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AChaoticKiller

AChaoticKiller

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  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863468#Comment_1863468

    Would be a great idea if it wasn't for the activation delay.

    that's why you throw the sonic tonic at them first, due to the delay in it turning yellow they wont be able to benefit from it but you will then afterward you use the tonic.

  • @DawnMad said:

    The problem I see is his map pressure isn't buffed by this much. If you look at it overall 10% speed bonus for 7 seconds saves you around 0.7 seconds worth of time. He can save around 2.8 seconds with 4 bottles but spends 3 seconds to reload, so this ability will be useless for getting around the map.

    It will be good for catching up to survivors though since instead of a 15% speed difference it will be 25%, so a 10 seconds distance will be down to 6 seconds etc. This is also without the Tonic slowdown.

    it combined with his reload speed buff will help out a lot, you pretty much have to reload after every chase and regardless of when you do it that it is 5 seconds of time in a slowed state, there will be a 2 second difference on top of the movement speed from the antidote so he is considerably better at getting to places then before. this also makes it so he can reload in a chase without an addon so unlike current clown where you nearly have to down the survivor with your bottles you have leeway to waste them using the antidote since you can reload in a chase at a loop and survivors can't risk abandoning it due to your ability to make such a difference in speed.

    we also don't know what his addons are like yet, there could be a few for the antidote that makes him faster or the antidote's effect last longer which would buff his map traversal even more.

  • @Terro said:

    Doesn't switching between the tonics take time meaning any time that you would save using the 2 together is cancelled already or is so minor that it's not really worth doing?

    it's nearly instant and doesn't slow you down, your total bottles are also shared between the two so there is no difference from throwing an antidote then switching to and throwing a tonic besides maybe a 100-200ms delay if any at all.

    so as long as you don't land them both in the same spot it is better to use them and preferably you want to use the antidote first.

  • @Gay_Police_Dept said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862461#Comment_1862461

    Same when survivors bring Calm Spirit against someone who isn't Doctor or running Infectious Fright. Take your chances.

    there are 5 perks clam spirit counters and it prevents crows from being alerted while also preventing you from screaming which can throw the killer off after they hit you and good killers use both often to track survivors, lightborn is legit only used to counter 2 items in the game and franklins is for all items but isn't worth running unless a lot of good items are brought in or a key is brought in.

    Unlike lightborn and franklins calm spirit is versatile and somewhat useful even when you go against nothing it counters.

  • They really should lock the survivor's loadout or at least their character and item it's so dumb that this isn't implemented yet.

    As for the dev's MMR argument and survivors being skins that is not the point, what we have a problem with is survivors being able to bring in any item they wish without the killer being able to prep against it if they would have wanted to.

    Like would you want to play against 4 flashlights or medkits without at least putting on a perk to help you against it? i know i wouldn't.

  • @CLB198 said:

    Also you can remove ones effects and gas with the other

    with proper bottle placement that shouldn't happen and i believe that only applies to the survivor.

    the only time i can see that working out is by canceling the antidote effect a survivor has with a tonic. I think this is what the devs meant in a way by leading survivors to dead zones since you both can enter the antidote but then you can cancel the survivors speed boost with the tonic.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860969#Comment_1860969

    They won't be sliding- they just drop it in advance and move on to something else. Eventually you WILL go down against clown sure, but the point is people can still buy a tremendous amount of time.

    This isn't bad for clown but it's nowhere near enough to solve is overall arching weakness. Though we'll have to see what else they do and what happens with the addons as well.

    Same with trapper. Sure less RNG on initial traps is nice; but that isn't going to make maps, OoO, luck offerings not directly hard counter him. It's not bad; but it isn't going to suddenly make all these killers "A tier".

    I mean most killers suffer from this, against any killer without a ranged attack doing that against clown is the same as doing to any other m1 killer.

    The thing is you wont be going against those players often and if you do just switch targets, if all the survivors are doing this you are probably going against a good team that's try harding in which case you never had a good chance in the first place.

  • I'm always going to refer to the antidote as sonic tonic from now on. I love it.

    since there is a delay for sonic tonic to become active and give the speed boost (from white to yellow) good clowns will throw it in a way where the survivor won't be able to use it but it will become active when you get there.

    it can also be used at open loops for free hits, simply throw the sonic tonic at the side of the pallet you will push from and the tonic at the other side and you will be fast enough to hit the survivor before they get to the pallet at a large majority of loops.

