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Advorsus

Advorsus

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  • I've already offered to do the 3D modeling for the butts on all of their character models. I even have a portfolio of existing work. Strangely I haven't heard anything back yet 🤔

  • They should make it to where the old rift cosmetics become prestige rewards at every 5 prestige levels, instead of them going to the shop. So you'd unlock one piece of the outfit at every 5 levels. If you already have the piece, you instead get rewarded shards equal to half of what it would've been in the shop.

    You'd get rewarded no matter what for prestiging a character, and would have a reason to spend BP

  • 14946457.jpg

    😂😂 No but seriously.

    Just use them for addons and stuff. Gives you more options to play the builds and addons you want when you want.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2957298#Comment_2957298

    If you’re wanting to play a character you’re going to be leveling them for addons and offerings regardless. Makes sense to just grab levels 2 and 3 as you do that at the same time instead of investing all that time and blood points just for levels 2 and 3 of perks for characters you’re going to be leveling as you play them anyway.

    So do that then. I'm not understanding the complaint lol still better than me spending 7 million bp per character to get all the perks

  • Sorry, best we can do is Funko pops

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2957279#Comment_2957279

    Why would you waste time prestiging a new character three times instead of just doing it once, and grabbing the level 2 and 3 versions of the new perks when you level the character you want to play?

    Why not? You don't lose anything. Yes it makes sense to do it your way if you have one character with all other perks and they're the only character you play and is only missing the 3 new perks.

    However, if you play say all the killers, and want the new perks on all of the killers and don't want to deal with the RNG of the bloodweb, it'd be smarter to just p3 the new killer to get all 3 new perks to tier 3 on all of the killers.

  • Now if they would remove pips it'd be so much better. It'd be slightly easier for people to get to iri that way through time played. Which who cares right? It's just blood points now. So with that 2 million bp you got you could probably pristige a character at least once. Mix that with the BP you get through playing matches and you should be able to get 1-2 characters to prestige 2-3. Which feels a lot more rewarding while still keeping something to work towards.

  • Yeah it's not the greatest fix, and I felt like there'd be something... More. I feel like this will help existing players more than the old system whenever new content is added. Because you won't have to unlock the 3 new perks on every killer/survivor individually over and over again. You just prestige 3 the new character and you're done. And since 0-50 isn't that bad and was never really the problem, it won't be horrible. However it does nothing for new people and players who still have characters to buy or level up from level 1.

  • Will the bloody cosmetics stay as a prestige award? Or will they go away? I need to know for my Freddy.

    Will more rewards be offered the more you prestige? Like every 5 levels after level 5 you unlock more cosmetics? Maybe Make the old rift cosmetics transition to prestige rewards instead of going to the store? It'd be good incentive to play/prestige characters more.

  • I would've rather them get rid of the offerings, but give the option to Mori survivors who are on death hook at any time. A lot of matches don't get down to where there's just one survivor alone at the end of the match. I'd like to see the Moris more, not less.

  • @Crowman said:

    I dislike how something that should've been made a basekit feature is being made into a perk

    That's literally behaviour's MO though lol

  • All of them.

    Make them all base kit for a short time. See which side really have the most overpowered perks 😂

  • I had same issues yesterday with both Freddy and cenobite. Every few seconds I would be slowed until I couldn't move at all. Then it would go away for about 30 seconds and then come back again

  • I'm getting the same thing. It's ridiculous how bad it is right now

  • @Tiufal said:

    Imagine comparing a 6 year old game with a Day one game regarding hackers. LOL. Also, hacking isnt that common in dbd as people like you would make it look like.

    I wasn't comparing them, like at all lol. I was playing a game, it made me want to play a different game. And in the first and only two matches I played there were hackers. I didn't say they were in every match, or anything about the consistency of getting hackers in matches. Just that I got hackers and it made me want to not play the game today. You interpreted it in that manner and then applied that thought to fit my narrative. 🤷

  • @Kuinzu said:

    Can we get Stranger Things back, too? That would be pretty neat.

