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Onyx_Blue

Onyx_Blue

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Onyx_Blue
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  • Try this build:

    WGLF

    Prove Thyself/Auto-Didact

    Any Means Necessary

    Bond

    It is BP and pip heaven with that build on.

  • It's a visual bug. I've had matches as a duo where a random has been aimed at the floor and got the blind but from my friends pov they aimed normally at the killers eyes.

  • Nope. The killer can just swing to guide them to hatch or leave them be to find it on their own

  • Honestly, Shattered Hope is a nice idea. But, I think they should change the way survivors interact with Hexes. If you have a Boon equipped then you can either Snuff or Cleanse the Hex. Snuffing the Hex removes the applied Curse effect of that Hex totem but does not destroy it. This turns the Totem Dull and allows a survivor to Bless it, but also allows a killer to snuff it and rekindle the Hex applied to that dull totem.

    Cleansing a Hex completely destroys the totem and destroys the perk attached to it.

    This makes it so Killers are not punished for using Hexes if a survivor has a Boon. The time to Cleanse and Bless remains 14 seconds at base, but because of the double animation required it would be 14 seconds to Snuff for survivor too. So in order to Bless a Hex you need to spend 28 seconds doing so. The killer would not receive a noise notification of their Hex being Snuffed, but the perks icon would fade out or have an symbol next to it to indicate this perk has been Snuffed. That would be a great trade off, since Killer should always dominate priority...even though current they don't.

  • Yeah it should be a Common add-on. Nemesis has one that is essentially the same as hers and his is brown, it makes no sense that hers is green.

  • @TheArbiter said:

    Am I the only person who thinks Clown is pretty decent on these forums???

    Nope, I'm a big fan of Clown and am always encouraging people to discover and learn how strong and underated he is. I hate going against Clown because everyone just seems to play him so badly :(

    The main issue is people think pre-dropping pallets is a counterplay to him (that works against pretty much every killer, so it is by no means a 'counterplay'). It's that attitude that makes people versing or playing him have boring matches.

    Clown is my favourite killer in the game by far and really isn't in need of any changes tbh. More bottles would make him a little more brain-dead than anything. Add-on buffs would make him only see the same ones used over and over again like before (at least now he has insane variety and value from all of them).

  • The only change Cenobite would 'need' is that survivors bound from further than X meters take an extra X amount of time to break chains. At the moment he gains nothing for hitting long distance shots outside of Engineers Fang.

  • 1. It would be easier to just make L1/LB/Lctrl the button to recall Victor if they are separated for enough time while in control of Charlotte. Since attacking to recall requires you to be next to him while he's idle which isn't ideal most of the time.

    2. This is something Twins players have longed for for a good while now. There is little to no reason why the player needs to be locked into Victor during a successful hit cooldown animation. On top of that, they also need to reimplement the instsant pov switch when Victor latches onto a survivor.

    3. That's not really an issue in need of changing. Playing as Twins enough times will get your muscle memory for the right inputs sorted out :)

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951129#Comment_2951129

    Thank you!

    I thought 10% would be too little, then I thought 15% would be alright, but after a while that was too little aswell, since the Survivors can stay in the Trap for 3 seconds by default if the play normally and try to instantly untrap themselves, so 20% sounded just alright for a 3 second duration.

    What about the combination of Faulty Jaws with Wax Brick or Fastening Tool (if I'm right that those two are the "increases time taken to escape a trap by X%?) Or the combo of the Faulty Jaws with Honing Stone? Those would give that 20% speed a dangerous amount of value since you're in it for longer. And with Honing Stone you either hinder your team by waiting to be rescued giving Trapper impossibley hard to outrun speed in loops, or hinder your team by going down and having to get picked up anyway. It'd be like the counterplay to Tombstone Myers "Grab and hook me or down/slug me just so I don't insta die." He still gets insane value out of the add-on even if they aren't the exact outcome hoped for when using them.

  • I gotta say, that is a really creative spin on probably the most underused killer add-on. The current meme/point trade off add-ons are a nice idea but really fall short on a lot of killers. I think Clowns is the only one that doesn't hinder his power the usual way the other ones do.

    Gotta ask, why did you go with a 20% movement speed increase?

  • @relaxsitsmax said:

    I just had a similar issue on Xbox One: As I pressed the button to aim, the gun did not aim but showed the action option to "shoot" as if I was aiming; I could not shoot, stop "aiming" or use a basic attack, so was stuck not being able to attack.

    I'm glad this isn't just me, but it is such a frustrating issue in the game since Deathslinger is the killer I am playing the most atm. I literally cannot play Deathslinger now until this is fixed :(

  • This is a recurring problem. I have now had multiple matches experiencing this issue.