    Unless survivor drops the pallet as soon as they get to it they can't even abandon the loop to avoid getting hit since when doing as i said above you will use sonic tonic to catch up to them as well as tonic to slow them down.

  • @Black_Fence said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861129#Comment_1861129

    When have survivors ever actively looked for totems unless there is an active HEX?

    I use devour by itself on wraith a lot, the answer is pretty often actually.

    It's not unlikely that a survivor simply passes by your totem and see's it.

  • im sorry when has it ever been hard to find 2 totems besides a few spots on certain maps.

    Then at 3-4 tokens all the survivors will start looking for it as well.

  • This is really all wraith needed he is addon dependant but if it's speed you want just use the addon and he becomes a decent killer.

  • the ptb isn't even out and i can very much see this antidote being very useful at regular loops.

    with this change even if they drop pallets early it will be much easier to catch up and hit survivors regardless of the pathing they choose since you can gain distance on them with the antidote in situations where you can't hit them with the tonic and at loops you can combine the two for free hits practically.

    Also in the open you can throw the antidote and they wont be able to use it due to the delay then once you pass through it when the speed boost is active you can hit them with the tonic.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859522#Comment_1859522

    Spoken from a true killer perspective. The keys are conditional. They are not easy to meet. It is not easy to get gens done in many situations. "For a good group" is way more laughable than your claim to the conditions of the keys. Yea I'd love a good group every time I play solo. I can't recall the last time I had one. You're basing your argument on so many assumptions. Survivors NEED help in this game. We NEED more to work with. I truly believe most survivors are not trying to be great at this game. They're just trying to have fun in a scary survival game.

    No you just don't know the hatch spawns, i play a lot of survivor as well as killer and only on the swamp map and rotten fields do i ever have trouble finding hatch. When i find a key unless i die before hatch spawns i can usually find it.

    like i said there are only 2 conditions to using a key to escape for good players, staying alive and finding it once it spawns.

  • I don't think he will be too difficult to play, it's pretty easy to grasp throwing a antidote on one side of the pallet ahead of you and the survivor (preferably on the survivor so they can't use it when it turns yellow) and then the tonic on the other side of the loop. The total distance you will gain on the survivor will be enough to hit them and if they abandon the loop you will easily catch up from the antidotes affect and tonic bottles you can throw at the survivor.

    Also speed builds on him will be so fun, i usually run STBFL, POP, brutal strength, then whatever i feel like running which is usually bbq but i might switch it to PWYF now.

  • @MiniPixels said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859704#Comment_1859704

    Yeah seriously, they merged mine and two other peoples posts about the HUD to get it more concise and easier to read in one place, but they are just hindering themselves by making it so no one is gonna reply to the post anymore.

    At least it shows that they are aware that we have issues with the new hud which means they will adjust it.

    I would actually be more worried if they were not responding/merging because it would show that our complaints are going under the radar. If these posts are merged it will make all of our suggestions easier to read for the devs.

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858437#Comment_1858437

    The post has 2 images comparing how much mroe compact the current UI is. Like you just have to cehck 1 corner to see gens,your power and survivors instead of 2 seperate corners and the top center

    My post was merged with another since i have more info and reasoning for why i don't think the new hud is good. I believe the original post literally just said title and when merged was moved to a comment.

  • @Shirokinukatsukami said:

    The new HUD is a joke.

    If you want a minimalist HUD like the devs claim they want, you don't ADD screen elements you lessen them. You make them smaller. And you shove them to one side.

    You don't put them all over the screen literally in every direction. I mean what the ****.

    Sorry, I don't usually call BHVR out for incompetence, in fact I defend BHVR every now and then for questionable and unpopular changes they make to the game. But the new HUD design is pure incompetence. It's that bad that I can't control myself. Just knowing the game I love to play is going to have that crap makes me sooooo angry.

    Sorry BHVR. Put all the new info you want in the HUD but please put it all in the bottom left corner and don't spam it all over the screen.

    it also just looks good all compact like it is, like why do we need the gen icon at the top of the screen by itself and the hook count all the way to the left. they are both super small and simple they don't need a separate spot on the screen same thing with your power.