    Sorry, only one miracle per calendar year for behavior and legion already got buffs, soooo...... No.

  • I have to agree. His new stalk mechanic hinders him too much. There needs to be an even ground, cause right now he really only feels like an m1 killer with no power, you don't even get to stealth that much with how easy it is to reveal him now.

  • Nurse, blight, huntress, pinhead, and either plague or doctor.

    Nurse and blight are obvious. Huntress is not made or broken based on perks and stuff, more of how good you are with her hatchets.

    Pinhead because he has a decent game slowdown built into his kit which could make up for the lack of perks.

    Plague because having everyone either injured all the time or having a ranged hit power is good regardless of build.

    Doctor because the constant knowledge given by his blast, the slowdown of tier 3, and the anti loop he has makes him very non perk reliant.

  • Lithe, counterforce, we'll make it, and either dark sense or kindred.

  • It can be situational. What's your build like? Is there a good 3/4 gen scenario? Are there weak tiles in that area? These are the things that you should take note of. Sometimes it's better to let those outer gens go so that it closes the distance you have to travel later in the match. Typically, you don't want to stay around where corrupt is. Or if you have two gens corrupted on one side and one on the complete other side, don't chase in the corrupt areas just pressure active gens.

    However, if you have say 3 corrupted gens on a side with weak tiles, and maybe a 4th in the middle, and have something like pop goes the weasel, I'd say chase into that area. But chase in a way that forces them to throw all of the pallets in that area. You'll then have 3-4 close gens with no safety for the survivors in the mid game. You can make it very hard for them to finish all the gens and end up snowballing from there.

  • This is both a yes and no. He shouldn't be completely reverted back as he was an issue before.

    Previously he could shoot and hit you before you ever heard his terror radius, problem.

    If he was in a chase, he could raise his weapon and lower it very quickly. Meaning it created this situation where survivors were forced into a lose/lose scenario. Either take the shot and get reeled in, or just taking the m1. A good slinger could make his 1v1s impossible for survivors. Problem.

    However, they did Nerf him too much and kinda ruined his identity. The whole idea behind him and what made him a unique ranged killer was his built in reload and quick shots. You didn't have to reload at lockers, but instead after every shot with the reload animation being a large slowdown. His quick scoping was his kind of high risk/high reward ability that kept him on par with other ranged killers. Now there's no real reason to use him over other ranged killers.

    I'd simply revert just the aiming speed animation. Keep the terror radius and the lowering speed Nerf though. This means he can still pull off rewarding quick shots, but can't just lower his gun instantly to m1, which would fix the bad 1v1 he had before.

  • I can't tell you for smell, but I can tell you what plague tastes like.....


    It's fish tacos

  • Pyramid head I feel is extremely overrated. Most people I see put him in A tier because of his ability to bypass certain perks when survivors are tormented. However, even halfway decent survivors know how to play around it and getting people actually tormented can be a chore. Add in the fact that a lot of the best slowdown and information perks require you to hook first, which means you're either forced to run weaker builds that put you at a disadvantage against good teams, or you have to forego sending survivors to the cage so that you can hook them.

    It puts him in this weird spot of picking your poison. Other than that he has a highly telegraphed easily dodged anti loop ability. So for 90% of the time he's really just an m1 killer and nothing else.


    Underrated I'd definitely say doctor. The difference between a decent doctor and a great doctor is very noticeable and a great doctor can be tough to beat at all ranks.


    Also would say twins. Even with as clunky as they are. You don't even have to camp with them and they're still really strong.

  • Dead dawg saloon. At the top of main building there's a room that is made up of a window, and a breakable wall. The only way in is the window unless you break the walls.

  • I don't agree with the thought that all killers should be buffed to be as strong as nurse or blight. That'd be ridiculous since one of them literally defies game logic with her power. I do however think that the weaker killers should be buffed to where they're closer to B tier, around the demo and doctor range. And the high tier killers should be nerfed until they're brought within that range. Right now the gap between the highest and the lowest is too big. Is every killer able to win and 4k right now? Sure, in the right circumstances. But the goal should be to bridge the gap as much as possible, and then balance around that. Especially since MMR exist now, you want as small of a gap as possible.

