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StevePerryPsychOut

StevePerryPsychOut

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StevePerryPsychOut
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  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673191#Comment_1673191

    Yes, I did. What you don't get is that I'm not making any arguments, I am telling you what actually happened when these ideas were tried. Not an idealized scenario, not even a hypothetical scenario, but the very real scenario that happened.

    https://forum.deadbydaylight.com/en/discussion/comment/1673193#Comment_1673193

    Survivors showed up without triggering the chase conditions. That's where the abuse lies. They don't have to trigger the chase conditions if they don't want to since one of the conditions is literally that they're sprinting within the killer's line of sight and within a certain distance from the killer. Your solution does not and cannot account for that.

    https://forum.deadbydaylight.com/en/discussion/comment/1673197#Comment_1673197

    See above, this is not an argument, it is me telling you what happened. I'm not going to reply here again unless I get bored, but anyone who's been here a while can tell you that this is the same idea that everyone always suggests and has been objectively proven to be a bad idea.

    One thing was tried once when the game was in a very different state, so there's no point in iterating or trying anything else? Sorry, I don't follow your logic here, especially considering you refuse to address any reason outside this one. I'm willing to listen to your justification for this point of view, but just digging your heels into the ground and stubbornly saying "no" doesn't really do anything for me here.

  • @Justalittlepeeck said:

    Like why? Dodging hatchets was never a huge problem unless hitboxes, but that doesn't apply purely to iri heads, yet somehow they are the problem.

    Also there a lot of other killers and perks that could suddenly instadown you (and do that much more efficiently than iri heads), some of which are much more difficult to avoid than hatchets

    Moreover, Iri head basically means huntress is either running with 3 hatchets and default wind-up or 1 hatchets and slightly faster wind up. In any case her counter plays remain exact same - stay in high wall loops, don't move predictably, don't let her catch you in animation and so on.

    And even if she is close to you, it doesn't differ much from being close to chainsaw killers/stalking killer with almost ready exposed/plague and so on.

    Basically you are just injured the whole game against iri huntress. It's like playing against 4.4 plague without cleansing that can only vomit 3 projectiles. Don't heal and do gens.

    Oh, and about Plague, she basically becomes iri huntress (with distance restrictions, which is compensated with her AOE vomit so if you are unlucky to group, whoops) whenever survivors decide not to cleanse and rush gens, while she picks up her red vomit. And that's in basekit. And that's what happens in every 2nd plague match. Did you see anyone DCing against plague? I smell bullshit here. And don't say that anybody will go suddenly cleanse if they her red vomit. They'll just try hiding or running her as normal and return to gens as they can, since healing would be just futile.

    So what so special about "one shot hatchets" that make everybody RQ? I have faced a lot of red rank iri huntress players (while playing with my red rank friend, while being yellow rank at best, so you can imagine how bad I am as survivor in terms of micro skill, though I have a good macro skill due to huge killer experience against good survivors) and when nobody threw games, she wasn't such a big of a deal. Just one less chance for mistake and that was it. And EVEN if she had mori, that only meant we played more carefully and didn't save pallets as much as we would've done otherwise.

    I'm starting to think that all that "Iri huntress OP" whining is just autosuggestion and people don't even try to deal with her because they feel it's fine to just DC without trying.

    Belt, if it were all or nothing no one would care.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673141#Comment_1673141

    And they were also just showing up to force the killer into a lose/lose situation, like I said. I should know, I was there.

    Regardless, no tweaks can solve the main issue this suggestion had, which is that survivors could (and did) easily abuse it.

    That's very general, and is therefore barely an argument, can you state how survivors would abuse his proposed fix specifically?

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673088#Comment_1673088

    Survivors have perks to deal with this scenario and can rush gens, but they choose not to. Even with Kindred clearly showing a camper, survivors will often try to unhook, which is just objectively a bad decision. When they rush gens, however, killers get 1, maybe 2 kills and depip.

    Also, the feedback section is where threads go if you want the devs to notice them. If you want the attention of people who can't do anything about this problem, then General is what you want. If you want someone to read this who can actually do something about it, then Feedback is the right place.

    Okay, I'm really not trying to be a jerk here, but did you even read the other responses? You keep making the same generalized arguments without responding to criticisms of your arguments directly. Whereas I have been very careful to address your arguments directly. What perks do survivors have to deal with a Leatherface revving a chainsaw next to a survivor (outside of Kindred to straight up ignore the poor survivor being camped)? Should the game be balanced around the assumption that all players will either be SWF or using 1 specific perk? If not then what if 3 soloQ players don't have it? People often throw around 4 minutes as the time it takes for gens to get done in a quick game. Assuming all 3 players take an additional 30-40 seconds on average to check if killer is camping + time to open exit gate that leaves time for the killer to get 2-3 kills, for no more effort than downing 3 people once and standing still and watching them die. Against a SWF, the unstoppable boogeyman of killer mains, that still leaves a consistent 1-2k for absolute minimal effort. A soloQ survivor would have have to put in an exponential amount more effort to ensure similar results, and could not guarantee it in the same manner a camping killer could.

  • @MeltingPenguins said:

    Now, LBH, the reason people whine how these to are 'boring' 'OP' etc is because people can not go for their stale, boring, overdone routine in a match.

    Look at it. Since the early days people are playing the exact same against every killer, regardless of ability or map possibilities:

    engage in chase, loop, flashlight, teabag, gen-rush. rinse and repeat.

    Sadly a lot of killers do their bidding and play a style to compliment this: don't really use your abilities, be an m1 killer, don't break chases off, get gen-rushed.

    Deathslinger and PH put a stop to the whole nonsense, and survivor players hate that.

    So, what we need isn't to nerf these killer to pamper bratty, uncreative survivors, we need more killers than can cut chases short, that can't be looped as easily, hell, that maybe even benefit from breaking off chases.

    Give us a plant based killer who can trap survivors actively by growing traps in their path, give us the spring-heeled jack who can soar into the survivor's paths and over pallets and low walls... give us variety.

