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  • It's sad tbh. It already wasn't a great perk, but now Jake really doesn't have any perks that are worth leveling him up for. I don't think there should be a time penalty for running the perk because of how niche the use is.

    Ngl, this and the changes to Iron Will + Spine Chill make me the big sad. This perk wasn't made any better, and while I know a lot of people had complaints about Iron Will and Spine Chill, I always really liked them and weren't in bad spots.

    I just think it's kinda wild that they changed those perks that, while popular, weren't exactly awful to verse as a part of those 'Unstoppable Perks' (in the same way that Corrupt Intervention was changed, but tbh I can at least see where they were coming from with it, especially since there are still a lot of good Gen Regression perks in the game and a few gen regression perks were buffed during the patch.). while perks like Deadlock or Overcome weren't touched.

  • Mmm, I actually disagree. Screenshots might be more easier to believe, but seeing a spreadsheet like that makes the information much easier to understand compared to OP posting 30 screenshots of their end-game screen.

    I actually think a better way for them to go about it would be uploading screenshots of all of his post-games to Imgur or something in an album or throwing them in a dedicated tab in the spreadsheet, and then posting an online, read-only copy for people to look at for themselves in real-time. (But this would involve OP having their email visible to everyone as the poster, so of course, I could see where they wouldn't be comfortable with that.)

  • @D3spair said:

    Just for Discussion, Let's be generous and say that 50% of all DBD Players are Solo queue players. Of all the complaints here saying that Killer was overbuffed as Solo queue is much more miserable.

    My opinion is to have Solo queue get buffed so that SWF should be more aligned to Solo queue and Killer can get buffed more. but I see a lot of People here voicing that Killer should get nerfed instead.

    I'm not going to say that Killer should get nerfed, since I don't believe that by any means- but I do definitely think that doing some more balancing around Solo Queue isn't really a bad thing. I think buffing them up to the point of SWF is a good thing and balancing around that (Specifically with more HUD changes and updates.) is the way to go, and then balancing Killers from there.

    But tbh, I definitely think that the actual power of SWF's is very much over exaggerated. In theory, SWFs are 100% stronger then a lot of Killers. However, the amount of Survivors who are actually at that level who also play in those extremely coordinated SWFs aren't actually that high. A lot of SWFs tend to just be friends who are just... having fun, and as a Survivor player, I can't tell you how many times my very bad, meme-y SWF group escaped- not because of anything particularly special on our parts, but just because of the Killer making a series of mistakes. And this was true in a lot of my Killer games as well- I'm not going to say that there wasn't some games that weren't decided by RNG or something, but man, the amount of my games where I lost, it was usually because of the Survivors outplaying me.

    Ngl, I just think that even if Killer was stronger overall, it wouldn't really change some of the core issues of Killer. Absolutely stomping Survivors constantly isn't fun. Balanced games are hard to make or decide, since the game is a 4v1 but matchmaking is decided by a series of 1v1s. And that can't be changed unless there's a change to the core gameplay flow and how things are scored. And, even if that was achieved, it doesn't stop the fact that loses for Killer feel harsher, since your mistakes are only yours. You have no one to blame, unlike Survivors who can blame their teammates all day long. Really, I'm not sure how that would even be changed to feel better either. Making losses feel less detrimental as the '1' in a 1v4 game without holding the player's hand too much or keeping the gameplay fun and based on skill isn't really an easy balance to reach, and I don't envy the Devs for having to try to tackle that issue.

    So yeah, I just think the issues are deeper then Survivor vs Killer, and have been for a while. Along with that, I don't think balancing some things around Solo Queue is always horrible or detrimental, just due to the amount of people who can actually coordinate things like that well are pretty low, unless it's a tactic that doesn't really require any teamplay to pull off. (A good example being an old 4-Man Sabo/Break Out group vs old 4-Man Boil Over groups on RPD. Old Sabo Groups were annoying, but required a lot of set up and coordination to pull off, along with an entire build dedicated to it, and it could easily backfire and possibly kill a team- so even though it was frustrating, it wasn't game breaking unless RNG was against you. 4-Man Boil Over groups on RPD required little coordination, since even one guy sitting in the old spot with Boil Over (or two) with the full build changed the game and it wasn't reliant on your team work or coordination. It was purely reliant of 'Can you get to corner' and, if you were Solo, 'Did you put up Boon first?'.)

  • @ThatOneDemoPlayer said:

    Both sides complain, and yes, Killers usually complain more because there's generally more unbalanced stuff on the Survivor side.

    EDIT: 2/5 complaints aren't even about something being overpowered, just annoying, 1 is truly something overpowered, that being Alchemist Ring and the last 2 are about tunneling, an efficient and counterable tactic, and NOED, a mediocre and inconsistent Perk, which sounds to me like a sore loser

    I'm sure someone else pointed it out to you, but I wanted to ensure it was without going through this whole thread.

    There is no counter to Tunneling or even Camping. Yes, they're good, viable strats for Killers that make games easier- and it has been for years. But there really isn't any counter to it. You can maybe counter camping with a 1 for 1 and a team who knows to slam gens- but that level of coordination is difficult to achieve without comms, as anyone who isn't on the same page can lead to the game becoming a 4k really fast. To add to it, the only real counter to tunneling is to just... not go down in the first place, or to go down in a strong area and hope your team does gens in the mean time. DS only buys you time, and unless you have a team of pro-bodyblockers or the Killer you're versing doesn't know what they're doing, if they want you dead, you will die.

    Not saying they're not valid strats, or that they're going to absolutely win you every game without fail- but in most games, they're really strats with very little counterplay. Or, at the very least, counterplay with little interactivity.

  • Tbh I just want DLC with more Killers and some Survivors. I love the four we have to start, but I'd love to see the whole roster of characters in the Dating Sim. (At least, the unlicensed characters. I could see where we couldn't get licensed characters in the game, but with how cool the lore is for all of the original characters, I'm alright with that.)

  • @Tiufal said:

    1. Shattered Hope isn't a band aid fix at all. Killer wanted counters to boons,even though 3of4 are pretty bad, and they got a counter. It's pathetic that killers always want more than they even should get.

    2. They already stated that they "know" why perks are used and that there are gameplay changes according to that coming with the overhaul.

    3. All you do is guessing on something that's not even communicated.

    I mean, I kinda feel like it was communicated though with the Anniversary. Not to say that the Devs might not surprise us in the future, but I genuinely cannot see how this isn't a bandaid fix. Shattered Hope isn't a fix to Boons, even if it's something that people have been asking for. (Honestly, idk why people even pushed so hard for a perk like it in the first place. I've never thought it was what was needed to counter Boons.) I just find it hard to believe that we're going to be getting any sort of major gameplay shifts here in the future that address why these Meta Perks are being ran while changing them, when in the same stream we recieve a perk that seems like another bandaid to try to fix Boons. I would have believed it more if we had seen major baseline changes to Boons instead of recieving a perk which doesn't really fix a major issue a lot of Killers face versus Boons, particularly those like CoH.

