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Chatkovski

Chatkovski

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Chatkovski
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  • I personally add a little thing to "hold the game hostage" : the player "taken hostage" must objectively suffer something, be hampered, with no possibility of getting out of this situation other than disconnection, and / or the "takers hostage" must use exploits, or cheating.

    Technically in this situation: the killer does not lose any of his usual abilities. He can see, he can move, he can hit, he can hook, he can kill, he can open lockers, etc. Survivors are not invisible, invincible, etc. How can we say that the game cannot progress when basically no one is hampered by anything, and that everyone can always act in order to achieve their goal (kill for the killer, and survive for the survivor)?

    The game can progress, but the survivors radically shift this responsibility onto the killer, as the survivors rely more on their own survival on the death of the other survivor than on repairing the generators. And how can we prove them wrong?

    No one here deserves any punishment, the problem is not the players, but the game. Balancing and snowball are huge problems (which favor those situations when the killer has too much the upper hand), the mechanics of the hatch, the visibility of the survivors, and even the hooks and inaction about camping are not unrelated things to this situation...

    But I no longer have false hopes: be reassured, the officials will say that there is no problem, these survivors are mean, they must be punished, and this killer objectively deserved his 4k, because it is quite normal in a balanced game.

  • Intention is important. This is a very classic situation where the survivors feel (and they are right) that they individually have a better chance of surviving (this is the goal of the survivors) by playing the hatch rather than indicating their position to the killer by repairing a generator.

    For me, this is absolutely unintentional, and therefore does not have to be punished, it has to be resolved by the mechanics of the game itself (and if possible, without once again benefiting the killers).

    At this point, use perks to help you find survivors, or avoid staying too long and going back to generators too quickly as soon as there are only two survivors left (and don't wait to do so). Yes, it sounds silly, suboptimal, unfair, but faking or even giving survivors a better chance is the best thing the killer can do to avoid this situation now.

    (And in this specific case where the hatch has appeared, there's a good chance that at least one survivor will be nearby after a few minutes)

  • I was afraid of what I was going to read, and I was right...

    Small Game will only be used by forum killers who will now also respond "use Small Game". I'll sum up, now all solo survivors have to play Small Game and Kindred (and DS, of course!). It is obligatory, otherwise you do not have the right to criticize the game. What fatigue... Basekit or nothing.

    Toolboxes... Ah yes, it was very important to increase (again?) the chance to receive a skill check, to make them more "interactive". If there was a problem with toolboxes, this was it. I love skill checks, I even have an Android application to continue doing them, even when I'm in the toilet. Skill checks is my passion. You should consider adding some to totems and chests to make them even more interactive.

    There would be a lot to say, but it's useless anyway, like PTBs. I continue to watch the evolution of this game, but definitely, I risk continuing to look elsewhere, more and more.

    Otherwise, thank you to the graphics team, it's very beautiful. Just a small note: the atmosphere of the map seems a little too... warm, maybe? But why not.

  • I didn't get it all, but it sounded like a very interesting story.

    If you're having trouble finding survivors, there are perks for that.

  • Aura reading should be limited to the use of perks or items.

    I completely agree. Killers have too much information for free. Killers should not see the aura of generators as well, nor the aura of hooks when carrying a survivor. It's too easy.

  • Head On is correct. We can imagine that it would become a perk with a cooldown, but then it would still be usable with an exhaustion perk, which could be too much. At best, maybe we could increase the stun duration from 3 to 5 seconds, because this perk is not that easy to use, but just maybe...

  • No. To me, this killer already exists, and I call him Wraith. His power isn't really one, it's pure mobility, and now a lot of stealth. Is it fun to play him, when I really enjoy the character? Absolutely not.

    No, various killers, original, with weaknesses and strengths, unique abilities... Not bland killers like Wraith, please.

  • @Blueberry said:

    Yes. If you have time to heal yourself you aren't being tunneled.

    I'll take it even further and say if you have time to get healed by someone else you also aren't being tunneled. Should be added to the deactivation.