    Have you considered at all that survivors have to be ready to respond to 21 different killers x perk builds, whereas killers have to be ready to respond to 1 standard survivor x perk builds x 4? If a killer creates a build that is generally effective vs. a common survivor perk build, then all survivors can do is run different perk builds which is actually a bit limiting considering that many perks on both sides are pretty useless. A killer can choose a whole different suite of powers x perk build to combat the current survivor meta.

  • @goatslinger said:

    I just dumped my ps4 after trying it on stadia. It's amazing how much better it runs than it does on ps4. It sucks to start over but I can't go back now after noticing the huge improvement in fps. Loving stadia.

    If this is true, this is actually fascinating. Is it possible that stadia hasn't implemented servers and is still P2P? I know for me that's when the game took a real downturn and latency truly became really bad.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672833#Comment_1672833

    Considering how ads must be disclosed that they're ads under law I'd say no, it isn't.

    I mostly meant it as a joke, but laws only count if someone enforces them.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673017#Comment_1673017

    They didn't have to loop (although they did). Merely showing up forced the killer into a lose/lose situation (let the survivor be unhooked or let all gens be repaired), which is absurd. They also tried having the first hook stage be infinite (though self-unhooking still progressed it by the normal amount), which failed.

    Unfortunately, as this was the very first PTB, back in 2016, I've no idea where to find official patch notes. Best I can do is the wiki, though it doesn't mention the tweaks and other attempts.

    Well the current camping meta is a lose-lose for the opposite side assuming no voice coms. Either all survivor players check if killer is camping which will probably cede a 3k to the camping killer, or assume the killer is camping which could create a meta of 1 hook deaths, which is absurd. Killer is allowed infinite camping with no recourse from survivors if he chooses not to chase, which many many would argue is a failure.

    Edit: C'mon BHVR, just because you shove this to the page where this won't be seen doesn't mean this doesn't matter. Kinda sad how you did that honestly :|

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672975#Comment_1672975

    All these people saying shes broken yet they mained her. Funny how that works.

    At least he had the courtesy to say he got bored of easy wins. I’m guessing he plays Trapper with padded jaws now because he needs the challenge.

    Meanwhile steveperrypsychout here claims shes broken, always gets the 4k with multiple gens left yet still mains her.....hmm 🤔

    I play on console without crossplay, so take that for what you will. But I'm not lying, that is genuinely my experience. There are rare times when I get 0-1k but it's usually as a result to me playing in a clearly suboptimal way, such as trying to tunnel down one survivor that I would be better off leaving for later. As for playing her even though I think she's OP, yeah, it's not my responsibility to balance the game. I always play optimally. For killers that means playing top-tier killers with top-tier perks. For survivor that means playing "small PP" build (Does anyone call killer meta perks "small PP" lol I wonder why that is.)

    @[Deleted User] said:

    Everyone who says something is easy and takes no skill should record a 4k streak perkless to show the devs. I'm pretty sure if they see that any player can get a 4k streak so easily they'll change that immediately.

    I know I can capture small moments of gameplay on console, but I'm not sure if I can capture full games or not. I'll look into it.

    @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673015#Comment_1673015

    yeah i'm pretty sure that's just BS, if she would be easy 4k everytime under any circumstances, more people in red ranks would play her. Of course if you are really good with her, you will win more games than you lose. But let any mediocre killer play her and you will see, she's pretty mindgame-able.

    Okay, but if we're increasingly balancing the game around competent SWF's without concessions for soloQ, than why should we expect that killers be balanced around bad killer players?

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1670759#Comment_1670759

    should start making some money of of that, like stream your spirit matches and ask for a dono for ever 10 streak of 4k's

    Nobody wants to watch a streamer play easy mode. Spirit is my main killer, it's ridiculously easy to 4k with 2-3 gens left. Usually if I 3k it's because they found hatch before me.

  • @batax90 said:

    How about doing gen as a counter i know this sound terrible but listen when all gen are done you can escape and most of the time 1 or 2 gen are done before the killer get is first down so if you tell me withing 2 minute you cant do 3 or 4 gen then you dont know how to press M1 as a survivor

    Ironic considering...

    @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672332#Comment_1672332

    And then they down and camp another one or hit them down with noed because your supposed to counter camping with genrush but then noed punishes you for doing that. 2 survivors either way get camped to death. Maybe 3 if the survivors arent fast enough to do all the gens in time. Seems legit.

    Already kinda answered your question.

    SoloQ is so disadvantaged in this situation because3 different players might waste time to find out the killer is camping. So what's the solution for them? Assume the killer is camping every time and never save? Maybe it would help if all survivors had chase indicators like the obsession does?

  • DrunkJoe.gif

    Honestly I got nothing for techniques on creating a cosplay, but i couldn't help myself but post this drunk joey :D

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672940#Comment_1672940

    Use Kindred. Learn (and teach others) the M1 code (spamming M1 on the hook=camper).

    Camping is only a viable strategy if survivors let it. Killers should not be punished because survivors make mistakes.


    I do use kindred, but that doesn't change the fact that using a perk slot that wouldn't be required by the survivors who are already at an advantage only further exacerbates the issue. I know the jumping jacks tech, but that doesn't stop other players from ignoring or misinterpreting the signal. You seem to be of the mind that survivors should be allowed to communicate that they are being camped, why not make it a contextual communication option that you gain access to while hooked? Camping is only a viable strategy against survivors who are already at a disadvantage, soloQ survivors should not be punished because they don't have the communication tools that SWF have, especially if they plan on balancing around the latter group.

  • @Heartbound said:

    Just keep playing and it'll eventually even out. Have lots of fun!

    Why lie? It certainly won't, I promise you that OP.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672879#Comment_1672879

    It's not because it's a mentality, it's because survivors reward camping. As a killer, why wouldn't you just sit tight and wait for survivors to stop all progression while you continue yours? If your opponent is making a critical error, you don't correct them or make one yourself "for fairness" or because "it's not fun", you take advantage of it.

    This only exacerbates the issue with the gulf between power of solo survivors and SWF. 3 solo survivors have no way to know is a killer is camping if he is just outside of kindred range, or if the individual survivors are not running kindred. SoloQ is already seriously suffering in the current state of the game, and camping doesn't really hurt a competent SWF, which according to most killer stans is what kills the game for them. So why does camping need to be a viable strategy when it's just a "rich get richer, poor get poorer" strategy?