    Deathslinger is the only killer I am experiencing this issue with.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693363#Comment_2693363

    I doubt it. I think its intentional so that Legion cannot use killer perk "Hysteria". I remember the days when Legion could use sloppy butcher and stbfl when his ability was a basic attack.

    Could be, but their power is non-lethal and they aren't exactly quiet in Frenzy. I think the devs need a fresh perspective about Legion. They seem to think making their power function at any level above what they are now they'd be oppressive and strong. They wouldn't lol

  • @[Deleted User] said:

    Want to know something cursed? If you use the Killer Instinct range add-ons for Legion, you can see the highlights of survivors who are Oblivious, BUT they have to be outside of your normal Frenzy terror radius (41-64 meters) when using them. SO THEY HAVE TO BE IN A SPECIFIC RING OF DISTANCE AROUND YOU.

    You can't make this ######### up. lmao

    So the only reason it detects them is because the add-on extends the range not the TR. Maybe it isn't an oversight then? :/

    Maybe Susie's Tape with Iridescent Button is worth testing...but then again I doubt they would work together, but you never know with this game lol i'll try it out later on.

  • @Starrseed said:

    True that needs a fix but let's be real my dearest legion needs a lot more love then that

    Yeah, no doubt Legion needs a lot of tweaks to remedy some pretty daft power mechanics. But this seems more like an oversight than a design decision, since Oblivious was introduced long after Legion was already in the game. Weird that a non-lethal killer has so much going against them on top of that XD

  • What @Starrseed said ^

    You cannot bless a rekindled totem which has become a Hex: Pentimento totem. You must have encountered that rekindled totem.

  • Yeah, it is actually stupid XD

    Imagine being countered by a gimicky event...sad times.

    The DH validation hurts Victor too, you land directly at their feet in the stun animation and vulnerable to a good kicking.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2681146#Comment_2681146

    It's not. Like why should you be broken just because you can unhook yourself with it?? You're not broken with UB after picking yourself up.

    Both very different situations. Slugging and Hooking, one is guarenteed progress towards the objective and the other is a gamble for snowballing pressure.

    Being able to pick yourself up off the floor is not comparable at all to self-unhooking. There is no real rush to pick up a slugged survivor due to their bleed out timer being 4mins (I think) and the ability to crawl away from where you were downed, making it hard for killers to come back and find them for the pick up. However, there is a rush to getting an unhook due to the fact if they are left for 60 seconds to hit 2nd stage they die on next hook or can even die on that same hook if they miss skill-checks or are left altogether for another 60s. The fact you can self-unhook is very very strong and negates all potential pressure the killer can build off from that hook. To be able to jump off a hook when your entire team is on the other side of the map sucking all the pressure of the killer because they are all trying to get gens done on that side, only for you to jump off and instantly heal straight into a repair is ridiculously powerful. The OP had one of those ideas to make sure survivors have an even easier time escaping; and your idea is on the exact same ball of string as theirs. Deliverance is a very busted perk.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2680030#Comment_2680030

    Deliverance is not busted if anything it needs to have the broken status removed.

    I really want to believe this is a joke XD

  • @SassySnorlax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671514#Comment_2671514

    This was an instance where I was the last survivor left in the trial, I unhooked the other guy with BT and he made it out, giving me deliverance in the process.

    I was then hooked, and was on first hook as the last survivor so I was immediately sacrificed.

    Were they and then you the only ones hooked in the trial? If not, then you should have rescued someone earlier and taken the chase for the team knowing you have one of the most busted perks in the game equipped.

    Coz it would be pretty busted to give survivors attempts to free themselves when the match is over. Imagine self-unhooking into a DS exit gate/hatch escape. That is criminal right there.

  • Twins are a brilliant killer, just left to gather dust instead of being polished.

    Boring cosmetics, no power or add-on adjustments, no new patches of any kind lol actually so annoying to think about.

  • @vladspellbinder said:

    First off, I'm a Killer Main. I feel I need to lead with this any time I want to try and defend the Survivor side of things. I am a Sometimes Survivor, I play the role infrequently and play Killer much more often. It's something close to a 85-15 split between the two roles. OK, having got that out of the way... .

