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Altarf

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  • I'd like to see Jacket from Hotline Miami as a legendary for Legion. Similar rushdown/combo styles of gameplay, and you could even include tracks from the series available via using mixtape add-ons. Some skins for Nemesis would also be nice. Mr. X, Dimitrescu, RE1 Tyrant, etc.

    It would never happen, but I'd also like to see Vergil from DMC for Spirit and a FROMSOFTWARE character for the upcoming k***ht killer. Vergil would require entirely new animations for like everything, but with HUNK we've seen that is possible. As for the k***ht, if he's got a shield bash power, maybe Elemer of the Briar from Elden Ring, or Artorias, or Tower Knight or something. Depends on his look and weapon really.

  • Fragile Wheeze, Heavy Panting, Kavanagh's Last Breath and Torn Bookmark are the main ones that need to go/be reworked. I think Fragile Wheeze and Heavy Panting should have entirely new effects, Kavanagh's Last Breath should be an 8m increase to Blink range instead of 6m but the downside is changed to 30% slower movement speed while blinking, and Torn Bookmark should work as it does currently, but only allow Blinks to be charged when you have all your Blink charges. Without Fragile Wheeze, Torn Bookmark is actually fairly punishing and not just a straight upgrade due to the additional cooldown.

    The problem with Nurse's add-ons is that 90% of them are garbage, unnoticeable or actively hurt to use, while like 4 of them are incredibly strong. Only nerfing the best ones isn't what they should do; they honestly should just do another add-on pass. Spasmodic Breath, Matchbox, Jenner's Last Breath, Bad Man's Last Breath, Catatonic Boy's Treasure, White Nit Comb, Dull Bracelet, Anxious Gasp, Pocket Watch... all of these need reworks/heavy buffs, barring maybe one of her meme add-ons. Nurse has 3 meme add-ons that exist just to give her bloodpoints, which is just stupid.

  • Both changes don't really do anything. Most Marked downs are within ~15 seconds max for experienced Ghostfaces who 99 survivors, and not being revealed by Marked survivors is nice but doesn't affect much. The reason why Ghostface players don't really Mark survivors isn't because it's too hard to down them when they're Marked, it's because lean-stalking is a very finicky and buggy mechanic, it's hard to find good opportunities to stalk survivors in the first place without being in a chase or next to them as they work on a gen - and often it's just way more efficient to go for a grab or a free hit.

    I do like the add-ons though. A couple of them could be baked into his base kit like the hooked/dying no reveal add-ons, but they're a massive improvement over the old selection. Hopefully PH and Nemesis get something like this soon.

  • New killers. RPD, Midwich and the reworked Game made me wary of new maps; Eyrie of Crows just makes me dread the idea of any new ones. The new Haddonfield seems fairly good compared to those, but if the anniversary gives us another safe-pallet filled giant map with no grass, buggy collision, every generator on a platform or with wide LOS lines and eight breakable walls you have to break to turn infinites into slightly weaker god loops, I'm going to scream.

  • Yeah, but that means survivors have to sit around twiddling their thumbs for 60-80 seconds, which would be boring and people would complain. That's why the Incapacitated status effect on add-ons and perks rarely lasts longer than 16 seconds.

    Grim Embrace is never going to be particularly good, but if I had to change it, I'd make it activate again when all survivors are hooked twice. It'd be more useful because it'd be in the late game, and would cement Grim Embrace's role as the "wholesome honest 12 evenly spread hooks perk", instead of a meme mid game gimmick that only activates if you're winning enough to afford spreading hooks on everyone sequentially.

  • If hook grabbing didn't exist, survivors would be able to get unhooks for absolutely free as long as the killer doesn't have some instadown ability. That's not a good thing. Hook grabs are fine.

  • If they don't balance based on primarily raw data, why did they give Nurse 3 blinks and at the same time, nerf Marvin's Blood? Please tell me.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901504#Comment_2901504

    Right, because they keep buffing Nurse even though her kill rate is only 45% or so.

    …. Oh no, that’s right, that never happened and that’s not actually what they do.

    They gave her Torn Bookmark, one of the strongest add-ons in the game, and fully reworked her code not too long ago to make her more consistent. I'd call those notable buffs. Obviously they're not going to make her 4.4m/s, because they're not insane, but they have buffed Nurse and Blight multiple times recently while nerfing Wraith, Pinhead and Clown. If you have a reason for that besides gross pick/killrates, I'd like to hear it.

  • @EntitySpawn said:

    Did I miss something in the PTB that made him strong?

    Hes still a pretty average killer, dont get me wrong I like the buffs and it was all cool but legion can only go so far in power. He better but i wouldn't say hes strong...