  • @lowiq said:

    Devs should just release detailed game statistics. The problem is that everyone judges things anecdotally which is heavily based on negativity bias. Yes, people have many valid criticisms, but you are also much more likely to remember the one time that something negatively impacted you rather than the 10 times nothing happened.

    The devs have their own internal metrics that they are balancing things around which is driving their decisions. That being said, they should release these metrics and have a two way conversation with the community so people can understand the rationale behind their decisions.

    Although I guess from their perspective, releasing these metrics will lead to "OMG SURV/KILLER NEEDS TO BE NERFED BASED ON X WIN / USAGE RATE".

    They have before, they showed that killers averaged 3k a game and all the killer stans lost their collective minds and spent the next 3 months justifying why the statistics weren't accurate, and since killers have only recieved more buffs.

  • @Volfawott said:

    Now I love Otz don't get me wrong on that aspect but I feel like the balance patch misses the mark on three aspects.

    DS

    Decisive strike being deactivated when on a generator or in a locker does it really defeat the main annoyance of decisive.

    In fact at least in my opinion the locker tech on decisive strike was always the least irritating.

    The 3 most annoying aspects that decisive strike brought were.

    1) survivors being able to do objective totems and healing whilst still being under the protection ( generators is one of the suggested aspects to deactivate decisive but totems and healing still remain) if you're safe enough to heal somebody or do a totem you're not really being tunneled

    2) The fact that you could still Hook other survivors but still get hit with decisive strike. It's really annoying that you could potentially be punished for downing people to efficiently

    3) small pp build this point has been beaten to death I just need to mention it the thing not really explaining.

    Noed

    As for Noed I think it's kind of stupid to lock something that's already conditional behind more conditions.

    Noed already relies on endgame and an available dull totem otem making it also rely on tokens is kind of stupid.

    If you're going to make it rely on two conditions then you are definitely going to have the buff the perk up a lot more than it already is.

    Balancing a condition on a condition on a restriction is one of the main reasons why furtive chase is such a bad perk.

    I really don't think doing a hex version of that is a smart idea.

    Undying

    This is typically a gamble hex perk it can either work as insurance for your other hexes or it could be destroyed first and be useless. I think the idea of the transferred hex being removed once Undying is destroyed is bad

    Honestly the only thing I really think needs to be changed about this perk is the Aura Reading to be transfer to something like thrill of the hunt instead.

    Turn thrill of the hunt into the ultimate total defender you see people's Aura and they cleanse it slower.

    Let Undying remain as an insurance perk. Both Undying and thrill of the hunt will protect totems.

    Thrill of the hunt could be used if you want to actively defend your totem whilst Undying is a gamble but it will give you a passive protection that you don't really have to influence

    Nerf survivor perk more

    Nerf killer perks less

    Wow, I wonder what role you enjoy playing.

  • @undoredo said:

    Like, it runs really, really well. I just got Stadia's free trial for giggles, but... I mean, it's actually really awesome. Still need to nerf Bubba tho :/

    Is this an ad? The game's latency fundamentally breaks the game even when the files are stored locally. I can't imagine how screwed up grabs, windows, and pallets are when you're streaming the game.

  • @OBX said:

    I’m sorry, but what planet are you guys living on where the #1 priority in a PVP game should be worrying about if the other side is having fun?

    new breed of gamers really makes me shake my head.

    The problem isn't the playerbase, it's the devs. The players should not be responsible for the experience of the opposition. Complaints about camping and gen times didn't start last month, they started 4 years ago. The core game mechanics are totally out of wack now, especially considering the amount of new killers, perks, and general power creep. In the past, the devs have been very good at putting band-aids on things, and lately huge overhauls, but they seem unwilling or unable to effect change where it's truly needed. So the balance of power swings back and forth, but none of the truly aggravating things about the game ever get fixed.

  • @MasterofSFL said:

    Hooked Survivors in your terror radius and within 10m of you have reduced death progression shortly after being hooked, while you're not in chase.

    Obviously people have complained repeatedly over "face camping" and there are those who defend the idea of "camping" as legitimate. Camping is a problem, when it's blatant. Not only does it create a frustrating situation for the unlucky survivors to be caught, it ruins the thematic flavor of the game itself. Yes, killers who camp are more likely to lose, but this isn't an excuse or justification, it's simply what can happen. However, "Bait & Ambush" is a legitimate strategy and it does add to the thematic flavor of the game. Forget tunneling or blatant camping, Bait & Ambush is using the survivors and their altruism/self-interests against them, forcing plays and creating confusion.

    The only way to permanently solve this issue is to split the two forms of camping into a form that's punished and is discouraged and a form that's legitimatized and balanced around. Killers who don't have the powers or the builds to Bait & Ambush shouldn't be hanging around hooked survivors the entire game, nor should they be rewarded with ensured kills/bloodpoints for doing so. Killers who do bring builds to specifically Bait & Ambush ought to be favored as a style of play.

    Yeah they could add entity blockers or something, but there would be an uproar from killer stans.

  • @RoMainPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449336#Comment_1449336

    Oh okay, so telling me I have smegma because I told them to leave and that I didn't want to hit them out is fine. Gotcha. No blame whatsoever. They couldn't have just left when they wiped the floor with me. Nope.

    If the EGC didn't exist I'm sure they would've waited around forever for their fourth stack and protection hits. Matchmaking may be ######### but they are responsible for their own behavior, as are we all. When you win unanimously just dip.

    If you were able to mount a proper offense against them, they wouldn't have been as cocky. You were wildly outmatched which is the fault of behavior, not you, not them.

    Each survivor is individually at fault for what they said, but none of you should have been in the position where one side was so severely outmatched, that is the fault of behavior. MM is undeniably broken right now, I don't know why people ignore it.

    If people waiting at the gate bother you that much, either chase them out or afk during egc.

  • @RoMainPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1448542#Comment_1448542

    So the one telling me I have smegma cuz I said no to hitting them out is a good person? Good to know.

