EEP
EEP
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Some impacted builds I used are,
Speed build, power of two and blood pact some pair with hope, boon dark theory. (Very niche build hard to pull off and keeps two people within arms reach and off gens, blood lust will bring a down. Countered by dash killers, range killers, teleport, hinder and strategic zoning.)
Medic builds: like- botany, desperate measures, empathetic, solidarity
End game hero builds- no one left behind, resilience and desperate measures, spine chill...for those end game hook stand offs
Borrowed time and babysitter
Reactive healing tank builds, Reactive healing, desperate measures, botany, self care, again two people off gens in close proximity same counters as haste build and general double hits
Any Healing assistance for self care
No Mither builds, boon exponential, unbreakable, plot twist,
Hex cleansing builds, resilience, counter force, spine chill, leader, boon illumination, flow state
Sabo builds, Sabo, resilience, tool box ( hooks already spawn every 5 ft all over the map and are no longer permanently broken on death, tool boxe chargs are limited)
NO I don't play killer very often but my
Speed vault gimmick build is affected
Super lunge Michael build is
My fast pig build- Play with your food, batteries, rapid brutality
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Unpopular opinion
Maps should be reverted to their previous sizes they are to small. This would help both killer and survivor, more travel time for survivors to gens, less tight 3 Gen or more spawns, more travel time for all the high mobility killers, this will also result in passive slowdown to gens, and more spread out totem spawns, maps will not feel so cramped with fillers and obstacles.
(Really Unpopular) Aura reading should be removed for both Survivor and killer. As this won't happen distortion should be reverted to is previous state with just an extra 3-5 seconds needed to regain each charge.
Hexes should not light up for survivors for 40 seconds after the game has started
Survivors should become hinderd by a percentage for 5 seconds when they chain blind a killer (starting after the second blind) with hinder increasing for each additional blind. A second blind can be kinda necessary at times in specific situations more then that is just toxic
The pre lobby should be removed, once you first select ready you should join others and go directly into the game
Killer instinct should be removed completely
Survivors spamming noises should get injured after a set amount of noise creation
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I've been running, fixated, iron will, blast mine and repressed alliance
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I've been running, fixated, iron will, blast mine and repressed alliance
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@NekoGamerX said:
now got the email now it saying code invalid and I checked my charms don't have it.
I had the same thing happen. I tried it again and found you have to enter any dashes in the redeem code to make it work.
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I saw that they would be adding the ability to crawl and heal with tenacity again but it still has not been fixed. Any news on when this will happen?
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So happy to hear that!!
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We should still be able to chose to cancel recovery to crawl and chose to start it again
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Tenacity did not need a change, please revert this. With the PTB purposed changes it was to much but as the crawl and recovery did not make it live and should NOT as basekit this perk was fine and should not be changed. This change destroys several builds and game play options for survivors. It does not just affect common slugging. This change affects plot twist, no mither, flip flop and power struggle these are almost useless now without tenacity. It already takes a full build including tenacity get potential use with these perks.
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If possible try finding people to play in customs and don't play to win literally just practice looping. I can't learn just by watching videos I have to actively do what I'm trying to learn
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Try setting challenges for your self, something like taking off windows and using dance with me, and challenge your self to escape 2 chases, or remove off the record for second wind and challenge yourself to staying safe for it to heal you
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@ThatRyanB said:
I appreciate the different perspectives in here! If you don't mind me interjecting to ask two questions (since I'd love to share this feedback with the team):
- What is one change that would increase your enjoyment of the Map item rework?
- What about for the Key item rework?
I only used maps for totems and killer traps, I have no reason to use these items now, I would really like them to show these things and possibly chests as part of the map and not as an addons. I would take totems over the traps to be honest.
Keys, should have a couple more charges, to use for aura reading of killerI feel only the broken key should open a chest i would never use a key that could be my only escape to open a chest
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Please add the option to select item priority or just even automate the priority i should not go through 2 full prestige and only get 2 BNP, and one syringe and maybe 3 flashlights. Im back to manually spending my points for things that are actually useful versus never used addons and items (brown tool box)
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@Abbzy said:
I dont think they will make them open hatch, when hatch is out survivor can go and get hatch and if killer is faster in finding hatch then survivor has two gates so double 50/50 rng to escape yes sometimes hatch spawns near killer or survivor or gates are close to each other or killer can see at then from one spot and get there like blight,ghoul,singularity but thats still 50/50 rng if they make keys to open hatch then only one who will benefit from this will be the same kind of player who had old didstortion and hid just all game, now they will try do doit with keys not to mention keys give you with some addons just wallhacks on killer which isnt funny way to give them something new good either.
I'm Sorry I thought i had edited my original post already. My question is on the broken keys as the rare and very rare already open the hatch. The broken keys are useless except some aura reading with addons. When you find these in chest they can't be used at all, with the updates I am asking if they have been updated to at least open chests or something for some kind of use.