    I don't think gens should be blocked on both hits, or if so not for 8 seconds each time. If you go with "Block on each hit" then make it only 4 seconds. There is also a small problem of what counts as "a freshly chased Survivor", because you can drop chase for all sorts of reasons and as Play With Your Food has shown us you can just moonwalk after someone to start and stop chase as desired. Maybe it should be more "the first time you down a Survivor in a trial" you get this block effect, without it being a Perk, it just being basekit. That would give you 32 seconds of basekit gen delay for downing each Survivor once. This would be more powerful on instadown Killers of course, but that's a reoccurring balance problem with instadown Killers so... ~shrugs~

    As for the other one, I like the suggestion Otz made when it comes to Toolboxes; instead of (most of them) adding to gen repair speed they add "true repair" (Video ID is N7RkW1dw5BM, toolboxes start at 11:09). "True repair" is a percentage of the gen that can now no longer be regressed through any means, but you only gain it at the normal 1 charge per second. He fully agreed that repair speed buffs could get really crazy and that something needed to be done about them but that you have to factor in how powerful Ruin and or Pop can be. So you make it so things are not done faster but you have baseline progress that can never be taken away. He didn't make any suggestions on the add-ons that bump repair speed but if (most of) the toolboxes themselves are not adding to it then they shouldn't be too bad, the charge add-ons are almost universally better anyways. B.N.P. might be a littlie tricky but the other change would need to be tested first before fiddling with B.N.P. to make sure it stays powerful but not broken.

    I don't think gen repair Perks are too bad, maybe Prove Thyself could be dropped a few percent so it doesn't just outright negate the repair penalty for more than one person working on a gen, or maybe only applies per Survivor working on the gen in question. Because as it is right now you can have two people working on a gen and a third nearby and the two on the gen get a net +15% repair speed (base -15% for two people on the gen +30% for 'two other' Survivors nearby). At least that how it is WORDED that it works, I've not tested it myself to see if it ACTUALLY works like that or not. Either way it should probably only give +10% per 'other Survivor' so that it is still better to split up and do multiple gens at once but it can come in clutch when you need to break a three gen.

    I think the other Perks that involve gen speed repair are fine as they are, because they are pretty conditional most of the time.

    It doesn't block on both hits. It blocks on a fresh survivor hit, Injury or Down. If I Injure a Jane, it blocks the gens, if I Down her before Injuring or Downing a different survivor then it doesn't block the generators again.

    I saw that Otz video and didn't agree with it. Gens not being able to regress past a certain point would come with brand new issues. Each PGTW token is 25 seconds + 1 second extra every 4 seconds...that isn't a big issue really. Ruin can be cleansed, and if it doesn't then it is good for giving survivors a passive pressured objective if it gets too troublesome; but let's be real, Ruin is only troublesome vs survivors that are inefficient. Even with my ideas here Ruin would still be in the same hit or miss state it's currently in.

    Repair perks are an issue, because most of them reward survivors in chase and outside of them. The other stuff like Prove Thyself can easily be changed to increase teammates skill-check odds as well as selfish bonus bp. That would still be repair related but it wouldn't be consistently good because of rng. Resilience and Spine Chill definitely shouldn't boost repair speed. I think that's what Survivors repair related perks should look like. Rng or intel related to repairs, not buffs to speed.

    @IlliterateGenocide said:

    When Gen regression perks get greatly changed ill gladly accept the last point u made.

    You say that like gen regression perks are an issue XD they give killers regression they normally do not have accessible lol

  • @SassySnorlax said:

    I feel like if you have Deliverance ready, and you're the last survivor in the trail and get hooked, you should be able to use it still.

    At the moment, regardless if you meet the requirements (1 safe unhook) you still die instantly if you're the last person in the trial.

    I would like to see this change, it could make for some clutch escape moments when paired with Decisive Strike.

    LOL why are you not taking a down for your team while you have Deliverance active instead of leavig it until you are last left?

    I actually thought this was gonna be a post saying that it should be nerfed, since 1 safe unhook is ridiculously dumb to be able to negate all of the killer's pressure at the push of a button while hooked.

  • Nurse would need an Asthma pump then, to keep things balanced on that front...

  • She feels fine. If you talk about clunky, clunky is what Twins are; she is nowhere near that level nor falls under that bracket at all.

  • @str4wberryp "You can't mindgame as Clown because of the annoying grunt".

    Yes you can. Are you aware that Clown makes a very similar, almost identical sounding grunt when he throws a bottle? This aspect of Clown is very fun and catches a lot of players out; yes, even good ones, why? Because only I do it lol no one else does this with Clown meaning no one expects it; they break LOS, you toss the bottle high into the sky, the survivor hears the grunt, doesn't hear the smash so assumes you vaulted, they then run back into you waiting on the corner. Being a Clown main, I would hate to see the vault-grunt be removed.

  • Obviously this is an exploit. But, as Killer, you can easily get up there the exact same way Survivors do. You just wiggle your way up from the bottom.

