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ALostPuppy

ALostPuppy

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  • I don't see them changing Doctor or Bubba anytime soon. Bubba's fine. And I really like playing as and against Doctor, although I would like them to maybe change the numbers on the discipline add-ons. The delay reduction you get from the purple and the green ones is a little ridiculous, and it makes his anti-loop VERY easy to use. He'll you could even make the delay from the yellow one part of his default power, and remove that effect from his discipline add-ons, I think that would be a good compromise.

  • Yeah that setup is good, but the Legion ran the setup wrong every single time and respected the hell out of those pallets. And then got spun in the open. She also took those corners like a truck. This isn't a jab at you or anything, but against a good killer you'd still be able to make this last a short while, but if they *were* a good killer they would've known to stop chasing you the moment you went from the cow tree to the long-wall. It's not as broken as you think.

  • They're not any more or less secretive than the majority of big game companies. They're definitely a lot slower than most though, and play it WAYYYY too safe with their updates, taking no risks because they know they don't have to try anything big or new.

  • If you're with friends, run into her traps, run out of her little web, heal, and repeat until you get all the gens. If someone gets in the basement just rush gens because Hags are way too insecure to go far away from the basement. If someone's on another hook rush gens and then try and trade before they get sacrificed.

    If you're solo just die on hook, it's not worth even trying.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1888784#Comment_1888784

    i've never seen someone put deathslinger and oni in the same tier as blight. why?

    Play him well and he downs people as fast as Nurse and there's very little a survivor can do. It doesn't matter if he's slow or not, the amount of pressure you get downing people that quickly is more than enough for Slinger to snowball the match. He's also not very map dependent. He's basically a stealth killer with monitor so he also gets a lot of free first hits too.

    And Oni I'm not too sure about tbh. It's all dependent on getting the first hit but when you do, you become the best killer in the game. I might put him in the lower end of A-tier but I still feel like he's as good as Blight and Slinger for the snowball potential alone.

  • Yep. Slug and camp, you win almost every match and it lasts for 20 minutes. Don't slug and camp and you get nothing done.

    Honestly such a well-designed killer, BHVR really outdid themselves.

  • my-image (3)__01.png

    The groups mean I consider those killers to be as good as each other so Deathslinger, Oni and Blight would be joint 3rd best, and Huntress, Demo etc would be join 4th best.

    I would put the Twins in A just below Hag, but out of the grouped up killers, so technically the "5th best killer".

  • Just switch to sprint burst and save yourself the frustration. Or if you still wanted to make a different playstyle based around an exhaustion perk, balanced landing is still good and very underrated.

  • I filled it out properly because I had literally nothing better to do in the 10 minutes to fill it out so...eh.

    There were some genuinely good questions and suggestions in the survey but if this is like every other survey they've done, this won't go anywhere. You know, the data that actually DOES hold some merit (actual player feedback) is the stuff that isn't focussed on as much it seems. But hey what do I know, apparently Pig is A-tier and Haddonfield is the 15th most survivor sided map.

  • Demo charging shred with rat liver is 101%, not 105. And Demo's portal are absolutely not what's holding him back, the only thing that's holding him back is his reliance on rat liver if you want to zone survivors at every loop (And his add-ons being underwhelming if you consider that a downside). His portals are the strongest thing about his power. If you're smart with them and don't place them in obvious locations, he has the best map mobility in the game with deer lung.

    Demo doesn't need any changes (except rat liver movement speed as default), and if people learned how to use both aspects of his power properly, people will finally realise just how good he is.

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1887161#Comment_1887161

    It's not he's that worse same with Nurse. I was with Billy pre nerf still am. But they definitely reduced Nurse's and Billy's play rate by making them harder for new players. And they ruined many potential future Nurse and Billy mains.

    The change didn't make them harder to play, all it did was prevent their powers from being literally spammed. Not even new players would constantly use Billy's power, they would use it in moderation for when they knew they could get easier hits. It's main purpose is to be a small nuisance, much like almost every other small change that was made in this game. The change didn't raise the killer's skill cap, or make you play in a different, more interesting way with said killer, it did nothing. Which is why people hate a lot of the changes the devs make.

    (Oh and speaking of spamming powers their change to Pyramid Head's ability was the most mind-numbing change they've ever made. They didn't like people overusing Nurse's and Billy's powers, yet they go and make Pyramid Head's power even more spammy than it already was....amazing.)

