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velosinhooo

velosinhooo

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  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262662#Comment_2262662

    Hm potentially. It could be a thing. I think phase duration add-ons and glimpse frequency add-ons should be separate things though. So like one add-on would give you more or less phase time while another would allow you to have more or less glimpses.

    Putting the two together into one add-on would overcomplicate it I think.

    The glimpses are kinda the opposite of what spirt does when not in phase? It would have add ons like the cherry add on?

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262545#Comment_2262545

    I don't think that glimpses would break her character - they would provide some much needed information to the survivors. The frequency and duration of these glimpses would obviously have to be tested and played with to see what would work and what wouldn't.

    I personally think that one every 2 seconds would be fine if it didn't last for ages and was "spirit-like" in a sense (so it wouldn't be really easy or too hard to see). This is because her default phase time is 5 seconds so survivors would get 2 glimpses per phase which is just enough information for them and the Spirit would roughly know when a glimpse of her will appear so she can prepare for that and potentially mind game the survivor. It would still keep it as a kind of guessing game scenario around certain pallets and windows, but it would allow both sides to anticipate and prepare what they're going to do next. However, testing could prove that 2 glimpses per phase is too much or too little, which is why I think the idea needs to be tested before anything happens with it, like in a PTB (obviously I know that PTB excludes console players which is unfortunate but at least some of the community would be able to test and provide feedback).

    As for increasing phase duration, I believe that can be done with add-ons so that isn't a large concern for me. If it proves that 2 glimpses are too much then longer phases or increased recovery or speed could be a potential solution. Testing would once again help indicate that.

    Also her ability to see scratch marks and blood would remain the same so it would not completely change the Spirit that players are used to and know how to play. It would just introduce a new element to her gameplay that people would have to learn how to use. Additionally, it would mean that Stridor Spirit would be skilful as currently it is just an instant win for a Spirit and too many Spirit players rely on it too much.

    I like your rework idea, but the glimpses rate is what catches me, its really difficult to balance the gimpses rate in a way that doesnt break her and still makes enough difference.

  • @velosinhooo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262629#Comment_2262629

    Another question of you rework concept, would duration add ons change the 2 second rate for the glimpses?

    This question that I made was quote in your thread but I wanna know if in you idea yes or no

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262545#Comment_2262545

    I don't think that glimpses would break her character - they would provide some much needed information to the survivors. The frequency and duration of these glimpses would obviously have to be tested and played with to see what would work and what wouldn't.

    I personally think that one every 2 seconds would be fine if it didn't last for ages and was "spirit-like" in a sense (so it wouldn't be really easy or too hard to see). This is because her default phase time is 5 seconds so survivors would get 2 glimpses per phase which is just enough information for them and the Spirit would roughly know when a glimpse of her will appear so she can prepare for that and potentially mind game the survivor. It would still keep it as a kind of guessing game scenario around certain pallets and windows, but it would allow both sides to anticipate and prepare what they're going to do next. However, testing could prove that 2 glimpses per phase is too much or too little, which is why I think the idea needs to be tested before anything happens with it, like in a PTB (obviously I know that PTB excludes console players which is unfortunate but at least some of the community would be able to test and provide feedback).

    As for increasing phase duration, I believe that can be done with add-ons so that isn't a large concern for me. If it proves that 2 glimpses are too much then longer phases or increased recovery or speed could be a potential solution. Testing would once again help indicate that.

    Also her ability to see scratch marks and blood would remain the same so it would not completely change the Spirit that players are used to and know how to play. It would just introduce a new element to her gameplay that people would have to learn how to use. Additionally, it would mean that Stridor Spirit would be skilful as currently it is just an instant win for a Spirit and too many Spirit players rely on it too much.

    Another question of you rework concept, would duration add ons change the 2 second rate for the glimpses?

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262545#Comment_2262545

    I don't think that glimpses would break her character - they would provide some much needed information to the survivors. The frequency and duration of these glimpses would obviously have to be tested and played with to see what would work and what wouldn't.

