Landing/Sprint Burst. Sprint Burst lets you make sure you don't get caught in deadzones, and Balanced Landing is just reliable, while not effecting you too much mid-chase like Dead Hard, Lithe or Smash Hit. (Dead Hard lets you extend chases a lot, and can easily make you too comfy with it. Lithe and Smash Hit encourage you to leave strong tiles early, instead of learning how to get value out of them.)

    Spine Chill is another great perk so you don't get snuck up on, but I don't recommend it for this purpose because, along with Resilience, it messes with your vault speed, which can make the learning curve harsher then it should be. (Remember, you want to be able to loop reliably without those kind of perks in the future.) You can also run Bond, just to make sure you're not running the Killer to teammates, and Medkits are great options for letting you heal up between chases.

    General Advice:

    Practice makes perfect. It's going to take a long time to get good at loops, and that's okay. Just keep practicing, and you'll get better.

    Learn the different vault types and angles. They effect whether or not you can get hit through certain vaults.

    Watch some people like Ayrun, JRM, and Otzdarva. Try to just take note of things like where they stand at certain loops. Standing at certain spots in certain loops can really help visibility. Don't worry about fancy tricks like Dumb Techs.

    Biggest thing is a part of experience, but it's learning to be perceptive and reading your opponent and what they'll do. Again, comes with time and practice, but it is possible.

    Good luck!

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2406248#Comment_2406248

    First of all, it is a failure in game design. The Entity does not grab one of the 4 escaping survivor by the collar and go "Ah ah ah! The Killer needs his free kill!", that would be ridiculous and would be unanimously hated. Second of all, if I stomp a team without even 1 gen being completed, I absolutely deserve the 4k. Success should be rewarded, and to ensure that in this game you must engage in unhealthy and unfun play styles via slugging just to ensure you don't have someone have a free victory handed to them on a silver platter that they objectively accomplished nothing to deserve. Second of all, you may not care but the game and it's poor emblem system certainly does, the Killer not even pipping despite stomping a team besides the 1 Survivor who escaped via Hatch is poor design at it's purest. It is inexcusable and should not remain the way it is, not even close.

    I really do not get what seems to be your obsession with this concept of 3k's not being victories at 5 gens.

    What does the extra kill get you? Another 1k of BP? Congrats, spawn into the next game and you can get even more then that. The knowledge that you made the game last for ten more years because... 4k or no k?

    Besides, it's not like hatch is completely free. Killers literally move faster then Survivors, giving you a base advantage of finding it first. (Even more so on a high-mobility Killer.)

    Like, I play Killer quite a bit, but I've never understood this idea of 'If it's not a 4k it's not a win'. Can we not just... call it a win because you had a fun match? Or got a good amount of BP, or finished an archive challenge?? Or the fact that you got a 3k at 5 gens when many people can barely load into a match without feeling like a gen popped in the distance?

    Idk bud, not trying to be rude or anything, but I don't get your point.

  • DC penalty goes up with each offense, though in my experience, it has to be pretty consecutive for it to do anything. (For example, DC-ing twice within like, a 2 hour time slot will only net you a five minute ban both times from what I've seen, but I might be wrong.)

    Pretty much there is a penalty, but it also has a pretty forgiving reset window.

  • Hhh I jump between a few, so I'll list stuff from my top 3.

    Spirit:

    I'll be the first to admit that she's extremely unfair to verse. (I've been saying it since before the Prayer Beads rework, where gen grab Spirits were the norm). But I do really enjoy getting hits off with the phase without being able to see the Survivors and by only going off of sound. It's a really interesting idea, but it's definitely also way too easy to pull off currently.

    Executioner:

    Man, is there anything not to love about him? Cages and Moris make his gameplay loop super smooth while also being unique, and the PoD is extremely satisfying to land, while also not feeling disgustingly strong. (Though, I think he definitely could use an add-on pass, like a lot of Killers...)

  • For me, it's 4-Mans that all have the same cosmetics. I'll usually try to play nice and not tunnel people out of the game and such, but if all 4 people are running the exact same cosmetics, I can't tell you apart from your buds and I can't gurantee you won't suffer an accidental tunnel because of it.

