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DootLord

DootLord

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DootLord
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  • Doesn't DBD mobile have a visual heartbeat to look at too?


    Could this be re-implemented into DBD?

  • @Mandy said:

    All feedback is taken into consideration and all feedback is valid. There's no one person has a higher priority than other within our community that would be unfair - when we report feedback, we use a variety of sources including forums, socials etc.

    All feedback being valid is dangerous. Wouldn't the top players have the best say?

  • @nikodemo said:

    i can get pallet stunned, or FOV screwed, and by the time i get a bead on the survivor again, they're across the map. that's either a total get away and heal, or over committing to an exceptionally long chase.

    this is why W is so strong, and this is why there's an issue with gen speeds, because chases take TOO LONG.

    you want a quick adjustment to the whole game balance? Slow survs down.

    I understand it can be frustrating vs insane survivor groups, but otherwise it's a skil issue.

  • Looks like the perfect change, the game will be more balanced now and the entitled survivors will leave the game. Win win!

  • @WARW0LF said:

    As an exclusively solo survivor since 2017, the coming changes look disgusting for survivors, great for killers, they neeeded it but us solo players get screwed, yet again, this is the final nail in the coffin, this game was barely fun to begin with and now, it will truly be a miserable experience for solo

    so they increase gen speeds, okay, so whats stopping killers from still bringing stacked regression perks, the devs took a problem and made it worse, right idea, stupid execution

    every survivor meta perk decimated, why?, you kill perks because they are popular, thats backwards, are you going to nerf whatever paltry meta comes out of this because that too is popular, pathetic.

    buffed bloodlust, thats also backwards

    i was all for killer buffs, that seems great but to nerf survivors into the ground, i'm glad i didn't buy the last few DLCs 😅

    expect a mass exodus of solo players when it goes live, killer queues will return to 30m and considerably less content being created by survivors, pretty good job so far

    👋 :)

  • @theblimp said:

    No killer should be slower than survivors

    Play the game a bit more and you'll understand why this is a bad idea.

  • SBMM is a mistake by all accounts.

    They need to either remove SBMM and stay as they are with balancing things (Nerf Pig + random buffs and nerfs that make no sense.)

    Or double down on SBMM but actually give half a ######### when balancing things. I feel like the outcome of this 40 perk rework will be the make or break for a lot of players.

  • Killers get a chance when survivors make a mistake. It's possible not to make a mistake as a survivor and due to how the game is structured most killers can't do anything about it.


    The effectiveness of a team of survivors blows how effective a killer can be by miles.


    In this scenario only nurse gives killers a chance.

  • @AGM said:

    People are asking for NERFS to Dredge? Lmfao. Sure, he has some mobility, and some anti-loop potential, but a decent solo queue team (keyword decent, not a 4 man god squad) can keep him busy for plenty of time in order to get the gens done and escape.

    He's fine as is (except for keeping Bloodlust while using his power, that needs to go for consistency's sake), people just need to give it some time to learn how to play against him before they start calling for buffs or nerfs. I have a feeling in the future Dredge might end up being considered a bit worse than he is considered at the moment.

    I think once people have gotten used to him, he'll be considered a better freddy. And freddy is crap right now.

  • @SimplyPixelated06 said:

    At the moment if you're grinding for bloodpoints it is way more worth it to play killer rather than survivor, as you earn way less for the same amount of effort as the killer.

    When I play killer I generally get anywhere from 21k to 32k bloodpoints for 95% of my matches.

    As survivor I earn generally around 10k to 26k for 95% of my matches.

    Why is it so much harder to earn bps on survivor? Bloodpoint earning for completing objectives, unhooking and the amount of time you're chased for needs to be increased or something.

    Also wglf needs a buff, bbq is way more beneficial as wglf is very situational, and it should be easier to earn stacks, if find it much easier to get 4 stacks on killer with bbq than survivor with wglf.

    Anyways thanks for coming to my tedtalk.... basically I just wanna earn just as many bloodpoints when I play either side.

    It's because playing as killer will give you depression, anxiety and other mental issues. 10k extra BP kinda balances it out :)

  • @colley94 said:

    I'm probably missing something, is it an inside joke? Have stopped playing as nurse since winning every game is not fun.

    Is it fun to play against nurse? It doesn't seem to be?

    Vs a good SWF survivor group, most killers are not all that viable. Nurse is one of these viable killers that has a chance.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995963#Comment_2995963

    That's not uncommon though. He is new, and I would argue his counterplay is probably more unique than that of many other killers, so some people just haven't learnt how to counterplay him yet.

    I think in general he is extremely well balanced, I have a lot fun going against him, just a shame I don't get to go against him more often, there are just a few minor parts of his kit that could need some small toning down, like Nightfall being too dark even within the visibility range, or him still gaining Bloodlust while using his power.

    Good Survivors can outplay Dredge like it's nothing. He can boil down to a pure M1 killer in a lot of chases. It's just a skill issue right now.