    I personally think that one every 2 seconds would be fine if it didn't last for ages and was "spirit-like" in a sense (so it wouldn't be really easy or too hard to see). This is because her default phase time is 5 seconds so survivors would get 2 glimpses per phase which is just enough information for them and the Spirit would roughly know when a glimpse of her will appear so she can prepare for that and potentially mind game the survivor. It would still keep it as a kind of guessing game scenario around certain pallets and windows, but it would allow both sides to anticipate and prepare what they're going to do next. However, testing could prove that 2 glimpses per phase is too much or too little, which is why I think the idea needs to be tested before anything happens with it, like in a PTB (obviously I know that PTB excludes console players which is unfortunate but at least some of the community would be able to test and provide feedback).

    As for increasing phase duration, I believe that can be done with add-ons so that isn't a large concern for me. If it proves that 2 glimpses are too much then longer phases or increased recovery or speed could be a potential solution. Testing would once again help indicate that.

    Also her ability to see scratch marks and blood would remain the same so it would not completely change the Spirit that players are used to and know how to play. It would just introduce a new element to her gameplay that people would have to learn how to use. Additionally, it would mean that Stridor Spirit would be skilful as currently it is just an instant win for a Spirit and too many Spirit players rely on it too much.

    If it wouldnt break her, it is a bad ting, because the idea of glipses make her bad, and if it doesnt make her bad, it means that the glipses would have a enourmous delay that wouldnt work properly for the idea of glipses

  • @ethan99 said:

    Sitting in the solo survivor queue for 20+ minutes and I just want to know everyone's thoughts.

    As survivor I don't mind giving newb killers' kills, I don't care about rank. As Killer I also don't mind giving the hatch to cute baby Dwights.

    However with the SBM matchmaking if I gave pity kills/escapes I probably be making it worse for new survivors/killers... They place higher in the SBM system and face harder opponents.

    So if the SBM matchmaking comes into place does this mean we have to sweat every game??

    As a casual solo survivor/killer I would hate this... I play the game for fun not for escapes/kills. If I think you're a newer survivor/killer I will take it easier on you, but because of the SBM I would have to play 100% every time :(

    I know it will be abused but sometimes I wish we had a ranked mode and a casual mode (we all know casual mode would be filled with tryhards..), balancing a 1v4 game like this is hard I know, but to be honest ranked matchmaking was more fun than this.

    Sorry for the rant, I've had too many whiskeys and just want to play a casual game and vent.

    That's my thoughts, what do you guys think?

    It kinda sucks, but you are right, if the BB Dwight escapes to much he will be facing sweaty r1 nurses.

  • I actually agree with your survivor list and I would agree with the killer list to if Nurse was at tier S, IDK she is kinda pretty Lmao

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262518#Comment_2262518

    What about:

    Spirit no longer hears Grunts of Pain/Breathing/Footsteps while phasing and no longer sees scratch marks, but Survivors will exhale cold breath periodically (seen by all Players, including Spirit when phasing, about every 5s or so) as an indicator of the Survivors location and that the Spirit is nearby (32m radius for effect to take place)

    It's a visual method of information that's independent of any existing variables and is more easily played off of for all Players, (and representative of the Cold Spot superstition,) while removing some basekit variables that either punish new Survivors too harshly, or that simply vary wildly. Yes, this does make it a bit more of a coin flip the longer you're still phasing after the Survivor breathes, but provides a sturdier foundation to build off of if tweaks need to be made moving forward.

    Survivors would know when she is phasing, if you remove the Grunts of pain/Breathing/Footsteps its already breaking her, if you reduced by 50% the grunts of plain as a distortion from the phase it would be kinda okay but if you remove Scrathmarks, it becomes absolutely non sense, Scratchmarks are made by the entity to notify the killer where the running survivor went. But I think that if you reduced by 50% it would be kinda ok, think with me No IW and Stridor =75% volume of grunts of pain and 62,5% volume of breathing. With IW it would be 12,5% volume of grunts of pain and 0% breathing as IW also makes no breathing sounds when injured, I think that footsteps should not be reduced as they are sounds that can easily be missheard if really low. But I like your base idea of your rework.

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262518#Comment_2262518

    Well why wouldn't you just ask that instead of your first comment on here being, and I quote, "Stop crying bro, this game is so easy for survivors. If you complain about that you are just a baby survivor." It just came across as you derailing the thread and not trying to be constructive whatsoever. Then your next comments followed the same, unhelpful theme.

    If you had just been direct and asked what you wanted to ask I would have explained my thoughts on this.

