Avatar

AChaoticKiller

AChaoticKiller

About

Username
AChaoticKiller
Joined
Visits
0
Last Active
—

Comments

  • they need to be buffed these this is what they should do to them however im not sure what to do about lullaby tho that really only affects new players or ones that rely too much on the skill check warning sound and even then they quickly get used to it.

    Hex: the third seal: As long as this hex is active up to 2/3/4 survivors hit with your basic attack suffer from the blindness effect. When you hit a survivor with a basic attack while this totem is active they also suffer from the oblivious effect for 15/20/25 seconds.

    Hex: retribution: As long as this hex is active when a survivor cleanses any totem they become oblivious for 45 seconds, when any hex totem becomes cleansed you gain the undetectable status effect for 60/70/80 seconds or until you down a survivor.

    Hex: Undying: When another hex totem is cleansed it replaces this totem and keeps all of it’s tokens. For each totem in the trial cleansing speed is reduced by 5%/10%/15%.

    Hex: Thrill of the hunt: While this hex is active when a survivor is within 4 meters of any totem their aura is revealed for 2/4/6 seconds. When a survivor cleanses any totem their aura is revealed once more for 10 seconds. As long as this Hex persists gain 50% more bloodpoints in the hunter category.

    Hex: Blood favor: When you hit a survivor with your basic attack while this hex is active and Blood favor isn’t already in effect all pallets within 16 meters will be held in place for 10/15/20 seconds. 

  • @dummer33344 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953036#Comment_1953036

    I just want to run something else and not get clickety clicked to #########, running lightborn, you notice how many survivors get a flashlight from a chest, it's more common than u think

    flashlights are extremely easy to play around and avoid

    literally the only time they do anything is when they blind you at a pallet and even then with a headset just use sound to track them even with the new blind sound effect.

    last time someone got a fl save on me was ages ago probably around the time the twins were released.

  • @Hyd said:

    You're definitely on the right track with some good suggestions. I have some as well, in addition to yours, with some changes/additions:

    Below I've listed some potential ideas for changes that could be made in order to make Hatch still useable but less of the easy shortcut way out that it is now. I'll mention now that not ALL of these changes are necessary, but I do think, at minimum, the 4th and 5th points should be considered.

    • Opening Hatch takes time, anywhere from 7-15 seconds depending on the key/add-ons used.
    • Opening Hatch includes at least 1 difficult skill check that will alert the killer if failed, and have a 40% chance of breaking your Key.
    • While opening Hatch, progress resets if the opening action is stopped, and comes with a 15% chance of breaking the Key.
    • Only 1 Survivor can escape per key/opening. Each escape is followed by the Hatch slamming shut, making a loud noise.
    • No more free escape for the last survivor: If 1 Survivor remains, the aura of the Hatch is revealed to the Killer

    These suggestions I think would make for more fair gameplay when it comes to the Hatch. As it is now, it's essentially a free escape, and, a platform for taunting the Killer. Unless I was right on a Survivor's ass as they run to the Hatch, I have never had a single game where Survivors merely opened the Hatch and jumped in, they are ALWAYS there just waiting for me to show up so they can teabag and flashlight spam me before making the jump, and if I don't show up, they vault and slam doors like crazy to get my attention and then jump in. So these suggestions should almost nullify that behavior, and provide the Killer with an ability to defend the Hatch, making Survivors actually have to put in a little effort for their shortcut out of the trial.

    Regarding the last suggestion (revealing the hatch aura to the Killer) - I included it because as the last Survivor, the Hatch is already open and waiting for you, so the other 4 suggestions by themselves wouldn't apply, therefore making it a risk-free free escape. I don't really like how that works because the Killer basically did their job killing 3 of you, so it's a win for them, yet the 4th survivor gets to bypass the usual escape method? No, not anymore. Revealing the Hatch aura to the Killer allows the Killer to either rush over there and defend it, or close it, but both choices come with some risk. Obviously, if the Killer is going to camp the Hatch in this case, then the Survivor is free to repair the remaining gens and attempt an escape the normal way. Will the Killer stand by and watch as gens get repaired? Alternately the Killer can just close the Hatch but that's risky as well, especially if the Survivor is near a gate already, possibly waiting for that to happen...