    Look at other multiplayer games. Even at league. The difference between the meta and non meta is between 2-4% at almost all times. So while this non meta champ may have a 50% Winrate at all ranks, which is still great and easily useable, this other one has a 52% Winrate. It's that small advantage. So yes you'll always have certain killers be naturally stronger than others, you want the range as close as possible for balancing purposes.

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900239#Comment_2900239

    Yeah that is trash lol I feel like killers who are good enough to do this should pip I get your not maxing out chase but like if they are a full team of potatoes as this would suggest you shouldn't be punished 😂.

    https://forum.deadbydaylight.com/en/discussion/comment/2900865#Comment_2900865

    Amazingly stated and honestly love the idea of a meter that fills though I would rather not have it visible through out the match because I would end up fixating on it. Honestly the old rank system made sense before MMR but now its a BP farm and should not be treated the same. At least you can't de-rank cause that was pain when you could go from Iri 1 to 5 or lower because of bad matches but at least there was no BPs at risk. The grind is real and if you want all characters maxed your nuts (says someone done p3 and getting all perks on almost all survivors so far).

    https://forum.deadbydaylight.com/en/discussion/comment/2901226#Comment_2901226

    I call facecamping when you face to face with me. I legit had no idea about Swivel hooks I understand that facecamping was used to stop players from getting the save. Proxy camping is more annoying to me because they are either proxy camping to 1) tunnel or 2) go for the savior or 3) all of the above. Honestly I find the current grade system frustrating because both sides just seem to be so angry about their pips.

    I agree, I don't want it shown during the match, just having the score events like now, maybe tweak them for the new system. But just a bar at the end of each match that keeps progressing match to match. Once it's filled, go up a grade, simple. And keeping the emblem system to show how well you did during the match. You do well, you get a bit more points, but everyone gets something for actually playing, even if they're tunneled or camped out. And the biggest part, you can't lose progress throughout the match. So you don't feel like you're losing the rewards you earned in other matches. I think people would sweat a bit less too if they didn't have to worry about killing all 4 survivors or leaving survivors to die so that they can escape and pip.

  • I just have a problem with a skill based system being the deciding factor for a system that's supposed to equal time played. That makes no sense. I've seen a lot of people play this game non stop for 2 weeks straight and they have nothing to show for it. They started at iri 4, they're decent survivors or killers, but with the randomness that can happen from match to match they might pip a couple matches, and then either safety or depip the following matches. Even though they played pretty well, they just died in the end. They play in a swf too, refuse to play solos. Everyone runs DS and BT, still the same result. Because in order to get to that iri 1 you have to play pretty well consistently, which means escaping or 4king more than just that 50% average. Because if you escape half the time and get tunneled out the other half, it's going to just cancel out both sides and you're left in the same position. But that's what behavior wants in matchmaking right? Average of two kills/escapes, or winning around 50%. It just simply doesn't make sense.

    So you end up playing, but not getting rewarded for playing which is what grades is supposed to do. I get that it's easy to say well if you just play enough it'll happen. But that's not the case all the time. Sometimes you can play a ton but due to the mix of good matches and bad matches, you get nowhere. Your time invested into the game goes unrewarded.

    When it was transitioned from judging skill to being time played, the skill based system should've been Reworked into something that actually calculated time played, and there's tons of existing systems out there to choose from that could be applied to DBD.

    Heck a simple point bar where you get points for actions in game that fills up as you play. When it's full you go up a grade. The more you do the more points you get, the faster it goes up. If you join and do nothing you get nothing. Or even doing like other games where if you're afk for 5 minutes you auto disconnect. Maybe give a base amount to players but the only way to get it is to actually interact with an objective. Or make it to where if you have crows over your head you get no points until you move again. So people can't just join and afk to gain points. All of these options would make more sense than, grades=time played if you play well enough CONSISTENTLY

  • @DemonDaddy said:

    Give me this and I'll never need anything else for survivor.