    This is totally wrong. Self-healing does not contradict the fact that a killer is tunneling the survivor. During a chase, there are small times when the survivor can afford to be still, momentarily safe, and observing what the killer is doing. Near a pallet, at the corner of a wall, etc. During these small times, he can heal himself.

    This does not change the fact that this killer is indeed tunneling, and therefore there is no reason for this killer to avoid DS. This currently punishes survivors who play correctly.

    We could take the logic even further regarding healing other survivors, but that would be too much for you, I'm afraid.

  • DS is used to punish tunneling (so called). It is possible to heal yourself against a killer who is tunneling. So the answer is: no.

  • Yes, that's probably it. You are very strong and very intelligent.

  • These are things that are considered a game design flaw in any multiplayer game, except DBD. Sorry, many do not understand the genius behind this.

  • Yes, if it has to be said forever... DS has always been used the way it works (and it's not an anti-tunneling perk although it can partially be used for that). DS never gave any immunity ("proof" with this video, a survivor can be hit when he has DS active, and the 3 survivors using DS are the ones who died...).

    Once per game, the killer eats 5 seconds of stun if he decides to pick up a survivor 60 seconds after being unhooked, and the survivor does not miss the skillcheck. That's all.

    It's pretty funny, I'm trying to imagine this game with the current DS... 4K assured? Yes, probably, because that's obviously what every killer deserves, especially Otz, oh great master.

    Yes, the nerf is abusive, and I advise survivors not to use this perk which is now much too restrictive for the advantage it gives. Prefer Borrowed Time, Iron Will, Spine Chill... there are lots of other perks now much more interesting, and go repair your generators :)

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2063806#Comment_2063806

    If gen tapping didnt give the advantage it did people wouldn't do it.

    If a killer had base regression of 5% on kicks then people wouldn't gen tap in chases unless they are hoping to throw the killer off them and by doing so escape, but sacrifice some gen time (10% now rather than 5%) and would be used as a last ditch effort.

    I want gen tapping to be nerfed, and if it is I'm happy to remove this clause with full support from me and probably a bunch of other killers.

    However, gen tapping at the moment means the killer needs to waste time to get any sort of regression and your <1s action takes 4-5s of their time which is tonnes of distance. Or the killer needs to give up any hopes of saving that gen for later as it can be easily worked on.

    They also take 0.25s per charge. Which means 1s on a gen as survivor takes 4s as it regresses plus 4s as the kick.

    You strawmanned his argument here, as by gen tapping you are progressing the game, or at least forcing the killer off you for 4-5s. That's massive and shouldn't just allow for you afterwords to have another 4-5s of the killers time wasted and another loop reached.

    If you progress the game, and are being tunneled, you are an idiot. This now punishes idiotic play. And I mean proper focus only you even with other options a available and in the area, survivors try to take agro but the killer ignores you tunneling. Not your blendette saviour stealths away from you and leaves you to die as you run away leaving scratch marks.

    That's called survivor induced tunneling. And that's not the killers fault.

    I don't understand the usefulness of all these numbers since this is not the gen tapping trial here (which is probably legitimate, I read an interesting topic about normal VS Ruin regression speed). So I am repeating myself.

    • You consider DS to be used to punish a killer who is tunneling.
    • Quick interactions are perfectly achievable when faced with a killer who is tunneling. Knowing how to manage both is precisely what we call playing well, not playing stupid.
    • Since the killer is tunneling, performing these interactions does not justify deactivating a perk serving to punish the killer who is tunneling.

    And this is true no matter what you think of gen tapping, whatever its reality, whatever its usefulness. I'll say something absurd to be understandable: DS shouldn't punish gen tapping, even if gen tapping didn't exist.

    DS is used to punish a killer who is tunneling, not to arbitrarily punish a Survivor playing correctly despite facing a killer who is tunneling. And a killer who is tunneling a survivor who gen tap, is still a killer who is tunneling a survivor. A killer who is tunneling a survivor who is unhooking another survivor is still a killer who is tunneling. A killer who is tunneling a survivor who heals another dying survivor for less than a second is still a killer who is tunneling, etc.