    So, though it may seem OP to reveal the Hatch to the Killer, the Survivor is still given a good chance at getting out, perhaps even better than they do now because the Killer may just choose to immediately close it vs having to run around searching for it.

    I want to address the 4th and 5th point first; It seems your forgetting that hatch exists in the first place to give survivors a chance. It is in a way a free escape IF you find it first but as you are the last survivor left with almost no chance of finishing the gens i think this is only fair after all the killer has already won at this point why make it even harder for that one survivor and why just give him the last kill. As for the only one survivor escaping by hatch with keys i have seen that idea a few times but i think it is cheap and that would screw over all players since it would HAVE to activate EGC, this also wouldn't be necessary if hatch can be opened fairly like in my idea.

    As for the other points besides opening time skill checks don't matter at all if you expect them and shouldn't have a percent on if it breaks your key it either should or shouldn't but i think that is just unneeded and only hurts new players.

    BM'ing isn't a issue and shouldn't be punished it has no effect on the balance of the game unless you include the times it screws over the survivor. I get it can be frustrating but players shouldn't be punished for doing it.

    lastly as said it's not a free escape it gives the chance to the last survivor to escape and often they don't escape by hatch as the killer finds it previously and closes it before the survivor can jump in. The argument for the killer already won also goes both ways "why should the last survivor not have a chance when it's the other 3 that died?". Both sides have the same way to find hatch if anything the killer has a higher chance of finding it from chasing survivors and patrolling as well as having a faster move speed. I don't think there is anything wrong with how hatch works when one survivor is left.

    Just to clarify im not trying to come off rude it is harsh criticism but hey if you see something wrong with my idea do the same! we have to use criticism to improve our ideas!

  • Y'all already OP by being faster...

    You're right they should make killers the same speed as survivors that way we will never hit anyone

    I'm sorry but how can anyone take this seriously when THIS is your first point of killers being OP what an obvious bait that looks more like a joke then anything.

  • @Mandy said:

    I've seen that before and the more I look at it the more I dislike it. It looks overly packed and at a quick glance would be very difficult to see the required Survivor information.

    It's better compact horizontally and while i agree it could hard to read the info because of the smaller icon representing survivor states that can just replaced with something else to represent it much like what was done by putting a scratch mark on survivor portraits..

    The only part that I think doesn't need to be there and i think the whole reason the UI placement was moved around is the hook counter, that can be placed at the top of the screen to the left because it is not vital info like survivor states, gens, and your power. It is a counter that you don't need to keep track of constantly and to avoid overcrowding the part of the screen with info as said it can be out the way of both the info and the area of the screen your searching for survivors which is at the top corners.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945171#Comment_1945171

    Oh I agree she’s hard but she is a detriment to the balance of the game similar to SWF.

    Difference is one is easier to tone down

    ok but the other one is WAY more common

    if they do something about gen speed at the start of the game and it makes nurse almost unbeatable sure nerf her but i see no reason to do so now.

  • just avoid the walls around the stairs they are really buggy and i think you can easily clip into them.

    If you have to go down the stairs go down the middle of them try not to touch corners or walls

  • Hey man if survivors can get 4 extremely good survivors and run meta to then destroy nearly every killer they come across then i think it is only fair that if you get good at a very very skillful killer you can the same.

    It's not like people are picking her up and becoming pro nurses in a week.

  • It is supposed to help survivors hide/get away from you since CP is pretty strong

    but for how out of the way it is to get CP with pools being super RNG with their placement i also think they should turn down the whispers.