    I can understand why the survivor icons are separated because they are adding things to them but they didn't need to disassemble that whole part of the screen into their own open spots, In my opinion the hub looks better with them all in that corner even if the new icons look better.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858341#Comment_1858341

    Keys are not "the most unfair thing on the survivor side." How many times do I have to say that keys are CONDITIONAL! I can't use the key until all generators are done if no one is dead and if I'm the last person I have to find the hatch and not die before I get there. Without hatch offerings, a map or left behind good luck finding it. I really think that if they ever change keys to make them any less valuable than what they are instead of making them more useful then a lot of survivors are going to quit this game.

    Something else to consider is that items deplete. We can't use them forever so eventually with enough pressure the items will no longer be useful at a certain point. This idea that survivors playing items gives the killer in any way an unfair advantage is beyond ridiculous. I have seen killers destroy teams using the best items in the game. The keys are not the problem. Franklins is a problem because if the killer gives even a little pressure to you good luck getting your item back. I lost 2 purple flash lights in a row recently to franklins just trying do the flashlight challenge and didn't even get to use them. I hardly even see the purple flashlights appear in my blood web so I have to spend a lot of points just to get them to appear most of the time.

    they brought an item to counter a chase item seems fair, you not being able to do your challenge does not factor into the balance of this game.

    if you seriously think a bunch of items don't seriously impact games you need to see the bigger picture, just 2 medkits saves a bunch of time for the survivors.

    Lastly as for keys lets agree to disagree because that conditional argument is laughable, it is really easy to find hatch and getting it to spawn in a losing game is also easy since there really is no excuse for not getting at least 2 gens done in any game and you only need 3-4 gens done to survive if you are not the one dead. Is it conditional? yes but are those conditions hard to meet? no you just survive long enough and find hatch having a key doesn't go into those conditions because we are assuming you have one in the first place. for a good group the conditions are literally just survive and find hatch.

  • There is no problem with slugging, if anything there is a problem with people leaving so your "solution" would actually be a major problem.

    whoever gets slugged recovers and the other hides and picks them up when the killer isn't near.

    If your the last two alive and the killer downs someone right next to you and go's for you well that's how the game goes why should that survivor have the ability to recover without a perk. you made the mistake of being near them when they got downed and if you were healthy you could have taken the hit for them.

  • @Cancan71 said:

    One use I could think of is while you're at a loop you can throw the antidote at the pallet with you standing there and then throw the tonic at the end of the loop. Then you can force the survivor to go through the tonic and hit them with the increased movement speed before they get to the pallet.

    I say we have to wait until the PTB to see the full potential of the bottles.

    this will be the best use of his power, it is already a thing to throw the bottle to one side and then go the other direction to make the survivor pass through the gas and now we can also be faster before we do that.

    I think the way it would go is you would throw the antidote at one side of the pallet then throw the tonic at the opposite side of the loop and of course still make the survivor go through the tonic by switching directions.

    that way you get the speed boost, they get slowed down, and if they leave the loop you still get the speed boost from the antidote to catch up with them and can follow that up by throwing the tonic at them.

  • it's not, unless you get a bunch of solo's and even then blindness and having to hit all of them is just bad. most of the time your better off running knock out.

    It's also a hex totem a type of perk known to be unreliable unless it has a strong effect or can be protected but third seal is simply not worth using another perk to protect and isn't strong.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859007#Comment_1859007

    your logic makes zero sense.

    If before this nerf, you lost Undying first you said you got no value out of it.

    Now you are guaranteed to lose Undying first, but you call that value? Transferring stacks is practically irrelevant.. by the time you have 2-3 stacks of anything, the 2nd totem is likely to be gone

    literally no sense

    there is also the fact that token hex's are just bad, there is only 3 of them none of which are viable.

    third seal? not even worth running even when slugging.

    lullaby? Against good players doesn't do much and usually has to be paired with other perks meaning you'd have to dedicate 2 other perks for it alone with undying. simply not viable.

    Devour hope? By the time you get to 3 stacks one totem is probably gone and if not once they find out you have a insta down those totems will be prioritized. This combo can work out but you would probably be better off just running this perk by itself since it is still very likely that you will lose both totems before you reach 5 stacks and if they see one totem without a obvious effect they might assume it is devour hope with undying.

  • At this point there is no reason for it to have aura reading, since it doesn't affect the hex's and the hex's no longer go to dull totems it has no interaction with the perk.

