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  • @Majin151 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861645#Comment_2861645

    Translation: I have no way to respond and refute this so I'll just throw insults

    when you chase with spirit you have scratch marks and also sound and you can also use grass when available, you also know where the survivors WERE moments ago so you have an idea of where they could have gone, if you simply moonwalk to them you have no idea period of where they could be and so they could literally crouch next to you and you'd miss them because you were moonwalking.


    Happy???

  • @Ruma said:

    Spine chill is by far my most used perk.

    Its almost in all my builds and i really love that perk but its definitely waaay too strong against stealth killers.

    Moonwalking isnt something they should be required to do!

    yes, thank you

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861483#Comment_2861483

    Then what do survivors have that helps against Undetectable? Unless you're asking us to use Premonition?

    they should have nothing at all, period, use your eyes or if they hide well they deserve the hits

  • @Bullettimegod said:

    The fact that they have perks to counter killers in general is annoying.

    Yes, yes it is

  • @indieeden7 said:

    The killer doesn't need a perk to turn around and moonwalk to the gen though do they?

    so how do we see survivors walking away and hide if we don't look at them while they can see us when they hide behind trees and walls? nice logic you have there, can be used in indoor maps, but any other maps you make total no sense, i'd love to see you play killer for a few matches and think all of them have spine chill and walk backward all the time, let's see how often you catch survivors.

  • they won't do ######### about it, we give them exemple after exemple after exemple and it never changes

  • old rank and old deathslinger

  • been playing other things for a while and I am hardcore stuck into elden ring so I don't plan on returning as long mmr is in the game

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/2850517#Comment_2850517

    We did not. In fact, we've said the exact opposite: We do not consider it a fix to the grind in the slightest, it's an improvement to grade rewards, nothing else.

    https://forum.deadbydaylight.com/en/discussion/comment/2850459#Comment_2850459

    I can also confirm that we don't see it as something that encourages people to play more. A certain amount of grinding, sure, it can give you a goal to work towards and keep you interested. But if it becomes too much, then the goal feels unattainable and you lose interest in trying to achieve it.

    To the original topic: It's too early to share details now, but we have a massive grind reduction in the works. I'm looking forward to the day we're finally able to share it with everyone.

    why can't you share info now on it? instead of like waiting till you show it up and we all complain about it and you launch it anyway even with all our negative feedback like it is now for sbmm? tell us what you are working on so you have early feedback

  • survivors have everything to survive, killers have nothing to kill survivors, whenever we have something it's a ######### hex that is gone in 20 seconds, they have perks for distance they have perks for gen repairs they have perks for healing they have perks to recover on their own, we have slower healing, progress perk, slightly faster breaking and vaulting, but nothing to truly kill them, survivors have the map and perks to survive, we nearly only have our power to kill them, our perks barely give us a tiny boost while their perks gives them truly help.

  • @humanbeing1704 said:

    When they fixed the god loops on the original maps they were perfect but welp nvm they got remastered lol

    fact.....

  • @KateDunson said:

    I miss all of these things too, sadly the right game in wrong hands

    indeed....this great game was in good hands back in the days, they've changed........they got greedy and lazy

  • @Jacoby2041 said:

    That built in mori thing they were talking about forever ago, I think it was in the 5th anniversary or somewhere around that time I don't remember exactly, but they mentioned it once and haven't mentioned it again so I hope they didn't scrap it like many other new mechanics/ideas that don't make it in the game. I've always been hoping for them to add new mechanics and things to do that aren't tied to perks, challenges, or events, but they rarely do. Game gets a little boring after a while

    never happening like the leaderboard or early game collapse

  • @Mister_xD said:

    9.

    my DbD consumption has dropped pretty steadily over time.

    when i was new i played this game daily and for hours at a time. There was always something new to learn and improve in, so i got hooked (pun intended) and really enjoyed watching myself grow.

    at one point i hit a roadblock: the poor balance of this game. however, i was enthusiastic and kept going, improving more and grinding towards my final goal of having all Killers P3 with all Perks.

    this roadblock however stayed with me ever since. yes they have made improvements to fight it in the past and i was very grateful for those, but somehow the imbalances never stopped (it was much later that i realized why). However, i started closing in on the skill ceiling of the game (im not saying i hit it and am now perfect at everything - that would be a blatant lie - but i learned less and less and the new things i did discover didnt help massively anymore. its the super small stuff, like saving .5 seconds by lunging when dropping).