  • @madminer95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943786#Comment_1943786

    if a killer sees a survivor dead on hook they will tunnel them

    either:

    A) not all killers tunnel, even if sometimes only to avoid getting hit with decisive strike

    B) your definition of tunneling might be off: Being solely focused off of hook is tunneling. The killer hooking you, then hooking someone else, then choosing to chase you over someone that hasn't been hooked isn't tunneling, its just good prioritization, which unlike tunneling is perfectly reasonable and shouldn't be frowned upon.

    just count hooks yourself it's not that hard

    in that case, Survivors should just remember they're team mates hooks and not have a Visual indicator saying "hey you should take a hit/down for this guy so the killer doesn't get a kill"

    When talking about what players will or will not do you take a look at how out of place it would be to do whatever we are talking about and in this case it is tunneling from seeing a survivor and looking at their hook state to see if they are dead. Now how out of place or even how difficult would it be to make the decision to tunnel that survivor if say you could chase any the four, obviously it is a pretty easy decision to make and nearly all killers will choose to kill the survivor dead on hook.

    As for the survivors your right they should know what hook stage the other three are at but that is way more difficult then keeping track as a killer. However using that logic then there is no reason for them to even add a hook counter in the first place but since they did they took the reasonable approach that helps solo players and gives killers a indicator on how well in the match they are doing.

    Regardless you can't say players wont tunnel whatever the definition may be and it's clear the devs agree with that line of thinking and i highly doubt they will change their minds.

  • I was just doing solo survivor trying to get the achievement power moves in high ranks.

    OMG the amount of games i had where there was no obsession and killer tunneled was insane i want to say out of 10 games at least half no one ran DS and the killer tunneled at least once.

  • survivor sided

    red ranks for survivor, always rank 1 for killer

    I have 2k hours, 900 escapes, 8.5k kills

    I main hag, demo, semi plague at least those the ones i play most.

    Obviously im a killer main but im pretty good at not being biased.

  • i got what you meant you have to think a certain way kinda like how you plan with hag if your actually good with her

    Like if you don't have a certain mindset as hag and your just only trapping pallets it's comparable to if your just throwing bottles at survivors as clown. Predicting and planning ahead is what makes you actually good with these two killers clown just needs more on the fly thinking.

  • He's also just good to start learning killer which helps new players too

  • I mean it's not that hard to find perks they are in alphabetical order

    however i do think they should have that kind of button to clear your perks, it would pair well with the premade perk loadout people want.

  • if a killer sees a survivor dead on hook they will tunnel them

    also just count hooks yourself it's not that hard but i don't want a visual indicator saying "hey you should tunnel this guy so one less is in the game".

    If they do change it to that i wouldn't care too much anyway but based on the fact that it counts total hooks instead i think the devs agree with that line of thinking above.

  • @[Deleted User] said:

    If they're going to add footstep suppressing audio, they need to make the Killer Looking down when kicking pallets actually prevent flashlight blinds.

    If the general tactic is to just blind the Killer at a pallet in an animation-lock, that's going to get real toxic and annoying. (I've just been listening with headphones so I don't get tilted much by it).

    Just make it so that Survivors can somehow aim the flashlight behind them while moving forward. Reward it during a chase rather than during an animation lock (outside of flashlight saves on pickup, those are fine)

    yeah no that is how they used to work and it was horrendous for killers

    go look at clips of flashlights when insta blind was a thing, i would rather deal with the current blind effect at pallets then go back to anything resembling that.

    the reason i bring up insta blinds is because if they are not instant you getting the blind in a chase good killers just look down.

  • his idea's try to be SUPER far out there and imo that is what makes them bad they also just... are not balanced? like XD

    Also his rework ideas nerfs a lot of hexes and the retribution one tbh isn't that good

    I actually have a rework idea for most of the hexs.

    • Hex: the third seal:(added effect) As long as this hex is active up to 2/3/4 survivors hit with your basic attack suffer from the blindness effect. When you hit a survivor with a basic attack while this totem is active they also suffer from the oblivious effect for 15/20/25 seconds.
    • Hex: retribution: (reworked) As long as this hex is active when a survivor cleanses any totem they become oblivious for 45 seconds, when any hex totem becomes cleansed you gain the undetectable status effect for 60/70/80 seconds or until you down a survivor.
    • Hex: Undying: (reworked) When another hex totem is cleansed it replaces this totem and keeps all of it’s tokens. For each totem in the trial cleansing speed is reduced by 5%/10%/15%.
    • Hex: Thrill of the hunt: (reworked). While this hex is active when a survivor is within 4 meters of any totem their aura is revealed for 2/4/6 seconds. When a survivor cleanses any totem their aura is revealed once more for 10 seconds. As long as this Hex persists gain 50% more bloodpoints in the hunter category.
    • Hex: Blood favor: (reworked cooldown) When you hit a survivor with your basic attack while this hex is active and Blood favor isn’t already in effect all pallets within 20 meters will be held in place for 15/20/25 seconds.