  • Use Blight with endfury, compound 33 and a Hawkins offering and you'll get it in no time.

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884868#Comment_1884868

    at the very least it would be nice to be able to turn it down instead of it being gone

    I do agree that the music is wayyy too loud and the option to at least reduce the volume slightly would be nice. I don't think I'd want it to be completely muted though.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884506#Comment_1884506

    What about Legion? Or Deathsliner? Or Plague? Or for the people again?

    You'd need a lot of exceptions to make it work.

    And yes, you WOULD need to make Legion an exception. The thing that connects all of these examples (besides for the people) is that they all don't necessarily damage the target even when it hits them.

    This is Gearhead's perk description

    image.png

    Doesn't say anywhere that you have to damage a survivor 2 times, you only have to hit them. And I'm almost certain endurance does count towards it. So would it be too hard to simply remove the basic attack requirement? As for surge and knockout, just change it to "when you down a survivor" and the perk is so much better.

  • If they did turn off chase music you would get extremely bored of chasing survivors, and being chased. Like it would turn very monotonous, the music is an important part of what makes the chases in DbD enjoyable, and if it's a killer like Deathslinger that's the only thing that makes it enjoyable.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880122#Comment_1880122

    you don't even need to be experienced, just run around a tree or rock and victor literally can't do anything until he decides to go away or you spontaneously die of boredom

    Run ahead of the survivor, or quickly double back, and the survivor either runs into you or stops because they can't react to that, unless you're very predictable. You move at 150% speed and his pounce charges in a second (and moves at over 700% speed so there's not a chance in hell a survivor can react to and dodge it), you don't need to be a rocket scientist to figure out how to hit someone around a tree

  • @NuclearBurrito said:

    Gearhead makes sense. Damage beyond basic attacks is hard to define without a gray area. Downs don't have this issue so the other 2 perks can totally work.

    Some examples of gray area's are for the people, endurance and trapper traps. That said Gearhead is still super weak and needs a buff.

    Wouldn't be hard to add an exception... Literally just add a single line to Trapper's power description "traps will not trigger any on-hit perk effects" or something like that.

  • I never had an issue memorising blink ranges or learning Nurse in general so I never used the add-on. It was just one of those things that kind of clicked with me. I don't really see any downside to using plaid flannel every game if you're used to it though. It's a brown add-on so you can run it indefinitely and never run out unless you don't spend BP on Nurse. And Nurse isn't add-on dependent in the slightest so it's not like you're hindering yourself with only 1 add-on slot open.

  • Hag is much stronger than Clown but has a different playstyle. If you enjoy proxy camping and not chasing, then Hag is for you.

    Clown is ok. He isn't nearly as bad as people make him out to be, and the buffs he's getting in the mid chapter are really nice QoL changes (mainly the reload speed, still don't know what to do with his speed bottles but a good Clown will definitely find some use for them. Hoping our resident Clown main on the forums will find share some of their ideas when he comes to the live build). Pop is also probably the best slowdown perk in the game if you're into that.

    Both killers are very easy to get into and play so you shouldn't have any issues there, it's just what playstyle you enjoy more. Both killers are more than viable at red ranks.

  • image.png

    Yep, that's how the perk is supposed to work. Honestly it's not that gross, it only affects people who rely on SB too much to get out of danger whilst they're working on a gen

    @Endorb said:

    I believe so. And I don't think it's that bad, considering that they just have to get the gen up to half and the perk vanishes, basically

    Mindbreaker got buffed to have an effect for the entire duration of the gen in the 4.3.0 update

  • Everything about Freddy is dull and so incredibly boring. He's the most cookie-cutter, basic killer in the entire game, more than Legion (at least you need good fundamentals with Legion). I'd honestly rather go against Deathslinger or Spirit because at least with those killers they have an interesting visual design and chase music, and I can acknowledge when a Slinger has a good aim. But with Freddy there's literally nothing that separates a good Freddy from a bad one. It's all the same.

  • I don't see Spirit *that* often anymore tbh. Dunno why either, maybe people got bored of her. But then again I see a ludicrous amount of Freddy. I swear every 1st survivor match I play it's a Freddy. Every time. Nothing makes me want to quit playing more than seeing that stupid fedora-wearing idiot in my first game. I'd honestly rather go against a Spirit at this point, at least the match would be quick.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1880818#Comment_1880818

    Sounds logic but it is still flawed.