    People do it even when no one is hooked. When I told them to just leave in endgame chat they flat out told me they wanted protection hits and their fourth stack of WGLF. 3 Rank 4s (SWFs too), against a Rank 13 killer. Genrushed me to hell on a corn map. No one hooked by the time the gates were open, heck no one was hooked by the time the last gen was powered. Fun times. Totally want to hit them out of the gate after all that. They purposely ran through my Trails of Torment to try to get me to hit them out. They didn't care about me, they wanted extra points for themselves.

    They all got more points than me.

    I'm not a good killer and I know this ( I got 3 hooks that game), esp on PH who I've played only once before and was running his own perks (in a silly attempt to get adept), when I get severely outclassed I'd like them to leave so I can move on to the next game that will hopefully be more fair.

    I play mostly survivor, I know not all survivors are #########, I know not all SWF are #########, but the ones that are really do stink up the place.

    Why are you blaming the survivors? It's not their fault that behavior has proven incompetent at programming a competent matchmaker.

  • My rank updated after logging in the next day. It was the first time I logged in after I had received the rank reset notice. It went to 5 from 3.

  • @LuffyBlack said:

    I think in Identity V, a lot of these suggestions or ideas would be implemented really well. I am still angry and salty that they have Tomie and Joker from Persona 5 and we do not. Pyramid Head was a step in the right direction. As a challenge, I will try to suggest characters that will not only fit into the game but will also look good within it.

    My ideas for killers are:

    1. Tomie(Tomie Series)-Obviously. She could plant multiple versions of herself across the map and even have a "charm" status effect where the player would fall in love with Tomie. They could either have an impossible skill check anytime they work on gens with another player, reveal their own aura or another player's aura. They'd act against the team because they are obsessed with Tomie. The status effect could be a useful tool for isolating players. So her ability would be to plant multiple versions of herself then morph to them whenever she needs to fast travel, obviously there will be a cooldown time. She could also infect players as well, she slips a tomie inside of them and they have an amount of time to remove the Tomie from their bodies before they are taken over, which would be a mini mori. Her weapon could be knife. Her Mori would be the player killing her instead then dying of madness afterwards, another Tomie will step in after the animation is complete. Her stage would be the Hinada Residence.
    2. The Lolita-She's from the horror manga, "Ibitsu". Her whole deal is asking a guy "Do you want a little sister?", if you say no then you're dead and if you say yes then she will stalk you, impose on your life, and make you miserable until she eventually kills you then replace you with another brother. Her perks could easily revolve around Obsession. Her terror radius would be tiny and she will have the ability to stalk. Her weapon will be her umbrella she carries around to match her dress. She will have the ability to stalk and will be a stealth killer. Her mori see her pulling out a plush replica of the player's character then cutting them open to remove the innards so she could place them inside of her plush for her "collection". I imagine she'll have a passive ability along with the stalk that will play with the characters optically, make them see her when she's not there to induce a sense of panic. Her stage would be an abandoned mental asylum. She'd be a stealth character and a means to have new collectibles like Leatherface with the faces.
    3. The Frog-The main antagonist from Museum. Its basically about a man who commit thematic murders similar to John Doe from Seven, he's known for wearing a frog mask. I am unsure what kind of abilities he'd have. I do know his stage would be an abandoned building decked out as a hellish museum to display his "art" and his weapon will probably be a hammer or a handsaw. His perks will definitely cause mangled or hemorrhage due to his own sadistic personality. I suppose they could very well introduce a new "game mode" in his ability similar to Jigsaw, have them play humiliating games like eating dog food which see them passing pretty hard skill checks, other than that I am unsure. I do know he will suffer from flashlight burn since his skin is sensitive to light but he'd have to be pretty strong to balance that out.
    4. Kazu Kiriyama- This is cheating since Battle Royale is a novel adapted to film and a manga. Every character starts off with an explosive collar on their neck and its set to go off at a certain time. This could be an interesting way to introduce a time trial into Dead by Daylight then finally force players to make a choice to help each other or be selfish. A player being hooked could maybe either stop the timer or slow it down to discourage camping((I'm not against camping, I am a nuanced guy so I could see how it'd annoy a player that won't get to play and it'd be problematic for the survivors who already have to deal with a ticking clock)). It'd be pretty damn intense if the killer had an explosive collar as well. I think in a perfect and balance version of the game this idea will work. His weapon will be a wadachi and his chase theme will be his score from the live action film, his appearance will be based on the Battle Royale live action film as well. His stage will be the island and it'll have a building or so there.
    5. Yoshikage Kira-From the popular series Jojo's Bizarre Adventures. He has a Stand called Killer Queen and he has the ability to implant an invisible explosive on any object he pleases, even people but he could only implant the bombs on one object at a time. I'm thinking a fun Easter Egg is that aura abilities won't capture Kira but Killer Queen in its place, you'd need supernatural awareness in order to see Stands or be a Stand user yourself. Kira would be able to plant bombs in survivors, generators, exit gates, chests, pallets, or lockers. Kira would be able to cut off loops, injure multiple survivors, stop gen rush, or even nail a hiding player. The one object at a time would keep things balanced and would give the killer the challenge of selecting their targets carefully. Bites the Dust could serve as an end game perk, imagine completing all of the gens and you're about to leave only...for things to reset, to make things fair, maybe the players will have to do another gen before leaving. He won't have a weapon, he would strike a survivor with his Stand instead. His mori will see him blowing a player into bits then collecting their hand as his prize. He has a hand fetish...His map will be Morioh. I imagine it'd function like Springfield or Haddonfield.

    Not a killer but:

    L from Death Note would be a cool survivor, they could easily use his live action version. His perks would revolve around detection and aura reading. He'd be a perfect companion for Tapp who is also a detective.

    Ichigo Kurasaki- From Bleach. Bleach has a live action film, so it'd be pretty easy to insert him in the game without him seeming out of place. The idea of a soul reaper trying to stop the Entity and failing would be pretty cool. Ichigo's perks would revolve around aggressive play and aura reading. He'd obviously be nerfed otherwise he'd solo the entire DBDverse lol.