    My reasoning for these changes are as follows; Third seal applying blindness is fine i just think that's not enough, if it applied oblivious on hit for a short duration like i have it i think it will make the hex something you would want to cleanse as the effect is strong but not OP. Retribution simply doesn't do what it is supposed to do well enough, i gave it the effect that trail of torment has but a little stronger i think it fits the perk nicely. Undying simply has no need for aura reading anymore and it would fit on TOTH better so i switched the two effects this would buff the hex without actually making it too strong since it goes away when you cleanse any hex. TOTH is completely different it is basically old undying but it is now more focused on tracking which imo i think is what this perk should do. Blood favor is just not that good i think it simply needs a better cooldown system and longer duration maybe even a better range.

  • the only reason it's not horizontal is because long names get cut off which i think is fine you don't need to see the whole name to identify that survivor just use the end game screen.

    also like....who cares if you can't see the whole name? i don't think i have seen a single complaint about that. there really is no good reason to not keep it horizontal.

  • It's so good killers with good headsets don't easily follow you like against vets flashlights do next nothing on most maps.

    You can still follow survivors kinda if you can hear through the new sound effect and it only lasts through half the base blind duration, i think it's a nice change however survivor is kinda strong so idk.

  • @youngjun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943090#Comment_1943090

    It is funny. I think it is adjusted to noobs. Because high rank players make gen 99% and take off trap. After that, they turn gen quickly.

    If she is strong enough, why people don't play her ? All killer users know that she is weak killer.

    Her chasing ability is so bad and trap is easy to face as I said. Just low rank players don't know how to maintain gen before take off trap.

    na even high rank players don't bother 99% gens unless it's a swf and even from my experience that's pretty rare.

    Do hope she gets some needed buffs along with an addon rework cause her tampered timer + extra box combo makes it so easy to kill survivors you don't even have to interact with them sometimes.

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941590#Comment_1941590

    Okay, lets say that if you fill the bar up, that's enough for you to complete 1 and 1/2 gens by yourself with no penalty. So two survivors can complete a gen from the start normally. There are ways to stop a killer from tunneling as the survivor. You can run DS, your friends can flashlight save, you can get healed. If you think these gen slowdown perks that mostly just annoy survivors are enough to destroy a game and say an idea is so terrible, why not suggest a numbers change. TBH, I think you are a survivor main who mostly does killer dailies and if you get a bad game you just play survivor. Just trying to come up with an idea that caters to both sides here but whatever.

    mate im WAY more into killer i got 8k+ kills and only around 900 escapes with 2k hours

    I was only saying that your idea is exploitable and helps the thing it's supposed to hinder it's your idea if you can work out good numbers go ahead im not doing your work. I simply think there are better and less complex idea's that fix gen speed such as the Trial start up.

  • Yeah the hook counter at the top would be fine if not better than what they showed us on twitter

    Also i get that it's vertical so we can read long names but COME ON who cares about names just look at them at the end of the game, i really hope the devs make the survivor portraits horizontal.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943081#Comment_1943081

    Disagree with that. Old freddy was about the fact he had 24 base TR with 115% that was further reduced to 16 with M&A with wallhacks. His slowdown was just incentive for survivors to wake up. It had little impact as whole because survivors priotized failing skill-checks to get out of dream world unlike today.