    If you read a previous comment from me you would know.

    I've been hit with ds several times after hooking 2 other survivors.

    I found survivor 1 again at which you won't expect ds anymore, but what a surprise it was I still got hit by ds.

    Now if that to falls under tunneling then I think I might stop playing dbd at all 😂

    If you can down and hook 2 survivors, down a third and pick them up within 60 seconds I don't think that DS is gonna affect the match in any way if you're downing them this fast. It's really stupid when it happens but it's a mild inconvenience at best.

  • If you're at a medium to short range, you're getting hit no matter what. At a longer range, break LoS until you weaving through everything has made you lose all that distance on him and then he instantly shoots and hits you seconds later anyway. Like, just dodge the Instantaneous projectile travelling at 40 m/s I don't get it, it's that simple. So well designed I love this killer so much 🙃

    The one good thing about him is that if he shoots you near an injured person and downs you quickly while that other guy is still near, you get 2 WGLF stacks is I suppose that's one way of keeping your cool. Personally I've just blocked out those emotions entirely when playing this game now. If it's a Deathslinger or Spirit etc I'll just think "meh, whatever, time to rush gens" and try and get some BPs.

  • 4 death threats in 5 matches isn't enough to tell you that you should block DMs and the chat? It's not ok for threats to be thrown around online but you only have yourself to blame at this point. The options to block all kinds of messages are there so why aren't you using them?

  • It's scummy but nobody's gonna stop you from doing it, play how you want. If anything, the only thing it'll do is give that survivor a wake-up call to always run DS to avoid situations like this.

  • @venomz12 said:

    What would you personally recommend?

    I'm not OP but I also despise the basement as a mechanic. Not just as survivor but as killer. If there's no other hooks in the area because the basement spawned there I have to waste so much time going down there and back up. I think it would be better if there were 2 or 3 hooks on the inside of the killer shack in a row, opposite the window where the stairs usually are. And for the non-shack basements just put a hook on top of the place where it used to be, and have more hooks in that area. Simple.

  • @LeeroyJenk said:

    now, how do you think I did ? lol

    I mean you were using one of the strongest add-on combinations in the game, and managed to kill someone really early based on the points. And blendettes are usually horrible at the game so I'm not really surprised you got a 3K.

    Still tho, you got the W that's all that counts.

  • @Minaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875615#Comment_1875615

    I have started playing killer.

    Finding so far:

    1. 4k in 95% of my games (currently in purple rank, i have zero doubts ill be in red rank soon)
    2. Don't enjoy playing killer as much cause they do have to be focused throughout the game
    3. It's too unfair for survivors....it just is. Way too easy to force altruism when you think the game is going downhill.
    4. I don't touch red add-ons because the game might as well be over the second it starts, purple and green also quite OP.

    Yup I experience the same thing at all ranks. 90% of solo survivors who play this game are potatoes, the other 10% are bored to tears and don't want to do gens because it's the most mundane thing to do in the game, which leads to the majority of killer matches being a complete snoozefest. But this doesn't fit into their narrative of killers being weak and difficult to win with.

  • @bkn said:

    i decided to go full on rampage today, which means i play killer the way a classic "survivor main" plays.

    -Made my profile fully private

    -Changed my name to a toxic one

    -facecamp every hook

    -clean up with noed

    -i spam the chat with "ez"

    -i ragequit if i dont catch anyone immediately.

    Edit: + lobby dodging ofc

    How very "killer main" of you.

  • Dead hard cannot be used to dodge hits anymore. I've just stopped trying to dodge a hit to save the frustration of seeing my character fall to the floor exhausted with no animation. It's still BS for its main use though, which is for distance. That works 100% of the time.

  • Blight. Highest skill cap in the game by far. Has a ton of things to learn. Goes fast. Not add-on or slowdown dependent in the slightest. Has a cane. Chase music slaps.

    God I love this killer so much he's perfect.

    You will all become Blight mains eventually because it is the way.

  • As someone else said, Scott has a good guide that goes over the very basics. AscensionWho, Bronx, Ryuga and ScottJund all play Blight very often, and are all pretty good with him. I recommend watching them.

  • @TheStabbiNAngeL said:

    You guy's just going to have to wait ,once Behaviour finishes we'll have us a great game,things are shakey right now overall, the dev's listen to our feedback and try to balance accordingly.