    Sorry for that then, Im just annoyed by the baby survs such as Sluzzy that cries about DS nerf and such things, if we on console were able to play with a mouse ad keyboard, hillbilly wouldnt be innutile, nurse wouldnt be impossible to play as pc, survivors want to make the games easier and easier for then when the game already is, it is a common thing at the forum to see people talking ######### about killers just because they play solo queue and die by their teamates most time, the killer isnt op, the survivors that you are playing with are just Blendettes at the corner of the map with Self-Care.

  • @YuisPinkBob said:

    Before I start, I'd just like to say that this is not my original idea, I saw someone else suggest it in a stream and wanted to share it as I think it is a very good one.

    As we all know, the Spirit is a very powerful killer who doesn't really have any counterplays (especially when injured and against Stridor). This often results in games as and against her being really unfun and boring.

    To improve this, I think that, when phasing, she should show glimpses of herself. These glimpses do not have to last for ages (maybe only a couple seconds) and they should not be frequent occurrences. Also, the glimpses should look spirit/ghost-like so it fits with the power itself and doesn't seem out of place.

    Now I know this is a nerf, but it will not make her underpowered or weak by any means. Think about this: at a pallet, or some windows even, the Spirit begins to phase. A glimpse occurs and the survivor runs in the opposite direction to this glimpse. While this happens, the Spirit double backs and meets them at the same side of the pallet. The survivor then takes a hit because of it. This would introduce many new strategies for Spirit players to try out and use.

    Furthermore, it would provide survivors with a chance against her. Along with giving them opportunities to learn new tactics in chases and when just facing her in general (just like it would when playing as her).

    I believe that this would keep the Spirit's core power intact while also making her a more fun character to play as and against. It would also mean that she requires more skill than she currently does.

    Plus, there could be some add-ons that make her glimpses more or less frequent or last for different durations of time.

    What are your thoughts on this?

    EDIT: After looking through some people's feedback, I believe that the glimpses should occur around every 2 seconds. This would work with the Spirit's default 5 second phase duration and ensure that the change is actually effective. This suggestion came from @Altarf.

    EDIT 2: Since people can't seem to get past the fact I didn't call the rework a nerf, I've reworded the post itself so I do call it a nerf. Hopefully we can have a constructive conversation about the idea now. The title will remain the same as it is still a rework of her power and therefore fits.

    The glimpses juse break the complete idea of the character, it would make spirit predictable and thats not what we want, there would be no way to counter pallet mid phase as survivors would have to just vault back the pallet back as he knows the direction you are going, it could be fixed by increasing even more the Spirit phase duration, recovery and speed buff, a good Spirit will get the wide turn to get you from the back of the pallet as you are probably gonna get there and drop the pallet to try to make her stop phasing and break the pallet. This brings up the problem that Spirit mindgames would be completely garbage and she would just be faster and have an ephemera that shows her location when on phase. Shw is a spirit, when she is on the Spirit world, she cant see anyone and anyone cant see her, her hearing pass throught the worlds so she can hear the survivor as well as seeng their scrathmarks.

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262453#Comment_2262453

    Omg. Did you not see my other replies where I said that I had played the Spirit before. She literally requires no skill - you get all the information you need handed to you.

    Also you're proposing a scenario that isn't really common and so is kind of irrelevant here. A lot of the time yes, a try hard 4-man SWF squad will outplay you, regardless of killer but that's not the discussion here and once again proves that you're just trying to derail the thread.

    This will be my last reply to you since you've ignored me multiple times when I asked you to stop talking about irrelevant things. We are not discussing SWF balancing issues, we are discussing the Spirit and her power. You can make your own thread about how you think Spirit is so hard to play and try hard 4-mans are awful and unbeatable. Along with the disparity between console and PC Nurses, if that's what you want to discuss, because this thread is not the place for it.

    Im just trying to understand how would you guys change Spirit gameplay whithout breaking her, everyone here talks about reworking her but no one gives a idea that actually changes something or a idea that i actually possible. The problem of Spirit counterplay is real, but how could it be fixed is my question.

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262453#Comment_2262453

    Omg. Did you not see my other replies where I said that I had played the Spirit before. She literally requires no skill - you get all the information you need handed to you.

    Also you're proposing a scenario that isn't really common and so is kind of irrelevant here. A lot of the time yes, a try hard 4-man SWF squad will outplay you, regardless of killer but that's not the discussion here and once again proves that you're just trying to derail the thread.

