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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • @BalloonKnot91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1970247#Comment_1970247

    I've been playing this game since it first came out, so while this is my first post in this forum, I am far from a new user. Countless times I've had a killer camp so I went on to do generators, and either the person on the hook tried to get off, speeding up their end of life progression, or I was simply unable to get to them in time. Then comes a "terrible teammate" or "worst teammate ever" message. Camping in certain maps isn't a horrible issue, but in the Lery Memorial Institute map for example, there are hooks in corners making it next to impossible to get the person off the hook even if everyone rushes the hook at the same time. While it may not affect my game and I still get points doing generators, totems, etc, it completely ruins it for the person who gets hooked, and makes for what is typically a much shorter, less enjoyable round. Even if the killer stays in the immediate area to attempt to find survivors it's better than just standing there, staring at the hook. Surely standing there doing nothing can't be very entertaining either 🤷

    Well all i can say is that it's the survivors fault and honestly most new players complain about camping so you gave me that impression.

    survivors can reliably get 3 gens done then be halfway through the rest before the survivor dies, at most the killer gets two kills and if they get more survivors were just not being optimal or they played into the killers hands.

    It's kinda why solo que sucks too as this happens there but we can't balance around solo que THAT much because swf is a thing.

  • @WishIcouldmain said:

    Distortion should have a way to regain tokens if they go with proposed Object I would really want to run New Object and Distortion. Premonition should have a shorter Cooldown and maybe when it'll have an intenser red closer the killer is. Predator should get rid of it's current effect of scratch marks closer. And instead have scratch marks last longer and be brighter. Gear head can keep it's current effect work on both skill checks. A cool idea I heard is for the 45 seconds you'll have old Ruin

    For distortion i think you should gain tokens if you escape a chase however to make it more fair you can't have more than 3 tokens.

    i haven't heard of that idea for gearhead and it sounds pretty cool, not sure how strong that would be but at least for newer players it will be a good way to stall the game.

  • @Chilli_man2400 said:

    Blood favor deserves some love they should remove the basic attack requirement and the cooldown so it’s actually a hex perk. Then they should increase the range it blocks pallets to 48 meters. Then this perk would be worth running.

    Or just get rid of it's cooldown

    it has a 55 second cooldown since you include it's active period and survivors easily run out of it's active range, having such a big cooldown is so dumb. could also use a range increase.

  • @SilentPill said:

    Monstrous shrine should just spawn 2 basements where possible in addition to what it already does.

    Or maybe make the killer spawn in the basement for flair.

    I have seen this one and highly disagree since it only benefits players looking to do nasty basement builds/play styles.

    I have this rework idea here that goes directly against that and imo would be stronger for the average style of play.

    Monstrous Shrine: For each survivor hooked in the basement all survivors get -15/-20/-25 % to repairs, cleansing, and opening the exit gates while monstrous shine is active. Monstrous shine is not active unless you are 32 meters away from the basement. Survivors in the basement suffer from the oblivious status effect. While Monstrous Shrine is active you gain the haste status effect (5%).

  • @dspaceman20 said:

    I say premonition needs a buff. Its so bad compared to Spine Chill. The cool down is way to long and could work against you if you get a false positives. To buff it I would lower the cooldown to 15 or 20 seconds and maybe shorten the cone to be precise.

    Another perk that needs to be reworked is no one left behind. I'm convinced this is the most forgotten perk ever and I see no one use it. And for good reasons it only active when the doors are open. It needs a rework.

    Thats all for now

    I think for No One Left Behind they can change it's activation requirement

    An idea that just popped into my head was what if it was token based and it activated if you meet the required tokens after gens are completed. As for how you would get tokens i think simply preforming saves and healing would be fair and something like 4 tokens would activate the perk, would pair well with we will live forever.

    Another one could be you need to preform corporative actions for a certain amount of time say 80 seconds or else the perk wont activate and it only activates after all gens are completed. I kinda like this one better fits the perk and doesn't force you to max out your altruism right away.