    Shuya Nanahara-Also from Battle Royale. I'm thinking his perks would revolve around items, he'd be able to locate fallen items and have a perk called "Backpack" which will allow him to have a duplicate of an item he carries into the trial, if he discards his item after use then he will instantly regain that item back but it won't have the same add ons.

    Kirie Goshima from Uzamaki would be an interesting survivor. Her perks would probably revolve around hexes and totems. Just give the iconic hairstyle with the spirals in them then she'll sell gangbusters.

    I think it would be cool if they made Tomie survivor personally. Her whole thing is that she is kind of cursed to live out her death at the hands of jealous lovers over and over, kind of like how survivors live their deaths repeatedly at the hands of the killers.

    I would think her perks would...

    1. Make her more likely to be the obsession

    2. Benefit others for working with/near her

    3. Give her the opportunity to benefit from nearby survivors while effecting them in a negative way.

    If a junji Ito villain were added to the game I would probably choose Fuichi (the model), Souichi, or maybe like a shark from Gyo.

    However I do recognize that, in the unlikely event junji's works ever did make it into dbd, they would probably make Tomie the killer and Kirie the survivor.

    EDIT: she's not specifically a anime/manga character, but Asami Yamazaki from "The Audition" could be an interesting addition to the killer roster.

  • Tbf it's pretty hard for survivors to go off-meta in this game. Don't run DS? Get tunneled, don't run BT? Killer camps. Those are 2 perks that can be rendered completely useless based on the behavior of the killer, yet they are the most complained about perks in the game. In all games people will take the path of least resistance to get good results. Killers take this path by taking their own meta perks, camping, and tunneling. Survivors take the path of least resistance by countering the easy but highly effective strategy above.

    Pot, meet kettle.

  • Playing as: very easy. Passive stealth, teleport, deceptive melee range compared to animation, easy anti-loop ability, access to copious slowdown, all combined make it easy to do well with little skill required.

    Playing against: short timer before passive sleep debuff, above means most teammates pretty much give up before the game even starts,

  • People who aren't involved in forums/reddit/4chan don't feel the need to play victim constantly and just plain enjoy playing killer. They might even think killer is easier, and more fun.

  • @Beardedragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161337#Comment_1161337

    not really mate i have highest level with survivors (12ish) but yes i have played killers (15ish) more. i just play survivor better. but i dont recall all the god damn perks in this game, neither for killer nor for survivors.

    I'm not trying to be a jerk, but those are noob ranks. I consider myself still pretty bad at survivor and killer, but regularly hit rank 3 as surv and 7 as killer. It is a big deal if you don't "recall all the perks" because it means you don't understand the meta. You should play more and create your own opinion, not base your opinion on any streamer/youtuber.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161337#Comment_1161337

    Being antagonistic doesn’t help improve “the quality of discussion”, it just adds to that problem.

    Be more constructive.

    "Antagonistic?" Please. One person has no clue what they're talking about and based their opinion on an internet personality.

    The other isn't even responding to the matter at hand and made a knee-jerk reaction to the tune of "killers good, survivors bad."

    I'm sorry if you consider my post "toxic," but I was making a fair point. Both, while expressing their personal truths, were also expressing personal bias and IGNORance (one even completely IGNORed the premise of the post.) It makes for bad discussion when people come in with an agenda that "one side good, one side bad" and ultimately just makes debate pointless.

  • @WRussoW said:

    Sole Survivor is perfectly fine! I run it because there is I.SAK streamer who I like and who runs it as well, you should watch him. This perk is godtier actually, it helps a lot when there are no teammates left, it counters BBQ so well by the end, I don't even need to go into a locker. When I self-care and one teammate is dying by that time and then they finally die, I can continue healing up with Nurse's Calling being out of the way. Heck, even Bitter Murmur is no longer a threat, I can no longer afraid that two of my teammates will pop a gen near me and a killer will see me.

    Sole Survovr + Self-Care + Urban Evasion + Premonition. Try it out!

    What does he call that? The "selfish, waste time, screw your team build?"

    @Beardedragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160674#Comment_1160674

    oh it was an idea. i was thinking it might be an idea, but i dont have my head wrapped 100% around survivor perks, so i didnt know if you were mentioning a buff from an already made perk.

    well in that case i disagree like.. 150%.

    The game was designed and balanced around the idea of a killer vs 4 solo survivors that had to play together without actually knowing or talking to each other. hence why there are perks showing one anothers position.

    so no, Solo survivors dont need a buff. SWFs on the other hand, need to be removed.

    This guy didn't even read the OP. Or he plays killer so exclusively, that he doesn't know the survivor perks.

    This is the quality of discussion on this board folks, don't take anything you read here too seriously.

  • I agree, he should be 115% but shouldn't do damage or deep wounds unless he reels you all the way in.

  • Annoying bird! I am the great Leon!

    I call him annoying *insert favorite 4 letter word here*

  • Keys and moris are often seen as the mirror opposites of each other. If moris are made standard how would you feel about reducing points for hatch escapes and make unlock hatch standard for survivors?

    Having the ability to unlock hatch off the bat creates a choice for survivors; a high risk, high reward situation where survivors would get more points for door escapes and less points for just escaping through hatch. I believe that the ultimate goal of the game for survivors is to escape with as much of their team as possible. This would give survivors a clearer objective to work towards as people are currently divided as to what counts as a victory for survivors. This also would relieve the stress the survivors are faced with because their team is sometimes not on their side. If gens are not being rushed, a survivor has the option to unlock the hatch, but in doing so it reduces points and rank. Think of this as like a chef trying to serve enough food to a critic for him to be satisfied.

  • @Gamingwalrus51 said:

    People crying that noed is "toxic" or "crutch", how about you stop running ds,dh,bt,ad every ######### game you scrub. These hoes think ds is fine but noed is op. okay pal, how bout you play killer in higher rank than 17 and you will see.

    Player doesn't like perk being called "crutch," says other perks are for "scrubs."

    In other news, a pot calls a kettle black.

    Back to you Jim.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103335#Comment_1103335

    I'll admit I've never worked retail, and I don't live in some super populated area that everybody goes to so that's probably got a lot to do with it as well, but I can't imagine seeing someone have THAT MUCH of a clash of personality(gaudy jewelry makes you think older nice lady, hot topic T shirt makes you think young edgy person, gun toting with tattoos makes you think biker bar) very often if at all.