    This will be my last reply to you since you've ignored me multiple times when I asked you to stop talking about irrelevant things. We are not discussing SWF balancing issues, we are discussing the Spirit and her power. You can make your own thread about how you think Spirit is so hard to play and try hard 4-mans are awful and unbeatable. Along with the disparity between console and PC Nurses, if that's what you want to discuss, because this thread is not the place for it.

    What rank were you?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262376#Comment_2262376

    If we put our personal biases aside for a second, I think we can all agree that Spirit is problematic, and thus her kit should be looked at and re-evaluated.

    Implying I'm only disagreeing with you because of my personal bias. Classic.

    No killer should be the cause of this much uproar, hate and disagreement.

    I've been here long enough to know that complaints about killers are cyclical. Complaints surge about one specific killer, they get nerfed, then complaints move on to the next killer. This time it's Spirit. Next it'll be Deathslinger or Nurse (for the umpteenth time). Doesn't matter how many times the killer is actually nerfed, they're inevitably put on the list again. The only way it ends is if killers get removed altogether, or are made so weak that you can 1v1 them.

    For the record, the forum is a tiny subsection of the playerbase. Do not confuse a vocal minority for what the majority of the players want.

    Her actual counterplay is only available in SWFs as they can just be downed and still get 2 gens done in this time.

  • @DanielPaint said:

    I played in the past on switch and bought spirit for the perks. I played her a few times but quickly hated her because of the terrible switch performance.

    Now I'm on ps5 and bought her again for the perks, I had a daily and thought "Well let's get it over" and played a round.

    This killer is absolutely ridiculous... Me a total noob got multiple 4k in a row without tunneling or camping and with just level 1 ruin and thinkerer.

    You don't need any skill, just a headset and the ability to hear. And the sad thing is, it's fun to play her.

    What rank are you?

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262466#Comment_2262466

    What are you even talking about? This has NOTHING to do with the topic of the thread. Stay on track.

    If you don't like the idea then at least give some constructive feedback - don't just bring up random other issues.

    I talked about her add ons and why they should be nerfed instead of her, if they nerf her actual gameplay, she becomes complete garbage.

  • Nurse is far more OP then Spirit, Nurse need more training then Spirit but SWFs need just a little bit of training and they *win* the match, far less then Nurse or Spirit.

  • If you dont think that Spirit requires skill, why dont yo play against an Optimal Squad as a new spirit? I would love to see that.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262383#Comment_2262383

    https://forum.deadbydaylight.com/en/discussion/comment/2262394#Comment_2262394

    That's a great story, congrats on reaching rank 1! Although none of this is relevant to the thread at all and it just seems like you're trying to derail it. This discussion isn't about SWF nor The Nurse. If you're that interested in it then I recommend you make a thread of your own.

    https://us.v-cdn.net/6030815/uploads/FDIIG8DBDYNE/image.png

    IM just not agreeing of they changing Spirit before nerfing somethings even more broke at the game, thats all.

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262394#Comment_2262394

    Because the Nurse actually requires a lot of skill to master and play so the issue doesn't apply to her. Although I do recognise that it's harder to play Nurse on console. Still, I have seen quite a few good console Nurses.

    Also, once again, can you stop trying to change the conversation away from the Spirit into something that it's not. It's not about how hard Nurse is on console and it's not about any changes that have occurred to Freddy. It's about changing the Spirit so she's a more fun character and will actually require some skill.

    Are you saying spirit doesnt require skill?

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262394#Comment_2262394

    Because the Nurse actually requires a lot of skill to master and play so the issue doesn't apply to her. Although I do recognise that it's harder to play Nurse on console. Still, I have seen quite a few good console Nurses.

    Also, once again, can you stop trying to change the conversation away from the Spirit into something that it's not. It's not about how hard Nurse is on console and it's not about any changes that have occurred to Freddy. It's about changing the Spirit so she's a more fun character and will actually require some skill.

    I played as nurse on pc some games at my friends house, and I could get ruthless on all matches at r1, the thing is that if you wanna compare training nurse on console and nurse on pc, nurse on pc looses by a lot if we compare by training time, Spirit on console and nurse on pc are the most difficult to max and have a good feedback on each platform, if you nerf spirit, console players would just stop playing killer and play survivor, what would make the MM a lot slower as most players play on console. So if you wanna nerf spirit without changing her absolute gameplay and turn her garbage, change her add ons. It is an old argument from me but if you change her add ons in some way that survivor would know what timing they would have to use the pallet window or DH, it would be already a kind of counterplay.

