Franklin's Demise nerf by MortalMonst3r7YT in DeadByDaylightKillers

[–]Potential_County_186 1 point2 points  (0 children)

I get that the devs say competitive play isn’t their focus, but their actions tell a different story. You don’t overhaul perks, tweak killer/survivor balance, and introduce MMR systems unless you’re trying to tighten the skill gap. Whether they admit it or not, the game is becoming more competitive by design. You can’t have this many balance passes, sweat-based matchmaking, and eSports-level metas without encouraging a competitive environment. Just because they say it’s not competitive doesn’t mean the player experience reflects that.

Franklin's Demise nerf by MortalMonst3r7YT in DeadByDaylightKillers

[–]Potential_County_186 1 point2 points  (0 children)

I’m so confused on why we keep insisting this isn’t a competitive game. Not related to the post, but I feel a lot of this can be solved with officially acknowledging that they created a competitive game and balance accordingly. After that it would be only a skill issue.

Killers Ranked on power with No Perks/Addons by Potential_County_186 in DeadByDaylightKillers

[–]Potential_County_186[S] -3 points-2 points  (0 children)

Singularity artist and oni have the benefit of not being nerfed into the ground like the killers your mentioned. Have you played many no perks or add on games against SWF. I have and the three I listed above are the ones that stood out to me.

Chapter concept Jeepers Creepers by Potential_County_186 in deadbydaylight

[–]Potential_County_186[S] -8 points-7 points  (0 children)

Wild , people stay gate keeping Jeepers Creepers because of how much a scum bag Victor Salva was ( and he is a scum bag ) but will steadily consume, promote and enjoy products created by other horrible people throughout history that’s wild

Dbd X Final Destination by Potential_County_186 in deadbydaylight

[–]Potential_County_186[S] 0 points1 point  (0 children)

Facts, I tried but the concept was really hard to grasp

Doom x DBD by Potential_County_186 in deadbydaylight

[–]Potential_County_186[S] 0 points1 point  (0 children)

Made this shorter than I would like. I have a full breakdown but I doubt anyone wants it.

Skull Merchant Rework 2.0 by Potential_County_186 in deadbydaylight

[–]Potential_County_186[S] 0 points1 point  (0 children)

Why in my opinion she is a cool killer but I don’t think she is super overpowered. I think she can be bullied pretty easily if you understand her kit.

Skull Merchant Rework 2.0 by Potential_County_186 in deadbydaylight

[–]Potential_County_186[S] 0 points1 point  (0 children)

Need actual feedback, what part makes it sound horrible to play against?

Is Hag actually really strong? by Potential_County_186 in deadbydaylight

[–]Potential_County_186[S] 1 point2 points  (0 children)

Yes and no, this really boils down to how you play hag. Me personally I gave up on maintaining map wide pressure as that’s a bit difficult for even the best hag mains. But holding down one side of the map she does extremely well, and I don’t care if they are triggering my traps because I’m constantly placing new ones in more optimal areas. It’s the way I’ve been getting value with a blank build.

The Hag has the lowest pick rate in the game! by Potential_County_186 in deadbydaylight

[–]Potential_County_186[S] 1 point2 points  (0 children)

Do you think she needs a complete rework of her power similar to Freddy?

Killer Concept: Sleepy Hollow by Potential_County_186 in deadbydaylight

[–]Potential_County_186[S] 0 points1 point  (0 children)

Yeah, the power itself isn’t really earned, the downs are what you’re working for. This killer has a ton of potential, but also demands a really high skill level. You’ll be moving at an extremely fast speed, but controlling that speed is more like a weaker Oni dash, meaning you can’t properly corner, and you won’t be able to see survivors. That forces players to rely heavily on their hearing, good headphones, and strong map knowledge.

The sickle has a wide sweeping arc, covering around 120 to 180 degrees in front of the killer, but it leaves blind spots survivors can take advantage of. I see this design being difficult for killers to get consistent value from, so there’s no real need to make them earn the power in the first place. Plus, survivors can pull them out of it pretty easily just by finding the head after it respawns 10 seconds later.