    @sizzlingmario4 said:

    They have said they will be making baseline adjustments to go with the perk changes.

    You’re absolutely correct about Shattered Hope though. It’s a bandaid for a bigger issue, although I would argue the core design of boons is inherently flawed, not just coh. Coh is just the biggest offender because it’s by far the most powerful boon perk.

    I only disagree that Boons overall have a flawed design because I can see in running the other Boon perks where they can be fair- since the other Boon perks at least require the Killer and Survivor to be in the radius to get value out of them majority of the time, giving Killers both an opportunity to destroy the Blessing while knowing Survivors can waste a good chunk of time if they decide to just continuously reboon. I just hate that CoH can be put in a corner of the Map where the Killer has no chance of going, only to get free value all game.

    (I will definitely agree though that even weaker Boons are problematic due to some Totem spawns. A lot of Totem spawns straight up were not made with Boons in mind, and I definitely agree that if they re-work CoH, they should also adjust those spawns to make it more fair for Killer.)

  • I'm actually not a major fan of multiplayer games in general- DBD is one of the few I enjoy which is why I latch onto it so hard. Overwatch is the only other one I play semi-regularly.


    Otherwise, I play mostly RPGs- I'm currently replaying the Kingdom Hearts series, and some of my favorite games are RE2 Remastered, Bioshock, and Persona 5. (And of course, Kingdom Hearts.)

  • My main Survivor has always been Jake. I've always just really connected with his story and loved his cosmetics, and have stuck with him for years. The other Survivors I main are Nea (Love her outfits), Leon (Absolutely love RE2), and Steve (Best Stranger Things character imho.)

    As for Killer, I've always had a soft spot for Myers (He's so simple, yet fun and rewarding.) My main is Pyramid Head though, I really enjoy going for wild M2s and enjoy the skill curve with him. Nurse and Huntress are probably my two honorable mentions, since I really enjoy playing both of them for how difficult they can be, while still being extremely satisfying when you succeed.

  • Devotion 7, level 38. I started in Dec 2018 w/ Legion release, but I've taken a lot of breaks over the years, and probably put 4-6 levels of Devotion's worth of time into Console as well.

  • I agree with your post. I've never liked this idea of all Killers being as powerful as the top tier Killers, and I genuinely like the variety we get because of it. (The absolute lack of variety is why I didn't like so many of the recent chapters, as Nemesis, Pinhead, and Artist all felt way too similar to me.)

    I think, if anything, some of those higher-tier Killers need adjustments to be a little worse- because specifically, I don't really like how Killers like Blight have such insane add-ons while Killers like Ghostface are only just now getting good add-ons after being out for three years, despite being a worse Killer by far. I also don't think though that every Killer has to have insane add-ons or be insanely strong. The idea of having to balance solely around these occasional 4-Man SWFs with every meta perk known to ever exist would just make the game a struggle for everyone. It's why the current MMR makes the game feel more stale, besides some perks having poor base design (Specifically CoH and Deadlock.)- it's just a competition between who has better perks. It's always been like that, and it just feels worse now more then ever because you feel more pressure now to run meta perks. You face them more often, you play with people who have them more often, and you feel like you have to bring it to stand a chance. (Basically, there's too big of a gap between meta perks and non-meta perks, and too big of a gap between casual players and what I'll call more.. 'Competitively Driven' players. Those being the people who don't play comp DBD in any form, but like to play like every pub match like it's a tournament for 30 trillion dollars.)

  • @AngyKiller said:

    Before looking at camping, tunneling, slugging, or anything else; Gen speeds should be the priority. Think about it:

    In the first chase, 99% of the time, 2-3 gens can pop. Now let's assume that 1 chase led to 1 hook:

    1. That's at worst 2/6 (counting opening the gates) to at best 3/6 (1/3 to 1/2) of the Survivor's objective done.
    2. It's, AT BEST, 1/4 of the Killer's objective done. At absolute 'hook everyone once' BEST, the Killer JUST BARELY keeps up with a Survivor's AT WORST scenario.

    Let me repeat that:

    AT BEST, the Killer gets 1/4 of his objective and the Survivor gets, AT WORSE, 1/3rd of theirs.

    But more commonly: The Killer has to hook everyone AT LEAST twice, leading it to be 1/8th of his objective. And the Survivors pop 3 gens, leading it to being ONE HALF of their objective.

    You wonder why Killers camp? It's because their BEST CASE SCENARIO JUST BARELY keeps up with a Survivor's WORST CASE SCENARIO, and falls behind more often than not.

    Imagine that time crunch out the gate: 1 hook (out of 4, minimum), and 2 or 3 generators pop thanks to SWFs, toolkits, perks...

    NOW you know why Killers camp and tunnel and slug; they have such a time deficit to make up not 80 seconds into the match. They NEED to get a kill ASAP. Not spread hooks around and make Survivors feel good. Not 'play fair'.

    If they want to win, and winning is the expected outcome for EITHER SIDE; they have to 'sweat' to make up for the fact that power creep has rendered gen speeds lightspeed, and the devs have not done ANYTHING about it.

    I mean, that's also ignoring everything in the Killer's favor to slow down the game.

    You have a passive slowdown. When you get that first hook, someone has to get off of gens to come save. The more gens get done, as long as you keep an eye on your gen spread, the smaller the area you actually have to patrol. Depending on how many resources were used in that first chase, that area where you got the chase and the down might be a deadzone now. A lot of Killers can snowball pressure even further as well, in cases like Twins, Oni, etc. There are a lot of Killer perks to help with gen-regression, including things like Scourge Hooks, Pop, Surge- just to name a few. You can also add things like Tinkerer on Mobility Killers, as if they get around the map fast enough, they can contest those same gens. Disrupting gens with things like Discordance means you're interrupting multiple people at once.

    Imho the issue isn't gen speed rn. It's just the way many maps are set up, the fact that the game can come down to who runs stronger perks.

  • @VirtuaTyKing said:

    It's funny Survivors often go out of their way to make the game as unpleasant as possible. Yet when a killer does it its not alright. Lol

    Its such fun getting looped, pallet stunned, flashlight stunned, body blocked, booned and gen rushed.