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262353#Comment_2262353

    Depends on the SWF group. If it's a try hard 4-man SWF then the killer will struggle but in every other scenario it's harder for the SWF, especially when they are not a 4-man.

    Also I'm confused about the relevance to this thread? Like it's not about which sides harder to play, it's about changing the Spirit because she is notoriously unfun for both sides. Can we focus on that instead.

    Why dont you talk about nurse? She is lot better then spirit, I play on console and Im a rank 1 spirit, I was already r1 survivor and I k that nurse on console is one of the worst killers so the option is spirit as freddy was nerfed as well. You guys from pc play as nurse, we on console play as spirit. Both survivors from Console and PC can form SWF so its not that different fro survivor view( Im not including macro cheaters as most of pc players dont use macros).

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262353#Comment_2262353

    Depends on the SWF group. If it's a try hard 4-man SWF then the killer will struggle but in every other scenario it's harder for the SWF, especially when they are not a 4-man.

    Also I'm confused about the relevance to this thread? Like it's not about which sides harder to play, it's about changing the Spirit because she is notoriously unfun for both sides. Can we focus on that instead.

    As SWF I mean optimal team, not 4 baby dwights that are friends and justt started playing the game. And as that, whats the point of removing spirit or reworking? We should focus on nerfing things that are good on both sides. SWFs area pain in the butt for any killer, but its fun for the survivor, playing spirit is fun for the killer and unfun for the survivor, seems like its balanced here.

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262361#Comment_2262361

    It's both... it's a statement of my current position, whilst inviting further clarification from anyone who might think I've misunderstood. I'm not so arrogant as to believe that my opinion is the objective truth... it's literally just that - an opinion! The basis of my opinion is based on objective factors though, so I consider it strong, but I don't claim total domain knowledge so it's perfectly possible for someone to counter my opinion with an equally strong (or stronger) argument.

    Ur opinion is not right and not wrong, its your opinion, if its your opinion, you dont need to put the ? as you are sure of you position of certain thing, and the thread even without the ? is alredy trying to call people to reply and make a discussion as the name says.

  • @PhantomChimera said:

    The ones who don't understand how to counter Spirit seem to be the ones who like to gen rush. If your not in a hurry it isn't that hard.

    I have seen survivors who are good on countering her. They don't rush through the match which plays a big part in it. I have gone several matches successfully losing her in chases. Doesn't happen all the time however it happens more often then it doesn't and I have seen others do it.

    The survivors who run everywhere, make a lot of noise and so forth.

    Interestingly I have done a some matches as the Spirit this morning and one was note worthy. A couple of the survivors where ranked as 14 and 15 and the other. The other two where ranked 1 and 3. Among the 4 survivors the rank 14 was the best at countering me and escaped. The rank 15 disconnected after being picked up the first time though they a bad luck situation when the rank 1 survivor revealed both of there locations by vaulting at the beginning of the match.(Not sure why survivors do this but that is for a different discussion.)

    The rank 1 was the worse at it. I never lost them in a chase. Most of the match I was thinking they that survivor wanted to get sacrificed. Only a couple of times did they actually seem to be trying to get away. Unfortunate for the rank 15 that the rank 1 led me right to them. I hate that when that happens when I am playing as a survivor.

    Anyways the rank 3 was not much better than the rank 1 though in the survivors case I don't think they were trying to get sacrificed. The survivor just was not that good at hiding or getting away.

    The rank 1 and 3 ended up getting sacrificed and I let the rank 14 escape through the hatch. I was impressed by the rank 14 survivor. They made the match fun. Can't say the same for the other 3 survivors.

    There is a spirit counter but its on only competitive mode, you cant say to your fellow teamates to do gens because you are in chase during a solo queue match, you have to depend that they are actually doing something that helps, SWF can easily counter spirit as you said gen rushing, but to end up not getting killed, you will have to catch spirits attention when she is in chase with a survivor that was hooked 2 times already, and if you cant, then you are not in a gen and your teamate died meaning that you were innutile for that time.

  • Was the title thread a question or an afirmation? It started as a afirmation of opinion( I dont get these spirit Threads) and it finished as a question( ?). And you jst made another Spirit thread. Whatever tho

  • @YuisPinkBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/2256930#Comment_2256930

    What? I'm sorry but can you rephrase I do not know what you mean.

