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Weeb_H_Toast

Weeb_H_Toast

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Weeb_H_Toast
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  • @Irisora said:

    Hi i haven't been playing dbd for a while because of the winter here, and now when i log in i notice that my jill outfit was refunded and deleted again.

    Is this a rollback or something that was done globally? You guys really don't want me to buy skins.. lol

    don't buy anything in this game, once the pockets are hit, they might start to listen to us

  • They could reskin the power as well, replace the tentacle with a chain, and the mutation with his suit becoming more damaged

  • Hey look, it's mother ######### EA

  • Well, we didn't see Ethan die, so maybe he got fog napped.

  • pog, she'd hit her head on doorways tho

  • Sexual orientation and gender politics don't belong in a horror game. Leave both vague, that way we don't have particular characters get targeted, we don't mix sex and slashing. ew

  • You're trying to tirck me into play the Twins aren't you?

  • Not a joke, why does everyone think I'm joking them?

  • @ShamelessPigMain said:

    Not until we make NOED basekit you toxic baby survivor noob gg ez

    fair is fair, make both at the same time

  • Not a joke, I'm serious.

    This would fix a lot more problems then it would make.

  • yes, next question

  • IT could be on vaccation in the entities realm, a get away while It's asleep back in Derry, so IT's there untill it dosn't want to be.

    Mr. X could be immun to stuns and instantly breaks pallets when they hit him, but very slow like 105% ms. Also the entity has taken control of killer minds before (all the killers with white eye except Doctor,) so contrling a BIO weapon would be very hard.

  • you know how hse does the random phasing thing while just walking around? what if hse do that while phasing, durign the breif glimpses, she and you can see eachother, she can't contorl when it happens, and her husk stays where she popped in

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048316#Comment_2048316

    A lot of survivor players are so insistent on the

    'power through gens while someone loops and jukes the killer' approach that they get completely frazzled by a killer doing something that makes that counterproduktive.

    Just look how many people still insist that Deathslinger has no counterplay. And when you point out that the counterplay is stealth people will be all 'but that's no fun! chases are the only fun thing in this game'

    being nseaky is fun, it's also kinda needed for running No Mither

  • well bear traps are kinda heavy, so i'd imaing the max throw range would be like 2 pallets of distance, it would also be pretty obvious if we was, so if a survivor steps in it during a chase is kinda thir fault.

    im ok with this idea

  • no one lol

    is monky see monkey do situation with new players and whoever the saw play the game

  • he cute but he loud

    can't be sneaky cuase u scream "I AM GOING INTO TUNNEL NOW" when he use tunnel

  • @gibblywibblywoo said:

    In my experience its from entitlement. "I bought good add ons/perks, I DESERVED the win" or "This player is worse than me, how could they win" is a shockingly prevalent mentality in this game. Sure I REALLY hate playing against certain survivor perks or killer, but I'm not gonna rage at them post game, that's pathetic.

    Unless you use a Hawkins offering in which case you deserve death.

    "I'm nothing with these tools"

    "If your nothing with them, then you should have them."

    ~Guy of Deaded from Shiny Rocks

  • Mettle of Mither baby.

    No Mither

    Mettle of Man

    Tenacity

    Resillence / Dead Hard / Flip Flop / Sabo / Spine-chill / Whatever you want

    Being able to tank an exposed hit is very pog. comes in hand in the end game.

  • @Johanatan_Luise said:

    I think "all seeing" addon for wraith is very unfair and ruin the game. You can't even hide in a locker. I think it should be fixed.

    pics or it didn't happen

  • survivors must be further than 18 meters, ez pz, just like Deadfisher Coin.

  • he's not wrong

    #notallkillers

  • @GoodBoyKaru said:

    It's actually a chemical reaction between the alkali metal sodium (Na) and the halogen gas chlorine (Cl) that makes salt- when combined these two elements create sodium chloride (NaCl) and it goes great with fish & chips

    hee hee very funni

  • The only time wounds of damage inflict killing blows is when the entity allows it or the killer power is design to do it within VERY specific circumstances.

    Reverse Bear Traps, Pyramid Head Death Hook + Torment, Tombstone Myers, Devour Hope, Mori's. All of these have requirements, some more difficult than others.

  • @AChaoticKiller said:

    no, these don't seem thought out at all and many of them are buffs that are too strong while others are unnecessary nerfs.

    Instead of actually trying to think of something balanced this seems as if you just thought to increase the power of the killer without thinking if it's fair/balanced and some of them like leatherface getting movement speed after a hook just doesn't make sense.

    edit: Also skill checks are a joke they only punish new players so those don't affect anything in regards to real balance.