    Dude most of us have been waiting for over 4 and a half years now, and a lot of feedback isn't being listened to. I'm not saying all of it isn't, because that would be a stupid statement to make of course they listen to feedback, but a lot of decisions they make are very 'final'. Like a "yeah welp, we think THIS is better for the game so you're just gonna have to get used to it". And they're still taking things so slowly and so safe, never taking any risks because they know they don't have to.

  • Yep once again there's been very little thought for all the variables when introducing new content. I really wish they'd thoroughly test their new content before releasing it, I'm getting kinda tired of us being their playtesters. I get that they're on a strict schedule and stuff but surely "does this thing work well with all killer-related abilities?" Is one of the top things on the list to test when making a new map?

  • You and 95% of the rest of killers who still play this game. it's not gonna be anything we haven't seen before. If you wanna bring a perk to down and proxy camp 1 guy for 2 minutes at the end of the game while the rest of the survivors escape that's up to you.

  • Well, new and shiny features like killer reworks and brand new UI and animations will potentially attract more new players. Fixing bugs will not, and BHVR have been relying on new players to keep their playercount up for a long time now, since they probably realise that a lot of experienced players don't want to stick around because they're bored of the game and the formula hasn't changed in 4 years, not even mentioning the years-old bugs and annoying mechanics

  • @Orionbash said:

    I still wanna know. Why are all y'all killers complaining about ruin + undying getting nerfed when y'all said it was trash anyway? 🤔

    Because the times it isn't trash (in other words, when you got lucky) this perk combo is too good and a lot of killers are relying on good RNG for ruin undying to win them the match.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863801#Comment_1863801

    You can also count 1 escape as 4k since that one escape mostly happens due to the hatch, and 1 kill can be counted as 0k, since it is often a result of camping. So there are three distinct results: killer victory (3-4k), stalemate (2k exactly) and survivors' victory (0-1k).

    I'd only count a 3k as a win if the last survivor got out via hatch. To me, if any survivor gets out via the exit gates, that's a loss. There's no such thing as a draw.

  • @Slashstreetboy said:

    The main reason for the implementation of the BP cap was to fight hackers. Since BP hacking is pretty much impossible to catch on video, there is literally nothing they can do about it, so they want to at least make it more inconvenient for said hackers.

    They want to make it more "inconvenient", which implies it's still very easy and doable to hack in BPs without getting caught, so all it does is be a pain in the ass for the innocent players who just want to have more BP to be able to play the new killer with an actual useable perk loadout. Which is nice of them, I guess.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863371#Comment_1863371

    shards aren’t exactly a hard thing to accumulate. What are you going to use them for? Skins? Now that is more of a waste to me than using them to get characters, and obviously you do want their perks or at least some of them. Otherwise you wouldn’t be using the shrine.

    If the perk you want is in the bloodweb, why bother buying the character with 9000 shards when I can just spend 2000 to get the perk I want already unlocked without the need to grind that character to level 40 (around a million bloodpoints worth of extra grinding)?

  • While I agree she's bad for the game and really badly designed, there was something you could've done there which was leave. You don't want to stay anywhere near a Nurse, get to a gen literally as far as you possibly can away from her and away from your team.

    But she's also bugged right now, and you can swing at survivors before your blink even fully goes through and it looks incredibly BS from the survivor's perspective, and she can also sometimes do the fatigue sound even when she's charging a second blink and not in fatigue. So what little audio and visual feedback she had is currently nonexistent and bugged to hell which is very cool.

  • @Tsulan said:

    Survivors can go back to their gen repair simulator. No need to cleanse totems anymore.

    Back to 10 minute queues and 5 minute matches.

    I'm not sure they know what kind of Victory they got.

    And I'm not sure killers know how much they were relying on the RNG ######### show that is ruin+undying to give them a chance.

    Corrupt + pop has always been a better and more reliable for killers who are struggling with gen pressure. Ruin and undying was either completely useless or gave you a free win because RNG is fun and cool.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863356#Comment_1863356

    As I estimate, with currently 18 DLC, a new player requires 250.000.000BP to unlock everything (with massive money on DLC to instantly unlock all characters already)

    If new players want to unlock characters with shards, the number is much more.

    And for that, only players who started to play since 2016-2019 can continue to play. New players have to reason to buy this game.