    Do you think this game is difficult to killers playing against swf survivors or swf survivors playing against killer? Who will suffer more from the match? Its the killer.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261139#Comment_2261139

    Dude if you ever tried to do that as Deathslinger you'd realize how unusable that add-on is 99% of the time.

    Its map dependent,Survivor awarness dependent, countered by running spine chill, Does nothing if the target is already injured,can easily be stopped by other survivors even if you managed to land it, and so on and so forth.

    It makes jumpscare of Death Slinger completely OP when it works of course.

  • @FrostySeal said:

    I think it'd be pretty awesome to have a Survivor from the distant past, like a cowboy or something else and also have a Killer from the future like a cyborg. Thoughts?

    Jeff looks like a cave man lol

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261123#Comment_2261123

    If you or a Deathslinger you faced in a game had a Deathslinger in a game ever get an Iri coin off they deserve a trophy for how horrible that add-on actually is not a nerf.

    It makes the survivor exposed if he gets the redeemer to hit me more then 15 meters further, what makes me not able to hear his terror radius and be insta downed.

  • @Vulgun said:

    Simple fix for instances where Survivors can't be picked up from the dying state: Let the Killer grab them from the legs and drag them towards the hook.

    No Killer should be unable to grab a survivor that's stuck on a wall or some other object, so let them grab a limb or something. Even if this isn't a common occurrence, it's still something that happens nonetheless and needs to be changed to prevent it from happening at all.

    Yep, I hate when the survivor is downed at the corner of the stairs of basement, its impossible to even pop the option to get him.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261088#Comment_2261088

    Trickster shouldn't have one because he can't surprise eat a health state from a distance. Since he needs 8 hits to damage someone, you're going to jump into action long before he pulls that off, and you'll start a chase - at a disadvantage, but still, you start a chase. He's his own warning system, he doesn't need an extra one.

    Deathslinger and Huntress have actual sniping capabilities, so it makes sense to have an additional warning. I wouldn't want to see Deathslinger with a huge lullaby like Huntress does - Huntress's makes sense to me because she can do long-distance shots, and he can't - but being able to put his TR smaller than his snipe range feels a bit exploity and you see that combo constantly.

    Its just what I said, he doesnt need a lullaby ecause he is already weak, he needs 8 blades to get 1 single health state, but when we talk about deathslinger, he can use iri coin to instadown you after jumpscaring the ######### out of you, his jumpscare is even better then the ghosties jumpscare. I am not saying that he should have a huge lullaby, he should have a lullaby at the size of his normal terror radius.

  • I did not know that, I think I have the clip of the match

  • @Laluzi said:

    I wouldn't have a problem if it was a 24m lullaby, specifically to prevent the M&A snipe radius. I don't have a strong opinion on the matter, but he deserves one way more than Trickster does.

    Trickster is already weak lol, whats the point of he having a lullaby. In the other hand, deathslinger has a better jumpscare then even ghostie as he has the Iri add on( if you want to count it) that can just make you be jumpscared and downed even quicker then a Nurse or a Spirit.

  • @TheClownIsKing said:

    M&A is becoming infuriating on this killer, simply because of the range of The Redeemer, and getting speared before even hearing him coming.

    Yes, I have eyes, yes I use them. But maps are becoming more cluttered, and if my teammates leave the only gens to be worked on are the ones tucked away that don’t allow for situational awareness, what are Survivors supposed to do without Spinechill. At least in most other instances with other killers, Undetectable or Oblivious are usually on a limited timer, and other killers need to get much, much closer than Deathslinger ever needs to.

    There needs to be some sort of audio cue set at a limited range, so Survivors can have a brief chance to start running. It doesn’t need to be huge like Huntress as that would gut him, but something at the 24m range like his default TR to prevent the near persistent stealth he has with M&A outside of chases, where he can actually real you in before you’ve even heard he’s there.

    Yeah, at the time I played as survivor, I would face Deathslinger with Monitor and Abuse that would shoot you from 30 meters and you wouldnt notice that he was there.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261027#Comment_2261027

    @Archon

    I honestly don’t think the height would be as much of an issue. Nemesis for instance has a different animation and carries survivors a bit differently. Chucky could drag them, take them to a hook and have the entity pull them up to the hook, as an example.