    @swager21 said:

    this game is already balanced enough, its just that most smurfheads main one side which leads them into thinking that the other side has it way better than their side.

    just you 2 wait for MMR, if you're top tier, you'll only ever see spirit and nurse

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/235853/to-improve-balance

    Trapper's change would just mean they'd throw traps at Survivors to instadown them.

    Wraith's change is unnecessary because they can already make crazy plays with their super-lunge after uncloaking. And no, hitting an M1 is not "skill based", even below average Killers can easily go entire matches without missing a single M1. That stun could be 5 years long and it really wouldn't matter too much.

    Myers' aren't much better. A 120% Killer is IMHO a bad can of worms to open, the T3 timer change just limits his snowballing potential unnecessarily, and I don't think Survivors need to/should be able to keep track of Evil levels.

    Hag's changes would make her much more oppressive and capable of area lockdowns, even if she had less traps to work with overall and can't place them near hooks.

    Doctor's idea is TERRIBLE, 110% is a huge nerf to his overall consistency in exchange for... Skillcheck gimmicks? Terrible idea, this kind of stuff shouldn't be reliant on Survivors failing Skillchecks, it should be reliant on Killer performance.

    I understand missing Old Freddy, and I want BHVR to try the idea of a high information, bad chaser Killer again. But Old Freddy's "if you're asleep and outside my TR, I've got perfect aura reading on you" design was not the right way to do it.

    LF's changes are unnecessary, but harmless, I guess?

    Pig's are bad. Increased ambush speed is well-intentioned, but I don't think it'd change much as the audio cues are the real issue with her ambushing. You say you're trying to buff RBTs, but I don't really see it. The only serious buff to them is the activation upon unhook, but IMO it's a bad idea, it discourages Survivor counterplay, totally removes most of RBT's incentives to get Survivors off gens (which is the whole reason Pig uses them in the first place) and also creates more potential for guarenteed death RBT scenarios, which are supposed to be impossible in a perfect Pig design.

    Clown's are also bad. Making the Antidote not affect Survivors doesn't change anything for good Clown players, and giving him a THIRD bottle to throw and manage... Seriously, I don't get why you'd say the current Clown rework was a "joke", but then submit that giving him a third bottle type would be the right move.

    Legion would be utterly busted. Facecamp half the Survivor team at the same time, or 3-gen camp like never before! Also, on a player satisfaction note, chasing Survivors at 105% is painful even if Feral Frenzy's there to get the first hit in, and I'm pretty sure moving at 105% means many infinite loops are possible even in today's maps.

    Plague is another skillcheck gimmick that isn't really ideal. Half decent Survivors practically never fail them.

    Demo... Why? He can already hold the charge, why implement feathering? Hell, I strongly disagree with this as Demo being able to hold and release Shred at will, especially with Rat Liver, is part of his bread and butter for what makes him subtly unique at looping.

    Oni really, really doesn't need these kind of major balance adjustments, he's already quite strong but not unfair. Allowing him to move at 195% during Demon Dash with ZERO movement restrictions is completely incomprehensible in how OP it would be.

    Finally for Deathslinger, you really should've specified that you're changing his TR to 32, as just saying he'd be at 115 does not inherently imply that. Anyway, I don't think it's a necessary buff, giving his chains 75% more durability makes them effectively unbreakable for decent Deathslinger players, and a range increase on top of this is nuts. I'm okay with buffing DS as I think he's undeniably weaker than Huntress, but I really don't think this'd be the right way to go about it, as it not only makes him more generic but also lowers Survivor counterplay (on a Killer that many Survivors feel has too little counterplay already) by making the chains have more health.

    Don't take this feedback personally, you're spitballing so many large, gamechanging reworks that the majority of them being bad ideas is to be expected.

    Ok, please, suggest ways to increase the skill ceiling of every killer, or an individual killer if you have ideas.

    Deathsligner change was designed to incentivize long-shots, making it possible to dodge them, and making his gameplay more impactful for dealing with survivors doing actions while barely out of range. The increased chain durability could start reduced (90 charges within 18-meter impact, to a maximum of 175 at the tip of 36 meters, doubled max range, only 75% more charges, making such shots feasibly to actually damage reel in survivors at if the sight-line to them is clear.

  • @Friendly_Blendette said:

    Trapper: Does not feel like it fits with the character or the game at all

    Wraith: A nerf to wraith. Really lmao

    Billy: ######### with people's muscle memory for no reason isnt a good idea

    Nurse: Yeah I agree she is good as is

    Myer: 120% during tier 2 feels weird and do you really need to make tier 3 even worse than it already is compared to Oni

    Hag: Yeah maybe you cant put them on hooks but other than that she is pretty fine. Remove the flashlight BS though.