    I literally had a Feng and Ace stood up there in the same match, I wiggled my way up as Nemesis and thumped him straight in the jaw lol it wastes time and is obviously an exploit, but it's not like they are untouchable up there

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664521#Comment_2664521

    i would love that add-on for 6 to replace iri umbrella badge considering how useless it is

    Iri Umbrella Badge works with a loadout made around it. But an extra zombie after someone is killed would be great too, probably worth a purple, and replace the Licker Tongue's function with it and swap add-on rarities around to fit it in.

    @elpoh said:

    im more concerned about the opening chest sound triggering in chest who was opened years ago... you can't use these sounds to track a survivor anymore :/

    Also something I should add to the list. The noise of the Supply Chest opening should also sound like the Resi opening sound instead of the dbd chest unlock noise.

    The only reason I found out about the Tentacle cancel was cause it happened durinb my Nemesis match earlier today. The Yun was kicking my arse with conditioning me at pallets, so I went for a desperate one as she was in the pallet and it cancelled it on me and forced me to Basic attack; I was salty right up until she got stuck immediately after, hugging the wall, and got the down anyway lol

  • @Dino7281 said:

    survivors that crouch can't be hit with tentacle over any loop or window.

    Ah yes, the dreaded no.9 XD

    @IWFreak said:

    8. Does the tentacle really cancel if you attack too early? I haven't noticed it myself, and I have been playing Nemesis quite a bit lately. I do still notice it with DemoDoggo... which is still irritating...

    Yeah, it's bizzare, if you press and hold the power button to pull out the Tentacle, and press attack too quickly after that, the Tentacle instantly goes back in and Nemesis punches. I never knew this until recently, that with the other stuff made me feel like posting this list lol

    @Seraphor said:

    1. Seems like an oversight.
    2. Conflicting priorities, probably should be fixed.
    3. Needs fixing.
    4. Just par for the course, Zombies will always get stuck.
    5. Pretty sure they do, but it might not be with unlimited range.
    6. Performance issues, adding a third Zombie crashes the game apparently. (maybe an add-on that replaces the first eliminated survivor with a Zombie might work though)
    7. Eh... adds to the atmosphere, it's a zombie.
    8. No you can't say that name, but you can say Doggo or Good Boy as Netflix doesn't own the copyright to those.

    1. Yeah probably is an oversight. I hope lol

    2. Yeah, it just makes no sense that a survivor can just brush shoulders with a zombie looking in their direction and not be hit lol

    3. Yeah a bug most likely.

    4. Yeah, but stuck on the edge of a map where no one is or had ever been is really triggering lol

    5. Who knows? XD

    6. Would it really crash the game? The ptb had 4 if I remember correctly, right?

    7. They need to be smooth, otherwise what's the point of them being a mechanic they force Nemesis to waste too much time herding the survivor as is XD

    8. Ahhh gotcha, noted lol ;)

  • Yeah this would be a very cool mechanic

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/296451/is-pinheads-base-power-good-or-not

    I agree.

    There is a gimmick playstyle involving using Lethal Pursuer to attempt to locate the box spawn early. With this, he's probably 'B' tier.

    Without this, he's low 'B' or high 'C'. His chain summon is extremely situational and his hunts can be almost completely nullified if you do them right. He relies on survivors making serious mistakes, which isn't good.

    As some very experienced killers have pointed out, he's incredibly reliant on addons for viability. And most of those are being nerfed 'to the ground' with the exception of Engineer's Fang, which is going to remain a problem addon and will almost certainly be nerfed further soon.

    https://forum.deadbydaylight.com/en/discussion/comment/2659142#Comment_2659142

    Hmm.

    I disagree, strongly.

    That 4v1 pressure only works if survivors mess up and either ignore the box or attempt to solve it next to you. Savvy survivors will run the box and solve it in a safe area, and then that pressure evaporates leaving you as an M1 killer with one of the most mediocre anti-loop tools in the game.

    Watch Otz playing Cenobite as a good example. If he finds the box first, he can sometimes parley that into some early hooks - emphasis on 'sometimes'. If he doesn't (it's extremely RNG even if you know how the spawns work), it's an uphill fight. Chain summons only really work in wide open spaces - they break almost instantly in buildings, indoor maps or jungle gyms.

    He's very good against teams that don't know how to play against him, I'll give you that.

    The problem is that while he can squeeze out hits or use chains for intel, this is all time consuming. By the time you've downed someone, gens will be popping and savvy teams will always solve the box when you are busy with chase/hooking.

    Cenobite forces the player to have a good judgement of where to be and when. He is a reactionary and predictive killer, you need to be on the ball with your map knowledge, tile spawns and how to play at those tiles in response to how the survivors run them. I compare Cenobite to Clown the most because of this. Both of their powers rely on the player having good knowledge, awareness and intelligence.

