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AVoiceOfReason

AVoiceOfReason

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AVoiceOfReason
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  • You shouldn't get a free down just because you're using a killer power.

  • I would have LOVED ricochet hatchets as an Iri instead XD

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103198#Comment_2103198

    And padded booties so that he doesn't clomp around all the time. What use is Oblivious when you can hear him stomping towards you from 2 towns over...

    Exactly. I would add that too. No point of having no terror radius if you stomp like a dino lol.

  • There is a bug sometimes where if you stun the killer with a speed power, they'll keep the speed. Happened with Wraith.

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103108#Comment_2103108

    That would be good. Maybe a little OP at times but with the movement speed slowed and her current audio cues I could see that

    She would still have a Terror Radius.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102126#Comment_2102126

    Note: it is reduced by 5 degrees. That's narrower, not shorter. It gets more accurate as Totems are cleansed.

    PLEASE add Rat Liver to Demo for base kit please!!

  • Having a survivor come up to me without BT with a killer so far up his/her ass that the killer knows what he/she had for breakfast to unhook me just to see me go down then ######### at end chat that I should have just "dodged" the killers attack because I cost them their stack of WGLF.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103117#Comment_2103117

    I am not mad at you. Just i am not playing like you mentioned. Yes i was using this power when survivor make me forever loop. And that was works. But snare spam i never did that. And i said before you, i am using usually 3 4 snares on full of match. So i have not problem with snare numbers. But 100% speed is so bad nerf. That would be 110% maybe. And they made snares useless sadly. Because if i also lose speed i have not reason to use snare.

    I never said YOU specifically. I was specifying how to play HIM to win every pallet loop no matter what the survivor does. It was obnoxious to go against. Also, other's like to spam an entire room with snares so the survivor will never get away. Don't know if you know this but the circle of the snare is actually WIDER than what you see. If you run past it a little, you still get hit by the hitbox of the snare and get punished even if you do your best to avoid it. That plus his slow-down add-ons on top of slow-down perks plus teleport made him super obnoxious to go against.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102819#Comment_2102819

    "As soon as their back is turned." This is based off of a relatively common occurrence where the Killer will see someone on BBQ and turn to leave the hook (ie, the opposite of camping) and then a Survivor rushes in to unhook as soon as the Killer turns to leave.

    That triggers BT unfairly, as the Killer was not camping and it puts said Killer into a lose-lose. Someone else in a different thread had an excellent idea.

    If the Killer is within X distance, BT may be proc'd, but if the Killer has not remained in the area for X seconds, the unhooking Survivor becomes Exposed for X seconds.

    This punishes people who make dumb unhooks, but doesn't punish their teammates for being farmed.

    I would disagree with that for one reason. There are endgame moments where I have to grab a survivor at the very last second as the killer looks away since the timer is down too far to wait. We both barely made it out before the collapse. It would discourage endgame plays by survivors who really want to save someone, specially when Blood Warden is always looming in the background. Otherwise, I would agree with you but I'm a bit of a stiffler who enjoys taking risky endgame plays to save teammates.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103095#Comment_2103095

    Do you know me? Did you watched me when i play DbD? Did you played with or against me? So please dont dare to say how i am playing. Because clearly you dont know. If you have problem with spam snare that was not solve. They would add time limit. 1 snare for 20 seconds. That could stop snare spam and i would happy. Losing speed makes snares useless and that is problem. Because snares is also make survivor slower.

    No, but that's how a GOOD Freddy will play to always down someone. It's the same way you play Clown to down someone quickly with his bottles. It wasn't SKILL. It was just double slow-down so the survivor was moving at a snails' pace. Don't get all pissy at me. I'm explaining WHY they changed his snares.

  • @PassarinoT said:

    Although it's not already out, it's pretty clear this new add-on is not very good. I hope this gets the same treatment as demo's pallet breaking add-on and it becomes basekit, as I have, for a long time, wanted this to be her basekit. What good is she when she's at a loop with no hatchets and no lockers nearby?