    What they should do is switch the aura reading from undying to TOTH and give undying the totem counter slowdown. This would buff both perks by giving undying a useful effect that interacts with hex's and as for TOTH if they make the aura reading as it was before but shorten it to 3 or 4 seconds it will make TOTH suited for defending totems but because of the shorter aura reading you can trick the killer by cleansing for a few seconds before running away.

    Even remove the alert you get from TOTH if the aura reading stays at 6 seconds it would still be better then what it is. Like as i said the aura reading on undying is just too useless since it doesn't interact with the perk and there are only 3 dull totems it would apply to.

  • @Aven_Fallen said:

    While I think that it is just a matter of getting used to the new design, I would also appreciate an option to have a classic HUD. I dont need to know via the game what I have to do. I also dont need to know how many times other people are hooked, I am able to do that on my own.

    So I always prefer to have minimal information available and it looks indeed distracting if the game tells me all the time what I have to do or provides me information I already know.

    I would like it if we could get a combination of the old and new hud, the placement for icons on the old hud is SO much better but i like the look of the new hud.

    Like why is everything so spread apart? In the old hud all you have to do is look at the corner and you know everything you need but with this new one combined with the smaller icons you have to spend more time on them and they are more distracting.

  • @Anzardinho said:

    The old UI managed to fit the vibes from the game while also giving out useful information, but the new UI feels extremely bland and uninspired to look at. The hook counter is nice, but they could have gotten it into the old UI, just how Hexy did it with the BOTB tournament.

    Any thoughts about the new UI?

    I like the look of it but like why is everything so far apart it makes it so annoying to check your hud.

    The best thing about the old hub was how it was all compact, you knew everything from just a quick glance at the corner of your screen but now your eyes have to do like a full circle to look at everything.

  • I like the icons being changed but i hate the placement of them all, i much prefer the old version of everything being compacted into the one corner of your screen. It would also be cool if we could revert it so we can keep using the old hud as some players prefer the classic look of it.

    i don't think it would be that hard to implement and giving us more control over where our hud icons are is something everyone wants..

  • is the speed increase from the antidote better than the tonic's slowdown on survivors?

    in other words is the 10% increase greater than the tonic's negative speed decrease for survivors or will you have to run addons for that?

  • I'm going to have to disagree, if you put 4 survivors and a killer of equal skill into a game the survivors usually come out on top assuming the players are good as if they are all bad the killer usually wins as seen in lower ranks.

    Now lets assume every player is trying their best to win with items/perks and the survivors are in a swf. Yeah even if the killer is really good more often than not they will lose unless the survivors mess up multiple times and even then they can easily recover because of the current meta. The only killer that can really win against that is nurse but that's because she ignores the chase meta, assuming NO ONE makes a single mistake only the nurse can win, every other killer will lose.

    That's not balanced.


  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856571#Comment_1856571

    Oh geez.. where to begin. Well, your whole example of me only spending 360k bps on those keys is not considering the millions I had to spend to even make that many show. And nothing is guaranteed in the blood web either as far as I know. Last night I had I think 4 matches with different killers who each played franklins. I lost 2 keys to franklins and a 3rd was picked up by another survivor who was able to barely escape through the hatch with it so that worked out. Franklins is a permanent perk you can use forever. Items are not. I can play addons to preserve the key on death or even after use but no matter what I attach to the key franklins will delete it if I don't pick it up in time.

    I do not make 20k bps per game that I am tunneled in. In fact many of the matches where I am either camped or tunneled early in the game I lose my item and end the match sometimes with less than 7k bps. Using keys is very risky also. A lot of killers in purple ranks and up know about key plays and they are going to check the hatch as much as the doors if possible. Even in the fair matches where no tunneling or camping happened I sometimes get downed and die with my key being lost. I don't know why some killers have this idea that playing a key is just this super unfair advantage a survivor has over them. That key is conditional. Your franklins is not. You hit a survivor with franklins and your item drops. No other requirements. I have to do all 5 gens to even be able to use my key if everyone is alive when that happens. If only 1 survivor dies I still need 4 gens done. If 2 die I need 3 gens done. The key is very conditional. I can't tell you how many games I died and lost the key because we simply did not get enough gens done and there are killer builds that make doing gens a very hard thing to do.