    Doctor: That is one of the worst ideas I have heard. Imagine getting downed because baby dweet cant hit a skillcheck. Also in 99% of games this is a flat out nerf to him since skill checks are stupid easy to hit.

    Huntress: Same as nurse she is in a decent spot but remove iri head

    Freddy: Teleporting between lockers sounds janky at best, going to sleep near exit gates and hatch is so useless. Old freddy was awful and they would need to buff him if they are bringing that power back

    Leatherface: He is in a decent spot balance wise and its not like thise change discourages hook camping

    Pig: So you give survivors a 3rd healthstate by putting a trap on them. Sounds like she would be even worse even if you do buff the hambush.

    Clown: Laughing gas sounds intresting yet unfun to go against. Having 3 bottle would be pretty clunky so maybe just replace antidote with laughing gass

    Spirit: Sounds great I think while phasing her husk should move but like every second it just appears in a new spot. Turning rate while lunging sounds intresting and skillful but htey should make it much faster and with a different hitbox like blight since I think it would be stupid easy to juke.

    Legion: Twins is an example of why this is a terrible idea and as an almost exclusively solo player having an entire killer just locker from me would be awful.

    Plague: Once again nobody has missed a skillcheck since like 2 days after the game release

    Ghostface: Great idea I also think if you grab/down while you are in stealth it should recover instantly if it was a grab/marked survivor and like 50% if they were just injured or you have devour or noed or something

    Demo: Doesnt need a change really aside from his addons. This just seems like a nerf to a fairly mediocore killer.

    Oni: I thought the whole point of this thread was adding more skill to killers this just removes all of the skill from oni lol

    Deathslinger: He is infuriating enough to go against with monitor having that ######### but even worse basekit would be a nightmare.

    I'm pretty sure you missread as many of my ideas as possible.

    Wraith being able to lunge out of his invisibility is a massive buff, making it so missing it punishes him makes it skill reliant.

    Making it actually full-turning control rather than the janky workaround would make curving more available to newer players.

    Killer's require map pressure to be viable, and with MMR coming if it's actually good, the only thing survivors will see is Nurse and Spirit. Buffing Myer's to have increased mobility for map pressure is the only way to give him more omnipresence without completely reworking his power. More speed (map control) for less power (reducing the potency of T3.)

    Doctor, when affected by madness, any skillcheck you as a survivor fail will damage you. Not any of your teammates (how does that even work) And with the fact the doctor ######### with skillchecks, making failing them more punishing, and having more of them at inconvenient times; such as when vaulting a window or dropping a pallet. Making his power far more lethal, and technical infinitely ranged. So reducing his MS is fair compensation.

    Teleport between lockers sound jacky at best? Theroticly, the devs could recycle the animation he uses when teleporting to gens. If it's old Freddy, having survivors fall asleep (so they can be damage :O) near exit gates and the hatch stops one of the original problems he had, which was that survivor downed at the exit gate's could still crawl out if the other survivors healed them, stopping Freddy form picking them up and forcing him to put them into the Dream State.

    Pig's was to buff the RBT's, then pull some of her tunneling power, and place it into her lunge, making her able to go further with it, faster.

    Clown's buff was a joke. Making the antidote better, and giving him more options in the chase to increase his skill ceiling with another bottle that makes the tonic better and making survivor turning slower.

    Legion is a group of teenagers, they'd get their ######### kicked by any David, Tapp, or any of the survivors with fighting experience. Having 2 killers that are weaker than the rest individually, but strong as a group first with their lore, and makes their gameplay extremely unique, and being able to queue with a friend increases the likelihood of survivors who don't normally play killer, to jump onto it with a friend (reducing queue times and toxicity.)

    For plague, adding more danger to not cleaning (because if you ######### up once, you go down) makes it more likely that they'll cleanse.

    Oni's power is among the strongest in the game while active, making it so that missing the power is more costly means the player must be better in order to do better. To composite for the harder-to-hit power, he gets to be very zoomy for the power duration, so during his power, (which notifies everyone when it's active.) he's is an unstoppable juggernaut with extreme amounts of map pressure. Having the power activate immediately once reaching full forces the Oni player to pay more attention to how much blood he's consuming.

    Deathsliger having 115% movement means he'd have a 32-meter terror radius. Less ammo = more precise shots. Longer range = more shots that could be dodge or chains broken via obstetrical. Though I will make one change, and that's the project accelerates out of the barrel, thus it's slower at closer range, and faster nearing its max.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/2032901#Comment_2032901

    Blight, Nurse, Hillbilly, Legion, Oni, Hag, Spirit and Wraith would like to have a word with that statement.