    Are we counting the bug where you could get the 4hits on a hooked survivor to down someone on the 5th? 😂

    It doesn't matter how good he is at high level. BHVR have proven time and again that the gross killrates are the primary source for balance, and those killrates reflect low levels more than high levels, as seen by Pig, Freddy, Pinhead and Nurse's killrates. Legion will dominate low levels due to how his power works. Thus, he's likely to be nerfed.

  • @YOURFRIEND said:

    When you mention only a killer's strengths and omit their weaknesses any of them sound strong. It's a disingenuous way to frame your argument.

    That being said, I'm certain they'll figure out some way to leave legion worse than before.

    True, but Legion's weaknesses don't matter to low MMR teams. His weaknesses are splitting up on gens, looping, not making mistakes while injured, and not wasting time healing unless necessary. That's basically the antithesis of low MMR play.

  • Because she's very similar to a lot of other killers, her chase power largely boils down to zoning for literally free hits and holding W to catch up to survivors when they inevitably run away because it's all they can do, and the one fun and difficult aspect of her kit, crow sniping, is naturally extremely difficult and is completely negated by the ability to jump in lockers.

    At high level play, she is just Zoning: The Killer, with a little bit of map pressure/detection with crow shots. It's very rare you'll get any hits from long distances due to the cooldown, speed of repelling crows, ability to see crow auras, lockers, etcetera. And if I wanted to play Zoning: The Killer, I have like 4 other far more fun options that don't force me to listen to ear-piercing squawks every five seconds.

  • @ImHexyAndINoed said:

    I'd have to guess it boils down to nemmy snd cenobite being licenced characters. Unfortunately adding outfits for licenced characters isn't like adding outfits for non licenced characters. There's extra steps involved

    Signed Hexy DevotedTricksterMainExtraordinare

    True, but it's just odd to me that Capcom okayed BHVR's own Blighted Nemesis original design, but seems to be refusing to allow Mr. X or any other character. Seems very weird.

  • Making Punishment of the Damned no longer hit through walls, or making Ghostface's stalk passively deplete over time to stop 99ing. Boom, two killers I will never play again.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2899183#Comment_2899183

    And which would those be? I mean he has three different range add-ons, so automatically I would say you’re wrong by that alone. I didn’t say he doesn’t need add-ons looked at and changed either, but that the right idea is behind a lot of his add-ons. The spirit, if you will.

    And I stand by that Freddy and Hillbilly most desperately need add-on changes more than any other killers right now.

    I can't say I agree at all. PH is one of the killers I play the most, so I feel fairly qualified to say that his add-ons aren't what should be the standard for other killers in any conceivable way. In fact, they're more badly designed than almost any other killer in the game, barring Freddy, Artist and Nemesis, because all of them (except Wax Doll and Burning Man Painting) are an unholy combination of boring, weak, unnecessary and copy-pasted.

    Black Strap is 0.5m, which isn't enough to make any real difference. Three add-ons that improve recovery rate by miniscule values on a killer that can use his power whenever. Three add-ons that increase the time he can drag his knife by miniscule values, which is better than nothing, but still incredibly underwhelming. Three add-ons that increase trail duration - sounds good, but then you realise the trail cap exists, and they'll get automatically deleted far before the duration expires. Three add-ons that increase Killer Instinct duration - entirely useless, as Killer Instinct is too slow with location updates to give a good indication of where the survivor is for POTD to hit. A purple that applies Oblivious when stepping on a trail (a rare occurrence outside of chase) for 15 measly seconds. A purple that applies Haemorrhage, which will probably be good now, but when they designed it they thought extra blood was a good choice for a status effect that gives you a giant, easy to spot trail following behind you. A purple that applies Blindness for 60 seconds. An ultra rare seemingly designed only for insidious camping, as the stealth wears off immediately after leaving the trail, and the Great Knife is still audible as he moves - but at least it's a fun gimmick, if only.it was better. An incredibly lackluster aura reading add-on which defeats itself by letting survivors absolve themselves of Torment.

    These add-ons are not interesting. These add-ons are not strong. These add-ons are not creative. Most of the time, these add-ons are not even noticeable. You don't need three weak add-ons for the same effect - heck, you basically only need one, if at all. Unique add-ons, strong add-ons, usable add-ons are much better than "increases movement speed while channeling power by 0.5/1/1.5%" like PHs.

    You mentioned Billy, but at least he has some good ones; Punctured Muffler, both Engravings, the 2 turning add-ons, Lopro Chains, (even if it is overrated) Apex Muffler, Iridescent Brick - even Mother's Helpers and Tuned Carburetor can be good depending on the map and build! They tried with the Hillbilly's add-ons. They did not try with Pyramid Head, much as they did not try with Freddy and Artist. This shouldn't become a trend. Add-ons should change the killer, that's kind of their whole point.