    Idk man, if you guys all wanna be matching and stuff like that, that's cool and all, but if I can't tell people apart as Killer, it makes it 10× harder for me to play nice because it feels like I'm just smacking the same person over and over again all game.

  • @Raptorrotas said:

    Dont acknowledge swf plus comms as the normal state of the game.

    Solo isnt weak. Having a predetermined team changes your approach to the game (swf) ... and comms just outright break the intended (commless) balance.

    ...Genuine question, but like... do you play Solo Survivor?? Or at the very least duo queues?

    Because I play a lot of Survivor, and I promise you that it's so, so weak that it's not even funny.

    Giving survivors base kit Kindred would merely allow for more coordination when (and only when) Survivors are hooked. In a same way that totem counter base kit would buff Solo Survivors, they still wouldn't be as strong as a SWF because they're still missing a lot of information. For instance, you might see people on gens with Kindred- but you don't know their progress, nor do you know their perks. Just like how a base totem counter wouldn't let you know what totems have been done or by who.

    It literally just gives Survivors an actual chance to be coordinated, and they would still have plenty of opportunities to get outplayed. This is a discussion for basekit Kindred afterall, not old Exhaustion coming back.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401334#Comment_2401334

    You're not wrong but this whole 'Play nice' idea seems to be one-sided.

    Killers, because they can do the mortal sin of removing someone from the game (their goal), are expected to play nice; spread the hooks around, let everyone have fun, don't knock someone out too fast, yeah?

    But I've never seen that apply to Survivors. The same Survivors who say 'don't camp/tunnel' also say 'There is no such thing as genrush'.

    They expect the Killer to ease off the throttle, to 'play nice', and 'don't be toxic'...while doing their best to speedrun the match for the world records.

    And it's because Survivors will bang out gens with purple toolboxes and 4 second chance perks EACH while also telling Killers 'Don't be a dick' that I get irritated. Killers are expected to not try as hard by another name (aka 'Don't be toxic' and 'Don't be a dick') while Survivors are free to try as hard as they want every match.

    It's a one-sided expectation that stems from Survivors thinking they're deserved <x> time (or 'fun') in a match before they can be removed. But since they control the speed of the match overall (the maximum time of a match is how long it takes Survivors to do gens), the Killer can't ease up, or speedrunners destroy them and twerk out the gates to insult them.

    And I honestly got tired of sweaty SWFs treating me like I'm a minimum-wage employee of The Entity, Inc., here to pat them on the heads while they leave through the exit gates. It's not the Killer's job to ensure Survivors have fun. Putting that onus on them, as fellow players of the game, is unfair.

    If Survivors get to bang out gens as fast as physically possible, why can't Killers bang out kills as fast as physically possible? Because it's 'unfair' to those knocked out of the game? It's not the Killer's duty to be fair. They are trying to win, same as Survivors are; stop expecting them to 'play nice' just because Survivors don't like losing.

    I'm sorry, but that's what it boils down too; both sides want to win, so neither side should tell the other side HOW or WHEN they can win, within the rules set in the game and EULA, so cheating and exploiting glitches are against the rules.

    If people can't handle being knocked out quickly in a 2-sided PvP game...Don't play 2-sided PvP games? 🤷‍♂️

    Idk man, I've seen more then my fair share of games where the Killer has sworn Genrush when the gens weren't at all being rushed by toolboxes (as none were brought) and the team had no secondchance perks outside of like, two exhaustion perks and a BT. And the gen rush just came from them doing poorly.

    At the same time, I'm not saying it's just the Killer's job to play fair. I just think that you reap what you sow. I don't play super hard gen rush when I play Survivor unless we actually have to in order to consider an escape. (Because, I would also like to point out here that there are plenty of Killers in the roster where I've seen their counterplay- both in playing against them, playing as them, and on the forums- revolve around either genrushing or hoping they play poorly.) However, I do think that, if you're a Survivor that stacks a hard meta build every game (DS+UB+DH+ whatever other perk suits your fancy), BM's constantly, and gen rushes at any possible point, you shouldn't complain about Killers who go just as hard- and the same goes for Killer. If you stack hard, nasty builds against Survivors, I don't think you should complain about Survivors going equally hard.