    Even if you think that he was about stalling/slowdown, It is not any different by today's standards. New freddy is all about slowdown. His most common perk is Pop goes weasel and he uses this perk to great effect thanks to his generator teleportation. His second most common perk is Sloppy butcher which is often paired with his Jump rope add-on(Green add-on that reduces your healing speed & gen speed) and Swinging chains(A purple add-on that reduces healing speed & gen speed for every survivor in the dream world). Together, these two add-on with sloppy butcher create an impressive anti-heal build that stalls the game through slow heals. The lesser power is snare/pallets which gives you the choice of a bad doctor or bad clown variant for a chase. admittedly, the snares do help Freddy here and there... but majority of his strength is his synergy with generator defense perks(Pop and Sloppy). Take away those assets and he's worse than old freddy.

    wall hacks are useless if you can't down the survivor end of story

  • For some reason the matches i most want to suicide on most are the ones i most often escape

    like i have literally got hooked back to back from the start and then after that i last all the way until end game and have done 2-3 gens. This has been pretty common too since i have started getting the power moves achievement.

  • she has a high kill rate because it is very easy to secure kills at end game with her

    simply put if one or 2 survivors have a RBT on that is activated after gens are done she can pretty easily kill those survivors or at least one by patrolling the boxes and figuring out which ones have the keys.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942928#Comment_1942928

    Many killers rely on their powers to get hit, Does nurse requiring to blink to hit survivors all of sudden mean this is a bad killer? what about Spirit,Huntress, Hag? Are they bad too because they rely their powers? I'd argue that almost all killers need their power to be effective against good survivors, The only reason why many killers get away with not using their power is because average-level for survivors is notoriously bad at looping that 15% bonus movement speed+Bloodlust that killers have at base is good enough to win against low-level looping/low-level generator optimization.

    As I said, he was failed design because BVHR weakened the design straight after PTB(Removed Aura-reading when in TR +Increased transition time), not because his kit was inherently bad. post PTB, he relied on aura-reading and low TR from Monitor&Abuse to be successful with add-on's that reduce chance to get a skill-check(so people do not instantly fail skill-checks to get out of dream world).

    Here's very old video of Otz playing old freddy. I still remember playing it. In general, I think the reason why Freddy was conceived as bad is because stealth killers are underwhelming in DBD and Freddy was a stealth killer. I mean people still say to this day that Wraith is bad, Ghostface is bad, Pig is bad and I do agree that stealth killers are a lot of effort for little reward. As Otz says old freddy had major strengths and major weaknesses. as with any killer, you play towards your strengths and minimize weaknesses.

    https://www.youtube.com/watch?v=0OgCvfzNyHc

    those powers are not needed to hit survivors and often are strong like huntress throwing hatchets, literally ignoring objects and distance, extra point is they HELP you get hits.

    Freddy's power didn't HELP you get hits they ALLOWED you to get hits and if you got a hit right from dream transition or not was pretty iffy i don't care how good you were you cannot tell me that the dream transition was better at getting hits then literally any stealth killer even wraith.

    there is no argument here he was a failed design that only won matches from either bad plays or heavily stalling, the fact that he pretty much didn't have a power just info and stalling is why is a such a bad design you HAD to play heavy stalling to win against even decent survivors, also remember this was still back when pallet vacuums were a thing.

    How someone used him doesn't matter because the ONLY reason he was even decent was his stalling which was basically put in place as the main power which made it unfun for both sides because as survivor matches took too long and as freddy you had to literally make the whole map a dead zone.

  • at big structures and when you see a survivor in the open.

    you throw sonic tonic first than tonic at the survivor

    don't use them for mobility use them to close the distance on survivors just like tonic.

  • because hag is one of the best killers if you are good at her and she is fun if you like the satisfying feeling of things working out as you planned.

    People say FL's and urban destroy her but they don't you have to have like 3 or 4 flashlights for it to be a real issue and urban is so rarely used and only helps with saves really.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941039#Comment_1941039

    I disagree with that. He was failed design because survivors complained about wallhacks when he was in PTB. Original Freddy in PTB was a brilliant design. His archetype was that of anti-stealth stealth killer with the ability to mindgame loops using information. It took 3 seconds for a survivor to transition in dream and his wall-hacks worked in TR allowing him to do the most advanced mindgames that no other killer could ever do.