  • I actually get a lot of use of the antidote bottle however it is map dependent, if you get an indoor map don't even bother using antidote. the only exceptions to this are the top floor of the game and the halls in midwhich.

    also the gas disappears so quickly survivors can't use it if they use a vault tile and try to go back to it or even if they circle around a wall, i think out of all my time playing clown only 1 time has it taken a hit from me and that was because i messed up the throw to begin with.

  • @OniWantsYourMacaroni said:

    Just get rid of it.The FPS drops from it screw me over everytime anyway >:(

    OMG the amount of hits i have lost because of blood lust

    then again it makes it less likely that chases will last too long but against good survivors some pallets just have to be broken and you have to use your power as some killers so you'll rarely get to tier 3 blood lust.

  • I think it could just do without it's cooldown, that or making based off of when you down a survivor instead of the basic attach requirement.

    Like with a basic attack your not often going to go on crazy slugging sprees maybe at most 2 if the survivors are being optimal and that would only result in a 16% regression to nearby gens which seems fair to me.

  • @MrPenguin said:

    Killers slug for the 4k because hatch exist and killers feel robbed of their last kill. Remove/rework hatch and have the EGC start in its place, fix the gate spawns so they can't be on the same side of the map. If you want to go an extra step, have gate times depend on how many gens were left or how many hook states the last survivor has remaining, something. That'd be my personal solution.

    If it still feels like a 50/50 the killer will still slug for the 4k for the same reason as the hatch. The "well I guess I just guessed wrong and lost my kill that I earned" needs to go.

    The last survivor has to at least earn their escape, not luck into it. Personally I'm usually fine with the 3k, but the hatch luck search is annoying and feels kinda cheap to have the survivor just get out because they got lucky.

    Hatch at least with the last survivor is a balanced mechanic i actually feel it is those killers that are the problem. You already won the last survivor can not escape by any means other than hatch/the exit gates.

    The only problem with hatch is how it is opened with keys.

  • How would they decide the killer is doing that because doctor is the king at this and with whispers he can find the last survivor in under a minute and chases can last that long too. I don't think their is a way to definitively identify when the killer is doing this and it is fair when the killer downs a survivor and finds the last one right after and those chases can be long since the survivor won't be trying to be greedy with pallets they will use everything.

    Also hatch campers and blendettes are a thing, they literally just wait for the other guy to die i don't see this being that different to slugging to 4k.

  • New user first post about camping the classic

    Anyway camping isn't a problem and there is honestly no solution, killers who camp are already losing emblem points not that it matters.

    The reason they are not a problem is because survivors have swf and perks to help against camping as well as the fact that if survivors play optimally they can get over half the gens done before or a little after the survivor reaches the next stage of the hook so unless it is a killer that can't easily stop saves you should just be doing gens. Killers should also be allowed to decide that to risk the match to get rid of one survivor and against todays meta and skilled survivors that rarely works out so it's more of an issue with new players.

    Another issue is that killers are forced to camp at times as survivors can hook rush you or it can be after all the gens are powered and the killer has little to no reason to leave the hook or chase survivors since body blocking, an exit option, as well as pallets and vaults will get in your way if not just make you get no kills at all if you leave the hook.

  • just look away honestly flashlights are only useful for saving since you can still track survivors with sound even with the blinding sound added.

    Like the ONLY time you should ever get blinded like that is from a pallet stun and then breaking the pallet and when a save happens and they blind you again as your in stun. those are not issues as the first one does nothing and the second one is more of a skill thing and they lost distance doing that to you. Also without blindness duration addons getting blinded literally doesn't matter as it wears off too fast.

  • Honestly it needs to no longer be a hex OR they need to remove the cooldown.

    Even if it doesn't have a cooldown it wouldn't be OP and it's a bloody hex it should be strong if not at least usable.

    what's funny is it's real cooldown is 55 bloody seconds long as you have to include it's active time and survivors just run out of it's range honestly who designed this perk XD.

  • lmao those are beginner level survivors can spin at least twice that speed.