    What you want, and what currently is, is that a Survivor that the Killer is tunneling can do nothing but... be tunneled. Now, so that DS is not unnecessary and even harmful, the survivor has an interest in the killer tunneling it. It is absurd, the objective is precisely the opposite: that the killer does not do that, and if he does, that he be punished. And I'm not even talking about the impact of that nerf when the killer is snowballing: a survivor with DS isn't allowed to help the team.

    It's always that with the killers: heads or tails, you should always lose against them, and if you lose, it is necessarily that you are stupid.

    This nerf is abusive, and it is certainly one of the worst in terms of game design. I stop here and will not answer any more. My opinion is pretty clear: DS may deserve a change, but definitely not this one. Gen tapping may deserve a response, but not by disabling a perk used to respond to tunneling.

  • @[Deleted User] said:

    Gen tapping shouldn't even be a thing in the first place.

    It is quite unfair. If gen tapping is really a problem, you have to act on this action itself, using it to justify DS's nerf is not fair. You don't think gen tapping is a DS-only topic, so why use it to justify DS's nerf? How much perk do you plan to answer to this problem? One, two, seven, twenty?

    The "gen tapping" being a fast action, it is consequently perfectly compatible with a killer who tunneling, and that DS making it impossible or punitive is in no way justified. Whether or not you agree with gen tapping ultimately has nothing to do with DS.

    You actually give the impression of having an irrational hatred towards DS, justifying anything. Anything that will make DS painful, boring, is good to take... While we're at it, DS should make it impossible to pick up an item from the ground, open a door. Let's solve everything with DS!

  • Having to choose between being totally useless or having a totally useless perk, I don't call it adaptation, I call it a useless, even harmful perk. Worse, this one no longer makes it possible to resist a snowball from the killer. Other more interesting perks (like BT) will certainly replace DS, or the unhooked survivor will immediately go look for the killer to make him eat the DS, with a bait-locker or not (although that was not the spirit of the perk...) and the killers' slightest complaint about it will be laughable.

    The perk has never been abused, it has always been used the way it works: it's active for 60 seconds after being unhooked. Additionally, this perk never guaranteed a survivor to be safe, even if the killer ate the DS. This perk gave no immunity. A survivor who has just been hooked and then unhooked could totally receive hits, and be in a dying state (state in which the survivor can no longer repair a generator, etc., you will have noticed), something that the killers refused to do for some unknown reason.

    It is this nerf which is abusive and very poorly executed. One or more changes to DS were audible, but not these.

  • I do not understand this rage. Let's be honest, 99% of the time this chat is useless, or to hear or say nasty things, and/or in a foreign language, or to send a "GG (EZ) WP", nothing very interesting.

    Personally, rather than adding any filter, I would have just removed it entirely.

  • Yes, unfortunately they will answer you: iF yOu cAn hEaL yOuRsElF, iT mEaNs tHaT yOu aRe nOt tUnnEleD.

    Which is obviously wrong, like all actions that can be done quickly (unhook a survivor, finish healing a dying survivor, heal yourself bit by bit during a chase...)

    It's sad, but that's the way the killers are happy because DS will no longer allow the survivors to withstand a huge snowball, which was not the goal of the nerf at all.

  • Bloodlust just has to go, nothing to justify this outdated mechanic, if not arbitrarily boosting bad killers believing that chase this survivor to death and whatever the cost is a good strategy.

    Despite DS's abusive nerf, survivors still have ways of reacting to tunneling. It's pretty much the same for slugging.

    Only camping (the real one, the unjustified one, the toxic one) deserves a radical response in terms of gamedesign to make it completely inoperative, without requiring anything from the survivors.

  • Yes, play with absurd or random builds, and/or focus on a single goal that is not survival (do your challenges...). Dedramatizes the fact of dying or not killing all survivors.