  • @GoshJosh said:

    Freddy and Hillbilly are most deserving right now. May not be a popular opinion, but I think Executioner actually has the right idea as far as add-ons: mostly just modifying his existing abilities. Not some crazy, game-altering iridescent that totally sways the game and how you can expect to play as and against him. Not to say he doesn’t need some add-ons looked at too though.

    Pyramid Head has only two add-ons that improve his gameplay in any way, and they both do the same thing. That's not good add-on design.

  • @DoritoHead said:

    -Nurse fundamentally ignores the laws of the game, so yeah.

    -Blight's fine but literally every meta perk is good or great on him and his addons are literally the strongest in the game

    Blight's add-ons are good, but definitely not the strongest in the game. He's got too many duds for that. Sure, Alchemist's Ring and arguably Adrenaline Vial is busted, and Blighted Crow and C33 are very good. But most of his others don't stand out. The only ones that do are Blight Tag - incredibly situational, clunky, and often leads to you ignoring hits you could've gotten if you just played normally in favour of an instadown that's easy to predict and play around - and Summoning Stone, which is a decent add-on. That's 7/20, usually a little over the average in terms of good add-ons for killers. Sure, Blight's top add-ons are extremely strong, but they don't hold a candle to things like the Tombstones and Fragrant Tuft on Myers, or MDR and Cherry Blossom on Spirit, or Bookmark, Wheeze and KLB on Nurse, or Mint Rag and Shackles on Hag, etcetera.

    Meanwhile, his browns are all useless or outclassed, his 2 Slam duration add-ons mostly hinder you, his 2 turning add-ons are unnecessary, half of his purples (Vigo's Journal and Soul Chemical) are memey gimmicks that don't really do anything, Compound 21 is extremely overrated, Canker Thorn is just a feel good add-on, etc.

    Don't get me wrong, he certainly has a good selection, but every killer should have good add-ons, regardless of how strong the killer is. I don't think any of Blight's add-ons should be nerfed besides Alchemist's Ring, and maybe C33 and Adrenaline Vial. Maybe.

  • Bubba's ultra rares are fun when used together with Infectious Fright. You kind of become a bootleg Oni, going on incredibly long chainsaw dashes and chaining hits with Iridescent Flesh. Only issue is that Carburetor Tuning Guide is still bugged to make you accelerate much slower than you should be. This bug has been in the game since A Binding of Kin, along with the increased chainsaw cooldown bug, and has been reported several times. At this point I suspect the reason it hasn't been fixed is because Bubba has extremely high kill rates even with the bug, (thanks to the ease of playing him, facecamping, and how good he is against bad survivors) so they don't really want to buff him back to how he was.

    Other than Bubba, I quite like the Huntress and Twins double ultra rare combo. Huntress' makes you a very different killer which is fun (for you, not the survivors) and Twins is because Silencing Cloth (one of their best add-ons) is really funny when combined with Iri Pendant. Iri Pendant sucks, but with Silencing Cloth, you can sometimes get people to kick Victor without knowing that you're very close and then instadowning them.

  • @[Deleted User] said:

    I want The Nightmare changes. He has the worst collection of add-ons in the game, they are all boring, ineffective and not fun. I want them to make basekit improvements and an add-on pass.

    Unfortunately, whilst he feels underwhelming to play and has weak add-ons he has one of the highest kill rates. I think that is because of dream projection and oblivious effect on inexperienced players. So i hope they would be able to strike a balance in that regard.

    Also i think The Pig needs changes. RNG is frustrating especially with MMR. Her crouch feels pointless most of the time.

    The Shape could use some improvements and an add-on pass.

    Unfortunately, as he has high kill rates, he's more likely to receive further nerfs than buffs. It's the sad plight of being a bad killer with passive slowdown - bad and uncoordinated survivors can't deal with your passive stall mechanic, and thus your kill rates dramatically inflate despite how weak you actually are. It's affected Freddy, Pig, Pinhead and most likely Sadako, although we don't know for sure.

  • I think they should nerf her 1v1 by slowing her down more when placing crows, cancelling her power and when launching crows, but reduce her crow launch cooldown by 2~ seconds to encourage long range shots. The long-range aspects of her kit are so much more fun, higher skill and uniquely strong than the generic "place crow at loop, go around other side, guaranteed injury" zoning aspects.

  • You can't bring survivor perk diversity without nerfing some meta perks; you can't really buff any survivor perk to be stronger/more appealing than something like Dead Hard or CoH because those perks are simply busted in terms of strength, and have no downside, so why wouldn't you use them?

    There's also the fact that many meta survivor perks cover up holes in the base game design. DS for tunneling, BT for camping, UB for excessive slugging, etcetera. And since the first two of these are used extensively because of how impossible playing killer "fairly" and winning can be under the right circumstances, it's no wonder why people use them so much.