    ...I hate to break it to you, but the the first like... four things you listed here are things you can usually easily play around and or can just get Survivors outright killed if they aren't playing well themselves. Like, looping is practically a core gameplay mechanic at this point (If I remember correctly, they teach you about throwing pallets at least in the tutorial nowadays). Pallet Stuns can be avoided depending on the Survivor and loop- like pallet camping can still sometimes get you a hit through the stun, respecting denies a stun, and baiting pallet saves is easy and can get free hits. Flashlight blinds don't effect what you can hear, and you can avoid saves by staring at walls or, again, baiting them out. Body blocks require coordination to get good value out of, and I'd argue that one depends on the scenario for counterplay. (In the same way I would argue that Gen Rushing is in a weird spot, because of the Killer's potential to snowball later in the match.)

    Plus, making the experience unfun for someone else doesn't change anything. If anything, it just increases the amount of people who start doing things like run all meta perks or holding W instead of actually looping, because they think if they don't, they're going to get camped/tunneled. Or they're going to just stop playing the game. (Like, no one wants to get facecamped/tunneled out at 5 gens left, in the same way no one wants to get harrassed in end-game chat.) Two wrongs don't make a right, and encouraging the continuation of the playstyle isn't good for either Killers or Survivors.

  • Tbf the game is just in a rough spot on both sides rn. I've been playing since 2018, and I think this is the longest I've gone without wanting to play DBD in a while.

    There's been a lot of things that really shouldn't have been added to the game that have came out in the past year that still haven't addressed really major issues with the game. (For example, Deadlock and CoH never should have came to this game, and I will adamently stand by that- I think both of those perks specifically are awful for the game, and that's not including the fact that we had a lot of Killers back to back with very similar core gameplay concepts back to back. Meanwhile, Solo Survivors are still extremely underpowered, the meta is overwhelming on both sides, which has been something that has just been more evident since MMR. Add-On scaling still isn't great for a lot of Killers. Blight still has insane add-ons, while Ghostface is only just now getting an add-on rework we've been asking for for years.)

    Imho I just think that the direction that they've been going in recently has (Outside of Deadlock and Circle of Healing) have been fine or even great from the perspective of balance. But if the experience doesn't feel good to play as, or play against, then people aren't going to want to play. I love playing this game, but I also don't like the absolute lack of perk variety we see, or getting/watching someone get tunneled or facecamped from first to death hook. I won't talk about things from the Killer perspective, since I've never enjoyed the Killer role in any meaningful capacity, but the cycle that both Killer and Survivor players are in where it's a matter of who plays with the best perks and who plays in the most boring way imaginable (AKA: Who's better at holding W, or who's better at camping/tunneling) does make pubs drag. Some nights are great and fun with friends. Others will leave you wanting to leave after two games.

  • Yooo another thread where I get to throw in my tier list? Don't mind if I do.

    my-image(1).png

    I'll note now that the 'Usually not great' tier can usually go up to 'You're okay depending on the day', it's just that I usually don't have the best experiences with those killers.

    The three in 'Pull out Nintendo Switch' have potential to be okay to play against, but I usually just find them really boring to verse.

    Bottom-tier Killers make me want to rush getting out of the game. I really don't enjoy facing them under any circumstance and haven't for a very long time.

    On the flip side, Myers is the bestest boi, and will always be the bestest boi.

  • Ooo I enjoy sharing lists like this, so I'll add to this thread by throwing in my own.

    my-image(1).png

    Glad to see another Micheal and PH enjoyer, haha.

  • @TheycallmeLix said:

    How did the devs screw so many things up in 1 chapter? Brings me back memories when the Resident Evil chapter first came to DBD when these bugs also happened 😂

    What are you thoughts on this? Do you find this funny or are you upset/mad that the devs can’t make 1 properly chapter without bugs/exploits?

    I've been here since Legion's release, and considering none of the bugs/exploits of this chapter have been as bad as some of the past issues we've seen (Or at least have been heavily mitigated due to kill switch and relatively fast fix times compared to normal), I find it more humorous than anything. Sure, the whole OoO+Blood Pact thing sucks for the small period it was active, but I don't think it holds a candle to things like the old Legion mend issue or the old Wake Up! bug.

  • @Adaez said:

    I looked at every killer in the game,and all of them have viable counterplay except The Artist.

    Trapper - Disarm his traps,m1 killer that can be looped and juked.

    Wraith - Stealth m1 killer that can be looped and juked.

    Hillbilly - Can be looped and juked,obstacles and breaking line of sight are very strong againts him.

    Nurse - Pallets dont do much but she can be juked,breaking line of sight helps a lot,even a well timed pallet drop can stun her.

    Myers - Stealth m1 killer that can be looped and juked.

    Hag - Hit and run killer that can be looped and juked.

    Doctor - M1 killer that can be looped and juked.

    Huntress - Ranged killer that can be looped and juked,tall obstacles and breaking line of sight are very strong againts her.

    Bubba - Can be looped and juked,windows are very strong againts him.

    Freddy - M1 killer that can be looped and juked.

    Pig- Stealth m1 killer that can be looped and juked.

    Clown - M1 killer that can be looped and juked.

    Spirit - M1 killer that can be looped and juked.

    Legion - Hit and run killer that can be looped and juked.

    Plague - Ranged killer that can be looped and juked.

    Ghostface - Stealth killer that can be looped and juked.

    Demogorgon - M1 killer that can be looped and juked.

    Oni - Can be looped and juked.

    Deathslinger - Ranged killer that can be looped and juked.

    Pyramid Head - Can be looped and juked.

    Blight - Can be looped and juked,obstacles are very strong againts him.

    Twins - Can be looped and juked.

    Trickster - Can be looped and juked,talle obstacles and breaking line of sight is very strong againts him.

    Nemesis - Can be looped and juked.

    Pinhead - Can be looped and juked.

    The Artist - Cant be looped or juked in a chase because of her zoning,holding W or avoid chase is the only thing that works but I dont think that's viable counterplay.

    what is even happening here...


    I haven't played enough Artist to give you decent counterplay tips (I've barely played since her release and she died within like a week of release) but man, even your 'counters' to other Killers are very... questionable? Like, it's very simplistic.

    For example, Spirit isn't just an M1 Killer that can be 'Looped and Juked'. Her counterplay purely comes from putting yourself in loops where it's hard for her to be able to do those phase jukes on her.

    You can't counter a good Nurse. You can attempt to break LoS, and you can attempt to run into a corner- but you will always go down vs a good Nurse. She's about buying time. The only other thing you could say is a counter is the flashlight burn stuff.

    Hag's counterplay is being aggressive and good teamwork/communication- consistently disrupt her web and don't allow her to set up. Twin's counterplay is to play in pairs, stay healed, and don't let Charolette get free hits.

    That's not even mentioning things like Flashlights vs Nurse, Artist, Hag and Wraith. Or the fact that Nemesis and Pinhead have good anti-loop potential.