    Cenobites need to be able to judge when to let a Config be solved for free, when to pressure the solver and when to teleport to it. On top of that, they need to know how the Config spawns to intercept survivors attempting to solve it, and know when it's a good time to comimit to them or leave them. All of this criteria doesn't make Cenobite weak, it makes the person playing him have to learn him and play well. People mistake this for weakness, but i've vs'd Cenobites vs efficient teams who did incredibely well with just their Possessed Chains, they didn't get a kill because of not playing the Config well though, and Cenobites who dominate the Config but missed their Chains too often. It isn't an insane concept to think that if a killer plays the power poorly or not strongly enough that they will most likely lose. If you play well as Cenobite, you will see this mirrored in the results, you're not gonna get dumpstered too often.

  • @Chocolate_Cosmos said:

    I mean without add-ons (or maybe using just bad or not so good add-ons).

    I feel like he needs some small buffs. For example you should not be able to break your own chains when you hit someone with your main power. You also should make chains breaking with objects a bit slower I think.

    Also maybe the cube should be visible within 40-48 meters range or something. Not a whole map so Survivors have to search for it.

    He just feels too much RNG (luck) for how difficult his main power is.

    I'm in the very small minority in thinking Cenobite is S-Tier below Blight - 4th best in the game when Artist is released.

    His incredible 4v1 allows for great pressure and intel, both are crucial for having a chance of winning in dbd as killer. His 1v1 is nowhere near as weak as people think it is; it prevents survivors making huge distance on peel aways, it holds them close when attempting to mindgame and rotate to them, it even interrupts and disrupts prompts. It's really good - the high skill cap should never be a reason for a killer to be considered weak.

    When considering how strong a killer is, you have to consider what their power allows them to do when you play well with it - Cenonite mains at a high level will crush teams, his power is a huge scale tipper, he can juggle, interrupt, scout, deny loop rotations, locate the whole team, disrupt objectives if they aren't aware or organised. He is a real handful at a high level of play. AND on top of all that, his add-ons allow for drastically different playstyles and fun ones at that.

  • I feel ya, I do. I wish dbd was balanced for the chase aspect instead of the roles respective Objective aspect.

    BUT, for those of us that still play the game and enjoy it, these points are very welcome. It'll be just the perfect amount for me to finish all perks into Cenobite and be able to pump points into Twins, Trickster and Ghostface to get them more desperately needed add-ons.

    I wish you would be able to start enjoying dbd again, but there are alternatives coming soon that may push BHVR to make some changes to freshen up the game. And if not, those will exist for you to jump over to.

  • @Etsuhara said:

    Hey there fellow surviouvors and killers.

    I have a suggestion on a gameplay mechanic that could improve sportmanship to the game (just a little bit).

    I call it "mercy hatch".

    Give the killers an alternative to drop the last survivour down the hatch if they are carriyng them.(maybe with a cool animation).

    "but you can allready do that that" - you say.

    Today you have to choose between a 4k and kill a survivour that you think deserv escape or give hatch and loose BP.

    the "mercy hatch" could give a BP reward to the killer and be a little "you did well/ I liked playing with you" to the survivour.

    Thoughts?

    Btw, loong time lurker, first time poster.

    This change implies that Killers aren't the sportsmen in dbd. Survivors are the ones that constantly grief and are 'unsportsmanlike'.

    Obviously this is talking about the majority, there are always exceptions.

  • No he doesn't need a nerf.

    If we're being sensible with potential changes to Trickster, here is what they should change:

    - Movement speed increased to 4.6m/s from 4.4m/s.


    Showstopper:

    - Movement speed while Main Event is active is increased to 4.2m/s from 3.86m/s.

    - Main Event is held instead of being on a time frame to use.

    - Main Event consumes Blades, and can be used/continue to be used even if Blade amount reaches 0.

    - Amount of Blades increased to 99 from 44.

    - Cancelling Main Event drains an additional 25% of the power gauge.


    Add-ons:

    - Trick Pouch / Decreases Main Event fatigue by 0.2 seconds. // Decreases the cooldown from Main Event ending by 0.8 seconds.

    - Killing Part Chords / increases movement speed while throwing Blades by 1.5%.

    - Inferno Wires / Upped rarity to Uncommon.

    - Tequila Moonrock / Upped rarity to Rare.

    - Caged Heart Shoes / Increases movement speed while throwing Blades by 3%.

    - Melodious Murder / Lowered rarity to Common.

    - Bloody Boa / Decreases the initial power gauge drain by 10% when cancelling Main Event.