    However, I think that to take the red add-ons place and make this basekit, a reasonable add-on would go as such:

    Soldier's Puttee:

    The Huntress (hypothetically) no longer moves at 4.6 m/s when 0 hatchets are available.

    Instead, The Huntress sings no lullaby when out of hatchets.

    Nah, just make it so she never hums, period. That would be worth an Iri.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102484#Comment_2102484

    Freddy's traps cant use strategic. It is imposible. Because when they trigger by someone, that mean survivor will scream and wlll lose speed for second. And if you are not near to snare you will not win anything. Pallets maybe can be useful but they also removed number of pallets too.

    Snares is only useful on chases. And if you lose speed in chase what is point to use snare? Because most of smart survivors will see you are using snare and they will leave area. Even they will not leave, snare will not be effective when you lose your speed. I really dont understand this nerfs. They wanted kill Freddy? They did it.

    You put a snare on one side of the pallet then put one in front of you. Run around the pallet to make the survivor trip the first one then go around again and by the time the survivor hits the second one, you can hit the survivor with no effort before they get to the pallet drop. There you go. That's why he got nerfed. That and using slow-down add-ons plus perks made him unbearable.

  • Oh, that's the new bug

    The Black Out Bug.

    DBD bug.png

    By the way, this isn't my killer. This was the killer that we was facing. His screen was like this. You can barely see the gen. It's a weird bug but that's probably why she was swinging randomly. You can barely see the outlines of stuff.

  • @arcticgirl36 said:

    My shards are just gone. I had even just spent 100 dollars to buy auric cells. I buy my clothing items with auric cells not shards. They can see what happened. If the people at Behavior have a heart they will fix it. They should have logs in the game of what stole my shards. They can fix this.

    It was probably an error so they'll refund them once they look at your account and see the total amount that you had before they disappeared. It's all saved on the cloud.

  • I can't WAIT to ######### on some Spirits finally XD

  • There was an awesome idea in a different post that I was reading. When you prestige a CHARACTER, you get to choose 1 perk from their list to unlock for all other characters permanently. That means you unlock WGLF with David King at Prestige 1 and now every character you have currently will automatically have it at Tier 3 for free to use whenever. It would give more reason for Prestiging and before people freak out about the grind halting, there are still a ton of perks that aren't tied to killers/survivors in the game that would still have to be unlocked normally. They could also throw an oddball perk into the pool per release that isn't tied to a character to keep some of the grind. I really liked the idea.

  • I'm actually really happy about this. It was a needed change. Very unpopular but now it does its' job just like DS is a deterrence. Proud of Behaviour for getting out of their comfort zone.

  • I understand that you guys threw the match instead of being strategic. You have a 4 minute bleed out timer. Takes 80 seconds on a gen. There is 3 people who are NOT slugged. 3 gens in about 120 seconds. Easily get 5 gens done PLUS a gate plus get the slugged up. If he's camping the slugged, do gens. If he's not, pick the guy up. There is no reason why you got slugged by a killer who is either "camping the slugged" like you keep saying and couldn't do gens with the rest of your team or the guy wanders off to slug someone else and get that guy up. If it was a Nurse, understandable. She can go through objects. Spirit, understandable. You really can't see her and she has no tells. Twins, understandable. Victor can rat you out and quick switch for a free grab. Blight, there just isn't any real threat with him unless you guys were playing chicken with him instead of doing gens.

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101166#Comment_2101166

    Don't substitute the concepts please.

    In any other game daylight wouldn't be an issue.

    But in game where one of core things is that the day NEVER starts this is a huge issue and people ignoring it just don't care about the lore.

    If you don't like THIS, you REALLY won't like the fact that they had an offering to make maps SUPER BRIGHT by default XD I'm talking a sunny day XD

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101455#Comment_2101455

    They did crawl but blight can move fast as nurse if u didn't know also I don't understand how u don't see the point of it? It's not what we did it's what he did? Who refuses to pick up surv at 5 gens? By patrolling them like a dog also we all know infectius is used always for slugging so that person already knew what he gonna do but sure let's blame survs for it this forums really are flooded with killer bias

    He has TOKENS to use his power lol. He CANNOT BE IN 2 PLACES AT ONCE. If he runs out of tokens, he's just a normal slow killer while it refills. I still don't see how you guys got slugged by a killer who is token based and doesn't have a 1-hit down by default and can't even get rewarded by Devour or NOED because it doesn't work with his Rush attack lol.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101478#Comment_2101478

    If anything then he should be able to replace traps at will as base-kit, not in the form of a meme add-on that gives you no choice.