    As for the representation thing, yes, you're right, but representation can come in way more forms than race, and you can't just add a bunch of races just to placate people. You can find the smallest bit of representation in the finer details of a character without them having to be an exact replica of you or your race.

    To be fair I played quite a bit of payday 2 back in the day, so I have some familiarity with the character. I think she's mostly just a trashy conwoman. She's from Glasgow, Scotland making her t-shirt less hot topic and more cheap tourist shirt. As for the jewelry, there's at least 2 jewelry store heists in the game, so she doesn't lack in chances to pick out some tacky jewelry to hang on to.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103298#Comment_1103298

    It's racist because you're focusing on the skin color of people instead of the people themselves.

    https://forum.deadbydaylight.com/en/discussion/comment/1103307#Comment_1103307

    How often do you even see someone like that in real life? Pretty much never. I've never met any woman like that in real life. Seems about as exaggerated as any video game character.

    You've never worked retail, huh? I've met plenty of folks of all different types. I've met plenty of Bonnies in my time.

    Outside of that I get your argument though. It seems that folks that want a lot of representation really only care about a very narrow portion of the population being represented. There are plenty of nationalities and classifications of people that could be focused on.

    It's overwatch all over again, no matter how much of the world you squeeze into your game some ideologues will find something you missed as an excuse to get themselves all worked up over.

    Even with yui and the next character, who seem to have been created with the idea of placating these sorts of folks, you simply can never do enough for some. ¯\_(ツ)_/¯

  • Is that what happened? I was wondering why xbox killer didn't feel like easy mode anymore.

  • I just wish the doctor didn't cause the console version to **** itself.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/979217#Comment_979217

    There are also plenty of good survivors who can hit skill checks, why can't people just adapt to the way things are now?

    One of the main things a survivor is required to do is hit skill checks. But apparently if new survivors struggle with skill checks, then just nerf skill checks. However, even though both new and experienced killers struggle with slowing down gens... "git gud, killers."

    I'm on console with its crap fps, my reaction time isn't that great, and still I didn't find Ruin to be that big of a problem to go up against. Even if I was having an off day and never hit a single great, I could still power through it. Or, I could cleanse the totem. Ruin was the only thing that made the mind-numbingly boring task of sitting on a gen holding the trigger button at all difficult; I had to actually put forth effort and try. It provided a challenge to a mindless task.

    I know what I can look forward to if this Ruin nerf goes through: I will be running Small Game every match to try to head off the near-guaranteed NOED. Yay, fun.

    "Why can't people adapt."

    Ask all the people who cry about perk nerfs for either side.

  • @DontNerf said:

    https://forum.deadbydaylight.com/en/discussion/comment/979068#Comment_979068

    What? You know those perks for survivor are still meta right?

    You know I'm not on the design team, right? It's not the nerf I would have chosen for ruin, but by the time BL got nerfed killer partisans should have seen the writing on the wall. Nothing is allowed to be strong anymore.

  • @helix43 said:

    https://forum.deadbydaylight.com/en/discussion/comment/979068#Comment_979068

    You're comparing apples to oranges here, bud. Those changes were necessary because they were ridiculously op and had no draw back. They were also being abused by swfs to create things infinite loops.

    Ruin was never op. It had an easy counter and was one of the only perks that was a band-aid fix for broken gen speeds. Those survivor perks were balanced to improve the games health, while ruin, doctor and other killers have been nerfed just because they were irritating to go up against.

    Their problems are apples yours are oranges, but when you look closer it turns out they're all pears. You can't see the forest from the trees. All of these strong perks, none of them completely prevented the other side from completing their objective, they were just "annoying" and slowed down the other side's objective.

    @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/979068#Comment_979068

    Decisive Strike was a broken ass perk. I refused to use it in its original form. After its change, I sometimes use it, though I still accept that it's way overpowered and lets survivors get away with some stupid crap when they aren't even being tunneled.

    Borrowed Time is amazingly useful, I almost always run it as survivor. It recently got buffed with the change to Deep Wounds where the Deep Wounds timer doesn't tick down as long as the survivor is sprinting.

    I use Balanced Landing. I never used it to run infinites on Haddonfield because I'm not a dick, but it's great for getting a speed burst in the middle of a chase. And now it has the added bonus of stealth. It needed its passive effect removed, because it was extremely abusable on some maps.

    I don't use Ruin, but I recognize how unhealthy this change to it is. Ruin was a band-aid fix for a huge problem in the game. Now, the devs are removing the band-aid but the problem remains. You're right that the game shouldn't be balanced around one perk, but removing the perk without addressing the problem it was fixing in the first place is of course going to leave many players upset. If the devs didn't use perks as band-aid fixes for problems with the game then this wouldn't be an issue.

    So, Decisive Strike and Borrowed Time are incredibly strong. Balanced Landing is more in line with other exhaustion perks. And Ruin just got gutted to be basically useless.

    Arbitrary limits you impose on yourself aren't relevant to the question of a perk's potential. If you refuse to remove a bandage and redress a wound, said wound will eventually fester and be much worse for it.

    @RIP_Legion said:

    https://forum.deadbydaylight.com/en/discussion/comment/979099#Comment_979099

    I gotta agree, strong perks are being nerfed for the most part and for good reason but the core issues with the game are being put to the side. That's really what gets killers going about this latest patch is they didn't even bother talking about why this perk was used 80% of the time.

    The (current) reason for 2 of those perks are to counter camping, yet the root issue of camping goes unaddressed. The last devs said about it was that it's a legitimate strategy. A close look at the rework of ruin suggests that it was changed to discourage camping. Core issues go unsolved for both sides.

    @ElementDoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/979068#Comment_979068

    The difference between Ruin being nerfed and Ds, Bt, and Balanced being nerfed is that those three were all balance nightmares that were reworked to be band-aid fixes for game issues (barring balanced). Ruin is already a band-aid for an issue that is about to not have an answer.