    - Iridescent Photocard // Increases number of Blades required for maximum Laceration by 2.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653540#Comment_2653540

    I was playing a few matches as the Clown just now. I didn't really experience survivors avoiding intoxication when the cloud breaks, but indeed it does.

    The speedboost I'm not sure. If they get one, it last for one or maybe half a second, because if it's there, it's barely noticeable. Not enough to get too much distance, but should still be looked that if it's happening.

    I didn't experience FPS drops, but I play on PC, performance on consoles is not the best, unfortunately.

    The speedboost when hit directly may be linked to the fps drops on console :/

  • @enormous_bruh_moment said:

    https://forum.deadbydaylight.com/en/discussion/comment/2642921#Comment_2642921

    Honestly yeah, the old lunge was essentially his entire power. That was what let his power get hits. Now he has nothing except minor map mobility.

    This seems to have just been survivor mains crying about the lunge hits catching them off-guard bc it requires that you pay attention and play around it. But their seething has paid off.

    It's bad enough that his snarling constantly announce his presence, and that his uncloaking/cloaking whoosh noise make his silent bell addon nearly worthless, and that the uncloak speed even with addons is insanely long.

    Wraith wasn't OP before, but now I'm distinctly not scared of him at all. if he cloaks, I know he can't hit me unless I mess up or get caught out super far away from anything.

    Exactly, majority calling for buffs has just made him weaker in the grand-scheme.

    Now he is only good with certain builds. Imagine being so weak you can't even get confirmed hits at LT-tiles XD he is only intimidating when you get caught out of position or caught peeling away to a new tile, but even then, you can just body block him and stop him overtaking you lol you have to chase tiles uncloaked which means yoy have no power, otherwise it makes windows infinites. And pallets should never get dropped while cloaked because he cannot hit you nor catch up with his lunge on most pallet tiles XD least fun killer to play as in the game now.

  • @Malkhrim said:

    I only saw this now, but I can confirm the fast vaulting. You intoxicate them and they still fast vault the window, making the Clowns power much weaker at loops.

    Have you had experience with the other issues mentioned, by any chance?

  • @The_BiggCheeze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647291#Comment_2647291

    I have, I played Artist once on the ptb and took a break till today. I tried finding enjoyment again by not sweating like I'm in the damn Sahara but I couldn't. Hackers and the terrible inbalance of the game has ruined any enjoyment for me.

    I remember a time when I was playing Michael on the swamp, 1 person dead 3 gens left. I went over to a gen that I knew someone was working on but they weren't in sight, so I stopped and waited. I heard them crunching sticks as they adjusted their position behind a rock about 6 seconds after I stopped moving. If I tried doing that same exact thing again now, I would have lost a generator and another would be at 60%.

    I almost did a full loop around a map at the start of a match and a generator was already at 75%. Where's the fun if the games go by like nothing.

    Yeah I do feel you there, current dbd is very chase heavy but chases cripple killers due to poor objective : chase ratio. I do think there need to be core additions added to reward a killer progressing towards their objective. After Injuring or downing a fresh survivor, all generators get blocked for 7ish seconds. That way the gens won't go by as quick for doing well in chases or at least juggling the team well. Just stuff like that would make it way more pleasant for killer. And nerf the survivor meta too

  • I mean, it's been obvious for years now that the game is balanced around perks and the enjoyment of survivors. If you really aren't enjoying the game, stop playing it, even if only for a week, take a breather. You could also stop being passionate about it, if the passion is making you hate it.

    The thing that keeps me coming back to dbd is the fun and goofy times I have with friends playing survivor and learning new unknown-techs to do with every killer and as survivor.

    Maybe try enjoying the experience again?

  • @Viamont said:

    This would actually make sense, much like pyramid head and the artist wich are anti loop killers, stealth killers SHOULD denny that particular type of perks for a chance of pace and playstyle.

    If anything i been tinking spinchild makes no sense, specially since survivors have 3rd person vew wich perfectly allows them to se the killer from far away, to me spine chill its a crutch perk that should not even exist, it completly dennies the whole point of stealth, something that should be a valid tactic for certain killers. Survivors already have the terror radious, doesnt make sense the absurd amount of information they are feed for every single detail of the game

    Yep, completely agree that Spine Chill shouldn't exist in dbd anymore.

    It not only tells them that the killer is approcahing them, either from a detach or just general patrol, like W-keying wasn't strong enough, you get told to use it for free. But it also boosts all actions including vaults. I think dbd has got to a point where perks that buff repairs shouldn't exist and perks that buff chases while injured shouldn't exist either.