    When he came out of PTB, they limited his aura-reading only outside of the TR & increased transition time 3->5 seconds and he was left like that for 1 year until they finally decided to rework him. His new design changed his archetype from anti-stealth stealth killer to a chase killer with hindered effect & generator slowdown(borrowed from parts old Freddy design). The issue is that clown already embodied this design and the game really did not need another killer with exact same idea. Its hilarious but Freddy snares are still stronger slowdown at 3s/15% than clown(15%/2s) to this day.

    The funny thing about Freddy is that survivors complained that Old freddy was unfun to vs when he was weak(aura-reading was most complained feature of old freddy by newbie rank 20 survivors) and to this day, survivors STILL complain that he's unfun to vs. when he is strong numerically.

    The fact is he was so weak they needed to literally slow survivors repair speed so he could stand a chance

    he was literally a m1 killer that NEEDED his power to even hit survivors

    that is why he was a failed design he was literally so weak they needed to slow the game.

    like you can try to argue that he used the dream transition to mindgame survivors but if you had a head set you could hear his location and it was more of a 50/50 if hit a survivor less then that if they had good hearing.

  • better for killers

    BT used to work on both survivors

    DS was just broken as hell literally made all survivors have an extra hook in them.

    However that was all topped by the glorious strat of facecamping ACTAUL facecamping not this kitty play we have now

    you literally could not save someone getting face camped oh and also trapper with traps right under hooks was a thing.

    And mori's worked without a hook so that was tunneling without even having to tunnel.

  • @Exerath1992 said:

    Can we make all survivors Insta die when downed until they fix the hiding under hooks and generators when in the dying state bug?

    that helps the killer, except for the gen bug didn't even know that was a thing and haven't seen it happen.

    like you can camp two at once i honestly don't understand why people think that helps survivors XD

    should get fixed tho it's annoying to have to camp them both simply because im not going to let a bs save happen.

  • @Onyx_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940835#Comment_1940835

    Coz most of the times PGTW is used, you don't see the full 25% of it. Going from a potential 10 to 4 isn't too crazy when you think that most of the time, PGTW is only usable post hooking. This allows that cushion to use it as and when. While also not borderlining on the abusable - rehooking someone recently unhooked to gain another use out of it; removes the less polite aspect of the perk. I also will add that there needs to be changes to survivor gameplay when it comes to gens, namely the way skill-checks work and co-op speed.

    oh i forgot you make troll reworks lol

    i don't have to explain why it's bad since you will just disagree anyway.

    kinda smart to hide the troll part by having a actual common and good rework idea with it i'll give you props

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941205#Comment_1941205

    Well, no getting chased is just the most efficient and fastest way to get it up. You could also do it other ways. Maybe it could even be a very slow regen when you are doing nothing. I also mentioned this in the OP I'm pretty sure.

    I was asking you to make a build because you said gen slowdown perks would make it too hard on survivors. I was hoping you would provide an example of that build so we can observe how exploitable it is. If you are complaining about how exploitable it is, I figured the build you would run to exploit it most effectively would make it easier to figure out how to tweak the idea to account for it. It's a good way to polish an idea that is a rough draft.

    yeah and i pointed out that it doesn't matter if you just chase one guy at a time until your target is dead so the others don't get "skill" if the regen isn't good enough then it wont make a difference and if it's too good it just buffs gen speed.

    a build sure ruin, undying, pop, surge literally just all slowdown and if you tunnel it will work regardless of what survivors do.

    ruin+undying to waste there time and prevent them from leaving gens to help the tunneled since they will lose progress and the other two perks for insurance. honestly just the slow down from this along with the -50% repair speed the other survivors get is enough to just not lose when tunneling i don't see how you can't see this.

  • I mean some of us want it small so as long as we can keep it small and they just make it in the settings where you can increase it's size past 100% i see no reason not to do this.

  • @Crowman said:

    Doesn't help that the only reason you would run undying is if you were running another totem. So if survivors haven't already been cursed by your other totem they now know it exists.

    exactly as said who runs this perk by itself XD

    you have devour hope? too bad a survivor ran past a dull totem and now knows you have two hexes and can narrow it down to devour hope.