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The Go next prevention and AFK crows system are way over done. All that needd to happen for go next was reduce the chance to try for 4% to one attempt, and stop the second hook skill check kill until end game. The DC penalty should only have been changed to the removal of 1 point every 2 days as it was every day. AFK crows should have only removed collision and the removal of pickup and drop of item counter to crows. Luck offerings should be reworked to affect items in chest or the gate spawn locations or somthing.
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My thoughts on Go next prevention and on AFK crows system is they are way over done. All that needd to happen for go next was reduce the chance to try for 4% to one attempt, and stop the second hook skill check kill until end game. The DC penalty should only have been changed to the removal of 1 point every 2 days as it was every day. AFK crows should have only removed collision and the removal of pickup and drop of item counter to crows.
Luck offerings should be reworked to affect items in chests, gate spawns or somthing.
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With hooks respawning, the current RNG of hooks 10 feet apart and tiny maps, they now need to completely rework agitation and iron grasp. No need at all to be able to carry a survivor across map.
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This has been reported as a bug and survivor moment speed issues ( moving slower then should be) and the response was that it's not a bug
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I also reported this for console players, today was told it's not a bug
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Very concerning
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This issue has become more prominent again since the hot fix patch this week. Thank you
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My friend and I had a problem with challenges doing this the other day, when we logged out of game and back in they would then show completed and could claim them.
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Remove the sound notification killers get when they are near a survivor boon.
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One problem I run into is survivors to scared to unhook someone even as I'm standing way back swinging to tell them to unhook. When it starts gets to close to second stage I give the survivor the self unhook.
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I am currently playing nice, one or two hooking everyone and then just running around with them in the event. There are always those who don't like farming or "playing nice" that's their problem. Most responses I see and what I experience about events is they are super sweaty so I make sure to play killer and just provide chill non sweat games.
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Ankle Biter
When a survivor is put in the dying state if they are not picked up and hooked within 30 seconds the survivor can choose to activate the perk, becoming undetectable to the killer, they can crawl at the same speed the killer moves for a total of 60 seconds, they have to find the killer and latch onto their leg causing a slowdown of 8%. The killer has to shake the survivor off in doing so the killer is stunned for 5 seconds and the survivor is 16m away from the killer and back to injured state. Survivor can not be healed by another survivor while this perk is active. Perk stacks with other survivors using the perk.
Bombtastic
While in a chase this perk becomes active. When activated scratch marks are multiplied in number and 5 times the surrounding area. The survivor does not leave any new scratch marks or pools of blood, sounds of pain for 10 seconds. Cool down of 60 seconds.
Boon: All for one
This boon can only be used once per trial. Boon all for one contains 4 boons, COH, shadow step, exponential and dark theory. Blessing is 10% slower, when snuffed by the killer the boon will transfer to the closest dull totem if no dull totems remain the boon remains sunffed. -
Boil over can be nerfed when they remove mad grit, iron grasp, agitation and hook spawns that are 10 ft apart
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1-Distortion, lithe, dance with me, Lucky break. 2- Inner focus, self preservation, quick and quiet, inner strength. 3- Distortion, calm spirit, light weight, dance with me.
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They should bring back the ability to sabotage traps, but only temporarily like hooks. Perma sabotage is in no way needed. Something should also be added like this for the other killers that can place traps.
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Unfortunately as you said this really takes time and practice. Sometimes you will still do it when you don't mean to. It would be best to determine what the definition of tunneling is to you as there is a lot of different perspectives of tunneling. Personally if I find them again right after an unhook I will just leave them be,if they have had time to heal, start working again and I have hooked or chased another survivor before I found them I consider them fair game.
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Ankle Biter
When a survivor is put in the dying state if they are not picked up and hooked within 20 seconds the survivor can choose to activate the perk, becoming undetectable to the killer, they can crawl at the same speed the killer moves for a total of 60 seconds, they have to find the killer and latch onto their leg causing a slowdown of 5%. The killer has to shake the survivor off in doing so the killer is stunned for 5 seconds and the survivor is thrown a safe distance away from the killer and back to injured state. Survivor can not be healed by another survivor while this perk is active. Perk stacks with other survivors using the perk.
Bombtastic
While in a chase this perk becomes available. When activated scratch marks are multiplied in number and 5 times the surrounding area. The survivor does not leave any new scratch marks or pools of blood, sounds of pain for 7 seconds. Cool down of 60 seconds.
Boon: All for one
This boon can only be used once per trial. Boon all for one contains all 4 boons, COH (with self healing), shadow step, exponential and dark theory. Blessing is 10% slower, when snuffed by the killer the boon will transfer to the closest dull totem if no dull totems remain the boon remains sunffed. Boon will remain snuffed once snuffed 5 times.