    Or play another game, you don't have to play only DBD. In terms of release, the period is not very good, but there is no shortage of games, including feel good games <3

  • I'm starting to get used to it. As soon as there is a new killer, it's the worst killer ever created, the most useless, the most unplayable, etc. As long as he's not a killer with easy 75 or 80% kill rates, he's a bad killer... :'(

  • 1. should be basekit, but the devs prefer to keep an imbalance between solo players and SWF with coms.

    2. makes it possible to free an another survivor from the killer's grip, but above all it allows you to be almost useless throughout the game, or to end up in a dying state too

    3. in theory this should be very useful against the Spirit, in reality it is as useless as Iron Will against the Spirit with Stridor

    4. it is like the slug, but to the advantage of the survivors. But it costs them a perk, with a too restrictive condition, an effect that does not last very long, and is only useful very rarely. No one uses it except under duress

  • Since these indications thus already exist, I suppose that you have nothing against the fact of radically improving these indications so that they are clearer and understandable quickly by any player.

  • "But there is already a lot of diversity"

    Yes, but Indians are over 1.3 billion people, not far behind China, ~ 17% of humanity. And there is none.

    I'm not asking for a perfect demographic, cultural, etc representation in DBD, but it's amazing that we don't have any Indian survivors yet. Even though I do not know almost anything about India, and have no particular affection for this country, it is a survivor that I am waiting for.

    But I trust. They will do it sooner or later.

  • Thanks, I will now be using Spine Chill as soon as I know I will encounter a Spirit. Everything is solved.

  • @Lefrongo said:

    Yeah better not to criticize or say anything otherwise you're gonna be called out as a "homophobe" by anyone as of now.

    Him, absolutely not. You, it is quite possible.

    The author did not mention any alleged sexuality, he is talking about horror. I agree on this point.

    But you, you do it to complain that you can't say anything without being called homophobic? Discrediting the reality of homophobia, classic... Yes, question yourself.

  • The ideal would be a completely modular interface, and therefore customizable.

    For me, there is too much information and colors here in one small rectangle.

  • Regarding the new HUD, nothing has changed. For my part, my game will not be updated, and I will occupy my time elsewhere. It is shameful.

  • There was a vanilla experiment some time ago to provide some data to the devs. No perks, no items, no addons, no offerings, soloQ only.

    Honestly, it wasn't particularly funny or interesting to play.

    And new game modes don't seem to be the priority for devs. They are probably right. Especially since it would divide the players into more queues (thus potentially much longer and/or unbalanced), which DBD does not need for the moment.

  • Sorry to dig up this topic, but I'm currently thinking about a heal build, and I've obviously been looking into No One Left Behind.

    More than a year later, I guess everyone agrees that this perk is still one of the worst. Here we have an easy to apply buff (and it's the one I instinctively thought of as well).

  • I will describe a situation where this happens, but obviously it does not concern me at all. It concerns a friend, and I advise against doing like this friend. (I am unfortunately obliged to say it this way to avoid any ban...)

    Me and my friend have been playing together recently, and we are not using any communication. Think of it as soloQ.

    When the situation is (too) difficult because of the snowball in this game, when the killer forces his 4k with the 3rd survivor slug, and when the two survivors manage to resist and bring the other out of the dying state regularly. After a while this friend is fed up, and he leaves. This friend has no idea if I'm next to the hatch, or if I know where it is. The situation is blocked, he unblocks it to put an end to this absurd game. He accepts his 5 minutes because it is not impossible that the game will continue like this for another 5 minutes. I understand this altruistic friend (but I totally disapprove of this action, of course!). And sometimes I get the hatch, sometimes not.

    I accept that survivors have to shoulder all the misery in the world, but don't overdo it either. The killers also have their responsibility. And first of all: the game itself is problematic. These situations would probably not happen or less if the snowball were less strong, if the game was more balanced, since the survivors would die later and thus find themselves less stuck two against impossible goals and a killer making the game last for secure the 4k.

    And as a reminder: when the survivors dominate, can exit at 3, but try to save a survivor in difficulty. They take risks, they can make the situation worse, and whatever the killer does is "strategic" when the survivors will be blamed for their altruism. Where is the equivalent, with the killer, in such situations?