  • Because Nemesis is a popular, easier to play and pretty strong killer. A little like Bubba. Hence why you see him so often; he's a killer you can relax with while playing, unlike stronger killers like Artist, Nurse or Blight where you have to be constantly making calculations and such.

  • Well, the changes made to Deathslinger were directly caused by the general hatred towards him. It wasn't for balancing reasons, because he was below average in pick and kill rate, but because of how many people hated to play against him. That's why they kneecapped him with barely a shred of compensation despite not being a super strong killer - much like how they changed Legion, which really says a lot about how many people hated Deathslinger. I imagine they were really hesitant to improve many add-ons in case people got mad at those too. Hell, I'm almost certain the reason they changed Hellshire Iron into its nearly-useless current state wasn't to buff it, but instead because the 32m TR might've made the old version actually good. The fact they haven't buffed him since despite his pick and kill rates being in the bottom five if I recall, and the (seemingly) general opinion that he has been kneecapped and is not fun anymore, says it all, really. (I am not salty because my favourite killer got removed and replaced with a clunky mess that has no unique strengths over any other killer, not at all.)

    ...but for whatever reason, they buffed Iridescent Coin to be his Pinky Finger equivalent. That thing genuinely makes him 5 times more lethal - landing a 12m shot is not particularly difficult, and I think it's stupid, quite frankly. I don't think it's healthy to make weak killers who have one or two ridiculously strong add-ons, and then refuse to buff those killers because of those add-ons. Tombstone Piece, old Pinky Finger, Engineer's Fang... I thought they were getting rid of these, but I guess not. If they ever give Deathslinger some love, Iridescent Coin should probably be reverted or reworked in some way. Try it yourself if you don't believe me.

    If I had to rework him, I would reduce the ADS to 0.3 seconds, so it's not quite as easy to see and sidestep but not as fast as the previous 0.15 seconds. I'd also reduce his TR back to 24m, but combine this with a change to Monitor and Abuse to work based off percentages rather than flat metres so you can't shoot survivors from outside the TR anymore. Then, an add-on pass, and I think he'd be mostly good to go. And much more fun to play.

  • @humanbeing1704 said:

    The one killer that it bothers me on is "the ghostface"

    In the PTB it used to just be "The Ghost", but that didn't translate right to other languages and sounded the same as "The Spirit" so they had to change it.

  • @Piruluk said:

    I don't understand why did Dowsey said Sadako is S/A tier

    It's just for clickbait, I think. He says that about every new killer - he said Pinhead was A to S tier, he says Sadako is A to S tier, when Trickster's rework happened he was one of the people saying that he was up there with Nurse thanks to the buffs, he said that Deathslinger's nerf didn't impact him at all, etcetera etcetera.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853340#Comment_2853340

    He's consistently had the highest kill rate I think. Based on the developers info they released. Also, if you check the 'unofficial' stats page, he's top there also.

    Killer Stats - NightLight

    Because weak/inexperienced/uncoordinated survivors can't deal with slowdown powers. That's why Freddy, Pig and Pinhead are all so high in the killrates despite all being weaker killers. All three of these killers have a passive slowdown tool which doesn't require any investment to activate, but the rest of their power sucks - and on top of that, good survivors can make each slowdown power a joke if they have even some experience with facing the killer.

    Bad survivors don't know how to deal with Pinhead's box, so they leave it alone, and then he wins through passive Chain Hunt. Not from skill with the killer, but by survivor incompetence. They either don't know what it is and just ignore it, or they know what it is and think "wait, this box makes the killer teleport to me, I don't want that to happen" or "I don't want to drop my item" or "someone else will do it." His "strength" is purely up to survivors with handling his power. Just play him against experienced survivors - not even super good ones - and you'll see how his power falls apart very easily.

    Also, killrates are not a good way of judging killer strength, as has been repeated a thousand times. By killrates, Nurse, Trickster and Twins are the weakest killers in the game, and Pig and Freddy are some of the strongest. According to the stats, Myers is more powerful than Nurse and Huntress - and by a long shot. They're not accurate.

  • The problem is that when Wraith's speed burst buff happened, they nerfed the speed at which he moves while uncloaking to compensate for the increased distance he can travel. However, they then reverted the speed burst buff, and forgot to revert the nerf to his uncloaking speed with it.

    If they increased it back to how it was before, he'd actually be able to catch up after he uncloaks instead of losing distance - but you have to remember that BHVR thought Wraith was "a wee bit OP" in his prior state, so they're probably not going to buff him anymore in any way. Sad, but what can you do before the almighty will of the Stats.