    Agreed lol

  • This isn't going to be doable after this patch. But it was my favorite legion build for a while.

    Iri button with the purple blade addon.

    Sloppy, caulrophobia, Distressing, and Thana.

    It was truly beautiful. RIP my boy

  • I actually love the idea of a first person option. I'd only play in that mode. Yeah it'd make things harder, but more fun at the same time. I'm all for this 100%, give me spoopy.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891853#Comment_2891853

    ???? what im saying is making iron will any less then 100% will make the perk completely obsolete iron will should be on a timer or something but not have the percentage reduced

    It does have a timer with my updated version... 12 seconds with a cooldown of 30 seconds.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/318207/iron-will-change

    bro 50% sound is the same as 100% for anyone that just uses high sound %

    So don't do that??? 🤔😐

  • @sizzlingmario4 said:

    That doesn’t really fix it against spirit which is the most important thing really. You just hold it until she’s phasing and then you use it.

    It would still be useful against her, but she'll have her power back before you'd be able to use it again. Would it still extend chases slightly against spirit? Sure. But it wouldn't be a all the time thing against spirit now.

    It would mean it's still a counter, but not as hard of a counter as it currently is and means spirit isn't powerless anymore.

  • Regardless if some people find it easy or not to pip. It's an outdated skill based system that doesn't fit with the time played grade system.

    You can't use a skill based system to determine the results for a system that's supposed to be determined by time played, and then say grades have no reflection of skill.

    It's part of the reason I stopped playing between the grind, and the whole getting a great double pip match one match, followed by 3 matches where it's even or bad matches. So you either black pip or depip, losing all progress you made. So even though you're playing more the game is saying you're not, simply because you're not killing people AND scoring enough points in match. Kill them all too quickly? Sorry that's a depip, despite you actually playing the game and completing your objective. It's a ######### system.

  • @CluelessWanderer said:

    That kind of turns it into a crappified version of Off The Record.

    No one would use it anymore. Though I assume that would be the point lol.

    Not really, as off the record requires you to be unhooked.

    All this would do is give iron will an activation requirement of pressing a single button. It would make the perk more intuitive and require thought put into how it's uses to get the full benefit. And would still offer some kind of benefit at all times. It just wouldn't be a use in any situation at all times perk like it is now. Just because something is overpowered doesn't make it useless.

    @kombativo said:

    https://forum.deadbydaylight.com/en/discussion/318207/iron-will-change

    why dont reduce sound of breathing from 0%/25%/45%

    then the abilty to put it like reduce gruns of pain by 100% for 12 secodnds and has 60%/55%/40% cooldown

    And that would probably be too much to actually use it effectively. 50% at Max is fine and 30 seconds means it probably won't get used 5 times in a single chase, but could still allow for some good mind games in most chases.

  • Cross progression isn't something that's easily implemented. While some games do have it, it gets more difficult the more pieces you add to it. Heck Warframe doesn't even have crossplay yet, let alone cross progression.

    There's not only Behavior, but Microsoft, steam, epic games, Nintendo and Sony, the latter of which are well known for not exactly playing well with others. Yugioh is a bit different being that it's Konami, who probably has previous dealings with all parties involved and is a larger studio.

    You also have things like licensed characters in DBD which is a whole different can of worms in the video game world.

    The point is, it's something that requires all parties to be willing to do, not just behavior. Does that suck? Sure. But that's life.

  • Well if you're watching a video from the ptb with those 3 perks together would explain why the healing was a bit slower. Since self care and COH would cancel each other. Self care heals at half speed, 50% speed. COH gives a 50% bonus. Then botany knowledge gives an increase of 33%... So essentially you have 33% increase to healing. The math actually works a little bit differently but that's the jist.

