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Valimure

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Valimure
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  • I'd be fine if it didn't count during the time survivors have endurance / the speed boost after being unhooked. That seems fair to me.
  • I don't think you understand how valuable those three seconds are in most games. That's enough time to make it to the next loop; those three seconds usually end up extending a chase by another half a minute or more. The thing about most protection hits is that they're risky. You either need to be healthy, or you need to…
  • I'm honestly starting to wonder if Sac Wards are broken right now. The last three times in a row I've brought one I've still be sent to the realm that someone else brought an offering for.
  • There's no way it can go live. https://www.reddit.com/r/deadbydaylight/comments/1fj2ygd/theres_no_way_these_devs_play_their_game_now_lets/
  • Totems were designed as an alternate objective that can get survivors off gens for a bit. However, when one spawns right next to a survivor's starting location there is very little you as a killer can do to get there in time - that's not good design, and it's easily fixable. I play both sides pretty evenly and know the…
  • They're an absolutely unhealthy mechanic that have long overstayed their welcome. One side or the other shouldn't be held hostage in a match that's specifically designed to make the game as difficult as possible for them. They do nothing but cultivate toxicity.
  • I'm running Coup de Grace, and this is actively causing me to lose downs in some games when my intention is to lunge past someone who's trying to body block.
  • Because the kill rates are across all levels of play, and the vast majority of people playing this game aren't particularly great at it. Most maps have near infinite loops and chainable pallets, you just have to find and know how to use them.
  • As MMR goes up and survivors improve, gens need to take longer. I shouldn't have the same amount of time to chase, down, and hook a team with a combined total playtime of 1,000 hours as I do with a team with a combined total playtime of 10,000 hours.
  • This is absolutely not true at all. The Game, AKA Pallet Factory? Autohaven Wreckers? Most maps are vastly survivor-sided. The only two that stand out as being overwhelmingly garbage for survivors are the new Haddonfield and Rotten Fields.
  • Nope, another gen across the map was currently blocked. I'm wondering if the reverse happened, because the "highest" gen was blocked it just didn't proc Pain Res at all instead of it applying to the next one. Think I'm gonna swap out for Pop as a precaution.
  • No, I'm saying we shouldn't balance around the fact that SWF parties exist. I play solo plenty and do just fine. I know the maps and tiles, pay attention to what resources have been used, and plan my escape route before I hop on a gen. I still get caught eventually because I make mistakes, but that's literally the point of…
  • The problem with Adepts to me is that it just ruins the game on either side. If you're in a match with someone going for adept as a survivor, chances are their perks are useless and they're going to be very little help in the match. If you're going against a killer looking for Adept, they either have to sweat the match out…
  • Again, that's literally the reason it's overpowered. You aren't supposed to know what pallets have been used 100% of the time - that's map knowledge you need to gain by, y'know, traversing the map and making mental notes.
  • +1 I don't always want to play Survivor with friends and if they see me online… they want to play lol
  • Sad that people don't realize how much of an issue this is. I had a couple matches today where I chased someone to a gen that was almost completed. I scared off the teammate that was working on the gen but the person I was chasing jumped into the locker… so now my choices are leave them to finish the gen, camp the locker…
  • Knowing where the deadzones are is exactly why it's too strong. This game should not be balanced around SWFs. Killers need survivors to have the opportunity to make mistakes to even have a chance at winning.
  • Doesn't even need a range nerf, it needs to have an activation / deactivation condition. Something like being injured activates it for 20/25/30 seconds. Or it goes on a 30/25/20 second cooldown after vaulting a pallet or window.
  • Speaking as someone who runs Lightborn basekit thanks to Flashbangs, I actually have no issues with Blast Mine - it gives me their aura (usually hiding nearby) or a lot of people love to do this thing now where they think you're blinded so they come and put another Blast Mine on the same gen to try and stun you twice… so…
  • Whether she's weak or strong is irrelevant, her playstyle / power is generic, boring, and lacks meaningful counterplay - that's why people struggle on hook against her. She gains far too much for free without actually interacting with survivors. Plus the fact that you could be actively screwed over by teammates on the…
  • Bumping this because it just happened again.
  • Precisely, and I hate needing to run it. That's one of the points I'm making here. I wouldn't need to run Lightborn if I could actually avoid a flashbang through the proper means of facing a wall. If I down someone on a pallet or out in the open, then obviously I need to look around and take my possible loss there but……
  • I mean obviously it's hidden here but I can tell you my time playing League I was consistently ranking in Diamond. 🤷‍♂️ I'm not the greatest of all time by any means but I know what I'm doing (most of the time :P)
  • Again, doesn't matter what direction you face. Flashbangs work next to you and can even be dropped "on you." Background player is also a thing.
  • No, because while I chase the one person to injure them the other is healing the person I downed and now I'm back to square one.