  • Either COH needs to not give survivors the Self-Care ability, or snuffing Boons needs to be more impactful. I'm personally fond of the idea of when a Boon is snuffed, the survivor that blessed that totem can't bless it again, they have to find a different totem. It'd make snuffing actually a good investment of time without rendering Boons useless and a one and done deal - and if this is done and Boons become somewhat limited, their strength can be increased as they will actually have counterplay. I'd tolerate COH a lot more if there was actually anything you can do to feasibly stop it, besides using Exposed perks or playing Plague.

  • @ItsJesseFFS said:

    My personal problem with Twins is literally the fact that there's nothing you can do against Victor except hope he misses a pounce.

    Mind you, I'm primarily a solo survivor, I very rarely swf. So the "group up" counterplay argument doesn't help me here.

    Lockers are yet another counterplay argument I see, but truthfully that doesn't feel like counterplay. Victor holds you hostage in it just for enough time to have Charlotte come. And the cooldown for Victor is so short that she can just use him again. Absolutely nothing you can do except delay the inevitable. That is such a completely miserable experience.

    And even on the rare occurrence that I do play with friend(s), it's still such a totally miserable experience to go against.

    To me personally, it truly does feel like Victor is quite possibly the biggest crutch in the entire game (MY opinion). He has way too much going.

    Camp dropped pallets. Victor can't break them and he needs to be at a very specific angle and distance to jump over them and hit you. This means that when you see him running to your side, you can vault the pallet and move around the corner, as he won't be able to charge his Pounce in the right position and angle in time. Then, when he runs over to your side, vault back and repeat the process. Crouching also makes him miss you often if he's going for over-pallet pounces, and all it takes is one missed pounce and kick for you to get time to get away. It's also pretty easy to juke his pounce, and looping him around small round objects makes it very difficult for him to pounce in the first place. There's also lockers and grouping up, obviously, as well as kidnapping Victor when healthy so he never gets used on you. And Dead Hard, which is an 100% guaranteed kick on Victor as he stops in place when pouncing on a Dead Harding survivor. And his buggy pounce collision often means he'll bump off nothing and give you a free kick. Etcetera.

    Victor is very strong in a chase, as he should be considering his tiny margin for error and weakness against healthy survivors, but he does have counterplay. Nobody plays Twins though so few survivors have learnt how to counter Victor in a chase, hence why he is complained about. Just don't drop pallets in front of Victor with his pounce charged. You shouldn't be trying to stun Victor. It's incredible how many people I see camping upright pallets against Victor, or trying to pallet loop Victor like he's Trapper or something. Don't do it.

  • I'm sorry, but nobody in the world would use it then. Why on earth would you use an add-on that limits your hatchets to 1 instead of 5 AND only instadowns if 16m or further away?! That's just absurd. It would instantly make her the weakest killer in the game when used, no exceptions. It's like if Alchemist Ring reduced your maximum Rush Tokens to 2 and made Blight 4.4m/s, or if Pinky Finger reduced Clown's bottles to one and increased his reload time by four seconds.

    I like Iridescent Head the way it is. It's a very unique style of gameplay - high risk high reward. If you can dodge the hatchet, you win the chase as she will have to reload. I understand the dislike for being melee hatcheted, but it's a perfectly valid style of playing. It's like Myers with Tier 3 at 99% - sure, it's a little annoying to be on the receiving end of, but it's balanced and you already screwed up by letting the killer get that close. Especially with Iri Head Huntress, as she is 4.4m/s and loses the chase if she misses her hatchet.

  • I think that when a boon is snuffed, the totem should become "damaged". Blessing a damaged totem takes 7 seconds longer. This way, repeatedly blessing the same totem isn't as uncounterable and snuffing boons might actually be a good use of time for killer.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2824566#Comment_2824566

    Part of Blight's counterplay is distance-making when he's stunned. Compound 33 and Alchemist ring both negating distance counterplay after getting rush hits and while breaking pallets is what makes them poorly designed addons, because he's otherwise extremely fair but extremely strong as well.

    I love it when purples and pinks are really strong, but not strong because they straight-up patch out counterplay on a great killer who has a lot of very very fair gameplay.

    I don't know if I agree about that first part. Blight is one of the only killers where distance-making isn't safe in the slightest - he can be looped, and should be looped, rather than just W'd to death.

    C33 is about the right amount of strength for an ultra rare in my opinion. It's a direct upgrade to his basekit and an extremely powerful effect, but not one that is completely unfair or elevates his strength thousandfold. It's just a good add-on that you can slap on and see the effects from, unlike something like Iridescent Blight Tag where even if you're actively going for it and doing multiple unnecessary bounces, you're probably only going to get an instadown with it about once or twice a game. Alchemist's Ring is much more unbalanced, but I think only needs a just-as-serious downside to balance out its upside, rather than some huge nerf that makes it worthless like the commonly suggested "regain 1 token when you hit a survivor." I'd make it so that missing a Lethal Rush attack fully depletes all your tokens, and missed Rush attacks increase your fatigue by ~1 second. Even the most skilled Blights miss swings, and this change would make Alchemist's Ring a high-risk, high-reward add-on.