    Don't need another Hag to spam locations.

  • I like the change but they really need to add something to Victor. Make it so they slow down a little with Victor on their back and when he's removed, make them stay broken for another 45 seconds and reveal their location. Adds incentive to go and find them plus grants pressure if they succeed at it. If they choose to keep Victor, they get a speed penalty making them easier to catch.

  • @Alionis said:

    The title is referring to the new Rotten Pumpkin add-on Demogorgon will receive in the PTB.

    I just don't see the point in crippling your power for some lousy bonus bloodpoints, it doesn't make sense. And the devs' reasoning for creating them is just sad. Sorry, bhvr, but bribing me with 200 bloodpoints isn't worth destroying my portal after teleporting through it. I see just as little reason running that add-on in the future as nowadays.

    Its actually a good add-on. If you put a trap down at a bad place and the survivors don't destroy it, you are effectively losing that trap for the rest of the match. This is a way to remove it. I like the change.

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2101356#Comment_2101356

    We didn't try to save anyone but random when random got downed infectious reveled all of us he went against other surv and got hit and came back proxy camping the random then I went on a gen near there my friend tried getting random back on feet because there's ######### chance for 3 ppl to work whole game out he picked the random he went down and then slugged the random back on ground and refused to pick up either of them meanwhile two gens got down by me and my friend and we went to try and get those ppl up blight would just stay there and keep patrolling yes we could do gens and they would be dead on ground because of timer and then it's two vs blight and he would still get us don't blame survs for embracing toxic playstyle

    So you guys threw the match lol. Just crawl in different directions, away from gens. Do gens AWAY from the slugs. Killer can only slug 1 person if they separate. You guys really shouldn't be at that Rank lol.

  • Lol how you do get 5-gen slugged by a BLIGHT lol. Sorry but at Rank 1, SWF 3-Squad. I bet that random was pissed lol as you guys just threw the match trying to save each other lol.

  • That sounds really good. The only real grind are the random perks in the game but that's bearable, at least.

  • @Teacyn said:

    I do understand their point of not wanting people to instantly max out new killers and survivors the second they drop. I think a better solution is just going to be alleviating the grind in other ways I.E making dailies and challenges worth more, making perks spawn more, etc.

    I do think raising the cap to 2 or 2.5 million would be a good compromise though, still doesn't let you max people out instantly but does let you at least get them to level 50.

    The only thing the bloodcap is doing currently is keeping you from doing 1 character to max. Put bloodpoints in and redo, put bloodpoints in and redo. We have way too many survivors and killers. It's just a QOL update to help. Everyone keeps saying new this and new that. What about the other 35 killers and the other 34 survivors in the list? That's too damn many to level up with a 1 mil bloodcap. If we're ONLY worrying about NEW killers/survivors and we're gimping ourselves over it, that's just insane. They release 2 new characters every 3 months. 2 every 3 months. That increases the amount of perks by 6, 300 extra bloodwebs for both characters and that's not including the perks and tiers. That's far too much.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078908#Comment_2078908

    The current cap of 1 million gets you roughly to level 40, which unlocks that characters teachables.

    That's about the most you can expect to get the moment the patch drops. Anything more than that, you have to work for IN that patch, not before it.

    That's why I suggested it to be changed. There's a TON of survivors and killers now.

  • I don't think its that great in general. I barely notice the difference most of the time. It also forces you to M1 for the effect so its not even very good on some killers. I think its an alright perk. If it activated on special attacks too, then yeah, I would hold it much higher but it doesn't so its not great but not bad either.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097175#Comment_2097175

    In a bleed out the killer does not get emblem points for the kill so its already penalized in the emblem system. I would prefer adding a button that screams when on the ground to bring the killer to you.

