Alify
Alify
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@immortalls96 said:
As the title says..so far these changes have done nothing good for the killer and while they have said theyll work to put him back together...why didnt he at least get chase music off this? This is surely the biggest update he will likely ever receive
I have an assumption that unique music will not be added to the first three killers, since they are already considered as classic ones. But i hope i'm wrong
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@xXCAM3R0NXx said:
The amount of times I've been killer and I've been chasing a survivor. They come across a locker and immediately jump in, I end up hitting the locker accidently which is a good way to avoid a hit, but then they either:
- Get grabbed whilst climbing out the locker
- They stay in the locker and I grab them out
- They keep jumping in and out and eventually get grabbed/hit
- Get hit whilst climbing out the locker
Either way the survivor is going to get hit or grabbed, so why do people do it?
If you do it, can you explain why you do it?
why not
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@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1454247#Comment_1454247
Perhaps, lower the cooldown will be good enough
For babysitter, perhaps give no grunts of pain and haste status, it's already a trash of a perk to run anyways
for babysitter increase effect time to 20 seconds min and other things
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@RayrafLPP said:
Youre joking wanting the pictured pallet being implemented into the game right?
Im down to discuss the maps but if your are talking whats bad about saloon you should at least also list the damn saloon itself.
Always nice to see survivors working on a super safe saloon gen and both sides knowing that it would just waste so much time trying to chase anyone off there
Of course I'm not joking, among all the other weak pallets to have at least one strong one is quite balanced. I'll repeat: we have 2 super strong pallets on midwich school so...
Regarding the saloon, I can say that the saloon itself is not really good, but not a bad location as well, and the point is not that the killer sees when the survivor is working on one safe generator, but that killer sees several generators at once and not even safe ones.
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I like this map, it's almost balanced
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Developers seem to be deliberately trying to give more unpopular perks than popular ones, devs probably think if people play with them more, they will find them useful, but this does not work that way. Iy would be awesome if devs just release a chapter or mid-chapter update where they will fix most of the perks of killers and survivors and everybody will be happy.
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Survivor
Cuz I found playing the killer rather boring, much more fun not getting caught / running away from the Killer than killing the survivors.
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@BigBrainMegMain said:
Hawkins just needs to be deleted already.
Midwich needs a complete overhaul and rework, that map is just....badly made.
no
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@DarkMagik said:
https://forum.deadbydaylight.com/en/discussion/comment/1447764#Comment_1447764
Did you really say that?
Other memes or something like this reign in my country, so yes, I just said it.
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who is chad
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His problem that he doesn't have time to do things so devs may add some game slowing features to him
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Fixated, Spine Chill, Inner Strength and Iron Will.
If you are not injured, you can move faster and even juke the killers during the chase, thanks to spine chill, you can escape by advance by walking with increased speed. If you are injured, your groans will not be heard thereby the chances that Killer will find you are essentially falling. Well, thanks to the inner strength, you can quickly heal in the lockers without fear that the killer will see your aura thanks to anything. I hope, you like it.
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they just should make it work while injured cuz half of the potential is wasted cuz of the condition
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@Givemethegame said:
So when I play demogorgon, I really dont use his portals that often mostly because they get destroyed right after I use them. So an idea I had was like a secondary hooking mechanism kind of like ph. I would keep the shred ability as normal but for the secondary hooking option, Have gates to the upside down that appear in random places like trees or buildings and have it ti where if the demogorgon wants to and if it's near a gate, Have it drag a survivor the upside down and put a tendril in him. The gates to the upside down would close randomly too.The other survivors would have to find a gate to rescue him and would have to do a few skill checks to rescue him from the tendril. The survivor who got rescued suffers from broken status affect for 60 seconds. That's my idea on a rework for demogorgons power. Pls let me know your thoughts below
I recently proposed a similar idea so that the demogorgon sent survivors to the upside down and buffed portals a little.
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@CosmicParagon said:
If you're STILL getting downed by PH after getting out of cages, you REALLY need to get better at the game, or better yet just stop running into the trails
So, if Survivor left the cage next to the pyramid head and Killer, knowing that there is no borrowed time and DS, as well as exhaustion didn't reset, down this survivor, means that this survivor is bad in the game? lul?