  • I think if we're giving Billy some buffs, his movement speed while actively revving should be increased. Or make that an add-on, or something. Would do wonders for his ability at loops considering curving has been heavily neutered because of the grand majority of reworked map objects and tiles having too many turns, bumps, unnecessary objects sticking out and random collision to be curveable.

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2822347#Comment_2822347

    Question for you, is Lethal Purseur a good pick on him? Or is it too time consuming to find the box early game and too risky in the case that LP doesn't help you find it.

    It's certainly good, but I don't think it's worth a perk slot. As long as you don't spawn in the middle of the map, you can normally guess the general area of the box - divide the map up into four sectors in your head, guess where the survivors are most likely to have spawned, and head to the area without any spawned players as you head forwards. Normally, this means taking a wide path to the right or left as you patrol - in my experience, I find the box in this way about ~70% of the time. It's kind of hard to describe but when you get it down, it's fairly consistent.

    If you want to guarantee finding the box at the start, Lethal pretty much does that. But in my opinion, that isn't really worth dedicating a perk slot to. All finding the box at the start does is show you every survivor and make your first chase easier - without any hooks or slugs or add-ons or anything, the box will probably be solved soon after you find it. I'd recommend running it a few times to get the survivor/box spawn locating instinct, but then take it off when you feel you're ready.

  • When a survivor breaks a chain on an object, another chain instantly respawns to shoot again. Many people seem to think this is a function of the Impaling Wire add-on, but no, that add-on just makes 2 chains respawn when one chain breaks. The only problem is that the chains are so slow and bad at tracking that they rarely hit, so people don't notice them.

    Aim at a survivor's feet instead of their body if you're worried about missing a chain. For some reason, this increases the hitbox. Not sure why.

    If you're approaching a chained survivor and you're guaranteed a hit, try to break some chains with your body before you hit them. This causes them to respawn and fire again as you hit them, which if you're lucky can slow their on-hit burst to essentially just running speed. However, this is unlikely.

    Try to place your Gateway kind of in the open when chaining someone in a loop, rather than right next to them. If you chain next to them, then the chains will often all snap at once when the survivor rounds a corner or gets too close to a wall - hence why you shouldn't chain someone who's about to turn a corner from right behind them. If you chain them ahead of where they're going, then the chains are much more likely to "stick".

    Franklin's Demise and Hoarder are both heavily overrated on Pinhead. Franklin's hurts you because you want to get the box when you down the guy carrying it - if you hit them, and they drop the box, then you can either continue chasing and ignore the box or pick it up and lose the chase. Hoarder is a training wheels perk first and foremost, to help you learn box spawns, but when you get good at predicting box spawns it's largely unnecessary. It's better to run slowdowns or BBQ.

  • @Aven_Fallen said:

    The Game has always been full of safe Pallets. Funny enough, people called it a killer-sided Map back then and the gameplay was the same like it is nowadays - run around a bunch of safe Pallets.

    It has so many Pallets because it does not have many Windows at all. And those which are there are not really good.

    Also, it has breakable Walls and those Walls make some Pallets useless, because they lead to Deadends, unless the Gen next to it is done or the Killer breaks the Wall (which will never happen). So they added a few more Pallets to compensate for it.

    IMO removing the breakable Walls and some Pallets would be the right way to do in the short term.

    In the long run, I wish they would completely rework the Map and add more Windows to it and make some Pallets unsafe.

    Definitely not to the same density it is now. The old Game had some safe pallets, but they were all situated in the corner with the bathroom and workshop - 4 incredibly safe pallets basically right next to each other, hence the name "the room of safety". The rest of the map had fairly average pallets though, almost all of them could either be played around or dealt with quickly, and there were FAR less of them. I'd say the old Game had about 50% of the pallets it does now, and there definitely wasn't any of the forced break "wall" pallets like there are now.

    People complained about the room of safety because it was, and still is, quite frankly stupid. So - in BHVR's infinite wisdom - they decided to rework the Game so that EVERY ROOM is the room of safety! Yes, it was undoubtedly killer sided back then because it was an indoor map without windows and about 14 pallets, most of them fairly average. Now, it has about 32, and almost all of them are incredibly strong, and they link into each other! And the addition of breakable walls is ridiculously unnecessary, considering that the map's whole gimmick is sliding walls that open up when generators are completed! It's an incredibly poor map and I despise it.

    Sure, you can lose on it as survivor - and I'm sure it probably doesn't even have that high of an average escape rate, because of solo queue somehow managing to go down on the map - but if you're halfway decent and the killer doesn't have some pallet bypassing power, you are basically guaranteed to not go down unless you REALLY screw up.