    It actually counts as a hook in the emblem system. I still get full devout of Iri if the last guy bleeds out.

  • @SpookiKuroh said:

    You cannot stop a killer from tunneling if they really want to. Even before the nerf I saw killers tunnel every other game.

    I've been saying that for years. If a killer wants you, he WILL get you, even if it means throwing a match.

  • Unpopular opinion. If you unhook someone before the killer is out of range AND you don't make sure the killer sees you but you hide and leave a whimpering survivor out in the open after the killer didn't see anyone on the way out, YOU are the problem. Not the killer. The killer didn't see anyone so he went back to 2 guaranteed survivors. If I see the unhooker, I'll go for them. If I DON'T, and I see the screamer, why would I just leave THAT PERSON to wander around while losing pressure and HOPE that I find someone else when I could down them again and immediately regain more pressure? I see a lot of posts of tunneling but never anyone who is there to admit that they just hid once the killer came back or immediately unhooking the survivor in front of the killer just because.

    DS does what it's supposed to do. Gives you a second chance at life. Repeatedly getting free escapes because your teammates are ######### or you suck at looping is bad game design. Don't like getting tunneled? Simple. Get good at looping, don't play the game or hope your teammates don't screw you (very often).

  • That one took me almost 2 weeks to do and had to take 2 hooks to finally finish it. It was excruciatingly unfun to do.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098985#Comment_2098985

    When Iplay killer now I kill 2 and let 2 escape. We all have fun. When I play survs if the killer is going to 0k I let him kill me, and everyone have fun. Not to difficult

    That's not a win. That's a tie and it isn't fun for killers to barely kill 2 people. Giving a freebie to a killer is like saying, you suck but here you go. No one wants that. It's why a lot of killers run NOED. What is fun for you isn't fun for others. Having the state of mind that 2 kills is fine every match as killer is already not good. Killers use to have to kill 3 for a pip and 4 for a double pip. They changed it because survivors didn't like being sweated down each game and face camped. This new mindset of a tie makes everyone happy is flawed. No one is "happy" because they busted their ass for a tie.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098954#Comment_2098954

    No, the game is now 4k. But killers want to think is because they’re good at the game and they earn it

    Choosing the option that increases your chances to win is always the best solution. You don't play other games and just allow people to score goals for free or let someone kill you a few times in COD because you feel bad for them. No, you want to win and you stomp on anyone who tries to beat you. If you play a game with the intention of losing just to let someone win, you shouldn't be playing that game. No one wants a pity win and everyone wants to win. The best way to win as killer is to get someone out quickly. Whether you like it or not, that's the best way to win.

  • Rank 1

    Billy

    Overheat add-on plus yellow boots.

    I just really enjoy his 1-shot potential if you can land them to end chases quicker. His speed to get across the map and pressure gens that otherwise, you wouldn't be able to get near. Finally, I just enjoy the way he roars before heading off into the sunset at Mach speed with them legs running lol. Something about it always makes me laugh. Like the guy is literally a track star XD You can say what you like but the man has legs for DAYS.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098409#Comment_2098409

    It isn't. It doesn't stop tunneling in the slightest. They'll still go right back to you after 5 seconds. It doesn't just make them not tunnel. It never did.

    https://forum.deadbydaylight.com/en/discussion/comment/2098419#Comment_2098419

    Last 8 games say otherwise when I get immediately downed off the hook before being able to move 5ft. Then, after death, see that the killer doesn't do the same thing to the other survivors. If that's not singling me out, idk what is.

    It extends the chase even longer that creates a second chance that, otherwise you would have never had. Also, a killer getting rid of 1 survivor quickly is the best way to win the match. Leaving a person alive is a good way to lose the game. That's why they didn't do it with other survivors. They didn't need to. The match is now winnable.

  • I don't mind it. It gives me a bit more points, maybe helps me get my WGLF stacks when I'm playing as survivor and it usually can mean the difference between pipping and safety. Also, you get rewarded MORE for ending chases quickly rather than a long chase as killer. You get rewarded more as survivor for long chases so it's actually helping you pip.