    Idk, if I had to guess based on what I'd know about Artist, her counterplay is the same as many Killers rn, even if it is boring- Hold W. If you really wanna play with loops, make sure you put yourself in positions where you can chain a few tiles together (even if they all aren't great) so she can't just zone you out for free with her birds. Keep an eye on the birds through walls when possible to try to stay out of their line of attack. If you have crows mid-chase, and you have distance, you could also try that thing of hopping into a locker to get rid of them mid chase. (Fast vault in and out). I'm sure a good Artist will still down you eventually, but the key usually is buying time.

    Idk, that's just my guess on how to counter her based on what I know/have seen. I definitely don't think she should be compared to Nurse or even Spirit/Blight with how strong she is at this point, since I don't think we've seen her full potential yet on either side. (Plus, I really don't agree with the oversimplification of the other Killers. I think it takes out a lot of their nuances while ignoring some of their major counters by just saying 'Loopable and Jukeable', because all of Killers fall into that category, especially if they aren't good.)

  • I agree that it tends to be boring, but I'll be honest, I usually actually don't mind three gens.

    The only exception to this rule is three gens on Chapel or those crazy gen spawns in Lerys. The gen RNG for those maps can be straight up awful, and if a Killer notices it early enough, they can capitalize and put pressure on it for an easy game.

    Besides those though, it's whatever. Three gens usually have potential to be broken as long as the team splits a bit or there's enough people to pressure it. I'd rather take a 3 gen then old Forever Freddy, Forever Legion, Forever Doctor on Old Game, or old Hatch Stand Offs/Infinite Exit Gate BM. Now those felt like the game lasting for ten generations and being boring as sin. They make an occasional 3 gen a walk in the park by comparison.

  • @jesterkind said:

    So, I'm going to lay out my own position first so nobody's engaging under false pretences- while I don't think NOED is necessarily "fine", I think that it is by no means OP, unfair, or unhealthy. I think it's a mediocre, inconsistent perk that provides very little value at a point in the game where you're running up against the clock to actually use that value.

    But... that is not the overriding opinion of the community. The community seems pretty split, and a lot of people seem to think NOED is unfair and/or unhealthy. I've never seen a good argument as to why, so that's what I'm asking for here! If you think NOED is unfair, unhealthy, or OP, tell me why!

    Specifically I'm looking for a little more detail- I've seen people say, for instance, that NOED "gives unearned kills" or "rewards bad play", but never any explanation of why they think it does either of those. I do genuinely want to know the reasons behind thinking this way, this isn't a bad faith gesture, but I also will probably prod you for a little more explanation if something doesn't seem to make sense.

    Let's try and keep it civil, though! No sense chiming in just to state that you don't think NOED is an unhealthy perk.

    Not gonna read through all seven pages of responses, so apologies if my comment is just an echo of someone else's, but...

    Imho I don't think NOED is unfair. I just think that it's poorly designed in both playing with and against it, and like many meta perks, exacerbates a lot of issues within the game.

    For example, when you play with it as Killer, you have many games where you are pretty much just running three perks since you might not ever even get to end game for it to activate. Or, when you do, it's in a scenario where you've practically already secured your 4k, making it feel like absolute overkill. If you do get to endgame, and you're against a team where you genuinely need it, and it activates- the team will normally be coordinated enough to either leave whoever you downed to die, or just cleanse NOED and get the save, usually making it not worth running compared to something that might have helped you more in the early/mid game. And, at least for me, whenever I do get decent downs with the perk, it doesn't feel as rewarding as just... genuinely outplaying the Survivor to down them, or even getting value out of other exposed perks, such as Devour, Dragon's Grip or Make Your Choice. It just doesn't feel earned to me.

    On the flip side, as Survivor, it's the same story. It either feels like overkill- normally because the Killer either rolled you, or had been sweating bullets like they were about to win the Dead by Daylight Olympics E-Sports Tournament by beating some randos in pubs (Which already doesn't feel great if you're not also going into it for that.). Or, it just doesn't feel earned because one moment you're just minding your own business, playing ring around the rosie with a Legion at a pallet, only to take your first hit all game and get insta-downed- and probably left for dead. After all, on the Survivor side, NOED profits heavily on rando Survivors not being able to coordinate with each other- making it quite frustrating on all ends.

    The perk isn't unfair by any means, but I personally don't think it feels good to run or go against. It doesn't have that fun, odd aspect to it like perks like Nemesis, Haunted Grounds or Retribution, or it doesn't have the same feeling of having been earned like Ruin, Pop, Devour, or even No Way Out. It falls into that similar vibe with Deadlock. Deadlock is a really good perk, but it doesn't feel rewarding. NOED isn't as good, but it still doesn't feel rewarding. At least for me.

  • I actually really enjoy charms. They're nothing insane, but I enjoy a little bit of something extra to make my Survivors stand out. They're not the most amazing thing ever, but I definitely enjoy things like the Pride charm, the Crow charm, and the Survivor Character charms. A lot of them just look really cute, and I can appreciate the effort they're putting into making stuff that fits with the lore. (Especially because it's not really taking away from anything. People who make skins and charms aren't really focused on things like re-writting Nurse's code from the ground up or crunching numbers for SBMM.)

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2777385#Comment_2777385

    It's punishment without any complement, of course everyone would oppose it.

    https://forum.deadbydaylight.com/en/discussion/comment/2777412#Comment_2777412

    Whether you think so or not, the fact is there is much less killers than survivors in many region, regardless of time.

    Sorry, I know you weren't responding to me, but I felt obliged to respond to your second point.

    ...Yeah, there are less Killers then Survivors usually in queue. You can't play Killer games with your friends like you can with Survivor, and there are just fundamental differences with playing that not everyone enjoys. (Plus, you have to have four Survivors to start a game, so it does balance out decently. You don't have to have a Killer for every Survivor or anything like that.)

    None of that really shows Killer being weak or not. Killers can be strong depending on their perks and add-ons. There is more to it then that with winning a match, of course (As we need to also think of what perks Survivors are running, Map RNG, etc), and that's not really wrong nor is that effected by the amount of people playing Killer at any given moment.

  • @Megaris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769964#Comment_2769964

    Boil Over + No Mither

    Boil Over + Unbreakable

    Boil Over + Soul Guard

    So what you're saying is...

    Boil Over+Running One Health State all game

    Boil Over+The Ability to get up once per match

    and

    Boil Over+The Ability to get up once per match, but only if there's a Hex totem that they know about still up and running.

    Not trying to be rude, but I definitely think that this is being blowen out of proportion a bit, especially considering how bad Boil Over used to be. I really think it needs a bit of time on live to see how impactful it's really going to be past the patch releasing before we get too up and arms over it.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/306045/the-way-bhvr-nerfed-coh

    It's...okay. At least it'll make it harder for a duo to literally heal mid chase.

    https://forum.deadbydaylight.com/en/discussion/comment/2761409#Comment_2761409

    It's more that this is doesn't do much to really fix the problems with CoH. The issue isn't just the numbers, it's that the entire intended counterplay to boons as a whole is ineffective.