  • Yeah, but that means buffing Clown. And we all know that his hidden potential hasn't been discovered yet, so this could make him a wee bit OP.

  • Hey, that's a lot to ask! BHVR's map design team are currently hard at work adding breakable walls and god pallets to Haddonfield.

  • No offence to the guy, but I take his balance opinions with a grain of salt these days. He thinks Billy and Deathslinger are both S tier in their post-nerf states, and that Twins are S tier because they stomped the competition in a tournament he was commentating on. A tournament where, if I remember correctly, COH, Unbreakable, and literally every Twins countering perk was banned.

    But I do like the guy overall. Very chill compared to some other streamers.

  • I hope we get more Ormond maps in the future. It's a great realm aesthetically, and we've essentially had nothing but deserts and claustrophobic, poorly designed buildings ever since Chains of Hate. Ormond isn't exactly the peak of balance itself, but the loops and general realm is nowhere near as cluttered and safe as Forsaken Boneyard, for example.

    But overall I just want a map which doesn't have eleventeen loops connected to each other with walls low enough that the survivor can see the killer over them, but high enough so the killer can't see the survivor over them, as well as five million bits of junk with shoddy collision every third step. And ideally without the generators being spread to the far corners and you being forced to 3-gen if you want to succeed on most killers, and without having to break seventeen breakable walls to turn the main building from "infinite" to "god building".

  • People don't like getting downed without having made an obvious mistake - like getting hit over a pallet, or downed while looping well. Enjoyed powers tend to include mediocre chase powers that can be easily countered and/or some kind of stealth. Like Demo, Billy, Myers and Oni. People don't like chase powers that make the standard way of looping unviable, nor do they like chase powers that debuff the survivor (doctor shocks, clown bottles, freddy snares, pinhead chains) or abilities that bypass pallets and windows. And people absolutely hate slowdown abilities.

    The hate towards a lot of anti-loop killers is largely because of how bad it feels to have been downed despite "not doing anything wrong" in chase. This is sometimes false - crouching to dodge Nemesis' tentacle and dead angling/sideways juking Blights that DPI flick are examples of counterplay to "uncounterable" killers that most people simply do not know/are not practiced at. But Artist, for example, is a killer where the only way to loop them is not to loop them, and to instead constantly abandon the tile and run to a different one. Many players do not find this fun, and honestly, I can't blame them.

    Also people hate being zoned. Which is fair, because it is the most boring type of chase power, just below Generic Projectile #9, and is ACTUALLY a guaranteed, uncounterable down. Hence why people dislike(d) PH, because he could guarantee injuries without too much effort. Demo can do the same, but uhh wholesome Demo 100.

  • Play Huntress

  • My biggest dream is Hotline Miami. Not exactly horror, but you have no idea how much I'd pay for a Jacket legendary set for Trickster. The characters fit perfectly together in almost every way, too, and with the advent of different voice lines for legendaries, the problem of Jacket not speaking is solved.

  • If that survivor action indicator HUD thing gets added, Blindness will probably block you from seeing what your teammates are doing. It'd be a nice buff. But for now, yeah, it largely sucks. If you want to slug, use Knock Out, and survivor aura reading perks are not meta or even particularly good, and thus are not worth dedicating a perk slot to countering.

  • @Heartbound said:

    I think it's a mix of survivors not wanting to drop their item and not wanting to get into a chase. Sure it's the point of Cenobite's power and I get it, but also that's why it's happening.

    I've been guilty of working on my unhook achievement when Vs. Pinhead. Only once though. I was running to get the box and it was the very start of the match and Pinhead spawned on top of me basically. Now I'm looping around the box and getting chain hunted while Pinhead bloodlusts me. I was mad. Saw teammates were on the other side of the map when I finally went down and was 500% done.

    You're right, Pinhead isn't bad to go against, he's just annoying. I think it would be better if the chains just stayed in you and snared you instead of interrupting healing and repairing, so there's still a risk to not breaking the chains but it doesn't completely stop the chains. Plus that'd be better for Pinhead since survivors would start the chase snared.

    If they didn't interrupt actions, they would be so unbelievably terrible that Pinhead would drop to D tier overnight. Not even kidding. The sole reason Pinhead is even somewhat decent is because of the slowdown potential of his Chain Hunts, and the Chain Hunts wouldn't actually do any slowdown if the chains didn't interrupt actions. All he'd have going for him would be a mediocre, difficult to use and inconsistent anti-loop ability. Removing a killer's 1v4 ability in favour of making them better in the 1v1 isn't usually a great move.