    I just want to have peaceful and reasonable discussions about this. Its just feedback. There is no need to get all worked up and try to make the person you don't agree with with feel like they're just flat out wrong. We can disagree but ultimately this is a feedback forum and everyone should post their feedback based on their experiences in the game both killers and survivors.

    Lets talk about ideas that could be potential changes to the things we don't like about the game. In the case of franklin's demise another idea I have is to instead of changing the perk itself, give survivors an addon that prevents the item from being dropped when hit with franklin's. Addons makes items more powerful. In the case of a key, I would have to take up a slot that could be used for being able to see the killer, other survivors or prevention from becoming the obsession in exchange for having protection against franklins. Maybe give the addon charges for example it will protect you from 3 hits from the killer and after that the addon stops working. I still also like my other idea I mentioned before in how the perk can simply disable the use of the item for a duration rather than making you drop it. Both to me seem like reasonable changes to franklins.

    Like i said you can save your key in various ways and while it does take more points to get keys your also getting other things so i wouldn't consider all the points used to get to the key in a bloodweb points used specifically on the key. In my view you spent 7k-6k (idk why i thought it was 9k for a UR node) for a key. You can also find them in a match and in any case where the key gets used even by other players is a case where the key was not wasted, you might not have benefited but because it was still useful for the survivor side the points where not wasted.

    If you truly are having that much of an issue with franklins here's an unfair BS tip, just last second switch to the character with the key or simply drop it off at the start of the game so you can use it later. BOOM you can pretty much ignore franklins and when hatch spawns play stealthy so you don't get found and lose your key. You can get tunneled but too bad, keys are super unfair and against a good group the key holder practically has to die and you have to hope it's not a swf if you cant delete it with franklins. Until keys are reworked you can't complain for getting tunneled for bringing in the most unfair thing on the survivor side.

    Now for other items that are not a key it can be argued that it is not justified to lose them but the thing is it's a 4v1 game. Survivors can all bring a good medkit and assuming the killer doesn't bring franklins all the time they saved healing themselves can result in the killer barely applying pressure from injures. The same thing is with toolboxes but to a lessor degree, with them they can be used to quickly finish a gen before the killer can stop it which is arguably better then the time saved with medkits in a situational sense. Any item in the game can also be found and used during the match so the combined strength of all the potential items survivors can bring/find again justifies franklins being as it is. while items are not needed to win they can still help you do so or even be the reason you won a hard game.

    As long as items and their addons are as they are it justifies franklins being able to delete dropped items, otherwise they will simply be used later in the match. As for an addon that prevents your item from being dropped that wont be implemented as only 1 perk makes you drop items and as said it is justified, you would also have to make that addon for each item and i just don't see the devs doing that. If it was a perk that did that it would be fine and much more likely since your using a perk to counter a specific perk that is used against items.

  • you have obviously never faced a sweat squad with a OoO user. they are not beatable even with noed unless they mess up big time.

  • The perk needs a rework that would nerf the perk while also making it useful for even solo's. here's my idea for it.

    OoO: when you look in the direction of the killer you see their aura if they are outside of 24 meters and are within 48 meters for 3/4/5 seconds. OoO has a cooldown of 10 seconds, during the cooldown the killer can see your aura outside of 24 meters. If you are not the obsession OoO has a cooldown of 30/25/20 seconds, OoO does not activate if the killer is undetectable.

    OoO becomes disabled if you are on a hook or in the dying state.

  • sooooooooo only DS is affected?

    making mori's even worse?

    no thanks. also they are not useless they bypass 1/3 of the save opportunity's from any perk or player and saves you time or you lose a extra second or 2 depending on hook location.

    edit: also even if hook perks triggered the fact that this would not allow you to bypass saves would result in a overall nerf to mori's.

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856557#Comment_1856557

    Yeah, but along with gens there are issues like having a whole minute of invincibility, especially paired with unbreakable/no mither/tenacity, etc.

    And locker baiting, and many other things. I'm just saying it eliminates a couple of other issues. I never stated it would fix the whole issue, but narrow its offensive capabilities.

    the thing is as long as they are not making gen progress thats fine

    with UB the point of the combo is to go to a gen and not care if the killer downs you, so making DS become disabled would make the whole minute of invincibility less strong because its would become a whole minute of doing nothing.