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/171463/make-ds-and-bt-work-with-cages
The killer can't see the aura of the cages though.
The cage always spawns at the farthest relative to the pyramid head, so it's pretty easy to predict where the cage will appear.
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@Unfun_Tunnel said:
Ok behaviour and all the survivor mains out there, listen. Gens speed should be nerfed, because some games are literally impossible, if you don't agree you don't play killer at all or you play it at green ranks. I understand that increasing gens time would be boring for survivors, but try to think to something else, like harder skill checks or something to add to them. A lot of killers have been nerfed, but it's time to do something about survivors.
It would be better if developers come up with new gameplay capabilities and mechanics for the survivors tied to the escape, not only repair the generators, but do something else and then it will be good for both sides at once, the survivors will be more interested in playing, and the killers will have more time to do something.
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@Dead_by_Gadfly said:
Youd hate me 😂
me 2 lul
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@Deadnaught said:
You're 100% right-as I said in my first post, Camaraderie really only works if I'm playing with friends and yell "AH HE KNOCKED ME DOWN GET OVER HERE" and even then half the time frens are like "Haha nah almost done this gen"
What are friends for right
The condition that the teammate must approach you while you are in the second phase is completely nonsense. It turns out that even having a perk you can not get its effect because there nothing depends on you, what did the developers think when they created this perk?
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heavy rain/storm - +horror, so, yes, it would be cool
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@Claudette_Baguette said:
God, solo queue is awful.
I'm a red rank survivor and my teammates suck so much... They run away and crouch in a corner after unhooking me although the killer is clearly chasing the obsession and they have we'll make it... They bodyblock me at a pallet because they decide to heal a downed survivor from 0 to 100 who is under a pallet with leatherface next to us, he downed me... They waste pallets and mess up normal gen skill checks all the time, arghh.. the list can go on and on..
Nowadays, EVERY POTATO can be rank 1. It's not hard to rank up and I HATE it. Finally make it harder to rank up as a survivor and consider hours played in the matchmaking system.
agree, it is too easy to rank up as survivor
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@SkeletalElite said:
I think a more simple but nice buff would be make it to where you see all hooks within a 56 meter range around any dying survivor (carried or on the floor)
A lot of saboing is trying to be in the right place at the right time and by the time the killer has picked up the survivor it might be too late. This change means it's a lot easier to know where you need to be waiting to try a save.
Very good idea, but if the opportunity to sabotage the hooks remains untouched then nothing really changes, and taking a perk to match just to see the auras of the hooks is a little weird, and no one can accurately predict which hook the killers will go to, so even if you get up at the hook in advance , chance that the killer will go in the other direction is very possible, this happens often with me, so I think that my idea is very appropriate, giving two attempts to sabotage the hooks.
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oh yes such a thing is clearly not enough in the game, then it would be possible to adapt to the teammates and thereby playing the solo would be much more pleasant
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1432503#Comment_1432503
I understand the reasoning behind the additional condition for your suggestion as you're making a better, but balanced, Hook-helper perk. I suppose what I'm asking is the general reason for the change in the first place. (I'm going to take that reason, and paste it into the first post on this thread).
So a more accurate summary for the reason why you're making this suggestion is because "Only effecting your hook state and only during 2nd Hook stage is relatively inconsequential compared to other hook-helping meta perks"
To be honest, I can’t identify for myself the main reason why I wrote this post, I don’t like several things in this perk and there are no priorities, so...
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@Sir_Bassington said:
least interactive killer during chase, forces immersed playstyles and hard counters are perk and map dependable. when a god billy/Nurse and good huntress steamrolls a team its because the player is good, not the killer, prove me wrong.
I absolutely agree that she is unskillful, but she exist in the game, so people just take her and make ez downs :/
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@[Deleted User] said:
Would you say a generalization of the issue with this perk is: It's detrimentally selective of the Hook state (A beneficial edge-case like a survivor that just misses getting to you before 2nd stage isn't considered), and it mainly effects only you? (Negating use as a potential team-based perk?)