    Eh, I don't agree with that last statement. The perk does have simple and solid counterplay imho- the numbers were definitely too high. COH is the only super-hard meta Boon Perk.

    The issue more so comes from Killer pressure imho- if you're struggling with pressure or are an average Killer on a big map, you can't really afford to go across the map to snuff a boon if you're hard for the win/struggling to even get a 2k. Just in the same way that you don't want to take a chase against the best survivor on a team if you're struggling with pressure and the Survivor is going to an area with a lot of strong structures.

    COH just exasperated the same issue that has been around for a while, just like how MMR has exasperated the issue of 'Whoever sweats harder wins more'.

  • @PlayTwink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735806#Comment_2735806

    Ok but why Pinhead was nerfed? He didn't had a 70% kill rate like Freddy back then, only 59%.

    His skill cap is even way higher than nurse, since he must succesfully double aim to get use of his power, that is very lowely rewarding. Meanwhile Freddy was very and is very easy to learn, he doesn't have such a complex power like Pinhead. Why not wait a longer 'till making some changes to him? Now he's pretty much unfun to play as and even against, because of the unnecessary changes.

    To be entirely fair to Peanitus, I believe he was talking primarily about basekit strength vs skill in the point of Freddy vs Nurse. If memory serves correctly, Pinhead has only recieved a few add-on tweaks, and not a major, base-kit nerf like Freddy recieved. I don't think the two are entirely comparible in this instance.

    (Pinhead's changes actually fall in line with how they've been balancing a lot of Killers recently where they'll usually go for a few add-on tweaks at first and change things later down the line as needed.)

    Also, unrelated to your response specifically, but man I'm hapoy they are finally fixing some Nurse bugs. Tbh, it's my favorite part about the patch.

  • Boons are exactly what we've been asking for though: A secondary objective. It's one that takes a time investment, both to set and use, and it feels good when your investment gets value. It also takes up slots for other perks that don't take as much time or effort to get value out of. It also has clear cut counterplay of just... well, snuffing the Boons. The same issues people have with locations of Boons is the same that are available for Hexes. Both can be annoying and frustrating.

    That isn't to say that Boons don't have the potential to be strong or some of them aren't strong, but I do genuinely appreciate that they shake up gameplay in a new way that actually feels somewhat substantial.

  • It takes a lot more for people to use her effectively now. You can't just pick her up and with a full meta build and absolutely demolish with her after watching a 10 minute guide on Spirit like you used to be able to. She has to work for her place in the top like other top-tier Killers, and not everyone enjoys that. (Which is a shame honestly.)

  • I only agree with the concept of disabling DC penalties if we're talking about things like the hacking/DDOS issue where games are getting held hostage and there's nothing they can do. Otherwise, just accept there are bad games/some bad mechanics and move on. (Don't get me wrong, getting slugged to the point of bleed out or getting matched with some Survivors that feel like they're Seal Team 6 due to MMR being funky isn't fun. But honestly? I don't find them half as bad as things like old Prayer Beads+Surveillance Spirit, Eternal Mending Legion or Forever Freddy with 40 minute long games. Heck, even things like old Mettle of Man+Insta Heals.)

    Idk, I just don't think DC penalties should go away because of bad games or because you didn't have fun. Imho they should get addressed due to things like the Hacker/DDOS issue or things like the game being held for ten thousand years due to a bug.

  • @StarLost said:

    Without running niche, gimmicky perks just in case someone uses it. Wondering if some veteran killers have any solutions.

    1. Some maps, particularly Eyrie, RPD, Pantry, Badham and sometimes Midwich have hook spawns that create a situation where there is only 1 viable hook in an area of the map. SWFs/duos run a sabo build and basically have someone run to this area the second they are injured, and keep that hook sabo'd. This means that unless I'm running Agitation, it's either literally impossible to hook someone from that location or extremely difficult and easily preventable with even a small amount of bodyblocking. They'll typically set up a boon in this area too.
    2. Since that Tru3 video, a lot of survivor duos will run flashlights and immediately head to a dual locker. Unless I'm running Lightborn, this seems to make both 100% safe as no matter which locker I open, the other can immediately blind me during the animation. This not only allows basically any chase to be safely escaped, but also allows them to stall out the game for ages until their flashlights are drained.
    1. I know you don't wan't niche perks, but Forced Penance is great versus people who bodyblock- it's actually very common in tournaments. Mad Grit is also good for that. You could also run a perk like Starstruck to discourage them or Infectious Fright. Otherwise, you could slug. (Along with this, Boons can be snuffed, and Sabos don't last forever. They're limited by Toolbox charges or Saboteur's 60 second cooldown.) Besides, you can just... ignore that area. Make sure it's not the last place with gens and put pressure somewhere else. At least in my experience, a lot of teams who pull that kind of strat fall apart pretty fast.
    2. I play mostly survivor, but locker blinds usually depend on location. And like everyone else said... you can just ignore them. If they're messing around with lockers, they're not helping the team.
  • Agreed, I actually really like Boons. I don't even think it was necessarily the Booms that are implemented poorly- I think that it just exasperated the issue that everyone knew (But didn't talk about) of totems themselves not really being well implemented. Imho if totems were better overall, I don't think Boons would be getting as much crap.

  • I've gone against more then my fair share of players like this on both sides, and like Mandy said, camping isn't gameplay abuse. (Even if it is boring as sin for everyone involved, but it is a necessary evil.)

    I will say though, the in-game report system needs some help. Like, major help.

  • There's a few for me, actually! My top two are Myers and Pyramid Head though- I always enjoy versing them. Demo is easily my third favourite though and Billy is a fourth.

  • I've always been an advocate both for a better in-game report system (You know- one that actually works.) And a system similar to Overwatch's Endorsement system. If you enjoy playing with someone, you can give them props. More props you give for whatever you wanna give them for, the more likely you'll be placed with people with similar endorsement levels and the more rewards you get for good behaviour.

    Mix that with an in-game report system that actually does something and I really think that toxicity wouldn't be a major issue.

  • @jinx3d said:

    This is gonna be the first part to a series im gonna do whenever a killer drops. I want to hear both sides perspective on the killer.

    SO

    Whats your opinion so far on the Artist?

    For me, boring to verse. Her power style is too similar to the other recent release Killers for me to be interested. I also don't enjoy her anatomy as it feels odd in multiple places (In ways that don't feel intentional and takes away from that uncanny look to me).

    Her perks are cool. Her map has a cool visual design. (Even if they went overboard on the ink.)