    Perhaps from a different perspective the opinions about those perks would be reversed. From where I stand not much difference exists between them. "Crutch" perks that slow down the other side's objective. Comparing ruin to other killer perks it was so strong that 80% of red rank killers ran it. Sounds like a balancing nightmare to me.

    Perks aren't allowed to be strong anymore. Everything has to be normalized to near useless so that BHVR has more control over the experience had by all players. If BL must be nerfed than so too must ruin.

  • @RIP_Legion said:

    https://forum.deadbydaylight.com/en/discussion/comment/979068#Comment_979068

    How about when Enduring was nerfed, how about when brutal strength was nerfed, how about when surge was nerfed before it was even used, how about Legion being obliterated for over 8 months now, how about Nurse being destroyed making it even more difficult to play (godspeed if you play on console), how about when mend time was nerfed, how about when Cruel Confinement was also nerfed before release, how about when Doc lost his ability to get a hit on a survivor after a shock, how about when Oni was nerfed a week after people bought him.

    The point to this is not enough people on the other side speak out against nerfs to the other side because "Well at least I won't have to play against it anymore" it's a selfish mentality that both sides of the aisle fall back on. Survivors don't give a ######### if Ruin gets nerfed, hell they want it so they'll have even easier games whether it's justified or not (skillchecks are hard I guess).

    On a side note OP not using proper grammar is the least I've seen on these forums and man have I seen things that made me feel like I was having a stroke trying to read them.

    If it was a a survivor nerf, the poem would have reflected it by pointing out killer nerfs. Ironically your second paragraph hit the nail on the head for what I was trying to say. Perks aren't allowed to be strong anymore. All outliers are being nerfed.

  • @Pulsar said:

    I don't want to make any calls yet, but I am fairly certain Ruin is dead except for Endgame builds.

    Corrupt and Pop are the next best thing. This is a bad change, because most Killers lack EARLY game pressure, not late game.

    It is about to get significantly harder to play Killer, in my humble opinion.

    Perks aren't allowed to be strong anymore.

    First they came for borrowed time,

    And I said nothing, for I do not run borrowed time.

    Then they came for decisive strike,

    And I said nothing, for I do not run decisive strike.

    Then they came for balanced landing,

    And I said nothing, for I do not run balanced landing.

    Then they came for ruin,

    And there was no one left to speak for ruin.

  • @MiniPixels said:

    I've been with this game since launch and have seen all of the decisions made from the dev team, and BOY did this come out of left field. I don't know what happened after the Stranger Things chapter, but gosh have you guys changed. The Nurse changes were harsh at the least, and despite player feedback you pushed it into live giving her one of, if not the worst pick rates in the game. Now we get a huge nerf to one of the most essential killer perks in the game without fixing the issue that makes it essential. The most requested unfixed change in this games history has been gen speed, and if your not going to fix the issue, then don't remove the only thing that lets the majority of your player base nullify it. And while you constantly tell your community that you aren't survivor biased your dev log sounds like it was written by a rank 15 because the doctor and ruin is "annoying to go against". While I know i'm gonna hear from people saying that killers just need to get good, unfortunately unless you have years of experience in this game like I do it's not easy to consistently do well in red ranks without ruin, give it a try. Listen to your community, you did it with demo making shred break pallets in his base kit, and you ended up with a happy community and a very balanced killer. I really hope this ruin change doesn't go to live as this will not be as easy to brush under the rug as the Nurse nerf. The point of this isn't to shun the devs or start a witch hunt, I just want them to realize how they are coming across to their community, and they need to get their priorities in order. I hope I didn't come across too harsh and I didn't intend to if that's the case, I look forward to hear peoples responses.

    tl:dr

    I couldn't get my point across in a more condensed manner so please just read it, it will only take a minute.

    1. Learn what a paragraph is.

    2. The game shouldn't be balanced around 1 perk.

    3. First they came for borrowed time,

    And I said nothing, for I do not run borrowed time.

    Then they came for decisive strike,

    And I said nothing, for I do not run decisive strike.

    Then they came for balanced landing,

    And I said nothing, for I do not run balanced landing.

    Then they came for ruin,

    And there was no one left to speak for ruin.

  • @TheNasky said:

    https://forum.deadbydaylight.com/en/discussion/comment/978555#Comment_978555

    do you really play killer? because it doesnt show, at all.

    killrate is just a very VERY dumb stadistic because of how the emblem system and pips work.

    let me explain to you. lets say a pip, is a win, a non pip is a draw, and a black pip is a loss. right?

    well here is the thing. killrate is meaningless because you can literally kill 4 players and dont pip. do you understand? you can kill everyone, AND STILL end up on a draw. killrate is a meaningless statistic.

    do you understand that all killers will always have high killrates in red ranks, because as a killer, if you dont kill 3 or 4 people per match you will never EVER make it to red ranks in the first place.

    the emblem system is balanced around a killer having to get 9 hooks 3 kills, a few chases, and not losing more than 2 gens in 3 minutes. just to go neutral. or barely pip (depending on different factors)

    thus all red rank killers MUST have a 75% or 100% or otherwise they lose. and they derank. so of course killrates are going to be high, because thats just how the system works. as i said before. killrate is a terrible statistic. what should be looked at is WINRATE %. not killrate. if having 50% winrate meant 75% killrate. then it would be perfectly balanced (not rly since it ignores al ot of other factors that actually lower the killer winrate, but the example proves my point in a simple way for you to understand.). and keep in mind that survivors DONT EVEN NEED TO ESCAPE TO PIP.

    in theory. a killer can have 75% killrate and not win. while a survivor can have literally 0% escape rate, and still win games. escape rate and kill rate, are both meaningless.

    What your describing is a failure of the ranking system, which is ridiculously lenient to survivors while being too harsh on killer players.

  • @Zombra808 said:

    This may be lengthy, so if you don't want to read the whole thing, skip to the TLDR;. I do recommend you read the entire thing though to hear what I have to say.

    I am a Survivor/Killer player, but I mostly play Survivor. I also pay the most attention to stats, rather than feeling/thoughts. Of course, everyone's opinions matter, and of course, the devs should listen to them, but considering the kill rates of all killers, I don't see how Killers are underpowered one bit. I understand that the newest available stats are a couple of months outdated now, but according to the stats, only one killer is below a 50% kill rate, being Nurse.