    Those are powers not perks.

  • @Mugombo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2030835#Comment_2030835

    Lol if you think everything should be the same for different sides in an assymetrical game then I’m guessing you also think the killers should be the same speed as the survivors? Didn’t think so.

    So it's ok for survivors to push a button and gain some distance for free. But not killers.

    Might want to zip up your flie, your biased is showing.

  • @[Deleted User] said:

    Tournaments already have a scoring system in place, and I can't think of any leagues off the top of my head that allow OoO or keys. Many don't even allow kobes. We don't just load up DbD in the comp scene and say "good to go".

    finding keys are still good though

  • @hardtimefun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028090#Comment_2028090

    that's a cool idea but 40 is by far way too short and also survivors would complain about it since it means pallets are totally worthles,s and tbh, as a killer main, this perk would be totally unfair even if they use BT/dead hard/DS/unbreakable, this perk would be unfair even if it would feel amazing to hit survivors with it

    IDK manm ss=ound like Dead Hard but for killers. Only fair to have the same cooldown.

  • Though I know the issues stated still exsist with the Player(s) vs Judge tourni. Just less so, and more entertaininng if a player gets stomped by the judges. Meaning they shouldn't have even been there.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028614#Comment_2028614

    I don't know, sounds like you slugged someone within a meter of two other survivors and didn't chase either of those other two off, and instead wandered off to open the gate for the survivors.

    You took a risk by leaving the sluggee down instead of hooking them straight away, and it didn't pay off because you got countered by a perk that does nothing except this one specific thing. That doesn't sound like you were 'cheated out of a win', which it wouldn't necessarily have been with a blood warden proc.

    You had a strategy figured out, but you got counterplayed. That's all.

    buddy, pal, frindo, they dowend survivor was with a meter directly behind me

  • i reALLY like the 2017 halloween soundtrack, i hope they remake it for this years halloween event (please)

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023825#Comment_2023825

    How about this: If you leave a person slugged for so long and/or move so far away that someone is able to move in for the pick-up, WGLF isn't your problem.

    Even with WGLF, it takes way too long to pick someone up, making the act far too risky for the survivors. Misjudging the time it takes also gives the killer a huge advantage, since he now has two survivors right on top of each other for easy camping.

    If you slug and:

    A) Leave the sluggee on the ground for literally half a minute, they are gonna get up, WGLF or not.

    B) Run off on a wild goose chase, leaving your slug unsupervised, they are going to crawl out to safety and get picked up, WGLF or not.

    As someone who has used WGLF incessantly, trust me, it is not the big play enabler you think it is.

    Even under perfect circumstances, you likely have two slugged and the WGLF player hanging out nearby, biding his time, waiting for you to mess up. That means you have -three survivors- not progressing the game.

    Slugging is still a brutally impactful way to slow the game, WGLF or not.

    Every situation you mentioned suggests the fault is on the killer.

    I turned my back to open a gate (cause bloodwarden,) turned back around, and they were up off the floor dead-harding through me, with 2 other survivors still behind me. They were up off the floor within 4 seconds, no For the People. Both survivors who helped him up had WGLF, one had Botney, and the other had a medkit. I think I am completely in the right to feel cheated out of a win because they had a collective 233% increased hearing speed.

  • None of you have disproven WGLF's need for a nerf.

  • Most of you are wrong.

    50% does not equal 100%.

    Soul guard funni

    Unbreakabill OP

  • well do you tihnk you could get slashed with a machete and only grunt a little? I KNOW I can't, camping acident.

  • ok so basicly, if the say the n-word, thats bannalbe i tihnk.

    Everything else is free game, aloth, if the harass you after the game and keep doing it, i think that's also bannable.

    but saying "gg get gud" or "ur bad" i dont think that bannable. also, the devs are adding a explitive censor option in the next chapter (like 2 ish weeks from now)

  • frik man, i just want more of a reaction be being hit with an axe then "AAH, I stubbed my toe" (this doesn ot apply to all survivors, but defeintly a majority.

  • Monsterious Shrine:

    Your fervent care of the Basement has aroused The Entity's interest.

    Gain 100% more Bloodpoints for actions in the Sacrifice catigory while you are physically within the basement, this applies even if the actual sacrifice is occuring outside of the basement.

    The Bonus Bloodpoints are only awarded during the Trial.

    The Basement Hooks are granted the following bonuses:

    • 18/19/20% faster Entity progression.
    • Reduces number of avalible escape attempts by 3, with a minium of 1.
  • Cleanup, Cleanup,

    Everybody, Everywhere,

    Cleanup, Cleanup,

    Everyperk, Do your share!

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