  • i mean anyone can play killer but the twins are only good when facing a noncooperative swf as well as they need to slug to win.

    a simple counter to the twins is sticking with an injured survivor so they take the hit, you kick victor, then heal them. also always healing takes away the slug potential as well as any anti slugging perks. combine that tactic and being optimal on gens and the twins are a joke.

  • if it's demo it could have been shred

    the only visible difference between hitting a survivor with a m1 and with a shred is that hitting with a shred will make demo unable to move his camera around. shred can also catch sprint burst as it is faster than it so i believe that this is what happened and you simply thought it was a m1.

    I have played a lot of killer since last patch and the only thing about movement i have seen is that survivors are back to being NBL players with how fast they can turn.

  • you have a perk that always allows you to heal why should it's healing speed be the same?

    if it was locked at 16 seconds it would be meta again and no one would run healing since medkits themselves only save a few seconds even with healing speed addons.

    the answer is simply no, it would make healing other survivors, bringing other healing perks, and even medkits themselves not worth it since you can just heal yourself in about the same time you would with any of these other options meaning once off the hook you heal and your savor goes onto a gen.

  • New ruin competitively is better since old ruin was only good if survivors were bad at skill checks.

    I have gotten way more use out of this ruin then old one for that reason, sure against those bad players ruin was strong but it literally did nothing when you went against survivors who could hit the skill check, it was just making good killers have an easier time with bad survivors.

  • item addons don't follow the same rules as killer addons, i believe it is 1 UR addon and from there it's whatever they feel like.

    I don't see this as a problem tbh but i also wouldn't mind if they did an item addon pass.

  • a list of perks that are good for new players playing survivor.

    • technician
    • windows of opportunity
    • visionary
    • bond
    • sprint burst
    • lithe
    • we will live forever
    • deja vu
    • spine chill
    • premonition
    • self care
    • damn there are a lot of perks useful to new players
    • iron will
    • dark sense
    • kindred
    • urban evasion
    • alert
    • detectives hunch
    • break down
    • deception

    I'm ignoring how you would get these perks these are just good for newer players. going by this feng seems to be a good choice for new players since all her perks will help them out.

  • @EntitySpawn said:

    360s work on casual gamers because they have low sensitivity along side console games that have fps issues and the god awful auto aim (sorry aim dressing). Honestly it's a stupid ass tactic in the game and I feel sorry for casual players especially the console ones. But this game is pro casual survivor, I'll manage okay as killer thanks to the new generation unless the survivors have laggy connections. But anyone saying you need to get good etc. Over 360s are people that dont understand the issues some players have with it, and if they relied on 360s then they're bad themselves. People always bring up how it was fair or killers had easier games due to hit boxes yet I remained at rank 1 survivor... funny how alot of those 360 players deranked during that period... funny ay

    yeah as a console killer the minimum sensitivity you need to deal with 360's is 70%, i have mine somewhere between that and 80% otherwise it would be impossible to play certain killers that require aim.

    Like 360s are just not needed they don't work against experienced killers even console ones meaning they are only hurting the lower ranks sounds pretty "skillful" to me bullying the less skilled players.

  • i 100% agree, good killers can easily deal with them hell im on console and i rarely miss besides the first few matches where i had to get used to them again. This "skill" only works on lower skilled killers which are often at low ranks and it only works because of the killers POV and the stupidly fast rate survivors turn.

    For balance at higher levels i believe this just is not necessary as they rarely work and frankly are just annoying especially when they forcibly cancel your lunge if you try to hit them at max distance. This is really only hurting the newer killer population since bully squads will return to low ranks since 360'ing is fun to use to troll when they work which only reliably happens in low ranks.

  • One thing you can do is avoid swf's, i know you can't always tell but i would rather wait another minute or two finding another match then have a frustrating one. The only time i don't do this is when im playing someone like spirit since she has the power to compete with them.

    It is kinda cowardly but I'm just sick of not having chances as killers i want to play but can't since they are not strong enough, i don't like playing the same killer over and over again i want to play the weaker ones but swf's don't care they just want the same thing even tho they already have the advantage and a ton of second chance perks.