    From my standpoint, I believe that the game should be balanced around the 50% kill rate, 2 kills, 2 escapes. I know others may think that a 75% kill rate, or 66% kill rate is more accurate, which I can see, but a 50/50 split sounds more accurate to balanced than 66/33 or 75/25. I do understand the struggles many Killer players face when going into a game, i.e., gen rush, SWF, or natural disadvantage, but not one killer besides Nurse gets below a 50% kill rate.

    You also can't argue that any killers get worse the higher you go because each killer gets an increase to their kill rate, the higher you go within the ranks. Even the Killers that are deemed the worst by the community, ie. Legion, Pig, Leather Face get above a 65% kill rate in red ranks. In all ranks, they get above a 60% kill rate.

    The worst Killers in the game according to stats across all ranks would be Nurse, Demogorgon, and Clown, Nurse being an exception because of her extremely high learning curve, although Nurse being underpowered is a topic for another post. Red ranks are the same, although Nurse surpasses both Demogorgon and Clown in kill rates.

    To me, it seems like the game should be balanced around a 50% kill rate, giving about a 10% wiggle room for each end, meaning a 40%-60% kill rate being balanced. Although Killer players do voice their opinion of the game being Survivor sided, it seems from stats, that each killer is either overperforming or balanced from a 50% kill rate standard. Even if you look at it from a 66% kill rate, using the same 10% wiggle room, only one killer would be considered underpowered, being Nurse. The only killer at that point that would be regarded as overpowered would be Freddy.

    Whether you believe that the game should be balanced around a 50% kill rate, 66% kill rate, or even a 75% kill rate, the stats don't lie. I do agree that we, the community, should address the issues each side face and the irritations we all face. We should make the game more fun for each role, but we must avoid being too biased to one side, and consider balance as well.

    For example, gen speed. Some believe that gen speed is too fast, and it should be slowed, but that must also mean that if gen speed is nerfed, survivors would need another buff to compensate. We want to make sure that Killers get the chance to kill survivors, without making the survivor board to death by holding M1, for even longer.

    Another example would be boring or annoying killers, i.e., Spirit, Freddy, Legion. We should make the killers less annoying to face to promote fun for survivors, without making the Killers useless and destroying the community that loves playing them.

    TLDR; The stats show that no killer is considered underpowered, depending on what your view of balanced. Opinions matter, but isn't the whole answer. The community must work together to come up with alternatives to things each side find annoying, without making one side too powerful. This is only from my own perspective, and everyone has their own. Please tell me your thoughts on things that annoy you, and try to find out how to balance it, without taking a bias to one given side.

    People that want to ignore the stats will come up with a million excuses to, even if the reasons are over-stated or just plain wrong. When a bad survivor player fails to survive it's because they're "screwed over." When a bad killer player fails to kill it's because "the game is survivor biased." The harsh truth is that it's easier to accept loss as survivor because you are the many and you can just blame your team or an overly zealous 'power-role' player for "tunneling" or "camping" you. But when you play killer, the only person you can blame for failure is yourself so people have to justify how it isn't their fault. If bad survivors or bad killers took an objective view of their own gameplay they would probably recognize their mistakes, but it's easier to blame outside factors.

  • @lynelmane said:

    https://forum.deadbydaylight.com/en/discussion/comment/978459#Comment_978459

    that's true... we just need a way to reach most players.

    That would be the realm of twitch players and YouTube creators. When the changes go live, some killer players who aren't connected to the larger playerbase at all will say "well, that sucks," and otherwise continue as normal. People that watch other dbd players will feel however that player has told them to feel. And forum folks will be the ones with the most urine in their pants and tear streaks on their face because they all whipped each other into a frenzy. Ultimately life will go on and everyone will adjust, or they won't. ¯\_(ツ)_/¯

  • @LetsPlayTogether said:

    Its so embarassing to see that players who tend to one side are always crying about anything thats getting changed on their side, without any chance of overall gameplay understanding in their minds, ignoring any arguments. Just look at the game from both perspectives to gain a fundamental understanding of how this game works instead of being obsessed with one part of the game.

    It's the thing I hate the most about this game's community. There's no room for any real discussion because there's too much screeching and tears and finger pointing back and forth. Honestly at first the shitposter in me revelled in it, but it's all become so tiring.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/978042#Comment_978042

    BT apply to both was stupidly OP, and almost anyone who plays either side.

    DS was nerfed yes, but it’s still arguably the strongest Survivor perk in the game, can you say that about Ruin?

    Balanced was sort of normalized to not work at all when exhausted, but I agree that may have been too much.

    You failed to mention Nurse (deserved nerfs,) Spirit (they went to far,) and forever Freddy which requires two addons and at least three specific perks... something using that much synergy should be freakin strong.

    Strong overused perks get nerfed, that's the environment we're in now. People cry and point their fingers at each other and nobody shows any sympathy for the other side. That's the meta we've created. If it was a survivor nerf, I would have changed the poem to reflect nurse, spirit, and freddy.

  • @VSLl said:

    Thanks BHVR! We know that gen rush and SWF are not a problem, right?

    https://us.v-cdn.net/6030815/uploads/473/DB970JLPCZFS.png

    First they came for borrowed time,

    And I said nothing, for I do not run borrowed time.

    Then they came for decisive strike,

    And I said nothing, for I do not run decisive strike.

    Then they came for balanced landing,

    And I said nothing, for I do not run balanced landing.

    Then they came for ruin,

    And there was no one left to speak for ruin.

  • @johnmwarner said:

    So was this statement accidentally released early, I mean they were clearly going ahead with the change regardless of what feedback they get, but it would have been nice for them to at least pretend for a couple days before they claimed they observed anything to make a judgement on.

    First they came for borrowed time,

    And I said nothing, for I do not run borrowed time.

    Then they came for decisive strike,

    And I said nothing, for I do not run decisive strike.

    Then they came for balanced landing,

    And I said nothing, for I do not run balanced landing.

    Then they came for ruin,

    And there was no one left to speak for ruin.

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