  • As I have suggested elsewhere, it is not impossible that disabling DS for altruistic actions (being fully healed is another thing) is too penalizing.

    Being tunneled is totally compatible with unhooking a Survivor, or healing for a second a Survivor who is waiting in a dying state. It may be the best strategy, or the best decision, or the last possibility, the last hope.

    Disabling DS for this can allow too strong snowballs, while the survivors are obviously in trouble since at least one is hooked (or dying), and a second has DS (so he just got off the hook too - most likely thanks to a third survivor - and that he is injured). That makes at least 3 survivors not doing any goals for a while, but struggling not to die. And I'm not even talking about situations where one (or more) survivors are in the basement.

    I believe disabling DS for altruistic actions is not justified.

    The killers complain about generators repaired too quickly. After the toolbox destruction, after the repair efficiency nerf with multiple survivors, after limiting the maximum number of survivors on some generators, after Undying, with all the perks available to killers to counter this, and soon after this "Early Game Collapse"? I doubt it is reasonable - and even acceptable - to allow the killers to "killrush" when the survivors are precisely in trouble and clearly not making progress on objectives.

  • I do not understand very well. Another stage as if the survivor had never gone to P2, if this survivor tried (and failed) his attempts?

    If that's it, it's like suggesting that the attempts do not apply any penalties (from the survivor's perspective) on the progress of the stage. It's free.

    Yes why not. It's not a huge buff because of the odds, and it can have some interesting consequences. Suicide is no longer possible, indirect buff to Slippery Meat. This can encourage other survivors not to necessarily come directly to help (since they may come for nothing).

  • It is true. Maybe DS shouldn't turn off for altruistic actions (like healing a dying survivor, unhooking...), and/or maybe the basement is way too punishing for all survivors (especially with some killers and some "strategies") and deserves to be changed.

  • @KlapzCheeks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917861#Comment_1917861

    It was a broken AF perk its still 60 seconds now youre just not untouchable

    These poor killers unable to do anything against this "untouchable" survivor, forced to watch him repair a generator... I have personally never seen this. Just hit that survivor you're assaulting too quickly again, then agree to eat a potential DS or go somewhere else (especially if you already know he has DS).

    The change is actually minimal, it won't change anything in 99% of the cases where either the killer willfully targets the survivor who has just been unhooked, or the killer does not do so for at least 60 seconds. But if the killers are very happy with it, I am very happy too.

    See you in the locker with Head On too.

  • It was necessary, there were far too many killers who - when the survivor was off the hook - would run towards that survivor who was going directly to stick themselves to a generator. What could these killers do? Nothing. They were forced to watch, and wait for the survivor to finish repairing the generator! (obsviously no...)

    • If the killer doesn't tunnel, it's always the same.
    • If the killer tunnel and the survivor makes the killer run, same thing.
    • If the survivor decides to go to a locker, it doesn't change anything.

    The survivor must choose between losing DS to be useful (actions he can perform since the killer is apparently doing something else, elsewhere), and being useless because you fear the killer will return. Healing actions need to be clarified, being healed or self-healing should not disable DS.

    Why not. But I believe the killers will keep complaining about it forever, until it can camp and tunnel, without any constraints, with the unanimous congratulations of the whole community, and the pride of the devs.

  • Yes, this is the reality.


    • The keys require game progress, both for the survivors and the killers. The hatch spawn is based on the number of generators repaired, but also on the number of survivors already killed. There is a form of compromise here.
    • The killers have everything to defend themselves against keys. They can camp, tunnel, use certain perks, and even know that a key is brought into the lobby!
    • The problem only concerns a minority of players: the big group of SWF with communication. Additionally, the item is quite rare due to the number of items in Survivor Bloodwebs.


    About the Moris?

    • A condition of use that is too simple, being able to eliminate a survivor too early in the game, considerably unbalancing the game, and even worse with the use of certain killers and addons...
    • Inevitable, except by refusing to play or being an excellent survivor never getting caught by the killer ... I remember the killers justified the Moris by the existence of the instaheals, which no longer exist except with use of a perk of sacrifice, and good coordination. Again mostly used by a minority: communicating SWFs.
    • It's naturally available and easily usable by any killer. And spawning more easily in Bloodwebs.