    Ive gotten to the point where i was very good at this game - after almost 5.000 hours that is to be expected after all. However, now more than ever is when i felt that roadblock of imbalance hit. Because i now no longer had the feeling that things were going wrong due to my own skill lacking or me making wrong decisions, but rather because the game is just extremely unfair to you at times. This is where i started being very frustrated with DbD and at this point i was really only playing to earn BP and spend them on my Killers to max them out and achieve that goal, i was in it for the grind alone.

    When Deathslinger dropped that changed a bit again - i finally found a character who i enjoyed again, someone with a completely new skillset and gameplay and after not too long i was maining him. I almost exclusively played this character, going through the very journed i went through with the game itself back in the day. I was actually enjoying my time with DbD again (ive only ever had this with two other characters in this game - Trapper and Doctor, my first two mains). But just like before, i hit that point in time where i felt like i had pretty much mastered that character. Nevertheless, i kept playing him alost exclusively because i still really liked his fast paced, action filled gameplay that rewarded you for good reaction times and accuracy - he was still challenging but fun to play.

    However, this didnt last. The Devs were well on their way of pushing the MMR system at that point and from all the test phases of said system i noticed one thing more and more: the imbalances. the original big roadblock in my way to having fun in DbD - because the more "balanced" your opponents become, the more obvious and in your face all the imbalances of this game become too. I spoke out against it numerous times - heck i remember their last big MMR test run where i literally quit and went on a multiple week long break from this game on day 2 of the test week out of pure frustration (i even made a pretty long post about it here, which, to this day, i see as my final goodbye to DbD and the explanation to why i finally did quit - even if some of the brought points ended up being outdated).

    So when MMR fully dropped, i have had enough. ive only been in for the grind anyway at this point in time and the amount of frustration i had to power through was in no way worth the reward of having all Killers P3 with all Perks anymore, so i quit.

    i've been hovering the forums ever since (with decreasing activity) and cant say that the changes the Devs have made since then did a good job at bringing me back - in fact, they just pushed me further away from the game. The closest ive gotten to returning was in McLeans final update (forgot which number that was) after they released Part 1 - all of which sounded amazing to me! and then Part 2 came in and completely ruined this update for me again, due to the introduction of Boon Totems, as well as the, and i stand by this up to this day and probaply the day that i leave my final comment on this forum and waste my final thought on DbD, completely unnecessary, unfair and infuriatingly stupid Deathslinger gutting.

    its a shame, because up to this day i think of DbD as a great concept of a game, but the way it has been mishandled over the years has finally taken its toll and driven me away from it, and, as it stands right now, for good.

    when i quit i started thinking a lot about this game, its problems and the roots of these issues and came to the conclusion that this game is fundamentally flawed in the way it has been build from the very start. All the changes that imrpoved the game ended up not actually addressing the actual problem and instead created a band aid fix to distract from it. thing is, you dont heal a flesh wound by putting a couple of band aids on it, so in the long run those just didnt work out.

    I am at a point where i think the only way where these can be addressed was by BHVR creating a Dead by Daylight 2 where they fundamentally rework the game and the way it works.

    its sad that im so pessimistic over this game after so many years, but i cant help it. the last but of hope i had was that "the imbalances wont matter that much, as this is but a casual party game", which got snuffed out when the Devs decided to push a competetive matchmaking system without realizing how incompatable such a system really is for a game like this. thats like implementing a competetive MMR system into Mario Party, it simply doesnt work - and we're experiencing just that right now.

    and funnily enough, at least for long time players who are skilled at this game, the MMR system being completely dysfunctional is probaply the best case scenario. i guarantee you, had that system actually worked a LOT more people would have quit the game by now, simply due to how insufferable "high level DbD" actually is.