    Do know i don't always avoid them in fact a lot of times matches start and i haven't even looked at the survivors but if i just want a game i know i have a chance to win i wont play against swf. The only downfall for survivors is a lack of coordination and equal skill and swf fixes just that and gives more.

  • @TatsuiChiyo said:

    Plagues Gen Completion Punisher

    Fire Up, Bitter Murmur, Coup de Grace, NOED. For add ons use Iridescent Seal and one of your choice.

    The whole build is for getting either stronger for each gen completion (Fire Up amd Coup), getting info (Bitter Murmur), every time a gen is completed with the ultimate gen completion punishment (NOED)

    But why Iri Seal? Because every time those pesky Survivors dare complete a gen, it changes your Vile Purge to Corrupt Purge.

    Build is so much fun

    As a semi plague main how have i never thought to use bitter murmur with the seal XD

    that addon is usually trash but i guess everything has it's uses

  • Silent Hag

    addons are mint rag and rusty shackles

    perks

    • tinkerer
    • trail of torment
    • dark devotion
    • ANY

    simply constantly try to get rid of your TR and tp away, the last perk can really be anything you want and the build can too just have 2 or more undetectable perks. I have a lot of fun with this kind of play style and apparently it is scary to go against since you constantly jump scare survivors.

  • The devs are balancing the game for the average survivor and they are usually not that good, they also are pushing changes wither it be buffs or nerfs to perks one of the main balance points of this game too slowly.

    Like with perks it doesn't take a genius to see certain ones are bad and can be buffed reasonably hell i have a full list of perk changes that for the most part are all balanced in my eyes.

    like i can get why killer changes need awhile for it to go through but there are SO many perks that can be changed mostly buffed and it's like the devs are afraid to make any changes at all.

  • Not happy about the movement being reverted, unpopular opinion but let's be honest it only works against bad killers so if anything it's just an annoying thing we have to deal with not to mention it just looks ridiculous that survivors are moving that fast. It also brings back the good old "bug" that cancels you lunge since the survivor clipped into your hit box and out too quickly.

    everything else is nice tho i could get used to this hud kinda wish it was horizontal like before tho.

  • @Slickstyles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966732#Comment_1966732

    I could have been super creative with Legion's power with tokens and all of that but you have to understand that BHVR doesn't like to complicate things. Therefore, I had to defer to mechanics that have already been in the game.

    it's not too complicated also i 100% agree with they won't put too much into stuff.

    the legion idea would need little work implement compared to other things except maybe the part called fatal frenzy and even then it's not like they are doing a new power everything they need to make that idea work is already in the game.

  • it's so dumb imo because once again it doesn't work against good killers it's just annoying since you have to take a second to set up so you don't miss.

    they are honestly not needed, the speed at which survivors move like that just looks ridiculous and for killers they do work against why are they needed when survivors already have so many other advantages.

    guess we can expect to see more montages of bully squads in low ranks that will turn away even more would of been killers.

  • I hate it

    as a killer with a ton of time of course i learned how to deal with 360's and honestly they don't work and are annoying. The only time it works is when it cancels you ######### lunge and that should be fixed as it's bs.

    the old animations while made 360's never really work but made the game feel more real as it is just straight up dumb that survivors can move like they do.

  • question how many times have you gone over your perk ideas?

    i feel like you went for quantity over quality.

    The changes i like are these, any not listed here i don't agree with and just making perks stronger isn't how you balance the game especailly when some perks are just not worth running since their effects are not relevant to most situations.

    • Babysitter, helps against tunneling with a fair effect imo pretty good buff.
    • no one left behind, i agree that it's dumb that it only works in egc
    • dark devotion change sounds fun the perk itself is also not overpowered so i think it resetting without having to wait for it to end is a good change.

    From what i see your not changing the meta your just increasing the power level for each side by mass buffing everything and that will just benefit the survivors making this game more survivor sided.

    you also nerfed killer perks that don't need nerfs jesus is this a troll why nerf perks just cause why not this was not thought out at all. a lot of perks need reworks are a related extra effect and you just increased the values for a ton of them or added unneeded restrictions.