It’s rather a matter of the not strong effect of the perk, which is also weakened by two conditions. The ability to prevent getting to the second phase will make the perk much better and even game-breaking.
I understand that a perk that allows you to simply prevent the survivor from going to the second phase, but he must, will be quite strong and will spoil some killer tactics, so I added a condition for activating the perk so as not to benefit without doing anything.
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@SailedSavage said:
and worthless POS in this game. You literally ruin the game for everyone else in it all because your fragile ego gets hurt that you got caught first. Suicide on hook is worse than face camping any day. Almost every single game for the past 3 days I've had 1-2 people suicide on first hook. There needs to be a penalty for this. Massive loss of bloodpoints and an extended ban time. Haven't been able to play a normal match in 3 days and I'm beyond over it.
When my teammates kill themselves on hooks - I just say to myself “I understand” and just keep playing, it's their choice.
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@Purgatorian said:
I keep hearing streamers say that, because of his size, Chucky would be problematic with getting the survivors on hooks? All that needs doing is to make Charles Lee Ray the killer, the one whose soul transferred into Chucky, and do something with Chucky being his power. His size would make him a mind game killer at loops, he can hit at the achilles tendon downing them that way, hindering them after the first hit. Picking people up would obviously take him out of his power just as the oni does and his time as Chucky would be time limited.
His mori would be the chant he does when trying to transfer his soul, in this case he would just take the survivors soul with the thunderstorm being heard throughout the entire map, maybe flashes of lightening too. It would be good if the looks of the survivors decayed whilst doing this but doubt the devs would animate every character to do this.
TLDR Charles Lee Ray is the killer, Chucky is the power, the soul transferring chant is the mori. Charles can hook people since he was human, problem solved.
Just imagine how in this game a doll with a height from below your knee runs behind you, it would be absurd and just ridiculous
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I don't care about that,
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@PeoplePhobia47 said:
https://us.v-cdn.net/6030815/uploads/TUVNE1Y1TIZR/dbd-crown.png
I was disappointed when I noticed this too. The crown icon doesn't show any hairstyle, but it still forces one upon you?
When I saw this updated icon I thought at first: wow they did it the way I wanted! And then again became disappointed, but not even surprised lul
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I really hope devs do this
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@Dominum_vestri said:
Why you changed it in the middle of the event? That was the dumbest thing you could do. I spend 2 million BP before the 4.0.2 update and i got 5 event med-kits and 5 event fl. Today i spend, idk, 400k BP and got the same amount?
WHY?
It's like mine 1.6 million BP were just gone.
Maybe you won’t whine and take advantage of a higher chance of dropping new items? I personally did so and I'm happy
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I... like it, however, I think it would be better if the effect was applied by any stun from the part of the survivor.
I personally would leave its basic idea and just buff it, I once also made a post about this perk and here is what I wrote there:
After a Generator is completed, you leave no Scratch Marks, Bloodtrail, Grunts of Pain, Movement Sounds and your aura becomes impossible to read to the Killer for 16/18/20 seconds.
In fact, the original concept is preserved, but the perk itself simply improves, but your idea is cool and I like it, however, I will repeat, it would be better if effect is applied by any stun. Anyway, good job mate!
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yes
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1403651#Comment_1403651
You're running Iri Head with Infantry Belt.
YOU'RE the problem, not the survivors, not the devs. YOU.
in fact, developers are involved in this, they must rework these add-ons, people use them because they exist and, unfortunately, they are not to blame for the fact that this is in the game, although I still hate those who use these 2 add-ons >:(
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@BigBrainMegMain said:
No.
Here's a DS nerf.
Go for the unhooker. Keep track on who's been unhooked. Count to 60. Go for someone else.
And before you give me "What if" situations, "WHAT IF you just went for someone else besides the person that was unhooked recently."
I know it may be shocking but there are 4 survivors in the trial.
if only everyone did it ...
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@minehot said:
At this point everyone knows that this perk is run across almost everyone who either plays solo or in a group.
The perk is supposed to 'counter' tunneling, but sometimes it is used in aggresive way such as baiting a grab and stun, and I don't think it should award such playstyle.