    Everything you said here is absolutely how I feel as well, I loved this game before MMR and the imbalance showed up only a few times because I wasn't always dealing with survivors knowing exactly what they are doing and so had a good time, now it's pure stress and pressure all the damn time and also the DS nerf totally ruined one of the few killers I still felt true enjoyement playing, he wasn't the best but in good hands he was a very very very good killer, I was 4K 95% of the time with him, now with his nerf, 2 kills is my average, they changed trickster and made him slightly worse in my opinion, ruining him again, especially since they fully added his 32 meters lullaby, can't have my 16 meters range killer anymore AGAIN, they nerfed spirit AGAIN.


    They do 1 change to survivors but it always cost 5 changes to killers, I can't enjoy the game anymore, these devs are killing their game and we can see it with how many players quit the game and constantly lose players, I hope it keeps dropping until they finally move their asses and see they don't know better what's for the game, they don't, never did, maybe early on, but not anymore, again they will add a band-aid fix for queue times instead if fixing why there's not enough killers, they only do band-aids, they never fix the issues of the game.


    Since the map rework they made them arguably more survivor sided than before, especially coldwind farm maps, the game as well, everything is so damn survivor sided now, hit and run, dead because of CoH, about to end the chase or outplayed them, E to extend the chase for idk how long, hook someone, hook somebody else, find the one you hooked before since you couldn't find anybody else, DS because tunneled, the game holds the survivors hand so damn much and killers are completely on their own.


    Killer isn't fun anymore since survivors have 16 perks to help them survive way more while killers are stuck with 4 tiny perks that barely help and when you use one that can make a huge difference it's gone in 10 seconds at the start of the match.


    Survivors have everything to survive, killers have too little to kill, the game is ruined, the devs are truly killing their own game now, they truly do, and they do nothing about it, their incompetence will doom this game.

  • No, i've lost interest into the game, if they balance the game out and remove MMR, i'll be itnerested again

  • i've been playing since 1.0.0 and beena killer main since the start, I have over 3.4K hours in this game, and i've never felt motivated enough to stop playing, as long SBMM, DH, CoH and broken survivor sided maps are here, I am done with this game, also underpowered killers.


    I barely play 2-3 matches every 2 weeks and it's survivors since I want a relaxing time, before SBMM I loved the game so much, yes there was imbalance ######### and stuff, but damn was I having fun, now the game is ######### dead, since they added SBMM but didn't change any of the imbalance, now survivors are totally in the power role and the devs will take 8943 years to make the game fair and nerf survivors and buff killers the way they should, slow incompetent and ignorant about their own game, "they know best" no, no they don't, truly don't.

  • @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2836000#Comment_2836000

    Increase the amount of pallets? Have you actually lost your mind. There's already way to many which causes lots of imbalance.

    agreed

  • @Icaurs said:

    Brutal strength, I think can work, the increased vault speed could also help decrease the distance gained on loops, however I think the stun time should not be touched. The reason being is because of the unsafe pallets where the survivor can only gain distance if they get the stun and I would be concerned decreasing the stun time would make those pallets useless. With bloodlust this would result in chases bloodlust shorter as killers wold get the speed boost faster. Would you be willing to increase the average amount of pallets to compensate this? As for the undetectable and gen regression, They should be fine.

    there's enough pallets already, too many with very good survivors RNG, so no, never increase pallets number.

  • @konchok said:

    I would say that being able to break pallets faster is removing survivor resources.

    no it's not, it makes dealing with them faster, nothing else

  • @leafninja said:

    I mean it a great idea. Nothing on the Survivors side is being nerfed or them losing anything just killer being buffed. No perks are being touched on both sides. So I think it would be great.