    I never really thought the interaction with DS and the killer was unfair even when lockers are used since you could always go after someone else or wait tout the timer. The thing that makes DS strong as you said is the 1 minute of invincibility which can be used to do gens more safely, so getting rid of the ability to do gens and keep the perk would make it way more fair.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856549#Comment_1856549

    Those items go away pretty fast depending on how often you play them and escape or not escape. I have spent millions of blood points on a single character and still only have about 40 keys total (purple and red) which if I decide to start playing them go away very fast. Weeks or even months of point farming is gone in a matter of no time if I want to play some key games for a day or 2. You also need to consider that survivors who play solo are not always going to get teamed up with team players. A key can give you a better chance to escape when your team is literally throwing or goofing off. There are just so many circumstantial elements with this.

    wow you lost 1 out of the 40 you have, omg so unfair i lost a broken item i barely spent points on to a perk!

    in case you didn't noticed i don't think losing a item you have a ton of is unfair, you will lose it anyway if you die and why would you use a white ward if you have a ton of the item your using. The perk is balanced because of how items are in this game, they are not need to win, only one is broken so using franklins on it is no big deal, and you didn't spend that much bp on them. in your case lets assume all 40 of those keys are skeleton keys you spent a total of 280,000 bp on them and on average you make 20k bp a game meaning if you used all keys back to back you make 800,000 bp meaning you got back 520,000 bp.

    So your whole "I lost points" is actually wrong, and in the cases of games you escape you make more than 20k bp so in reality you probably made closer to 1 million bp even if we include games your tunneled since you will probably make 20k in those games.

    edit: also lets not forget the addons, white ward, and just escaping which allow you to save your key, even when you bring a key your not usually going to go against a killer using franklins. so if you wanted to you could play way more games with keys than 40.

  • That wouldn't solve why it is so strong and in some ways unfair.

    The main issue with this perk is it being used off hook to do a gen instead of recovering, if they made the perk get disabled if you work on a gen for more than a total of 3 seconds it would be way more balanced.. There are other things you can do off hook like healing, cleansing, or looting. even if the player who unhooked you doesn't heal you there is always other players or perks you can use to do that.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856527#Comment_1856527

    Forget the fact killers can choose to hard focus the person with those items they don't like or even regardless still choose to play in a toxic manner. Survivors need those rare items in many situations to simply give them a chance against tough odds. Franklins is an unfair perk. I'm sorry you don't believe that but from a survivor perspective spending all those points to get items is not an enjoyable experience when you think about how the killer can take that item from you in more ways than just killing you. We can't play white wards for every item we play you know and I don't even think those work against franklins anyway.

    doesn't matter the key can be picked up and gens are flying as your doing that. again why do you think i said 3-2 escape?

    Also it is the only perk that works against items, unnerving presence is a meme perk that barely does anything against any item other than a flashlight. Unless you lasted too long you can always go back to pick up your item or in a swf have someone else do it and then drop it to save it. IF you did last long enough for the item to disappear then you wont need it since your team probably has more gen pressure then the killer can stop unless they saved you late.

    items are not needed to win but they can be used to make it much easier to do so, franklins counters items to a extent so it is by no means unfair as it is a gimmick perk that against good players doesn't influence the match drastically unless of course it killed a key. Also who cares about the points used to get the items you spent a MAX of 9k points on a item and you only lost 1 out of the 10 or more you have.

  • LOL if players are doing that they are dummmmb

    even if your mori'd off hook right away your still wasting the killers time and thus helping your team, also unless the killer is camping you that probably wont happen so you killing yourself on the off chance it does happen again is just you being dumb.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1856277#Comment_1856277

    The perk is not fine. Flashlights and keys are not toxic. Flashlights give the survivors a chance to save their team mates when no pallet is nearby. In all the times I have tried to do it I have pulled it off I think maybe 3 times. Keys are also not toxic. They give survivors a backup plan for when either killers are playing toxic or when you're the last one and a door play is out of the question. Franklins is a means to further limit the survivors ability to escape against what often is not so good odds. Your solution of "learn to play without items" does not address the problem here and is a very one sided perspective. Items are meant to be played when you want because you had to play to earn them. Why should I restrict myself on that option? It is not one of the most balanced perks in the game. A perk that literally deletes your items that you spent blood points on (which by the way are not always easy to obtain playing survivor) is not in anyway balanced or fair.