    Pinhead can't really be fixed to be more "fun" to play against without butchering him - and he's already not a great killer if the survivor team actually know how to deal with the Lament Configuration. I personally find playing against him very fun because I know the insane techs of "go for the box when it's at 75% progress" and "do the box when Pinhead's carrying a survivor, or take it to a safe loop of my choosing to loop him at". It's kind of the same thing with Pig, Freddy and Wraith, where they suck against smart players but people who don't know how to play against them will get rolled.

  • Just a quick tip - if you play Legion, activate and cancel your Frenzy instantly at the start of the match. On console, your first Frenzy activation causes a second-long frame drop, which basically guarantees you'll miss if you activate Frenzy up close. However, it's only your first Frenzy in a trial that does this, so quickly doing this'll stop you from being put in a Baby Killer 360 Montage.

  • @disgust said:

    https://forum.deadbydaylight.com/en/discussion/comment/2804645#Comment_2804645

    the fact that you can't play nurse doesn't make her that hard to use. even a mediocre nurse can make short work of the very best survivors

    It's true! Nurse is very easy to play and can stomp the best survivors without any kind of incredibly steep learning curve. That's why her kill rate is so staggeringly high!

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802536#Comment_2802536

    Admittedly, this is a matter of taste, so there really isn't a right answer.

    But to me, It is just trickster in a stage costume and how many times have we seen that? All of his costumes have been that minus Pressured Performer. They could of had a more entity version of cupid, an inucubus or even brought something out of world folklore relating to love but twisted.

    Like give us something new and interesting to look at and not just Trickster at another gig for $15.

    Plus, I thought the whole gimmick of Ultra Rare skins is that they were meant to change the character into someone else. Like the Minotaur, Krampus, Baba Yaga, Charon, etcetera. Trickster's is literally just Trickster. They couldn't even be bothered to change his face or something. Plus, I really don't see why this skin gets lobby animations and new voice lines, while Minotaur and co. don't. Just strikes me as more preferential treatment from BHVR towards All-Kill, despite Trickster being unpopular.

  • @Sangotunk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2801804#Comment_2801804

    Clown's bottles consume PWYF tokens so I don't really see how it is good on him ... but I don't really play him afterall

    They actually changed that at some point; I tried PWYF on Clown and Doctor and am pleased to report that shocks/bottles don't consume tokens anymore.

  • @dugman said:

    Minor point on Otz’s video but he mentions the map being “very large” as a complaint. That’s actually a persistent myth that refuses to go away. Eyrie is literally the median map size, 9984 square meters. 7 other maps are the same size as it, about 14 are smaller and 14 are larger. It’s most comparable to Ormond, which is the same size, and which also has a bright outdoors and a strong central building with a second floor overlooking a lower lobby and god pallets on that floor.

    Everything else Otz says sounds accurate (eg. The main building is strong, the bright background is bad for Trapper, etc). I just wish people would stop saying Eyrie is “large” or “huge”, etc.

    It's more that the map is very long and very densely packed with pallets/loops, like old Ormond. It might not actually be "big", but every inch of space on this map is taken up by something, unlike larger maps that feel smaller like Wreckers' Yard. There's essentially no deadzones, there's a strong structure/guaranteed jungle gym in every single area of the map, usually leading directly into chained safe pallets, and the gens are spread very far apart and are notoriously difficult to defend, and have clear lines of sight to spot the killer and run to one of the many safe zones.

    It functionally is very large. Like how Wretched Shop is functionally small despite being a pretty big map size-wize, Eyrie just has too much to contest with and too far distances to travel to properly patrol gens. You often have to pick one side to defend or you're essentially throwing, which poses a problem when you have the choice of god building connected to guaranteed jungle gym connected to guaranteed jungle gym with a load of good pallets in-between, or the shack connected to a bunch of good loops that can't really be mindgamed because of the low walls.

  • A simple fix would be to reduce his TR back to 24 metres, and then change Monitor and Abuse to work based on percentages rather than flat numbers. So it reduces/increases your TR by 25% instead of 8 metres, which would make Slinger's 24 meter TR a 18 meter TR instead of old Monitor's 16 meter TR.

    Doesn't sound like a huge difference, but it means that you can't get sniped from outside Slinger's TR unless he's using gimmick add-ons/undetectable perks. You'd always have at least some time to react, but not the huge window of time you have now to hold W and completely counter him. It'd also keep his "stealth" focus that's clear from his lack of lullaby, to his many stealth add-ons, to his limited range and 4.4m/s.

    It would also mean that you don't have to use Monitor every game on new Slinger, otherwise good survivors will run away and make you a powerless 4.4m/s killer. Which I think would be better for everyone.

    Also, I'd reduce his ADS time to 0.3 seconds rather than 0.4. Again, doesn't sound like a lot, but it would do wonders to make him feel less clunky while still giving a small window to react.

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