    The problem with COH and healing in general, is how easy it was to get to ridiculous amounts of stacking you could get from it. With just current COH and a brown medkit on every survivor, everyone has a 100% bonus to healing speeds. No requirements necessary. Even if you take the new COH, and just we'll make it and a yellow medkit, you now have a 200% bonus to healing others when you unhook someone. That's 5-6 seconds heals that you can use on the whole team, and that's AFTER the Nerf and only 2 perk slots were used.

    Yeah, the changes make it to where survivors have to be smarter about when and where you heal, and you can't just heal mid chase like before.

  • I absolutely love most of the changes seen so far. I especially like Haddonfield, how large and detailed certain aspects are, and I actually like how dark certain spots are. It gives it a horror game feel to it. It might even be my new favorite map.

  • Oh no.... Killers now have 3 maps that are killer sided. Such unfair balance lol


    But in all seriousness, I'm only commenting because peanits called it the house of pain as well. Which means Behavior acknowledges that it was a PAINFULLY bad structure. See what I did there? Lol

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886590#Comment_2886590

    blood warden is gone Noed is gone and all exposed statuses are gone then sure no more 99ing gates.... lol. 99ing a gate is a strategy just as much as slugging is and camping and tunneling. If you want the timer started go open the gate yourself.

    That's what I'm saying lol. Slugging the 3rd person to deny hatch for the 4th person is a strategy. If we're to remove a valid strategy for killer as OP suggested, then I'd like to see a strategy removed from survivors as well, and since EGC provides the most chance for survivors to be toxic, teabagging at the exit Gates, it would follow OPs reasoning behind wanting the killer's strategy removed.

  • This post very much sounds like someone who plays only one side and they're very new to this side. But I like to compromise. Sure you can have your pickup....

    But exit Gates now regress at 10%/s, and if survivors are within the exit gate area for longer than 15 seconds after they're powered they instantly die.

    No more 99ing exit Gates or waiting at the exit for the entire EGC to teabag. There, balanced it out for you.

  • I like playing against good nurses. Yeah she can see overwhelming at times, especially with lower skilled teammates. But I like that she requires more interaction than most killers. if I going against a really good nurse and I outplay her, it's a really good feeling and shows my growth as a survivor.

  • Yes, I think it was in terms of how they expected it to do vs how it actually did.

    This is for a couple of reasons.

    1. Bad timing for this type of killer. With the healing meta the way it is and current matchmaking issues, this title was never gonna be enough to actually bring people back in.

    2. Underwhelming survivor and killer with underwhelming perks. Until the current meta is brought in line with other perks all newly released perks are gonna seem underwhelming. Unless they release something completely busted again which doesn't solve any issues, as seen recently.

    3. The main draw to the title was the killer and the psychological aspect of her power that we were promised. What we were given though is an extremely underwhelming killer that has an easy to learn, hard to master power with very little payoff in the end.

    If you look at other killers like blight, nurse, spirit, their powers are also pretty easy to learn but hard to master. But the payoff for mastering them is massive, and it's why they always sit at the top. However with sadako, even if you master every bit of her, her payoff is very small in comparison to most other killers due to the nature of her power. The psychological aspect we were promised was a very easy to learn mechanic that survivors already figured out and knew how to easily counter it before it ever got out of ptb.

    Overall it was a release I was hoping wouldn't be underwhelming, but not surprised that it was sadly.

  • Part of the big issue with DBD is there's no feeling of true progression or rewards. You play a match, or many matches, whether you win or lose, you get a little bit of player xp which largely gets ignored because you get a very small of shards that doesn't really amount to much, and a little bit of bp. This bp is used to buy perks and invest into a characters bloodweb. The problem with this progression system is the grind is so large you don't really feel anything on a match to match basis. Add in the fact that you have a small pool of perks on each side that are really good that get used 90% of the time, a few decent perks that occasionally get used, and then a mountain of useless perks that almost never get used. And with all survivors being the exact same outside of what perks they bring, most matches feels exactly the same.

    So on a match to match basis, you feel no real progression, and most matches feel exactly the same. The only real reward you get is, "you did well, here's some harder players to go against." And that happens pretty quickly with their current system. A few good matches can have you playing against the strongest opponents.