Personally I think the perk is balanced in terms of countering the effect, but there are scenarios where I feel like the effect lasts too long, and you are sometimes forced to eat the stun.
So here are my suggestion to balancing it:
Decisive Strike:
- Now lasts 30/40/50 seconds
- Does not activate when you get grabbed off a vault or locker
- (optional) When in effect the survivor holds a piece of glass in his left hand
Thoughts? How would you tune the perk?
It turns out with this version the killers will just grab the survivors when they try to vault through the window or just slug
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1402356#Comment_1402356
That argument is like saying DS "could be done even better"
By the time you end another chase, surge is probably off cooldown.
You understand that it means that perk can be made better not only towards survivors, right? (from your side it sounded as DS could be made better for survivors)
And what you said sounds very situational, it really depends on your game style, killer etc. In my personal experience most of the times the perk was on the cooldown, when it would be very helpful, so I most likely will not change my mind about the perk.
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@CrowFoxy said:
Surge is actually a pretty damn good perk. I don't think it needs a buff, I'm content running it as it is.
Maybe, but it can be done even better, especially considering the cooldown, a lot of people complain about it
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1395000#Comment_1395000
But if anyone can use her and do well with her, even when we're all apparently not playing her "properly"...then how easy is it to win with her when you do play her properly lmao. She is objectively a very easy killer to play and get good with. It's not even a bad thing, so idk why you'd even want to try and defend this because even the hardest killer to play, The Nurse, isn't very demanding at all. This game was designed to be a very simplistic and accessible game and it works well in that respect.
Game for the spirit depends on the quality of your headphones, if it is good, then it will be very easy, if not, then it will be just easy lmao
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@Spork said:
https://forum.deadbydaylight.com/en/discussion/comment/1396424#Comment_1396424
Red forest already has light rain. They could just add ambiance of a storm, and make grass/props shake in the wind as if it were a storm. Lightning and thunder effects would be really cool too.
Edit: It'd also be super interesting to see weather offerings too!
yes
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Actually, I would really like to play on all the map with different weather conditions, but I don’t quite understand how this can be implemented normally on closed maps, but the concept is counted and it would be really cool and unusual!
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Curtain Call: only 1 actually good perk, lazily-invented clown power, no new realm. Devs could come up with a very interesting and unique power to the clown, but they made a very uninteresting ability to throw bottles, seriously? it has nothing to do with anything clowning at all, I really hope that in the future devs will come up with a really interesting power and new mechanics. Although in fact you can understand, since in this update the developers changed a lot in the technical part and tried hard to balance the game so maybe they didn’t have enough time to come up with new interesting perks, power etc.
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@tea said:
https://forum.deadbydaylight.com/en/discussion/comment/1385289#Comment_1385289
I suppose opinion is everything. I think Nancy is hideous (in-game, not in ST) because they managed to get Steve's face spot on and then butchered Nancy with a permanent scowl frown and made her eyes too large and disproportionate.
Nancy's face always seemed very attractive to me and especially her unique frown, and the voice acting is just a bomb, but her face is kind of soapy in the lobby and this is my only issue with her
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@chase131119 said:
...don't play the game if you have horrible internet?
It's that simple, stop ruining the game for others.
excellent, let's drive people away from the game that they BUY and spend a great time due to the fact that: “oh noo a person has bad internet and he destroys the experience of others nooooo”
cringe
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I like it! In fact, the concept of perk does not change, but the effect has become more fair imo, so great work!
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Stranger Things because I found out about DBD after watching the third season and I was very happy to see familiar characters and locations in such a cool game (now played a little more than 1000 hours). I missed Silent Hill at my time, so I can’t say such things as: “Wow, cool implemented” or “Wow Silent Hill in DBD”, but I really like the Silent Hill chapter, but it didn’t cause me such a hype as Stranger Things chapter.
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Doctor or Demo (until now I can not decide)
The Doctor’s music is perfect for him, it’s really a little crazy and scary.
And demoboy has 80s style music and it sounds cool.
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@elvangulley said:
they nerfed toolboxes for a reason
I.. know?
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I really want to see Barb in dbd