    Yes, keys and moris were/are absolutely not equal. And the statistics confirm it.

  • It works. I found a reference to "Fuku wa uchi" in the Wikipedia page of Setsubun, Japanese national holiday, also called "bean toss festival" (???).

    Apparently, one of the rites is to toss roasted beans out the window or the door shouting, "Oni wa soto! Fuku wa uchi!" literally "Devils out! Fortune in!" or on a family member wearing an oni mask.

    A forgotten code referring to the Oni, or an upcoming DLC around Japanese folklore? Or quite simply BPs (forturne) and the use of Japanese has no particular meaning, other than originality, or a code normally addressed to Japanese players?

  • I have a lot of suggestions for Survivor's items, but yes: killers don't have to see items brought into the lobby.

  • It has happened to me before, I already reported it, nothing has changed.

    Yes, you can go to P2 during the unhook attempt at the end of P1, and you don't notice anything because of the animation. Even with Deliverance, don't unhook yourself at the very end of P1.

    No, it's not really a bug. Yes this is quite unfair and inconsistent but it is so... I don't see how to solve this, since pausing the timer during the attempt would allow any survivor to make false attempts and stay very long in P1. We could imagine a rule implying that if a survivor succeeds in unhooking himself, he was necessarily in P1, even if he was in P2 during his attempt, a kind of cancellation... but I don't know the feasibility of this.

  • Franklin's Demise can easily destroy items... which Survivors must choose from the bloodwebs.

    This perk does not only make the survivors less powerful for the current game, it makes them less powerful for their future games... unless they decide to get poorer by playing the lottery with their bloodwebs.

    Yes, it's very frustrating, and that's the reason why I no longer play powerful items. This may satisfy the killers, but it is an absurd situation. I campaign for items without different rarities/quality, and free.

  • richter 3-.png

    Less blurry, less dull, more contrasted. How to do without it? Look at the shine of the gilding of this Elite Lenderhosen, and the quality of the wool of this Bavarian Wasitcoat. It is essential. Rather, I wish you all to have access to this.

  • I'm still waiting for the official version of this rulebook, but according to confidential information, it looks like a Major Development Guidelines report, whose essential recommendations are only consensus principles in the world of video games. Like: camping is not interesting gameplay and is frustrating for many players, and you have to act so that this situation does not arise.

    It is far enough from the caricatures that some can make of it, to scare, to convince that nothing should change as soon as it concerns them.

  • Never, or else I don't have time to see them because I leave immediately without saying or reading anything (and I certainly don't wait until a game is over as a Survivor if I die prematurely). Finding a game is already long enough.

    It's a waste of time 99% of the time and I don't care about “GGWP” etc. And since I don't do anything that is considered toxic... I guess, no, never.

  • No for the t-bags, yes for the flashlights.

    It would (normally) be easy to add this to flashlights. Beyond a certain number of clicks (considered reasonable use), each additional clicks has a probability of completely exhausting the flashlight, and this probability would increase with the number of clicks. Let's add a "bulb burnout" animation and that would be perfect. This does not prevent the practice, but should greatly limit it.

    For the t-bags, I don't like the idea. Adding seconds of exhaustion (when it's excessive) would be fairer.

  • It's more complex than it sounds. This perk has a huge impact on the game, the whole game.

    Obviously during a game, but not only. This has an effect in the lobby, for both the killer and the survivors, also impacting the balancing. It also impacts the economy of BPs for survivors.

    Killers see items brought in by survivors in the lobby, so they can be tricked into using that perk over another. Same thing for Lightborn. These are exceptions in perks, offering a potentially huge advantage for the killer, which can greatly guarantee the usefulness of a perk even before the start of the game. To counter this, survivors change items just before the start of the game, sometimes by being coordinated. It seems to me that this situation displeases the killers, who forget their real advantage in the lobby too...