  • The main thing i'll miss about it is the fact that it was Trapper and Twins best map XD

    The amount of Trapper Master Tome Challenges I got completed because of that map was insane lol

  • I'd take old Wraith over this weak piece of crap any day.

    It took the devs, what, 4 updates to change 3 things:

    - True Invisibility so he can't be spotted from long distances trying to be sneaky.

    - Swapped his huge Surprise Attack lunge for fast Cloaked movement speed.

    - Add-on adjustments.

    I would happily take the lunge over movement speed any day. No idea why they caved to people saying "he has no pressure" well guess what ladies, I was right, now he has no pressure where it actually counts. The guy has zero chase potential at his disposal, and even his ability to get close and grant free injuries is crapper, if survivors hear you coming or see you coming, the nerfed lunge makes it so you don't even get that hit XD Wraith is actually god awful now. Down there with Freddy and Legion. Potentially back to being considered the comparative worst killer again.

  • @ImBlissful said:

    Camping in general is stupid and a buzzkill, but the worst form of this is a camping cannibal. Yes, I know the strat is to abandon altruism and do the gens, but should that even be considered a solution?

    In the cannibal's mind, he wins either way. Best case scenario, he gets at least one kill, assuming that the one person is furious about it. Worst case scenario, he downs everyone because they can't let go of altruism.

    He shouldn't get a win either way. A person like that doesn't deserve it.

    There is one way to make it so camping as Bubba doesn't reward a potential huge snowball:

    If Bubba is in range of a hooked survivor using his chainsaw. Upon impacting the survivor performing the unhook he immediately Tantrums. This would make it so you can never rev up on a rescuer, you'd have to let them rescue first then activate your Sweep. This would be a fair nerf to his hook defence in the sense that the rescue will still happen; yeah he can still catch up to the unhooked survivor and down them if they have no way to out-run it, but at least they get off hook. I'd take that over the current Bubbs hook defender playstyle.

  • 1. Nope. Every survivor starts awake, so the only way to make it start at 100% would be if they tied it into Red Paint Brush.

    2. These should stay because they are the only wake up mechanics that can tip off Freddy to a survivor location.

    3. Yes. Killer Instinct should reveal a survivor waking up at an alarm clock. And I think that Freddy's HUD should also tell him who it was. Not how much of the 30 seconds is left until Dream Transition begins again, but just have the yellow highlight on their character icon like Pig's HUD is for active RBTs.

    4. Yeah I agree with this. 3 different add-ons for a weak alt power is dumb. Just have the Green effect but make it brown.

    In addition to yours:

    5. They should bring back the Dream Pull mechanic. And make that a base-kit alt to Snares/Pallets. That way he'd have multiple ways to interact and put people asleep. Atm, a passive or succesful attack are pretty dull. Being able to pull people into dreams faster would be a great buff.

    6. He should have a 32m TR and it should always be the lullaby for awake and asleep survivors. Awake survivors hear the generic TR when within 12m of Freddy.

    7. Pill Bottle should be base kit.

  • I want the old Freddy Dream Pull mechanic back in the game, as an alt power you can switch between Snares and Pull - like Clown's A&A bottles. But I don't think any killer should have a debuff built into their power.

    The idea for making it so generators affected by Projection cannot be repaired is a good touch, and the addition of Incapacitated for the duration of Dream Pull. But I honestly think a combination of Old and Current Freddy is the direction to go in:

    Freddy's Terror Radius is 32m and is the NOES Lullaby regardless of awake or asleep. Awake survivors hear the generic terror radius when Freddy is within 12m of their location.

    Survivors affected by Dream Pull experience a 100% accelerated sleep timer and suffer with Incapacitated for 7 seconds.

    Survivors can halt the acceleration by using an alarm clock or have another teammate slap them into their senses.

    Survivors waking up using an alarm clock when fully asleep have their location revealed via Killer Instinct when woken up for 1.5 seconds.

    Survivors that are immune to sleep post-alarm clock wake-up can still be affected by the Dream Pull Incapacitated effect but do not begin sleep transition.

    The add-ons should not be changed completely either. Dream Pallets should still exist; The dresses should decrease skill-check odds like you say; the Z-Block should cause all asleep survivors within 32m of Freddy to scream revealing their location when a sleeping survivor is hooked; the rest of the add-ons are fine imo. Maybe buff current Black Box to be 20 seconds instead of 10.


    Since you're a Freddy main, how would you rate current Freddy's strength on a tier list? I personally think he is the weakest killer in the game. I'm curious to hear a Freddy main's opinion of him :)

  • Before jumping on the forums to make a post about something you struggle with or find annoying. Go on youtube and search for tutorials on how to improve against that particular thing. There are so many flashlight-counter videos for killer in general and individual killers that have different baits to play vs flashlights. Like a lot of these people said in response, just look at a wall or slug them and chase the flashlight user away. Flashlights are one of the only things left in dbd that create an interaction between survivors and killers, no one wants this removed, otherwise the game just turns into survivors only do gens and leave, which most matches are anyway.