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@MikaelaWantsYourBoon said:
Chucky. He is small, so he has good advantage in snowball fight
👍
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@Beatricks said:
It's not even comp player, just a bunch of people who seek enjoyment from inflicting suffering on others.
It's a sad truth, but playing DBD during an event is the worst thing that you can do. If you play survivor, you'll get the Knock-Out Nurse slugging until everyone bleeds out and if you switch to killer, have fun playing on Garden of Pain with 4 BNPs.
If only there was a ranked and casual gamemode to put people with similar mindsets against one another.
@Beatricks said:
It's not even comp player, just a bunch of people who seek enjoyment from inflicting suffering on others.
It's a sad truth, but playing DBD during an event is the worst thing that you can do. If you play survivor, you'll get the Knock-Out Nurse slugging until everyone bleeds out and if you switch to killer, have fun playing on Garden of Pain with 4 BNPs.
If only there was a ranked and casual gamemode to put people with similar mindsets against one another.
They should make a event lobby option like customs option. Only available when there's a event.
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As said above its doesn't do much good but gives a small chance to actually wiggle out. I have seen it more now that so many killers are running iron grasp and agitation to get survivors into basement so they can camp. With hooks spawning 5ft apart and regular wiggle being useless (unless the whole team is taking hits and breaking multiple hooks) its a great perk for those who are not very good at looping. But it's still a rarity that it actually helps.
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@NueLotusTV said:
The longer they tunnel someone fresh off hook the more their vision goes black and once the survivor is a safe distance it comes back.
Remove the notification killer receives when someone is unhooked.
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@XshyguyX said:
Need to Sabo within 10m of killer carrying a survivor. I'm using a toolbox build with increased Sabo in both spots.
I'm also running saboteur. My question is what's faster? When I'm at the hook do I use the perk option, or do I use the toolbox option to make it go super fast?
Use the perk first, take the hit and then the toolbox while killer is in animation after the hit
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They want survivors to fear the basement and we do. We all know it's a death trap. Basement camping is in sane killers should not be able to use their abilities or traps in the basement or the stairs M1 only. The basement is already a choke point there's no reason the killer should be able to make it impossible to enter or escape beyond basic M1 and the camping they already do.
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They need to adjust the vertical range for instances like basement camping. Currently there is not enough progress for a first hook unhook.
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Sam and Dean Winchester
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@Roaroftime said:
Yes, my experience is the same, Wraiths always tunnel in my rounds whoever they find first and they also tend to be toxic, hit on hook, shake their heads, run NOED and stand over hatch etc.
This is my experience with them as well. Personally I saw the increase in this behavior when they removed being able to burn him out of cloak, it was the only counter survivors had against him. He is the only killer that has no counter, he can body block while cloaked, and receives a speed boost after uncloaking.
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@[Deleted User] said:
I'm not going to list all the things that can be defined as toxic as most of things in reality are not toxic.
Unless the people your playing against constantly harass you in chat, make racist or homophobic slurs, make real life and ddos threats (which I doubt is the case) they're not being toxic.
Anything within the confines of the game you mentioned are well within game rules. Sure it sucks to be annoyed at playstyles when I'm clicked or teabagged at but if this stuff is a trigger for you I'd step away for awhile.
Even if there was some kind of do not match option it would be heavily abused in all the wrong ways. Rant over.
Let me clarify, my rant is on toxic gameplay not toxic behavior thankfully I don't have a game chat so the only time I deal with that is here with the community. My response to the statements of the "rules don't say you can't do that" is just because the rules don't say you can't trip someone during a race does not mean it's not toxic way to play.
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Boon: All for one
This boon can only be used once per trial. Boon all for one contains all 4 boons, COH, shadow step, exponential and dark theory. Blessing is 15% slower, when snuffed by the killer the boon will transfer to the closest dull totem if no dull totems remain the boon remains sunffed.
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Ankle Biter
When a survivor is put in the dying state if they are not picked up and hooked within 20 seconds the survivor can choose to activate the perk, becoming undetectable to the killer, they can crawl at the same speed the killer moves for a total of 60 seconds, they have to find the killer and latch onto their leg causing a slowdown of 5%. The killer has to shake the survivor off in doing so the killer is stunned for 3-5 seconds and the survivor is thrown a safe distance away from the killer and back to injured state. Survivor can not be healed by another survivor while this perk is active. Perk stacks with other survivors using the perk.
Bombtastic
While in a chase this perk becomes available. When activated scratch marks are multiplied in number and 3 times the surrounding area. The survivor does not leave any new scratch marks or pools of blood for 3 seconds. Cool down of 60 seconds.
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I've decided to shake things up today I'm a survivor main and games have not been fun at all lately. So today I'm going to be playing my hag off and on and just mess around with survivors. Try to scare them, chase them around without hitting them just chill goofy fun. Give some fun back to survivors as I can today.