    Franklin's Demise also urges survivors not to use their best items (which can potentially become completely useless during a game, and disappear even if they manage to escape). Special mention for the key (and flashlight with Lightborn), since the killers can see it in the lobby. Losing a powerful item because of this perk is extremely frustrating. Not only because of its usefulness in the game but... because the survivors must also buy them.

    I can hear killers like this perk, so I have a few (not new) suggestions that might improve the situation without changing this perk:

    • Killers no longer see items brought by survivors in the lobby. It's unpleasant, but in my opinion necessary, and
    • each item only exists in one type of rarity/power, are in unlimited quantity (survivors just choose the item they want to use), and no longer appear in their bloodwebs (replaced by more addons), and
    • the items are obviously re-balanced (of a fixed, average power, for each item), including the key (since in unlimited quantity) being able to undergo an important nerf (such as allowing the escape only to the survivor with a key) .


    I think this makes it easier to balance items (and addons), it allows survivors to get more addons (don't forget that now survivors also systematically lose their addons, except when using a perk), to no longer hesitate concerning the use of an item because of its rarity (and therefore its value), this smoothes the usefulness of FD (since any item would have an approximately equivalent utility/power), this brings the survivors closer to how killers work in that they can choose a power for free (excluding addons)...

    However, this poses other questions: do we need fewer chests in-game? you also need to change some survivor perks that influence chests, and Lightborn probably needs to be less specific.

    These are major changes in DBD, but in my opinion, they are healthy, and allow us to provide answers everywhere, including FD.

  • High risk, high reward. No Mither is indeed not interesting and does not offer anything new.

    I'm not sure if this effect should be added or not with the already existing effects (personally I would remove the Unbreakable effect I guess), but the idea sounds very good to me. It's totally consistent with the spirit of this perk.

  • I am happy to learn that I scare the poor killers with my Worn-Out Tools or Camping Aid Kits and my nickname referring to the name of a survivor.

    They imagine a terrible Rank 1 SWF with a Commodius Toolbox and Brand New Part... while I'm a peon playing alone and clearing his inventory using the worst items and sometimes addons.

    I reiterate: the killers do not need to see the items brought by the survivors in the lobby, nor their nicknames.

  • Overall satisfied.

    • I expected a little more interesting and varied for the Clown, but maybe the addons will surprise us.
    • The Wraith. I don't play killers very much, but I do have affection for this killer. I am quite disappointed. In my opinion, he still suffers from a deep identity crisis. Being more or less invisible and moving more or less quickly is not enough to make this killer interesting, special. He. Needs. A. Rework.


    • I don't like this new HUD (especially the location). But these are typically the changes that divide because they modify deep habits (such as a change of interface of Twitter, or of this forum). But it is positive.
    • Updates to animations and graphics: it's always very beautiful. Except the crawling animation. It's too smooth, regular, not natural enough. I have the impression that the survivor is imitating a slug, not that he is dying. Maybe non-uniform speed of movement is needed?


    • Diversion. Yes. But a classic cooldown or activation while crouching for x time (as if searching for stones) would make the perk much less painful to use than having to stick the killer.
    • Fixated. Yes. Finally.
    • Hex: Undying. Yes, probably. I haven't played a lot lately, so it's hard to judge. But it seems a good compromise to allow the transfer of tokens. We must remain attentive.
    • Iron Maiden. Yes. The 30 seconds is a little scary on paper, but it's probably fair. Especially since, normally, a survivor gets caught once, not twice.
    • Open Handed. Yes and no. It is a problem. Outside of SWF, survivors do not consult in the lobby to decide which perks to use or not, they are unlikely to think of saying they are using Open Handed, and there may be misunderstandings.
  • Tonight I decided to play a game after many months. There have been some changes after all, and some new graphics!

    One AFK from the start of the game.

    In the end, nothing really changed. I closed DBD. See you in a few months, maybe.

  • For the same reason that we don't see killers jamming their knives when hitting wood, or breaking it when hitting rock.

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