    Glad you agree :)

  • @leafninja said:

    I like it

    finally someone paid attention to my post.


    Thank you :)

  • no, it's balanced, the perk should be used to dodge a hit, not gain distance to extend the chase by 2 minutes

  • @Alice_pbg said:

    that isn't a rework. that's just changing it into another perk.

    just remove the invincible frames.

    no remove the speed, the issue is the speed

  • CoH is the problem, the other boons are fine

  • this before the nerfs would have been omega OP, not it would be realy powerful but not too broken

  • we all know, but unless there's only 20K players left or less they won't do anything about it

  • @dictep said:

    Remove noed , please

    remove DH and DS then

    1. Remove DH
    2. Rebalance all the maps with less safe windows/pallets
    3. Remove DS
    4. Remove MMR
    5. Remove CoH
    6. Remove unbreakable
    7. Punish actual camping and slugging and tunneling
    8. Buff nearly every the killers by making them stronger overall and add-on pass, making everything better
    9. Buff all the useless killer and survivor perks


    Now i'll return, I play survivor here and there and 1 killer now, always been a killer main since 1.0.0 but playing killer is a pain in the ass and not enjoyable anymore.

  • I don't want DS end game, in fact I don't want DS at all, I don't tunnel but if I happen to find you when the one who saved you simply hide, sorry i'll go for you, I shouldn't be punished because your teammate didn't distracted me and i'll fall for the distraction

  • @jesterkind said:

    The problem with this suggestion is that NOED isn't a reward for skilful play, it's a tool for you to use at a certain point in the match. It's already got a ton of restrictions on it, as well, there's no good suggestion for NOED that puts more onto it.

    Also, this was moved into suggestions and feedback because it's a suggestion. It's not to remove it, it's to have it in the right section of the forum.

    I know

  • @Starrseed said:

    Don't know why killer should earn there only second chance perk when survs have them without earning them. Oh and nice touch how you choose the time specifically so you can 99 the door sit out noed and then rush the hook with your swf for the nice 4e so the m1 killer can't do ######### about it

    0riginally this post was named for all noed cry babies here, but the mods modified it and moved it into feed back, I have no issue with noed and you can simply do bones toi remove the perk, but I guess it was slightly too mean for the mods so they removed that.


    idc about noed, I am just so tired of survivors crying about noed when they have all the dh, unbreakable, ds bt bullshit

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821954#Comment_2821954

    Dying light has effect all the time, not just endgame.

    Also is an obsession perk.

    fair enough

  • @Slickstyles said:

    Hell, I'd be fine with 30 seconds for each survivor hooked.

    that would be OP lmao unless it's 4 max so 2 minutes, at first I wanted it to be 15 seconds/token but I reduced it to 10 seconds

  • @SomberNokk said:

    Just make NOED basekit and no longer a Hex TBH.

    that would be a good balance change with BT coming basekit soon

  • @fulltonon said:

    It should be reduced to 4 tokens to be in same line with other perks.

    20 seconds each then, but dying light can have many tokens, more than 5

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821937#Comment_2821937

    In a normal game yeah this applies

    But what do you do about a killer who's camping and tunnelling one dude. Stop doing gens and do bones?

    That's my only issue with NOED, the gameplay it promotes. Not the perk itself.

    Fair enough

  • because it is a weak balanced perk, there's something called totems and there's 5 of them in the map, you need to do 5 gens, that's 1 totem per gen, do 1 totem each time and you won't have to deal with noed, there's no reasons to change noed in any single way, do ######### bones

  • @disgust said:

    auto dead hard? really?

    of all the cheats you get with a hacked client that's the one you're the most concerned with?

    with all the ways this game can be broken and turned upside down you think they should focus on fixing that specific issue?

    or is it just you trying to make an excuse for everytime you got outplayed? because that's what i think this is

    when someone cheats completely by flying or else, you cannot win, nothing you can do about it, you know it, but auto dead hard is just like HAHA I outplayed you but no you simply cheat in a subtle way, it's annoying, either cheat all the way or don't cheat at all.