    yeah no keys in a swf is a easy escape. they are toxic for how easy it is to abuse them to almost always escape with 3-2 players no matter how well the killer does unless you and your team royally messed up.

    you do gens and a good swf can usually get to at least 1 gen left, then they just plit up find hatch and escape with ease. that is not balanced, skillful, or fair. even for solo's if they know someone has a key they just remember who had it and get it when that person dies, even if only one escapes it still notifies the other survivor to either wait by a gate or go to hatch and escape.

    keys are simply not fair when against competent survivors. you can try to argue against that but you can't deny what i said above, also simply because you found hatch with a key doesn't mean you should be able to instantly escape as finding hatch itself is very easy for good players.

  • It's also not fun to go against 4 flashlights or a bunch of good tool boxes and medkits. Even keys are a extreme nussance.

    The perk is the only good one against items, don't like it too bad we also don't like what you can bring into games.

  • your first suggestion is actually very programable if they wanted to it wouldn't be too hard for them to do it the issue is that that buff would be way too strong and wouldn't be implemented.

    As for the second buff it wouldn't make the perk that much better and honestly it doesn't really seem fair as it will only be useful against a IR user you don't know is near you or if someone goes into a locker. I think against good survivors who run meta and last long in a chase this perk wouldn't be helpful at all which makes it unviable, even against a bunch of solo's it wouldn't be good as survivors might not run IR and even if they did the amount of times it will help you find them is small since they are probably running away from you or are not close enough for the perk to work.

    I personally don't think every perk should be viable nor do i think they could be, tracking perks like this no matter what are useless to good players and are mainly there to help newer players. That said certain perks that are just bad should get reworked or buffed, perks like blood favor are just useless against even decent players and perks like furtive chase serve no real purpose.

  • I mean i would take this over anything else but the problem of this perk working across the map still is a thing. It just seems lazy and unlike mori's they can do a lot to this perk hell even make it a completely new thing. Don't get me wrong i would rather take any of your idea's then leave the perk as it is but the perk can be balanced in a better way. If they restricted the perk properly and made a better downside to the aura reveal aspect the perk could be in a better spot, here is my idea for it.

    OoO: when you look in the direction of the killer you see their aura if they are outside of 24 meters and are within 48 meters for 3/4/5 seconds. OoO has a cooldown of 10 seconds, during the cooldown the killer can see your aura outside of 24 meters. If you are not the obsession OoO has a cooldown of 30/25/20 seconds, OoO does not activate if the killer is undetectable.

    OoO becomes disabled when you are on a hook or in the dying state.

  • Spirit remains S tier playing her on console doesn't make her better than other killers to the point of having her in the nurses spot. For me only Hag and spirit are S tier with freddy also being there if you want but he is the weakest of the three.

    You can pretty much play those 3 killers the same way on either PC or console so logically their ranking remains the same, only killers that are harder to play on console go down the ranks as there isn't a killer that is easier to play on console to PC.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/215548/can-we-talk-about-demos-undetectable-effect

    I think far too many put it in the “pointless” basket simply because they’re never going to get a gen grab out of it.

    But I think that’s kind of the point though. It’s simply meant to give Demo “a head start” on a chase rather than allow it to achieve sneaking right up behind a survivor successfully. If that were indeed possible, that would make Demo way too overbearing and powerful.

    You can get a grab out of it IF the portal is far enough so the survivor doesn't hear you exit it and close enough so the undetectable status effect doesn't wear off too soon. Still the undetectable status effect should last longer.

    However you also have to hope that the survivor doesn't hear your load af footsteps and they don't see you. but with properly placed portals it does happen every now and then.

  • I think there are better reworks, also i like the idea of it being basement related. here is mine i think it is ok as far as balance goes.

    monstrous shrine: For each survivor hooked in the basement all repair, healing, and cleaning speed is reduced by 10%/15%/20% when you are 28 meters away from the basement and you gain the haste status effect. Survivors in the basement suffer from the oblivious status effect.

  • you should be able to cancel blinks, charging a blink as your blinking to a survivor and you end up on top of the survivor is SO punishing since it is so hard to reblink onto them and hit them.

    It's also dumb how a survivor can just walk up to you as your charging a blink like you should be able to just stop charging a blink by lunging out of it.

  • @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831225#Comment_1831225

    So, slower killers DON'T rely on their power?