  • @Fnatic47 said:

    First of all i am constantly getting desapointed about what devs are doing... The Dredge is weak and confuse to play... To many buttons to press... His teleport is got damn slow... Getting done the adept Dredge is just Impossible ocurred the State of the game (gen rush). Sad One more time that devs didn t mensioned NOTHING about the point... I did 10 games with the dredge and the experience was just sad... I Main killer and to be honest i just brought the Killer with shards just because of the perks... Only 1 or 2 of the dredge perks are "good"... The rest is useless... The game has in general its not fun, and still nothing new... Ho wait never mind... We got the tipic things... New map, new killer, new survivor 😂 About the design of the killer i didn y get it to be honest... He os not scary at all... People don t call him the dredge but they call him The chicken...

    PS: Another Joke Killer in our hands... Thanks BHVR...

    If three buttons are too much, then maybe it's a skill issue?

  • @Merricles said:

    It’s cool to have a great killer in the game. Changing the map in order to make them great is like turning out the light and holding the we belt over Michael Cole. The power set you’ve given this kills just going to show the only thing you can about the communities is to troll and have a laughter at their expenses. By the end of the birthday event either he’s nerfted into b ranks or I quit.

    Get lost dork lmao

  • @ad19970 said:

    I know some some people will not like to hear this, but I personally do think certain aspects of Dredge need to be toned down just a tiny bit.

    None of these nerfs will impact his effectivenes when playing as him in a big way though, these are all just smaller changes to make him more fair for survivors. I do think that he is a lot fun to go against, but there are certain aspects that should be looked at.

    First of all, his tunneling potential. It's too much.

    1. The range to a hooked survivor in which lockers are blocked should be increased from 12 to 16 meters
    2. Lockers should stay blocked for 3 seconds or so after the survivor is unhooked

    The range of 12 meters is not quite enough in my opinion. But the second change is the more important one. He shouldn't be able to teleport back to where the survivor was hooked immediately after they were unhooked. That's just too strong.

    Second is his Nightfall ability. Some people are having too much difficulty with it, and I can understand why. The biggest problem in my opinion is the fact that sometimes, it's unnecessarily hard to see even within the range that you are supposed to see, because certain maps, or certain areas of certain maps, become too dark.

    One of my main problems is the blackening of the screen edges. You can only see within a limited space in the center of your screen, and that really needs to be toned down, if not removed completely.

    Whether the visibility range should be increased could then be seen. Because I am not sure if that is needed or not. Interestingly, it says that the vision radius around survivors is 18 meters, but it doesn't really feel like that in game.

    The Gloaming Cooldown during Nightfall should also be increased from 4 to 8 seconds, it being 4 seconds means it pretty much has no cooldown at all, which I think is a bit overkill.

    Third is regarding his anti-loop.

    1. Bloodlust should be canceled as soon as Dredge starts charging his power
    2. Increase the time it takes to teleport back to your remnant from 0,25 seconds to 0,6 seconds

    The one change that 100% needs to happen in this category is to cancel bloodlust and bloodlust buildup as soon as he starts charging his power, and not only when he teleports. Since chaining loops is one of his main counterplays, him gaining bloodlust while trying to zone you or leading you away from certain loops is absolutely bad. That should 100% not be a thing.

    The other nerf I would suggest I am not 100% sure is needed, but I do think it would be good, as it would add just a bit more counterplay for survivors. I would simply increase the time it takes to teleport back to you remnant from 0,25 seconds, to 0,6, maybe 0,7 seconds, or maybe even just 0,5 seconds. This way, survivors would also have the option to counteplay while looping loops that don't break line of sight, instead of just chaining pallet loops or running away from the loop to force him to dectactivate his remnant.

    This would only be a very small nerf, because survivors already have other options to counterplay Dredge, but it would make looping him at simple pallet loops, at least the smaller ones, not impossible, but mindgameable. That means Dredge could still get hits with the help of his remnant, but if survivors predict when Dredge will teleport perfectly, they have a better chance of getting back to the pallet the other way around the loop.

    The odds of getting a hit as Dredge will most likely still be higher, and increasing the time to teleport beyond 0,7 seconds I am pretty sure would be too much. It would make camping pallets a bit too good for example.

    Making sure a killer has fair counterplay for survivors as much as possible, without stripping him from counterplay against survivors, is the best way to design a killer. I do think the devs already did a good job with this regarding Dredge, but it could be improved with this very small nerf. Dredge has some counterplay against holding w, survivors should also have a bit of counterplay while looping at least most loops. Right now, it's only the ones that break line of sight that allow for mindgaming his remnant while looping.

    Vs good survivors dredge can't do anything. He's got his anti-loop but it's still very readable. Dredge is fine, if the game was balanced around high MMR he needs a buff but it's not so he'll be left as is.

  • Dredge is fine.

    Vs good survivors & SWF he's pretty crap in all honesty. His anti-loop is predictable, locker power is inconsistent and readable. The only thing left for him is great map presence, but that doesn't mean much when dredge has nothing he can do in a chase.