  • @Leachy_Jr said:

    Honestly it would be much better health wise but not balanced still.

    The concept of giving everyone on the team the ability to heal by themselves for only 1 perk slot can't really be balanced. Hence why it probably needs a full rework.

    I agree with this, but still requiring 32 seconds to heal on your own if no one is here to help you heal is still helpful for the killer, this would balance it out for a while being like this

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2818998#Comment_2818998

    THey did a test of this a couple years back. Asked peopole who signed up to play 10 games on a private PTB. Never publicized anything about it but they tried it before

    I wonder what was even the point of it, I remember about it happening, no vanilla mode or anything

  • @Nathan13 said:

    I actually wanna see perks/addons and offerings disabled for a whole day.

    me too, pure vanilla gameplay

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/311424/id-like-to-see-noed-dh-ds-unbreakable-coh-disabled-for-a-week

    Not much would change for killers as by and large most killers don't run noed. Disabling CoH would just show that indeed people not having a healing safety net means they will go down more often, doesn't require much of thought to show that. Unbreakable isn't as common as people think it is so not much will change.

    The only thing that might change is survivor stats related to DH and DS. Though you can already figure out what will happen, there will be an uptick in people getting hooked and killed and chases will be relatively shorter on average. Then again people will just go back to using the other perks that would give them similar effects and not much would change. People would go back to using sprint burst to bait the first swing rather than DS to bait the second. Chase will be extended a similar amount of time just from the start rather than in the middle.

    DS being turned off just means people have to rely on teammates to make effective plays. It they have one or two decent teammates who know how to take its and flashlight blind/flashbang then other than a slight slowdown in game progress not much really changes.

    I really believe SB is far less efficient than DH, DH can extend the chase by so much while SB makes you reach a loop, but if the survivor ######### it up or there's nothing left and could only reach the window/pallet thanks to DH, it won't happen, so chases will be shorter 100%.

    CoH ruined hit and run style, it would be nice to bring it back, especially with the ring dlc coming up


    Unbreakable is still a pain in the ass when it happen, if you managed to get all survivors and start to hook them, well guess what, 1 perk ruined your win.

    DS disabled will make survivors actually run isntead of getting into safe locker and require actual team play like you said, making 2-3 survivors waste their time trying to protect 1 survivor


    Overall the game will simply be in a way better state if these perks would be disabled

  • they said no in the last Q&A, not happening

  • @Mr_K said:

    https://youtu.be/_08PmLHBQMQ

    Grab validation 😂

    lmao I am pretty sure it was a desync which didn't made meg move or like when we see the survivor/killer run in 1 direction constantly, but since for you you grabbed it gave it to you in there, but again there's validation, if the killer does a grab but the survivor let go the gen 2 seconds ago it won't happen, there's a video of latency validation comparaison, and validation is pretty forgiving, but this wouldn't happen 99% of the time I am sure.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807365#Comment_2807365

    I'd generally say that getting a grab is significantly better for killer than a killer missing a hit is for survivor. Obviously this is not the case in all situations, but Dead Hard has the chance to only extend chase by a couple of seconds, getting a grab as killer is pretty huge in most situations.

    it is definitely better yes, but like for dead hard validation, grabs should be the same, the killer in THEIR end started the grab animation so the grab should happen, if survivors used dead hard in THEIR end they shouldn't go down, it's only fair in my book

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2807365#Comment_2807365

    dead hard is server-sided currently and has been since validation was implemented, with it previously relying on a failsafe on the killer's end. grabs currently act the same- they have a failsafe on the survivor's end as a remnent from p2p, which worked fine with p2p and not fine with dedicated servers.

    grabs should be made server-sided, like all other interactions so far.

    It's hard to beleive after 3-4 years of dedicted servers there's still actions not server sided 🙄

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