  • There's an event going on right now so the normal mode is filled with sweatlords more than usual at the moment. Killer is the power role in low MMRs, but as you get higher the game does end up being quite survivor-sided. If you're new, chances are you're just a victim of the crappy matchmaking right now due to the lower…
  • Actually playing Dredge in that mode is terrible, because the darkness barely changes anything for survivors and he's limited with the same crappy FoV as everyone else. He basically loses an entire part of his power.
  • In a typical SWF scenario there's one gen jockey and the other three are there specifically to waste the killer's time, so it's not usually just one person you need to worry about. You can't "clear one direction." The point is that it doesn't matter if you face a wall or pick someone up out of a locker… you can still be…
  • You keep missing the part where it's not an intended mechanic. Again, you cannot flashlight save someone if a killer picks them up from a locker or if that killer is facing a wall. Flashbangs should be the same. That's all I'm asking for.
  • Did you… read the post? I am running perks to counter it. But that's the problem; perks are hidden, so I don't know if it's needed or if I'm wasting a perk slot every game for something that shouldn't be an intended mechanic. You cannot flashlight save someone while / after a killer pulls them out of a locker. You can,…
  • Yeah, it's pretty much only an issue at higher elos where I'm playing against a ton of P100s / SWFs. Don't get me wrong, it's hilarious bringing Lightborn and just flat out ruining their entire team comp, but I shouldn't need to run it in every single game just on the assumption that I might be going against people running…
  • That's… not the point of this thread at all. Besides, do you realize how easy it is to do 40% gen progress? Most games you'll have that done before the killer even injures the first survivor.
  • Give killers basekit Pop and Deadlock as well and these changes should be fine!
  • BBQ is honestly the least of my concerns. We're living in the age of Weave Attunement and Human Greed now. There is legitimately no reason to bring Distortion at all because your single token is going to be wasted by just walking in the wrong spot.
  • I've run out of tokens plenty of times myself, but yes two tokens would have been fine. Lethal and BBQ is a combo designed to quickly snowball a match, it needs to have some counters.
  • I'm really just scratching my head at most of this update. I had the same thought with the Moris… it's just promoting a terrible playstyle and encouraging even more toxicity in the games as killers are basically never going to want to let the last survivor go now. Corrective Action is going to lead to even faster gen…
  • But yeah, Distortion is now basically useless. Absolutely gutted it with this change. Aura reading is already way too prevalent, and it's just going to get worse now. One positive at least, every single Distortion user should now be running Off the Record instead so you'll have some protection against tunneling as well.
  • I can assure you, as a Distortion user, in most cases I was the only one actually doing the objectives.
  • I really do wish they blocked that map instead of taking you to it. Would basically be the equivalent to bans in draft modes of other PvP games. Always a great time getting brought to GoJ and then having survivors teabag as if they don't have multiple infinite loops on the map to choose from instead of thanking me for not…
  • Yeah, just edited my OP to clarify a bit about what I mean. The undetectable perks killers have are all related to other things, I'm thinking something that specifically kicks in when your aura would be revealed.
  • This is honestly the least of my concerns about Singularity right now. His Overclock is overtuned even more when it was already oppressive before (3% haste every time it's used on top of making pallets and windows essentially useless is overkill) and the aim assists he now have take out the most skill-based element he had…
  • Shattered Square is definitely pretty dark as well but as it's mostly outdoors I can see decently enough. Not that the map isn't without its own plethora of problems... Way too tiny, barely any pallets, terrible gen spread... Bleh.
  • I mean it already has a specific counter... Don't tunnel the person off hook, or just slug them for the minute after if you really must tunnel. What needs to be fixed is that, in my experience playing killer, it doesn't seem to properly deactivate right now by performing conspicuous actions. I've watched people cleanse…
  • Being able to get it by using an actual Mori offering would help. Survivors would still be able to deny by struggling on hook I guess but it also gives those same survivors an option to actually play the game through hook stages instead of just getting into the nightmare cycle of be chased, hide in locker, struggle free,…
  • The fact that it was meant as a "training wheels" perk and yet has some of its highest usage in high elos should be telling. All it needs is an activation / deactivation condition. Something like activating for 10/20/30 seconds when a chase begins, then going on cooldown for 60 seconds. Or it deactivates for 30/25/20…
  • I never said they were better versions of them? I'm well aware of the shortcomings. All I said was that they're harder to dodge because, as the OP said, there's no audio indicator that Hellfire is being charged.
  • Ah, I didn't understand what you meant in the first point about the "counter." I was thinking about using all 8 hooks at the 25% max which would be 200%.
  • What you're proposing would be a max possible 200% regression. That's an extra 2 gens survivors would need to complete and way too much of a buff simply to counter tunneling. Honestly if you wanted to play it like this it would need to be 10% regression per hook to bring it in line with what it currently is. Still does…
  • Singularity is honestly pretty broken right now in the right hands. His skill ceiling is high, sure, but EMPs are the only counter to an utterly oppressive power that takes all of a couple seconds to reapply.
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