  • So deep wounds is something that is a status effect NOT unique to legion so it is unlikely that they will switch it back to being TR based as survivors affected by it will be extremely easy to down if the killer can get rid of their TR.

    As for that ability to further decrease deep wounds that's pretty weak tbh i wouldn't use it. survivors will just split up like normal which makes this obsolete.

    I came up with an ability with another guy called fatal frenzy

    Fatal frenzy:

    For each hit in frenzy you gain a token. Tokens are consumed when frenzy ends.

    1. Nothing
    2. Reduced feral frenzy fatigue
    3. Reduced feral frenzy fatigue and all survivors affected by deep wounds are revealed by killer instinct.
    4. When feral frenzy ends you go into a fatal frenzy, your movement speed is drastically reduced for 2 seconds before moving at 5.2 m/s it then lasts for 8 seconds during which your attacks injure and down survivors, hitting survivors in this state adds 4 seconds to it's duration.

    I think legion should be awarded for getting multiple frenzy hits and being able to down survivors is pretty fair when you realize that you have to hit all of them which is very unlikely and it wont usually result in more than 2 downs if survivors split up when you enter it.

  • @[Deleted User] said:

    Nobody:

    BHVR: Got it, completely revamping the UI, animations, and adding an extra, undocumented nerf to Undying

    Like i could understand if it told survivors that undying was in the trail once you cleanse a hex but this change is so dumb

    Even then i don't think survivors should know you have undying at all let them figure that out after they cleanse a hex.

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940812#Comment_1940812

    The goal of the Bar is to punish tunneling on both sides. It's called a skill bar because if you don't have skill you won't fill it up. You can tweak the design a bit, but I think working around it would make the game more interesting for survivor and more rewarding for solo's who have the skill to outplay killers, but punishes those who don't have skill and want to sit on gens.

    Lemme answer your question practically about why you would split your attention.

    If you as a killer tunnel the good survivor who gets their bar up, you will have a lot of trouble catching them, way more than you think if we are talking actually good survivors and waste loads of time trying, and then they sprintburst mid chase and the chase is even longer.

    If you as a killer tunnel a bad survivor who goes down instantly, they won't even have a lot of bar to incentivize the tunnel in the first place.

    If we are talking average survivor who can loop you till their bar just fills up then you down them then camp and tunnel, then you get 2 - 3 kills and they escape via hatch. They still have BT, DS, Dead hard, and all kinds of other Meta perks at their disposal to make your life that much harder.

    Lemme ask you, Why don't you make a killer build that you think would dominate any team with this and I will work out a scenario where you have 1 god like survivor, 2 average survivors, and 1 bad survivor. You can identify what the weaknesses are in the idea and work them out from there. Or you could say I just feel survivors would always lose and thats enough of that.

    like i said it's simple they can't fill that bar up without getting chased right?

    So you just don't chase them go after one guy and gens will literally take twice as long for the other three to complete it buffs tunneling.

    I know that is not what you were aiming for but that is how it will occur, it doesn't matter if the tunneled survivor is recovering from exhaustion as they run the others are not repairing fast enough to counter you tunneling.

    edit: like we had exhaustion recovery and pallet vacuums and stuff way back and killers could still get survivors now it's easier since we don't have as much bs. A survivor wont run you all game unless you playing a non viable killer or you just suck. edit: also i fail to see how making a build is related in any way to this conversation, no build should destroy survivors and it's known that gen speed is a problem but this isn't the way to go about it as it is too exploitable and promotes unhealthy game play since playing normally helps survivors.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941090#Comment_1941090

    Most survivors hate the new Freddy. So was that intended?

    well not as many players hate him for one reason or the other as they did before.

    You have no argument here friend old freddy was hated more for being weak and frustrating to play unless you went full slowdown and as a survivor he was literally just unfun no matter how the freddy played.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941039#Comment_1941039

    Now what is more important. The fun factor of a killer for the killer or for the survivors that play against him?

    considering that logic most players actually hated playing as or against Freddy back then so i'd say the rework did it's job well.