  • @CriticalWeasel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966772#Comment_1966772

    "You know it would be a smarter idea to run than flashlight the killer" ~ The Survivor questioning your decision.

    "check this out"

    gets smacked 5 seconds later.

  • that would just hurt nonoptimal survivors, gens are as fast as they are because you can just sit on them along with 2 other survivors as the 4th is hooked or getting chased.

    i saw an idea called the trial startup awhile back and i think it should be part of this game, basically repair speed for the first 1-2 minutes are reduced by 50%-75% until the timer is up or a survivor gets downed. Since things are always subjected to change obviously the numbers can be set but i think something like this would really help killers during the most brutal part of the game which is trying to apply pressure when there isn't any.

  • I mean it is a bug but i kinda hope it doesn't get fixed, this happened to me when i used a flashlight and i could barely play after that as i was laughing too hard.

  • For wraith he needs the speed from windstorm not it being basekit as that includes the slowdown he gets when uncloaking and he isn't strong enough for that to be justified, also imo it's the speed from the green windstorm he needs.

    For legion he needs to be rewarded for getting multiple frenzy hits, the issue with him is frenzy is only used for first hits and spreading damage but if he could work towards something he would be a lot better. I think it would be cool if he had something like this;

    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 for 5 seconds.
    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. Survivors affected by deep wounds in your terror radius are revealed by killer instinct during this time.
  • no ruin itself is a clutch then, what makes it balanced is it being cleansable otherwise you can run info perks and a hit and run killer to stall long enough to win.

    take a look at the first match in the japan championship, ruin stayed up the whole game and was the only reason the Oni won, was also the megs fault it stayed up that long since she should have found it nearly right away with detectives hunch and a map. (these japan players tbh are not nearly as advanced as we are their builds are not even optimized which can be done even if no duplicate perks are allowed.)

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966669#Comment_1966669

    I want her to be easier to play but weaker to keep her in line with the rest of the cast.

    Gen time isn’t the solution it’s map size and loop setup

    i disagree the beginning gen time is ridiculous as an optimal team gets at least 2 gens done, i should have been more clear im not talking about gen time as a whole just at the start of the game.

    some maps do need their sized reduced too but the issue to me has always been that your simply unable to prevent nearly half the gens from getting done by the time you find and down one survivor unless you did so very fast and found a gen they were working on right after.

  • @The_Nightmare69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966656#Comment_1966656

    teabagging does not bother me very much this happens in every game. It is the abusing of game mechanics and desperately trying to get the killers attention and then trolling him for as long as they can. Neither am I saying I lose games because of it 9/10 times trolling results in getting killed it is just annoying. Because more often than not Claudettes will trigger the [bad word] out of you their team will try to save them for reasons far beyond my understanding resulting in getting themselves killed. The Claudette then proceeds to find the hatch camp there till their team is dead and dip after which they 9/10 times will salt message you.

    I’ve found that as I get higher in ranks this becomes more problematic I am currently a rank 3 killer and it is almost impossible to enjoy a normal game without survivors being overly annoying or just flat out toxic.

    the game can't detect that and the devs won't support a system where people post video evidence to get people banned for being toxic not to mention being toxic isn't even well defined in this game.

    what your asking for just won't happen since the game won't be able to detect toxic things done deliberately and no one is going to pay someone to look through a ton of videos of toxic behavior that isn't even well defined in the first place.

  • they won't make him go through walls as they would have to redesign or add a bunch of barriers to every map in the game to support that, take a look at nurse she does something similar and her power is bugged to hell and back.

    cool idea but unrealistic, he could however use the speed boost and silent footsteps but i think the growling is fine.

  • Until gens take longer to complete by a base game mechanic nurse should not be nerfed.

    That is my whole stance on her i wont say she isn't strong enough to constantly beat even good teams but i also won't say it's unfair since it takes a ton of time to get to that point and survivors can beat most killers by just being optimal on gens.

    Also if she does get a nerf I want a buff that makes her easier for newer nurse players and before people say get gud i have gotten decent at her but im on console and she is such a pain to play for obvious reasons which makes me regret even starting matches with her even if i win.