    There are many creative ideas they could do with him. 😄 also I agree Candyman and Pinhead should join as well!

    How would they wiggle? They would be kinda gathering energy to kick him?

  • @Johnny_XMan said:

    I would die…

    Of happiness that is. 😂

    https://twitter.com/RealDonMancini/status/1402762861957558275?s=20

    But It’s actually for the upcoming syfy series!

    #chuckytiffanyforDBD get into this!

    Kinda victor gameplay?

  • @EQWashu said:

    As others have mentioned, the encouragement or endorsement of unsportsmanlike conduct (DCing in this case) is against Forum Rules, please avoid doing so.

    In this instance that the OP described where survivors refused to progress the match (no touching gens, only hiding) for 20-30 minutes, this could be considered holding the game hostage, and reportable with video evidence sent to Support for the ACMs to review: https://support.deadbydaylight.com/hc/en-us/

    Is that an actual thing? Could I report the guy that made me wait 40 minutes on a match for trying to get Adept?

  • @DBDude said:

    For Bill I think it was from 2008-2009 if I'm not mistaken.

    It might be as he died at the L4D game, or he might be from another dimension.

  • @Jarol said:

    The license I can tell you in order.

    1. Laurie (1978)

    2. Nancy (1983)

    3. Steve (1983)

    4. Cheryl (1993 or 2004) I'm not really sure.

    5. Leon (1998)

    6. Jill (1998)

    7. Tapp (2004)

    8. Quentin (2010)

    They are all kinda wrong as you are not sure of when the interdimensal version of each of these characters as the Subject that will be taken by the entity needs to be dead, so Nancy is not dead at the series( yet) neither is Steve or Laurie or any other character that you put on this list, Im not trying to be annoying but these are versions of the characters from another dimension if they are not dead. Thats a fact, the entity cant take someone that is not corruptable like the Kate, the first time she was taken, she was still pure and she couldnt be corrupted tho she was dead, she had to be taken by the second time to be corruptable. I might be completely wrong and bhvr just make all this info that we have till now false, but Im pretty sure its like that.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261031#Comment_2261031

    But that isn't solo survivor being weak that is just people being stupid. You can buff solo survivor to infinity and you will still get people like that. So when we compare the strength of killer vs solo survivor we shouldn't take into account the fact you can get sandbags on your team because no amount of buffing or nerfing will ever fix that.

    What i'm saying is yes solo is weaker than swf. But i don't think solo is that much weaker than killer. A big reason why it feels like it is because no one every tries to coordinate builds in lobby or give up second chance perks for info perks like Kindred or Small game.

    Yes Kindred will not stop the Claudette self caring in the corner with sloppy. But it will help prevent everyone coming to save you at the same time or no one coming because they think someone else will help them.

    When a killer complains about gen times the answer is "Use slow down perks". If they can't find people it's "Use tracking perks". But when solo survivor's complain about gong show's from miscommuncation the answer never seem's to be "Use kindred" "Use bond".

    That's why i don't think as some content creators do that solo survivor is way weaker than killer. I'd say they are pretty close in terms of power and i bring this up because if they do give all the QOL buffs to solo survivor then i expect a pretty nice update for every killer outside the top 3 or 4.

    I got what you meant now

  • @latinfla4 said:

    So yeah how about instead of mmr we fix this...and no I don't have whispers since I am going for an adept achievement 🙄

    I was pissed of once when I was playing a normal game and I destroyed 2 guys at the starting of the match, there were 5 gens remaining and te other 2 teamates were hiding for ######### 40 minutes, I had to dc because they were gonna enter and get out of the locker to make crows not appear.

  • @CriticalWeasel said:

    1: Play Ace

    2: Equip Up the Ante (Preferably Tier 3)

    3: Drop in Salty Lips Offering

    Conclusion: Ace's Luck will make you win all your guesses.

    I know this is a meme post. Im spirit main and I know that ace doesnt counter spirit or any other killer, his built in IW isnt a literal IW, he makes a TON of noise and then he is quiet, he makes TON of noise and then quiet... Whats the point of Up the ante with salty lips? you want to try to get out of the hook? You need 4 Up the ante, 4 salty lips to make it safe to try to escape the hook, without that, you might just be killing yourself.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261012#Comment_2261012

    And that is bad team mates being bad. Even with base kit kindred, even with a totem counter. Even with base kit bond you will get bad team mates.