    But I think her map is too big, and at least when I versed her as a Survivor, she was pretty bland to verse. Her Survivor is serviceable at best and both of their stories didn't really do it for me. Definitely skipped on buying this chapter tbh.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653892#Comment_2653892

    Interesting. I find Wraith to be a very easy opponent unless they are way better than me. You can loop him to pieces, or just outheal his attrition style.

    Plague...honestly, I think she's low-key 'S' tier, or at least very high 'A'. Once you get a feel for her rhythm, she's very powerful. Her 'infect all the objects' build is just wonderful, and far too many survivors either overcleanse or don't cleanse at all - which usually results in a crushing victory for me.

    Freddy, yeah. He might have needed a small nerf, but they went nuclear on him and he's just not fun to play now. Cenobite is going to be similar next patch, aside from two gimmicky styles involving Fang and locating the box ASAP with Lethal Pursuer.

    Artist...let's give her a month or two before we start clamoring for nerfs (I can dream, right?). There are already guides out there on how to juke her. She just requires a slight difference in how you approach the matchup.

    I mean, for me it has nothing to do with actual Killer strength and purely how fun they are to verse/how unique they are. Like, Wraith isn't fun for me to verse since most Wraiths I face just go for hit and run, or the stand under the pallet uncloaks- neither of which really encourage looping. (Hit and run will just insta-leave, and a pallet camp like that is best countered by just leaving. I don't enjoy either of those, and that's what I see a lot of Wraiths do.)

    Freddy imho was bound to kick the bucket like he did. He was far too overtuned and easy to play, so he was bound to get hit hard. I really think that he wouldn't be so bad if he was at least fun to play, but his power is quite dull. (I think Cenobite falls a bit into this category as well compared to a lot of other liscensed characters, with the exception being that Cenobite definitely takes more skill to at least land his chain shots.) Imho I think that's why even with the nerfs I don't think Cenobite will die completely by any means like Freddy pretty much has, and his issues with people playing him seemed to have come more from the whole NFT issue then anything.

    As for Artist, I'm not really saying she needs nerfs or anything- we won't really know until she hits live- but I'm just personally not looking forward to her or her Survivor. I don't enjoy most of the perks added this chapter, and from what I saw from her power, it just feels like another thing we already have 20 of just slightly different- anti-loop without bringing an incentive to do something really cool and new. (Like, her cross-map crows are cool and all, but I feel like they won't be used as much for cool plays. Some anti-loop is fine, don't get me wrong, but there are so many anti-loop killers in the game, with many of them either not having the incentive or the ability to do anything but anti-loop that I would just like to see a little more variety in how it's done besides 'Shoot through/over something multiple times until they die.') And that's just lame to me, especially considering how cool her power has the potential of being. (Same with like, Nemesis. I feel like he has so much wasted potential with his virus and zombies, but instead it feels like you're just playing man with tentacle who has really confused friends walking around the map. In contrast, Pyramid Head has his ranged attack, but also has complete control over his zoning abilities, has the entire cage system, and feels like you're playing as Pyramid Head- so I enjoy playing as and against him, despite him having an anti-loop power.)

    Idk, for me it's not really at all about power level or saying these Killers I like/dislike need buffs or nerfs because of their strength, but I just don't like Killers that really encourage anti-loop/encourage the 'Hold W' playstyle, without at least there being a bit more on the table that's interesting about them.

  • I like all of them. To me what matters is how fun/interesting the power is to play against, or at least me being able to appreciate their power for being unique.

    A good example is Wraith. He's not an amazing Killer by any means, but I don't like versing him. With one of his best playstyles being hit-and-run, and benefitting purely on catching you out of position (Something that you're probably going to have to be at some point if you're playing solo or aren't running something like Sprint Burst). Which, don't get me wrong, the hit and down is deserved- you're out of position. But mixed that with the lack of chase he tends to give, and I find him quite boring to verse.

    To add to this, still using Wraith, his ability to just sit at a pallet and uncloak, causing you to pretty much leave most structures and your best manuever against him normally just being the power of the W key if he does it, I don't enjoy it.

    On the flip side, I enjoy versing Plague due to how she changes up gameplay with how her power functions, and the cool things surrounding it- the choices on whether or not to cleanse, managing sickness, playing around her projectile at loops, trying to do stuns out of Corrupt- those are all really fun for me.

    Demo is in a similar boat to Plague, along with Spirit now- doing the sound stuff is super fun. And while I don't necessarily enjoy versing Killers like Trapper or Hag, I can at least appreciate how tactical you have to be with them to play them well, and I appreciate how unique the powers are.

    Idk, I'm just not a fan of things like Freddy who's power is super lame for what he is (And doesn't fit his lore, like at all.) or Clown who's powers are both just kinda... so simple they're boring and just shut down loops. I have a similar issue with a lot of Killers post-Pyarmid Head. Most of them are just new forms of shutting down loops, and while the way it's done changes, the concepts are still the same. (It's why I'm not excited for the Artist. Her power so far is basically just 'Die or Die' at loops, which is kinda boring. No mindgames, no sort of special stuff, no real set up...) And while all of them have something unique to them, I've found none of them enjoyable. (Twins is the exception to the whole loop shut down deal imho, but even then they're just a slugging simulator which is easily just one of the worst things to go against in the game because it's pretty boring.)

  • I'm actually okay with it! It just depends on the situation. If it's an insta-unhook with BT, or an insta-unhook into a one for one (with or without BT) with a player who is better on hook (especially against a Killer who is camping) it's worth it imho.

    Pretty much as long as it's not a straight up, genuine farm, I'm chill.

  • @GoodBoyKaru said:

    The design philosophy that after Pyramid Head we really needed even more anti-loop no mobility killers.

    Man, I'm happy someone else saw this and mentioned it- out of all the Killers that have came out, I swear it feels like most Killers after PH have felt so bland or just straight up unfun to verse since nearly all of them have powers that feel like they just boil down to 'Some form of anti-loop'.

    (I believe the two exceptions to this are Blight and Twins. Personally I actually like versing Blights, I just wish they had more build variety haha. Twins is just... rough. For everyone involved.)

  • For Killer:

    Furitive Chase, Beast of Prey, Monsterous Shrine, Predator.

    All of these perks either actively have so little effect you might as well not run them, or they just straight up actively hurt you. (Predator specifically.)

    For Survivor:

    No One Left Behind, Lightweight, Sole Survivor, Up the Ante.

    I think all of these perks also either actively hurt you and generally encourage poor decisions as Survivor, or just do nothing. (For example, opening exits early for No One Left Behind, letting teammates die for Sole Survivor, struggling on hook without Slippery Meat for Up the Ante...)

  • I mean, there should be this and a better anti-cheat/report system overall. Even something where the system knows more about what goes on in the game overall (with or without a replay system) mixed with an in-game report system that actually does something would be amazing for the game. (And of course, fixing the awful DDOS issue.)