  • i don't see why anything you do in game besides obviously hacking or refusing to progress the game so it can end should be bannable.

    you got t-bagged? man up dude it's a game and if anything survivors doing that helps you since they could have gotten more distance if they were not so full of themselves.

  • tbh costume games should allow us to have more players in it like say up to 10 or whatever is reasonable that the game can handle.

    obviously this includes being able to have whatever variation of number of survivors and killers.

    It would also be nice if we could start a game without another player so we can explore or try out things by ourselves.

  • you can finally play the game, meanwhile i'm still getting all my p3 killers all perks and have barely started p3'ing all my survivors.

    I'll probably never do all the survivors tbh at least not until i'm done with killers which isn't any time soon since a lot of them only have the first 3-4 pages of perks since i got good builds on them early.

  • All i noticed is the UI being different

    i believe they also removed parts of the dumb railing on the ramp in the asylum map so now at the top you can just run off however the one for the main window vault is untouched and is still completely safe to camp.

    edit: some of my friends have said it feels easier to spin as survivor similar to how it used to be, i didn't play much survivor since the new animations came out so i'm unsure if this is true.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1961897#Comment_1961897

    Killer Is incredibly easy and has been for years, it simply comes down to a lot of killers unable to admit they're just bad and assuming they're the best so when they lose it must be SWF/OP Perks.

    yeah against incoordination killers can beat most matches but throw in swf and meta with GOOD survivors and killer barely stands a chance.

    to me this event showcased this as the survivors were not that good in fact they gave me the impression they were new, didn't run meta, and the coordination was meh like that first game should have been a survivor win since oni on larry's and hakens is pretty bad due to all the angles and rooms survivors can turn into to prevent getting hit.

    go watch previously hosted events that have actual good players and their is a drastic difference in skill and perk usage across both survivors and killers.

    lastly this was hosted with desync still a thing and that is making playing optimally in a chase as survivor impossible you have to play safe since you can't judge the real distance between you and the killer so medium/small loops and vaults are pretty unsafe if you are using them on reaction to the killer which good players do.

    edit: just realized no duplicate perks are allowed that in itself makes this not accurate to actual good swf's abusing certain perks and even then there were better perks to use/builds that could have been used.

  • BRING ME XENOMORPH!

    DO IT DEVS!

    I know it's not forgotten i don't care i really want this to be a killer i love playing demo i want another beast to play with.

  • @ttvbardberd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964346#Comment_1964346

    Thanks for this comment. I made the most because I genuinely wanted to know. I literally only recently made this dbd forums account, and I only did that because I'm on the forums quite a lot reading some of the stuff people say. I didn't realize putting ttv in my username would cause so much of an outrage in forum posts though.

    As too the ttvs are rarely ever good, I'll also agree. I've made a lot of friends on twitch, but barely any of them are good. That's not me saying that I'm better than them, more just our skill levels are different. But you're right, a lot of streamers do usually only care about making content, etc. Sometimes that seems to be the thing that overtakes the gameplay. Seems kind of boring to me though.

    Honestly if people are using TTV against you on the forums and you mentioned nothing about streaming just brush them off, eventually people will back off you when you have enough time on here. Like i'll be honest it does look like free advertising but once your account is no longer 'new' you'll be more respectable as long as your not posting rubbish like some trolls do.

  • i would put hag and demo over plague as hers is well just puking then hitting survivors once with her weapon.

    meanwhile hag and demo literally eat the survivor alive, demo is definitely S tier for me.

  • TTV are rarely good players at heart, they will do the FL spam and other things to make their games more fun to watch. They also like to be in swf and coordinate annoying things because again it makes it more fun for the viewers. They can be good people but lets be honest your not going be like that in game if you want your content to be fun to watch.

    im not saying all are like that but they are just annoying and as others have said a lot of them have a pretty big ego and think that their opinion matters more when in reality someone could have like 20k hours and know more about the game but the streamer will brush them off because they are someone they have never even heard of.

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