    And thats what Im saying, thats what everyone is saying here.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260972#Comment_2260972

    However, that's the problem.

    Perks are being used to fix a design flaw in the game. Solo survivors are forced to use perks if they want to catch up to SWF, which shouldn't be the case. While SWF will have freed perk slots because they don't need to catch up to anything, they have comms to notify their teammates of what's going on from all personal perspectives.

    Meg: "Um, yeah, he's camping me. Just do generators."

    Dwight: "Alright, let's gen-rush."

    Nea & Jake: "On it!"

    Meg: "Hey, since I don't need to use information perks since we can just use comms. Can someone walk close to me so that Comaraderie actives, giving y'all more time to do generators?"

    Nea: "Alright done!"

    Meg: "Nice!"

    This is Kindred without running Kindred. Essentially allowing them to run a different perk that could be helpful.

    If survivors catch up normally to SWF, its gonna be even more difficult for the killer to play the game, the gme is really difficult against optimal squads and SWFs in general.

  • Its understandable, it happends with every one.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260992#Comment_2260992

    And i totally get that. But giving a totem counter and base kit kindred and whatever else people think up is not going to stop solo que survivors from self caring in the corner.

    People exaggerated how bad solo survivor is and they use team mates being dumb as an example. Team mates are always going to be dumb.

    I mean, I became killer main from frustration with solo queue survivors, I loop the killer for 5 minutes and the teamates did 1-2 gens and leave me to die at my first hook, and thats because I was red rank surv, I was getting r16-18 survivors, its really frustrating, they dont know when to get the save, they dont know when to go to gens and ######### like that.

  • @BingBongMan said:

    Predator is an outright hindrance most of the time because of how it affects scratch marks.

    Bloodhound is meh, much better perks you can run than something that makes blood glow.

    Shadow born is cool, maybe it could have an extra effect like monitor and abuse does.

    What would y'all do to improve those perks?

    Shadowborn-No need

    __________________________________________________________________________________________________________________


    Predator- Scratchmarks are created with more accuracy and they are more bright red( as the bloodhound blood pools)


    __________________________________________________________________________________________________________________


    Bloodhound- After 7 seconds within 2 meters of a blood pool or a blood trail you upgrade a level of bloodlust.

  • @Vyne456 said:

    Fix Victor so he would have more accuracy against toxic survivors.

    You already have the camping with the Twins what are you complaining about?

  • @Steah said:

    Obviously solo is weaker than swf. That's not even really up for debate. You can argue what is weaker, killer or solo survivor but the exaggeration some content creators do when saying solo survivor is a million times weaker than killer is ridiculous.

    Yes there will be clown fiesta games where it seems like it's the killer and your 3 team mates are against you. That will always happen even if solo is somehow buffed to be stronger than swf. But that is basically just all the argument i've heard is. People do stupid things in solo and screw the game so solo survivor is weaker than killer?

    Just change your perks man. The amount of solo's that don't run kindred is mind boggling. I've seen killers post on here saying they used 4 gen slow down perks and then complain that the games still go by too fast because they can't find anyone. The solution is to take off a slowdown perk and use a tracking perk instead. But when solo's complain about being weak because no one goes for the save or everyone does or another survivor runs the killer to their gen or they can't find a Hex or whatever it is, how come the solotion for them is to stop using 3 second chance perks plus exhaustion?

    If totems are an issue use anti totem perks. If you want your team to be able to be more efficient when someone gets hooked then use kindred. That being said there will be games even if you switch out perks where you will get tunneled for face camped or your team mates are potatoes but that will always happen. I have killer games where Ruin and Undying are gone in 30 seconds. Where it spawns all 4 survivors on an unblocked gen when i have corrupt. Where everyone is spawned on a different gen so by the time i down someone 3 gens are gone. No one ever brings that up when saying solo survivor is so much weaker than killer. But the time someone gets face camped by basement bubba and no one is doing gens and all just crouching around the basement, that is a perfect example of how solo survivor is miserable?

    Depends a lot on your teamates. The game might be a nightmare against a killer if you play badly, or you might get a nightmare because your teamates are selfcaring in a corner when you are mid chase and the game isnt progressing as you get time for gens.

  • @CoalTower said:

    No. Just no. You need to move your camera too fast. You'd get whiplash trying to play normally

    You have a point

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