    However, I personally don't play like that on either side, because I find it boring as sin to play as and against, and it doesn't really get me anything. (Because, like, there's no real win condition in this game. All we have is a rank system that everyone knows is flawed, and everyone's own ideas as to what a win is. I personally could care less if I escape or get a 4k if I either get decent points, had fun, or got an archive challenge done. That's the w for me, but there are plenty of people who base it off of Kills or Hooks.) So, normally I'll run weird, off-meta builds (Normally either randomized perk builds, or something weird that I enjoy- with the occasional meta perk or popular combo (Like vault speed build, or Devour Undying)), and I will slow up if the Killer or Survivors are struggling and they aren't being rude. (Like a group of Survivors BM'ing while playing like they don't have eyes won't get mercy, but everyone else will.) I'm the Killer who will bug off and let a full reset happen if I'm annihlating at 4 gens, and the Survivor who will make it my sole purpose to do every side objective but gens if the Killer is obviously struggling and has barely gotten a hook with 2 gens left, and possibly let them kill me in EGC if I either ran them for too long or they didn't get a kill.

    Idk, I just think that if you wanna play sweaty, and 'For the win', that's cool and all, but I can't support it on either side. I find it boring, and I think that doing so kinda just encourages other people to do it, which I don't think is fun for anyone. (Like, we've all seen tournament play. That's high level DBD. Do we really want every game to be Spirits and Nurses camping, with every Survivor pre-throwing pallets and doing nothing but holding M1 most of the game? Cause I definitely don't, and I think that's the kinda gameplay the style encourages.)

    Again though, I'm not saying it isn't a two way street. But at the same time, I think that playing like that on either side is kinda what encourages other people to play like that, and I don't like encouraging the cycle.

    (I should also note too that there's a difference between running a meta build here and there and running one every game, bc I also get playing one out of frustration. I just think that there are just as many games of people who aren't playing for gen rush, or anything like that, where the game is more so lost because of mis-plays that people like to ignore. A great example being the amount of Spirit's I've versed with meme builds who swear Gen rush, when they had gen slow-down perks and never used their phase for anything but mobility. Or the Survivors who swear facecamp or tunnel when their teammates wouldn't pull aggro and you didn't see anyone with BBQ.)

    (Also, I apologise if this is rambly or a bit incomprehensible, I am awful at just trying to get straight to the point, haha.)

  • I play both sides. Primarily survivor, but I've served my time as Killer.

    Tunneling is great for Killers when your gens go by too fast and you're able to weed out the weak link fast. Getting someone hooked in a dead zone if they don't have the perks to counter tunneling will be absolute destruction for them.

    However, at the same time, committing to someone who is better than you, especially on killers who don't have an amazing chase (Like Wraith or Trapper outside of his web), can easily cost you the game. Double this if they actually have the perks to help against tunneling.

    But- and this is a big but, I don't think tunneling is as clear-cut of a 50/50 as people seem to make it out to be. There's no counter to tunneling for Survivor- merely perks to help buy time and hoping you can outplay the Killer. (A feat not always possible with some of the cast pretty much-throwing survivor skill out the window.) The best counterplay to tunneling, is, well... teamwork and communication. That's something that's really hard to come by as Survivor, so unless you're in a 4-man or you get a super lucky rando/randos, there's a good chance that you just can't buy your team enough time to get everything done, because they're wasting their time. Because of this, I think tunneling tends to be more in the Killer's favor, unless you are just getting rekt in chase.

    At the same time, (and this is just my opinion), I personally don't condone the playstyle unless, well, you actually have to do it. (Whether it be because you cannot find anyone else, or because there's like one gen left and they were your first hook or something.) I think doing things like camping and tunneling is a part of what leads into the nasty cycle of making more people to feel like they have to run meta perks in order to get a chance to play, and encouraging more people to gen rush (The best counter to a tunnel, which does tie back into communication and teamwork), which then leads more Killers to think they have to camp/tunnel and run nothing but meta perks to play. I just don't agree with feeding into the cycle when you don't need to. (And this goes for both Killer and Survivor players, as this is a two-way issue.)