  • I genuinely think Boons are fine as is. The issue is just Totem spawns, which are whacky on both sides to be notoriously insanely powerful or insanely awful.

    Killers can't control which one they get. Survivors have a bit more control, but are still at the mercy of spawns.

    Survivors have more of them to try to find Hexes, and there's always an argument that they have perks to find Totems.

    Idk, I genuinely think that Boons are only getting the amount of hate that they are since it shows off how insane some totem spawns can be, and it's something that isn't really talked about. (Most talks about totems go the other way of them being too easy to find.)

    If Totems were better implemented on a whole, I don't think we'd see as many complaints about them.

  • @Junylar said:

    I wish DbD lost all licenses. Every licensed map is trash.

    I wouldn't say that by any means. I genuinely enjoy most of the liscensed maps in the game, save for RPD and Badham. (I don't even think Badham is bad. I just don't enjoy it as much as the others.)

    Idk, I think they're definitely wild on the balancing end, but I appreciate the care and detail put into them. Like, Hawkins has some really cool and interesting loop spots and totem spots, and has a lot of good stuff from the show. (Like the sensory deprivation tank, Eleven's room the portal room). And every liscensed map has that to some degree, so I can't help but love them overall. (Like Haddonfield has the hedge and the pumpkin. Saw has the Bathroom, TV room. Midwich actually has a jumpscare in it and has the secret... and that's just to name a few.)

    Idk, I just really appreciate liscensed maps for the amount of care and detail put into them to be such good love letters to their franchises, while still having it's own unique twists.

  • @XANA7274 said:

    I would like to ask why NOED get so much salty hate from survivors. Survivors have a huge arsenal of 2nd-Chance perks...

    Borrowed Time

    Dead Hard

    Unbreakable

    Deliverance

    Decisive Strike

    Adrenaline

    SWF/Comms

    Now it's one killer against 4 survivors, facing against potentially 16 2nd-Chance perks. Mind you the killer is also now playing the match with only 3 perks (since NOED isn't activated). PLUS the totems can be broken and cleansed before the last gen so you still may not even get to use it. Let's face it, Totem spawn locations are trash as it is anyway.

    But you get ONE down from NOED, not even necessarily a kill, and suddenly you're getting t-bagged at the gates and the end-game chat is full of salty survivors saying how trash the killer is, how broken NOED is, telling the killer to uninstall, go kill them self, etc. So why do the survivors have such contempt against one perk that has a 50/50 chance of actually being useful?

    -BT can be waited out easily.

    -DH can also be waited out easily, and most people don't know how to use it well anyway.

    -UB is a perk where if you never get slugged, it literally doesn't matter, and can quickly become a waste of a perk slot.

    -Deliverance and Adrenaline both require you to put in a decent amount of leg work for it, and both can easily become wasted perk slots.

    -DS is in the best spot it's ever been right now balance wise.

    -A hardcore 4 stack SWF with comms is a fair complaint, but not all SWFs are 4 stacks, not all SWFs have comms and a lot of SWFs are just genuinely buds playing together and talking about there week/day while playing. Not really fair to judge all SWFs as one entity.

    I'd also like to note here that most of the popular Survivor second chance perks (BT, UB and DS) are in many cases the only even half-decent counter to some of the crappiest part about core Survivor gameplay that the Killer can do in base kit. (That being tunneling people off hook and slugging.)


    NOED gets complained about because it's not rewarding on the Killer's side. (You didn't do anything to get it to activate except for being in the match when the final gen is done.) In games where you genuinely need it against those hardcore SWFs with great comms, it doesn't matter because many will either cleanse all the bones or they'll wait until the NOED proct hits and just check the totems they had seen and cleanse it in .5 seconds. In games where you don't need it, it either becomes another blank perk slot or it feels like overkill, because you didn't need it to secure a 3k/4k.

    On Survivor's side, again, it feel unearned. It doesn't take skill for a Killer to get it, so there's nothing to even try to compliment. To add to it, if the Killer keeps up half decent pressure, especially in a game against solos, players can struggle to even get 5 gens done between unhooks and chases- let alone cleansing dull bones to try to counter a chance that a Killer might have a perk. This also isn't including how wild totem spawns are on a whole, and the fact that there isn't a universal totem counter for Survivor.

    Idk, NOED isn't a strong or OP perk by any means, but it definitely needs to be looked at, because it's not really fun and rewarding for anyone in it's current state. I'm sure people wouldn't complain about it as much if it didn't feel so crappy for everyone involved.

  • Because games as Killer tend to be extremely rough. You either roll or get rolled, and the amount of times where you feel like you get a fair balance doesn't seem to be there. And it's an issue that feels like it's just been compounded since SBMM due to how MMR is adjusted on both sides. (With Killers literal only objective being get Kills, not get hooks, and Survivor's only objective be to survive- which makes for pretty stale gameplay at the top of the MMR ladder.) Plus, when you mess up as Killer and lose the game, you literally have no one to blame but yourself, which feels awful, as its easier to blame others for a loss then to see where you went wrong.

    But tbh, I've not been having the worst time with SBMM as an average player recently. I've actually had a lot of games with Killers and teammates that I enjoyed and it felt fun and fair all around.

    I think the issue kinda just boils down to core Killer gameplay design issues and SBMM not necessarily being friendly to those who only have fun getting 4ks or those who are just good with a Killer/Killers due to time investment.

  • Uh... Boon Totems also only have a certain area of effect, the Killer can snuff them out faster then a Survivor can Bless one, and the action of even Blessing totems takes time off of Survivors doing gens. There are also plenty of bad Totem locations for Survivors to put Boons on which make them easy to snuff out.

    Idk, I play Survivor mostly, but if anything I've found that there strength more so lies in a mix of where I put it, if my team actually understands how to use them (As I've played with plenty of people who don't understand how boons work.), and if the Killer pressures them enough.

  • Myers is a tier in himself with how amazing he is honestly. Still very much loved and played a lot, despite a major agreement that he's not very strong purely due to how fun he is. You play Myers, and you feel like you're Myers, and it's all just very satisfying and fun.

    Oni also had a really solid release though as an honorable mention, along with Pyarmid Head and Demo.

  • I like quite a few for different reasons, so who I watch depends on the day!

    Otz and JRM are probably my top two. I really like how kind Otz is, along with his willingness to share insight to game mechanics to other players. He also posts long videos, which are perfect background noise for me. JRM is great because of how relaxed he is while still having a bit of that wild (but not too over-the-top) energy that is really entertaining for me, and great background noise if I catch him in odd hours of the morning for a stream.