    I think, the easiest way to reduce the grind is the bloodpoint gain must be in ratio with the number of DLC. At least x1.8 BP gain & 1.800.000BP cap now. And x3 BP gain & 3.000.000BP cap at 30th DLC

    They way you reduce the grind is simply by either removing perk tiers, or making all the default perks and unlocked teachables universal. It's literally that easy and they have to do it soon because it is seriously getting out of hand now. Idk how they expect players to stick around and keep playing, or even get into the game when everything about the progression is actively trying to make you stop playing because it's so tedious and grindy.

  • If they still refuse to fix the grind in the near future, we're not gonna see many more chapters. The main reason being the grind will become so exponentially atrocious that people will be fed up with it and quit the game.

  • @WantToKnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861838#Comment_1861838

    U dont want to win only with the new killer, u want to learn and master their unique power. And It feels like a punishment that u choose a new killer, even if u just want to do the daily ritual. The MMR should start at 0 Playtime with a killer with even 0 MMR. If u win then too easy the next games it should adjust it right. But now it feels like I play the same games or even worse with a new killer and that doesnt leads a player to try something new.

    No. That is absolutely not how MMR should work. In every other game that has a per-character MMR, there's sort of an average across every character that will go up the more characters you rank up with. If every character started at 0 that would be INCREDIBLY dumb because as the other guy said before, your killer fundamentals don't change and you can still do fine in the game with every killer despite not playing them. If you are, say, a high-rank GhostFace and you've never played Myers before but suddenly start playing him, you're not gonna do much worse with him, so if you got matched against babies that's completely unfair and basically smurfing (or rather it's what people would use it for if MMR started at 0 with every killer).

  • I wonder if any of the devs have ever mentioned the FOV before, and what he thinks about it being increased/have the option to increase it. I think I can guess the response, and I completely disagree with it and think it's not that big of a deal and wouldn't affect the gameplay as much as you think, but hey what do I know I guess... Stretched res is still a thing so I might just switch to doing that if i start feeling any more motion sick looking at this FOV.

    In case you're wondering, the response I'm almost certain this would get is something very roughly along the lines of " killers would be able to see too much of the environment, and it would have a pretty big impact on the stealth aspect of DbD and harm the players who enjoy that playstyle."

  • The thing is, I don't think the HUD is 'clean' or 'simple' at all. Having one thing in each corner around the screen is...really messy from a gameplay point of view. Looking at every point of the screen for different pieces of information is almost the exact opposite of what you want a HUD to do in a PvP game. It should be focused and all the info shown to you at a single glance. Having to look at the top of the screen to see gen progress, then the top left to see the state of survivors, then maybe the bottom left to check, say, how many hatchets you have left, then the bottom right in case you have any perks...I can't explain it well but that's gonna get really annoying to constantly look around the screen to see different pieces of info, and also keep track of scratchmarks, blood, chasing survivors etc. Especially if you're on a big monitor or TV, good luck to those people.

  • @rats00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861031#Comment_1861031

    Wraith buff isn't that amazing. Most survivors I face just stare at the gens until SC goes off. Seriously I have never had problems sneaking up on a survivor as is.

    Clown remains to be seen.

    The above two also would only count if you played those characters. Killers aren't just skins, they play differently. So if you dont use them it doesn't apply to you.

    A hook counter is not a buff. I don't know how it could be considered one.

    Iron maiden is good.

    So... I mean undying got a pretty hard nerf and iron maiden got an okay flat buff.

    Seriously you're both making far, far to much of this. Though it is funny to think of future posts trying to argue hook counter to op plz fix. Maybe killers should have to hook everyone once before it activates.

    I don't like the Wraith buff either. I always wanted them to buff his movement speed because without windstorm he is atrocious, him being invisible past 24m doesn't do anything for me.

    But I'm only saying this because OP's statement is objectively not true and people need to stop saying such dumb things like this. "the devs don't care about the other role" can the people who genuinely think this is true take a step back and think long and hard about that statement. If they truly didn't care, this game would be dead and 75% of the killers in this game would be unplayable or have never received any kind of changes or buffs. Yes, they're very slow with certain changes and we get maybe 3 quality of life updates every year, but to say they don't care is ridiculous

  • And that's why Clown and Wraith are getting buffed, getting a hook counter and iron maiden getting a buff..

    But yeah no you're totally right, they don't care at ALL about the other side. These darn developers not caring about killers. Idk if you've noticed, but maybe the reason why they're nerfing the dumb killer perks is so they can make changes to killer mechanics, so the killer has more of a chance to win with their power and not rely on Undying as their only win condition?

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