    So I should stop using blink as nurse, or gun with slinger?

    My point is so simple I'm surprised you missed it.

    Fast killers DON'T have to rely on their power as much as slower killers.

    Thus, no skill is really involved when playing full speed killers.

    I refuse to play against non-skill based killers, because they were going to win anyway.

    That 5% impacts the game a lot more then you would think, for it to be justified the power has to be strong.

    would you consider clown a ranged killer to need that? HELL NO he would literally need to use his power to have the same speed as a 115% killer.

    PH? hell no his ranged power isn't good enough, the reason it is strong is because it is combined with 115% speed. take that away and he would be a meme killer since missing would be WAY to punishing and his basic chase potential and map pressure would be nerfed.

    What your asking is just a baseless nerf that ignores balance, you want to do unnecessary nerfs based off your opinion. a killer can require skill and still be awful what matters is balance NOT the skill required to play that character.


  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837471#Comment_1837471

    First, that's the only counter Hag has, and it is both unreliable and requires prior knowledge of exactly where her web is.

    Second, you are grossly misrepresenting Freddy. Being awake for any length of time whilst in a chase is rarely, bordering on never, an option. His only counters in a chase are to hold W and instadrop pallets, given that a single loop of any tile will give all but the worst Freddy's a hit. And that counterplay is both going away thanks to the progressive (and welcome) map updates, and fails to take into account the fact that Freddy literally teleports to whatever generator needs the most pressure with whatever regression perk he happens to have equipped, which usually negates the hold-W chase times.

    Edit: Flashlights, Hag is also partially countered by flashlights. Rarely harms me, though, it's more an annoyance than a loss.

    Yeah flashlights and UB are way less effective counters to hag then people realize, out of all my games as hag i can't recall UB being used in a chase besides pallet camping so it was only useful for saves and flashlights are really only problematic when 3 or more are brought into a game. Without someone dedicated to following you and destroying your traps you wont loss traps fast enough for it to be a problem unless they are also destroying traps as you carry people and even then its not a lost game.

    Hag does destroy solo's and mediocre swf's but so does a really good nurse or spirit and for a group of solo's most killers can beat that if they are good at whatever killer they are playing and that killer isn't awful. I feel like hag is as strong as she should be and doesn't need any more buffs or nerfs she to me feels fairly strong.

    @Sonzaishinai said:

    I still don't understand how some red ranks don't know you can crouch hag traps.

    Crouching all the way to a hooked person for them to just bolt the second they get unhooked which leads to you getting MYC'ed is just awefull

    Actually very few games i play as hag have people that trigger traps on a hook, for that to happen i usually have to put the trap a bit further from the hook so it triggers early. Good hags don't care if you trigger hook traps it's mostly to just slow survivors down what you have to worry about is simply running into them since good hags set it up so you will get hit before you can make it to whatever your going to.

  • @JimPickens666 said:

    Also Pyramid head literally shows its not over powered. He also shows that skill checks instead of mashing one button over and over is much preferred by everyone so maybe talk to however was in charge of that chapter for more good ideas

    He shows that the best way to play him is to torment everyone and never cage unless it is extremely beneficial, then once someone is off 2nd hook you tunnel them and kill them.

    Do you really want every killer to be able to do that? the time it takes to do the mori doesn't matter when it kills the survivor quicker than if they had DS or were in a hook deadzone. Making mori's basekit is a horrible idea and would encourage tunneling while also buffing all killers equally in an area they don't need a buff in so killers like nurse, freddy, and spirit who abuse that change will be complained about even more when the devs could have avoided all that nonsense by just not going through with this unthought idea. Which btw they wont because they are aware of how bad this change would be.

  • they should make it so it lasts longer and also reduce it's cool down, something like it is active for 20 seconds and has a 10 second cooldown. that would make it so it can only be activated every 30 seconds while it blocks off a area for most of that duration.

    the counter would still be to just use the speed you get from getting hit to get out of it's effective area but at least it will activate more and last longer. if the devs wouldn't mind actually making this perk good i would say just make it so it is active for the whole time it is on cooldown and have it last at least 20 seconds.

  • just force him to m1 you it's not that hard just go loop a area with a good vault and play like he can't m1, then once your injured just chase normally.

    If your caught in the open you only can blame yourself, once you see him or know he is too close get to the nearest loop.

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