    I also really like FarmerJohn and OhTofu for their gameplay- they're both fun to watch and have great content, I just don't catch their streams very often. PixelBush also does amazing lore videos that I will never stop recommending. I also appreciate Ayrun and Hens for their work in the comp scene, and watching them play in those setting or in pubs is just insane with some of the plays they pull off.

    I'll also give Scott Jund an honorable mention. I don't agree with everything he says by any means, but I can at least appreciate that he tries to start a conversation and he's overall pretty well-spoken.

    I'm sure there's more great content creators out there that I didn't mention, but these are the ones I either follow consistently or always come back to.

  • I'm for Dead Hard, because compared to most other Survivor Exhaustion perks, it both takes skill to use and it doesn't feel like it punishes you for running a structure well.

    Sprint Burst doesn't take skill, and I'd argue it being stronger then Dead Hard because a good Sprint Burst user will not be caught in a bad position like... ever. Learning to 99% your Exhaustion is super easy to do.

    Lithe feels like it punishes you for playing Vaults well. If you want to vault a good window to run, chances are you'll be wasting your exhaustion to do it.

    Balanced Landing isn't a bad exhaustion perk, but Map RNG + the amount of available drop points on some maps make it a pain to run.

    Smash Hit is good, but has the Lithe problem with strong pallets.

    And Head On is hard to pull off mid-chase, and requires much more set up and Build Dedication.

    Idk, I think Dead Hard is genuinely fine where it is, save for the things like Dead Hard over traps. Is it annoying? Sure, but when a chase gets extended for a long period of time because of it, I've usually seen it be due to the skill of the Survivors running it compared to the Killer. This isn't to say the Killers are bad by any means, but I think it boils down to map awareness and getting outplayed at loops. If someone Dead Hards for distance to get to a safe pallet that they then know how to link with other nearby structures, that's on the Survivor and their Skill. If they were in a good position in the first place to get amazing value out of the perk, then that's good on them.

    Idk, I think the perk is genuinely really fair. Is it annoying? Sure, because it does feel like Pressing E to get another health state sometimes for Killer. But Dead Hard doesn't save you from Dead Zones or save you from being completely caught with your pants down. It's a perk you can bait out, and it's a perk that you might not even have to always deal with, since if you're insta-downing someone, they can't Dead Hard, and latency can screw up the perk and leave you exhausted on the ground. So... yeah, I think it's a solid Survivor perk that takes genuine skill on their side to get that amazing value out of that everyone talks about. You don't extend a chase for 30 more seconds+ with Dead Hard by being a complete mindless fool unless you're already in a relatively safe/safe loop- in which case they were in a good position already and it's a risk to take that chase. Basically, I think things like Dead Hard and Sprint Burst are both perks that can genuinely have a lot of skill behind them in the form of map awareness and understanding how to use them best, and I don't think that should be taken away from Survivors.

  • @EntitySpawn said:

    So much talk and anger over it yet I dont see any reason as to why? Me and my misses dont really know what it is...

    Certainly haven't seen any difference in the chapter, its price etc.

    So if someone could actually explain why.... as simplistic as possible please I'd be very grateful

    NFTs are pretty much another blockchain/form of cryptocurrency that can store data stating that you own a certain digital item through said blockchain tech. The issue is that, like other forms of cryptocurrency, one of the major concerns with NFT's is that it takes a metric crap-ton of energy to process the transactions. (Along with just the energy from mining in general, and that's not even mentioning the problems people have with the whole mining scene and the effects on the graphics card industry.) They're also being sold at awfully high prices, which makes it even harder for your average consumer to want to consider buying into. (Afterall, why pay over 1k USD for ownership of a digital art piece, when they can instead buy that same artist's merch for $20 dollars or a commission from another talented artist for less, and without as major of an environmental impact?)

    So NFT's are pretty much bad for the environment and are at a price that most consumers cannot justify spending.

    As for DBD/BHVR, they got the license for Pinhead/HellRaiser, which is why we have the chapter. As a part of their license agreement, they worked with the license holder to make sure their models were up to the license holder's standards. As another part of their license agreement, they gave the license holder a copy of the in-game models used for the Chapter (Which is Pinhead, the Box, and Chatterer) along with some codes for the HellRaiser chapter that they could do what they pleased with. The license holders had plans to sell those goods received from BHVR as part of a HellRaiser NFT. This is something that BHVR knew was going to happen, as it sounds like it was in their license agreement. (Along with a public endorsement of the NFT.) So, basically, BHVR sold out/bought into a license that they knew was going towards an NFT, and people are unhappy about it.

    There are also concerns regarding Steam banning games with NFT's in it, however, BHVR/DBD doesn't actually produce or sell NFTs. They gave some materials they made as part of a licensing deal to its license holder knowing it would be used for an NFT, and did a public endorsement of the NFT. That's it. The game has yet to be banned from, and there are many reasons to believe that it won't be, as it's not breaking Steam's NFT rules.

    Basically, NFT's are bad, HellRaiser license holders are doing NFT stuff, and BHVR agreed to buy into/support their NFT in exchange for the rights to the HellRaise license to bring PinHead into the game. People are freaking out in mass over the whole deal due to a mix of misinformation (Like saying that DBD is doing NFTs, or saying that people who buy into the NFT will be getting exclusive things in DBD, neither of which is true) and theories, along with the general outcry of people being against NFTs. (For good reason, mind you, NFT's aren't good and I don't support them myself, but I've just seen a lot of posts on various platforms about this issue that's spreading misinformation.)

    Hope that clears things up and explains things well enough for you.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573687#Comment_2573687

    The opportunity cost for giving your entire team 6-8 perks is very small indeed.

    Yes, because to Bless a totem is 14/24 totems off of gens. They're also not map-wide, and while they have strong effects, the Killer only takes a moment to cleanse. If a Killer is able to decently keep a hold on Survivor's Boons, and a Survivor is dead set on using them and getting the effects out of it, that can be a good chunk of time off a gen. (Plus, doesn't Thrill of the Hunt also increase those times?)

    Idk, I just think it's a really interesting way to give Survivors more options on how they spend their time during the trial, in the form of giving a team benefit in the boons in exchange for taking time off of Generators, and knowing that their boon could be destroyed by the Killer in an instant. Stuff like that is a good way to encourage gens going slower without just nerfing gen speeds or adding another super-strong gen regression perk, which I will always see as a positive.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2573614#Comment_2573614

    I'm not, but if these franchises are now producing NFT collabs theres a real chance that it could affect DBD once theyve seen DBD models for another franchise (Hellraiser) become NFTs. Additionally, some sources say the next tome may or may not be licensed. On an unrelated note, have you seen the second tweet I quoted? Very odd timing.

    Whether DBD's models from the game or game codes for the related DLC chapters go to the license holders or not will really all just boil down to their license agreement.

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