  • DS isn't abuseable anymore. Due to that, less people run it, in turn, makes killers get a survivor out faster for a win. Taking a survivor out early is the BEST WAY to get immediate PRESSURE and instantly have a high chance at winning against any team. No more 60 seconds of doing whatever you want. If you're getting tunneled a lot, use DS. If you aren't then don't. A killer will tunnel you whether you run a perk or not if he/she REALLY wants you. I know this from experience. Nothing has changed except now you have to be useless to your team if you want to stab a killer in the shoulder. If he doesn't tunnel you, you'll have to follow him to make him want you but that's a red flag for killer and he'll avoid you even more. Killers are NOT bully simulators. If he/she isn't tunneling you, stop complaining that you didn't get to stab him/her.

    That's EXACTLY why the DS change needed to take place. People weren't being "tunneled", they wanted to stab the killer for a free mega stun and talk crap at the end of the game like the killer was trash. I barely see that happen anymore. I STILL have not been DS'd since the change went live and I'm LOVIN' it. I'm not sponsored by McDonalds but I should be at this point lol. If you didn't get tunneled, it's served its purpose as a deterrence. If you did stab the killer, the killer was punished for still committing to the chase, even if DS was the same as it was previously. Either way, its a healthier version of the same perk that does the same thing. Deters and punishes those who try to get someone out of the game. @Orion Any thoughts on what I've said?

  • Yes. I still have nightmares of standing on top of a hatch for over an hour just to grab a survivor. The horror- THE HORROR!

  • @Anara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2097170#Comment_2097170

    It will be a good idea if the matchmaking worked well. When you are green rank killer you already go against red ranks...

    With MMR, that should take make the matchmaking better. They can always give a certain amount of points for each new killer so its not a complete shitshow.

  • @celesteismore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096030#Comment_2096030

    I did it once to take the attention away from the survivor who was getting tunneled real hard and I ended getting hit on the hook for it.

    Its a team-based game. Sometimes you have to swap hooks with someone to keep them in the game. If everyone played like a pure solo, there would rarely be a game won since tunneling and camping would be the ultimate win for killer. The reason its not is because most survivors know when to take the heat off of another. That's just good game sense.

  • Not gonna lie. I snorted and laughed when I read the title lol. Nah, you're fine but it still makes me laugh when I see people still think SWFs isn't allowed lol.

  • @Sushi_x2099 said:

    Killer mains why do you need to camp and tunnel survivors and dont give bullshit excuse its strategy cause incompetent dbd devs who are trash at this game say so

    Because I like to win :D

  • @GodDamn_Angela said:

    The number of times I just die on Hook due to the game not registering my inputs/my finger slipping/me being too delayed in my clicks/for no reason at all is getting old. I'm on Console so I can't set it to Rolling the middle mouse button or anything.

    I click the Spacebar like a madman. I feel your pain.

  • @Dopamean80 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096742#Comment_2096742

    I don't even remember how it was that we used to deal with the old decisive strike. Did we really just take a decisive strike to the face all the time like that?

    I think in those days I didn't know enough and wasn't in red ranks yet so I didn't realise how impactful it was.

    Nah, you dribbled that survivor like a basketball until you slam dunk them on a hook XD

  • @Tizzle said:

    Decrease the bleed out timer to 2 minutes, exactly the same time as two hook states.

    If neither side can pick the Survivor up in that amount of time or they are constantly being slugged I'd think most would clearly just want to move onto the next game.

    4 minutes is excessive and unneeded.

    Problem solved.

    I wouldn't mind that. Would put pressure on the survivors to hurry up and rescue them but at the same time, put pressure on the killer to either commit to a hook or lose points plus emblem needed to get Iri. I like this. One thing, make it count against the killer if someone does bleed out. You shouldn't get rewarded for leaving someone to bleed out on the floor as a hook in the emblem system.

  • Yes. You can show who you're best with and without but make it so you can't go back past Rank 10.

  • I'm all up for giving Solo Survivors a bit of help as long as it doesn't become a hand-holding simulator. Killers have to track so Survivors should have to do the same thing but with Scotts' idea, it seems fine.

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