  • @REL1_C said:

    I agree, did the developers actually design a well balanced perk, that's the first. At first I thought every 30 seconds your aura is revealed for 3 seconds was unfair but actually I'm glad they did.

    The only buff I have is this

    BUFF: every 30 seconds, the obsession can see the killers aura for 3 seconds as well.

    If the killer has no aura reading perks then it's a bit unfair. With this little buff it'll be perfectly balanced.

    it already is like that

    Whenever your aura is revealed to the killer you see the killers aura

    That includes the passive aura reading every 30 seconds.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940903#Comment_1940903

    The Freddy rework was a failure in my book. Why? Because he completely lost everything that made him different. Most (if not all) old Freddy mains hate the new Freddy. Because it didn´t address his core problems (it removed them, sure), but instead turned him into a completely different killer. The Clown rework has a similar problem. It didn´t solve his issues (map pressure) and ignores what makes him unique and tries to build up on that.

    His uniqueness is why he was so weak until late game, The REAL problems those freddy players ignore was how his slowdown was not just too strong it was horrible to play against. He was not a fun killer to play as or against unless you could deal with getting looped until there were no pallets remaining.

    As long as he was like that he was a failed design right from the start.

  • @ClownIsUnderrated said:

    I know there's a lot of people who are not so happy with the Clown rework, because a lot of people don't think anything changed. But the antidote bottles on Clown are very good once you learn the timing of how to use them, a lot of people are underestimating how powerful the antidote can be. I don't understand how people think Clown is still the worst killer in the game when his chase game is stronger than killers such as Legion, Wraith, GhostFace, Trapper, Myers, Pig, Plague, and the Twins. A lot of people underestimate Clown like usual, I'd probably go as far to say his chase is better than Doctor's. Doctor gets screwed a bit by latency a lot, and your working more with the Shock Therapy.

    Yeah people just need to get used to using both his bottles at once and not using them separately.

    His antidote bottles are NOT used to traverse the map, just like tonic they are used to close the distance on survivors. using them both makes you 1.6 m/s faster than survivors that is a huge difference in speed it's a bigger speed difference than when legion uses his power.

  • I think they should play around with it a little since it has really no downsides if you think about it.

    • Every survivor can run it to counter info perks as only the obsession is revealed every 30 seconds.
    • The 30 seconds reveal can be countered with lockers, gens, and the killer might miss the very short 3 seconds you are revealed.

    I think they should probably only have the back to back aura reveal belong to the obsession and if your not the obsession you still have your aura revealed but it's like every 60 seconds. Hell maybe they should also increase the time your aura is revealed since it is so short and easy to manage

    As it is the perk is just really good not broken but it's extremely good and you don't even have to do anything.

  • They took nothing from him in fact when you use both bottles well he is actually even more chase oppressive.

    As for his sonic tonic if you are placing them right then they can't use them without getting hit have you used them yet? I have played him a lot and not once has a survivor used the speed boost from me throwing it ahead without getting hit.

    edit: In fact i haven't had a single survivor benefit from the speed boost mostly because it disappears so fast that they don't make it back to it when they circle around something like a wall.

  • @Vetrathene said:

    Don't worry, they are going to add breakable walls, that will fix everything!

    actually the breakable walls on the buildings did help with how strong it is IF the walls and windows were placed right otherwise it sometimes is the same.

  • why nerf pop by literally reducing it's uses by 8?

    pop is fine it's one of the most balanced perks especially when you consider how fast survivors can do gens.

  • Also im sorry but is the skill bar per survivor?

    i feel that if that is the case then this results in too much of a nerf to repair speed since your often not getting chased and that would encourage tunneling because why would you split your attention to give survivors a boost to repair speed? If the only one getting skill cant use it to repair gens then it's better to just go for them.

    the exhaustion thing doesn't matter that much either imo like i would gladly tunnel one guy a little longer than have survivors repair faster, combine it with anti gen perks and survivors are pretty screwed.

1 … 9 10 11 12 13 … 55