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401193#Comment_2401193

    It's called 'Playing smart'.

    The hook pops:

    You know where half the team AT LEAST (2 Survivors) are; at that hook.

    1 of them (at least) is wounded and can be downed without a long chase.

    Re-hooking the wounded person demands Survivors attempt a fast, sloppy save, because they only have 60 seconds before that person dies.

    Or if they were in Struggle Phase, now they are dead. 1 less person to heal, sabo, do bones, and do gens.

    As opposed to:

    Searching for someone(s) you don't know where they are.

    And needing to hit them twice to get anyone down if you do find them.

    It may be their first hook, which means Survivors can take their time rescuing them.

    It's almost like people bitching about 'camping' and 'tunneling' are just trying to control how the Killer plays, and force him to play badly! 🤔

    Here's an idea: they could just be trying to say that it's not fun for them to verse, which is quite subjective.

    Plus, I think you're ignoring two major points in your reply.

    If you're supposedly having issues finding people, then run a perk like Thrilling Termors, BBQ, or heck, even Surge or Whispers. There are a lot of good perks to track down Survivors as Killer. It takes it from a wild goose chase to consistently knowing the location of others.

    To add to it, there's also the point of the fact that you can still maintain pressure by going after someone who didn't just come off hook. Especially if you're running like a Sloppy/Thana build. If you harrass someone off gens, they can't just continue to sit on them for free, and the survivor who just got unhooked both gets to now have a little bit of a chance to play the game, and gets to make some choices of their own- heal up, do side objectives, lose DS, etc.

    Idk, I just don't think that the idea of 'Playing smart' as you put it, or as it seems to me as 'Play for the 4k/4 man out', is very fun for either side, and isn't really something to be encouraged unless you actually are in a situation where it's necessary, (You know, like against high level SWFs that will make you cry yourself to sleep for the next 5 years.) But in my experience, they're rare.

  • I would heavily disagree tbh. I don't think you have to proxy camp on a lot of those Killers to maintain pressure. However, I will agree that many of those killers do revolve playing around one area to be most effective- after all, a Plague won't want to play outside of her fountains just like a Trapper and Hag will want to play outside their webs.

    Imho the big difference in needing to proxy camp comes down to your skill vs Survivor skill, mixed with rng from map and perks. (Because, well, all of those Killers can get some pretty mean 3 gens, and many of them can end chases really fast in a designated area. However, it's also a matter of recognising and taking advantage of things like that early, and not letting gens get to you as badly (because majority of those Killers have decent snowball potential) to play to your strengths.)

    Imho, people proxy camp are one of these reasons, from my experience: they're super mad, want to watch the world burn in post game chat, genuinely had to (Rare, but is possible, especially if you're claimed to have proxy camped when there are other objectives that are being worked on to defend nearby, which is very possible with those killers), they're sweaty, or they're just bad. (Or a mix of some of the above.)

    Idk, I really don't think there's a good reason for most of the roster to do genuine proxy camping unless there's like... an actual good reason for it, like it's EGC and you're securing a kill, chasing a survivor around hook, trying to find a survivor you had seen around hook, etc.) Killers like Hag and Trapper are good at proxy camping, sure, but they're major strength, like many of these, is patrolling into snowball of a locked-down area, which normally means getting someone in the dead center of it and you walk by like twice while patrolling. (Which, at that point, isn't really a proxy camp imho, that's just patrolling- but to be fair I think a lot of this discussion can be boiled down to an argument of semantics, as there's no clear term to 'proxy camping' in the first place.)

  • @Crowman said:

    Camping doesn't need to be prevented. Survivors just need to stop expecting unhooks to be free.