    DBD doesn't feel rewarding for playing well, and you don't feel like you're really progressing all that much.

    So gameplay gets stale quickly, matches go by super fast, so instead of enjoying yourself and your survivor/killer and getting into The atmosphere of the game, you have to rush everything to kill everyone or escape as fast as possible. And there's nothing that keeps your attention outside of getting to use your favorite killer/survivor.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884631#Comment_2884631

    Most of the time when NOED goes off it’s because survivors plowed through the gens in 4 minutes and didn’t take time to check totems. Even slow down perks isn’t gonna make a difference.

    I have to agree. I've run full slowdown builds with no NOED and survivors still plow through gens in 4-5 minutes, because they ignore totems and any other aspects of the game. And with most maps having so many safe areas in them now, you can have one person run to each pallet and pre drop them and they still make it safely to the next tile. It's become where if you spend a minute or longer on chase, 3 gens are already done.

    NOED is supposed to incentivize doing other objectives around the map to passively slowdown the game.

    Cleansing totems is a part of the match and are supposed to slow it down to balance how fast gens can go even with slowdown perks. If you as a survivor refuse to interact with that objective just so you can slam gens and escape as quickly as possible, don't be surprised when you realize they have NOED 🤷.

    I never feel bad about getting hit with NOED or using NOED for that matter. If I'm slamming gens and ignoring totems, I've got no one to blame but myself. Same with killer. If I have a full team of survivors just slamming out gens, I have no remorse when they get killed by NOED. You made the mistake of ignoring an objective and died because of it. Git gud

  • Even if sprint burst becomes meta again, I'm fine with it. I've never had a single match where I was playing against a sprint burst user and thought," I played perfectly, but sprint burst allowed them to keep from going down and robbed me of a good play I made."

    I've never felt robbed of wins simply because 4 people were running sprint burst. Sprint burst adds a bit of time to chases which is, slightly annoying at most, but it's not game changing. Dead hard currently is. Dh can rob people of downs and kills, and save people from their own mistakes at a simple press of a button. No other exhaustion perk does that.

    The rest of the exhaustion perks are pretty balanced, and I'd love seeing more of them even if it were all 4 sprint bursts of head ons, as annoying as they are. But right now every other exhaustion perk is completely overshadowed by the sheer strength that dead hard has, that other than personally wanting to run other stuff, there's no reason to not use dead hard. It's not that other perks or too weak or unbalanced. It's just that dead hard is so powerful that it dwarfs all other perks. That's not healthy.

    Survivors are crying not to have it nerfed because they rely on how broken the perk is to save them when they'd normally get caught out and downed.

  • Other than accidental, if 3 gens get done in a minute thirty, yeah I don't feel bad about tunneling. If y'all playing efficiently then so am I lol do unto others

  • Dead hard only being used for distance is what's currently wrong with the perk, which is why the phrase is such a meme currently. Because I could outplay a survivor and in normal circumstances have them down before the could reach the next window/pallets. Current dead hard allows them to press a single button and completely erase any outplay I did, and fix any mistake they made by getting them to the next area of safety.

    I think having the survivors do a slight juke with visuals and i-frames would fix the issue with the perk, which is just dead harding to safety, while still extending chases slightly longer. Just not in a way where it adds 20-40 seconds to every chase.

    But a lot of survivors don't like this idea and say it will kill the perk just because it wouldn't be as OP as it currently is. It would absolutely be balanced and still usable like this. But because it wouldn't be super strong and erase all mistakes, survivors don't want it.

  • Y'all keep saying the same thing. But if the killer isn't camping, they just hook and leave, and the other 3 survivors don't save you, they should all 3 be bannable right? The results are the same. You were stuck on hook for the entire time, they kept you from being able to play the game because the let you die on hook. So all 3 should be banned right?

    It's ridiculous to apply it to one side but not the other. DBD would have no players at that point.

  • I lied. I accidently vaulted a window instead of picking up a survivor and DCd out of embarrassment. I still lie awake thinking about it.

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