  • It actually surprised me so much to see that it took 4 seconds short of a minute to bless a Hex with TOTH in play XD logically looking at the perk description, blessing a Hex with 5 totems in play should take 42 seconds: 14 added onto 28. This is a logical assumption because going through the increments of blessing time from 1 TOTH totem increasing time by 3 seconds - 31 seconds, 2 TOTH totems increases time by 6 seconds - 34 seconds; 3 TOTH increases time by 8 seconds - 36 seconds; 4 TOTH totems increases time by 11 seconds - 39 seconds; 5 TOTH totems increases time by 14 seconds - 42 seconds.

    The time should stop at 42 judging by the logic of the increment increase. I honestly feel like it's a bug that causes cleanse and bless speed to be 100% slower at full strength. But I am not complaining at all, the fact TOTH works this way means Hex: Pentimento can actually be used vs Boon perks. And if you never get value out of Pentimento then survivors never get value out of Boons. Taking 28 seconds to bless a Dull is not worth it at all; let alone 56 seconds to bless a Hex lol considering most of the time, Boons are in regularly patrolled/chase areas. 2.6 seconds to snuff a 28 second action, Killer version of gen tapping lol

  • @Icaurs said:

    Every time a Killer hits or downs a Survivor all generators get blocked for 5 seconds.

    I like it, however I would only support if it it activates when hitting a survivor different too the one last hit.

    - If 2 or more Survivors are repairing generators while a teammate is hooked further than 40m away, and the Killer is further than 24m away from the hook, Entity progression is increased by 33%.

    No, killers will simply proxy camp and this won't address the issue of tunnelling at all, also this simply fails on indoor maps. How about instead increasing the gen speed for each survivor not hooked by the entity, however this only activates after the first survivor is hooked. However every time a new survivor is hooked all gen speeds are decreased for a set time, as a starting point.

    - When a Killer damages a generator the generator explodes for an initial 2% regression. Generators regress at a rate of 50%.

    I support increasing the base speed increase, however they need to drastically nerf the existing gen slow down perks to compensate, ruin, corupt, (ect)

    - Repair speed perks and items no longer function as they currently do.

    - Toolboxes now unlock the Sabotage action as well as increase the speed of Cleansing.

    - Toolbox and Worn-Out Tools are removed. Mechanics and Engineers Toolbox rarity becomes Uncommon and Common from Rare and Very Rars.

    I agree items should be removed or heavily nerfed, same with killer addons, even minor addons on killer make them way too strong.

    - Basement is removed.

    Agreed, outdated mechanic, only there to encourage camping.

    - Recovery speed from Dying is increased by 75% when 5 generators remain while 4 survivors are alive in the trial. Recovery speed is increased by 50% when 4 generators remain while 4 survivors are alive in the trial. Recovery speed is decreased by 25% when 2 generators remain while 4 survivors are alive in the trial. Recovery speed is decreased by 50% when 1 generator remains while 4 survivors are alive in the trial.

    No, I don't support slugging, it is a boring playstyle, I understand that in can sometimes be necessary but it should not be encouraged.

    - Successful attacks while a Power is active does not trigger perk related status effects.

    Little unsure what you want with this?

    - Exit Gate open progress regresses at a rate of 100% when no longer being opened.

    Fully support, 99% exit gate is just stupid.

    - Exit Gates are blocked for 10 seconds if a Killer opens it.

    Don't think it will do much but yeah I don't see any issue with that.

    Overall some neat ideas. However you have to be careful when altering gen speeds, because the time to down with say nurse is significantly shorter then the time to down deathslinger.

    - Gen Blocks - Yeah, I can see that being better. Meaning you can afford to catch up to the survivor to down them but not keep spamming gen blocks because of it.

    - Entity Progression - Hmm, good point. I think that falls under the same bracket of thinking as my intention: the idea is great at promoting 4v1 focus, but if you cannot find that survivor who has increased repairs then you're not gonna have a fun time if their style of play is to gen-hop.

    - Revovery Speed - What would be a good direction to go in with this? 4 survivors alive with 2 or 1 gen left, not a good situation to be in...maybe add more criteria to it? I definitely think the faster recovery is good though, it makes it so you can't load in to 4-man slug win instantly.

    - Status Effects - This is mainly because of Nurse. Plus, it's a weird thing to use your power to get a hit and with some killers it counts as a Basic Attack.

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