    This thread has nothing to do with Survivors expecting free unhooks lol. I think everyone can agree that there's a very big difference between being called a 'Camper/Tunneler' when someone just loops you around the guy on hook and farms him, or a similar situation like an unnecessary 1 for 1 and situations like what I believe OP is referring to, such as getting downed early and then getting face/proxy camped out when there's no soul within a half mile radius, and they're determined not to leave. (Of course, outside of EGC.)

    That's not really expecting unhooks to be free, that's expecting more of a chance to... well, get to play the game. It's similar to how Killers who get genuinely genrushed in .5 seconds feel like they didn't get a chance to play.

  • Imho the best change they could make around camping would be to just make Kindred basekit for Survivors, that way everyone knew when a facecamp was happening, and could work accordingly to actually give Solo, Duo, and 3 man players a better chance to escape. Bc imho, the biggest issue (besides it feeling crappy) is that there's no way to communicate with randos what's happening, and that miscommunication and misunderstanding leads to a lot of time waste by Survivors. Afterall, the best counter to camping/tunneling is just communication and buying time- but it doesn't do anything if your fellow survivors just wate it because they don't realise what's happening.

    Mix that with more perks that encourage being away from the hook (More perks like Devour and MYC) and there would be better counterplay to camping. Imho, it would also be a good jumping off point for playing with a few other base numbers- like slight changes to regression speed when you kick a gen, or slight changes to the amount lost upon a base kick of a gen.

    Idk, I don't think camping/tunneling will ever leave the game, nor do I think it should because it can be necessary, but at the same time, a lot of Survivors don't necessarily have amazing chances of countering it themselves, unless they're against a Killer that they completely out match in chase and get unhooked, or have an end game wombocombo like DS+UB- which, besides feelings, is a large part of the reason it's complained about and can feel so unfair.

  • I'd love to see an endorsement/commend system- I've mentioned it on here in a few threads myself lol.

    Personally, I'd love to see something similar to Overwatch's system of rewarding players with things like BP or Shards for good behaviour, mixed with the in-game reporting system actually working and giving you a notification when someone you reported has had action taken against them. (Obviously, no names or anything, just a little message that thanks you for your help if action is taken.)

    I also think that it would give the Devs better data as to what the community would find 'Fun' overall, leading to balancing changes around that, and maybe even a possibility of pushing queues more towards rewarding high endorsed/commended players together, and lower players together. (With new players sitting in like a safe little middle range until they get commends/endorsements of their own.)

  • Idk, I really like running Prove Thyself on Survivor. Gives me a boost of BP, encourages the randos to help me with gens instead of eating beans in the basement all game, and can be countered by other Killer perks pretty easily. (Also allows the Killers to get amazing pressure if they find you stacked up on a gen, making it a fair trade off.)

    Imho, Prove Thyself itself isn't an issue, it's just that some maps are way too big for certain Killers to reasonably pressure gens, and other Killers just lack the mobility to keep up sometimes. (But, again, they make up for it in different areas.)

    Idk, I think Prove Thyself is a really healthy perk all things considered, and doesn't need nerfed.

  • Nah, I actually really like how a lot of the Survivor updates went, and I normally cycle through a few mains anyway. (With my absolute main one being Jake, who had a great update.)

    Tbh the issue I have with some of the new Survivors faces just come from the animations. Like I don't care for how Claudette has that really odd sliver of white for her teeth, or how Ace's grin looks so odd, or how Kate looks fed up with everything. I think a few of those facial animations need to be changed up a bit to better suit the style of the newer models.

    Though, tbh, I think they're the only three that really got done dirty in that regard- I love everyone else's face up.

  • How do you get pallet stunned 3 times while trying to kick a generator??? Are you talking about Blastmine??

    Anyway, it just depends on the match. Solo Survivor has the potential to be just as awful and stressful. Some games of Survivor are awful and stressful, some on Killer are the same- and others are cake walks.

    They're both chill and stressful in their own rights. I think there's a decent argument for Killer being more stressful overall, but that's kinda the nature of 1v4 games, and I think a lot of the Killer roster has a lot of tools to make it less stressful, along with getting more rewards overall. (With the biggest thing standing in your way usually either being matchmaker or map RNG.)

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