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Altarf

Altarf

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  • Hook somebody in the basement. Wait for a survivor to unhook. Throw a yellow bottle at the top of the basement stairs, throw a purple bottle at the bottom. Go down the stairs. Two survivors will then run through the purple and then through the yellow, which is all you need if I'm not mistaken.

  • @dannyfrog87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449698#Comment_2449698

    how the ######### do you loop on grim pantry in a massive open swamp? lol. direct line of sight if you bothered to read nothing i could do as nothing to loop

    By not running into the massive open swamp.

    Grim Pantry has lots of other loops you can use - the Pantry itself, the whole area around the shack, the pier, the smaller building and the connected jungle gym. All of these are extremely powerful against Trickster, and have generators that spawn in them, and are all connected to the main swamp area. Plus, Trickster's starved for lockers in that center area, so even there you can still get away by removing his ability to reload.

    Judging by your tone, this sounds less like a "how do I counter Trickster?" and more like a "waaaaa Trickster OP he downs me in the open so unfair" post.

  • His purple add-ons need to be looked at. The Ultra Rares could be good with some tweaks, like making the Obsidian Goblet undetectable trigger immediately rather than slowly fading out the terror radius over 5-6 seconds.

    -Lost Memories Book: As long as a survivor is in a Cage of Atonement, all survivors suffer from the Oblivious status effect. When a survivor is rescued from a Cage of Atonement, they scream and suffer from the Oblivious status effect for 20 seconds.

    -Rust Coloured Egg: When sending a survivor to a Cage of Atonement, the aura of the Cage is hidden for 15 seconds. Tormented survivors suffer from the Blindness status effect.

    -Crimson Ceremony Book: Punishment of the Damned leaves behind Rites of Judgment trails where it travels. (Torments survivors when hit because of this.)

    -Scarlet Egg: When a survivor steps on a Rites of Judgment trail, their aura is revealed for as long as Killer Instinct applies to them.

    There's so many cool things you could do with his add-ons, and it's a shame they're so boring and unimpactful.

  • You want to loop him a bit like how you loop Huntress and Myers. Avoid letting him get direct line of sight to you in a chase to stop him from being able to throw knives at you, go towards loops and areas with corners and high walls instead of open areas, and don't throw down pallets early if he can see you. Wait around the corner for him to come through the pallet, then run back and stun him.

    Trickster is very slow and needs to reload very often, so you can loop him for quite a while assuming you play smart and keep to high wall loops and avoid letting him physically see you. He shreds survivors who are in deadzones or who are grouping up next to him, a bit like Bubba.

  • @JHondo said:

    I'm guessing that they heard the awful feedback from the Trapper tome so they started to do multiple killers and survivors at a time but realized they would burn though things too fast so they went back to single killer and survivor but needed challenges to fill some spots so they've thrown in random recycled challenges.

    Pretty much this. If you've noticed, this tome gave Huntress a unique cosmetic and the last one gave Trapper a unique cosmetic. The one before that gave Oni a unique cosmetic, as far as I remember. All 3 had challenges in their tomes.

    It's basically just how it worked before, with 2 survivors and 2 killers a tome, but only one of each gets lore.

  • I think you could make an argument for Pyramid Head being the 5th best rather than Oni. They're at basically the same level, but Pyramid is more consistent and is the only killer besides Nurse and maaaaaybe Spirit who can, if they're good enough, down you at any tile in the entire game at any point with a skilled use of their power without even needing to see you. The Cages are basically just the cherry on top, and are both efficient and able to get people on death hook very quickly.

    Oni's snowball is borderline unmatched, but he can be looped in Blood Fury and his early game really stings against good survivors. PH doesn't have that same problem. There's a big power gap between him and Hag, but I think he's got one of the best chase powers in the entire game if mastered, without any of the drawbacks that other chase focused killers like Slinger, Huntress and Nemesis have.

  • @justbecause said:

    Billy everyone is calling him weak after nerf the truth is he's amazingly strong in right hands

    It doesn't matter what hands you put Billy in. You're not going to be able to land a chainsaw hit on a good survivor unless they're literally out in the open, or they make a series of massive mistakes. Not only can you not curve most of the reworked map tiles due to wonky collision and much more corners and turns than there were before, but the rev time of moving slowly and charging is more than enough to turn two corners or get to a pallet or window, in which case you've just overheated a good portion and gotten nothing for it.

    Billy is much like Myers. He was good in DBD's early state, but as the game has progressed, he's gotten weaker and weaker. Any above average survivor can loop a Billy for minutes on end regardless of the Billy's skill due to the limitations of his chainsaw, which is not something that constitutes a good killer. When was the last time you saw a Billy win, genuinely?

    Billy may be fun to go against, but he is no longer good against somewhat decent survivors. At that point he is just an M1 killer with limited mobility and the occasional instadown if they're caught out in the open. His chainsaw does not work at most loops against any good survivor UNLESS it's a rare curveable loop, you have Engravings, and the survivor doesn't have the presence of mind to go around a corner.

  • Twins and Trickster, funnily enough. Bubba, PH and Oni are also very fun.

  • Quentin should have Freddy's sweater, if the Elm Street license ever gets more lenient.

  • On a controller, you can't make precise camera movements. It's not like a mouse where you can manually aim and do flick shots and all of that, so it's extremely difficult to be accurate with projectiles on console. The slightest nudge of the camera stick sends the camera massively in that direction, even on the lowest possible sensitivity. It's awkward because you either have to sacrifice being able to counter spins by turning your sensitivity down, or sacrifice being able to use your power correctly by turning your sensitivity up.

    Trickster and Huntress exemplify this more than almost any other because they exclusively rely on accuracy. The best way I can describe it in PC terms is imagine aiming Trickster's knives using Q and E to turn. That's console.

  • @KateDunson said:

    He's surely over performing but knowing bhvr he will be balanced in 2-3years

    Actually, by the last statistics we got, I believe he was the 2nd or 3rd worst performing killer. Food for thought.

  • @Tsulan said:

    Its their ping. When its so high, the killer gets stuck/can´t pick her up.

    In other words: Laurie lag switched.

    Ah, ok, that makes more sense. Still wish there was some kind of validator, as they said they'd implement.

  • @Clueless said:

    https://forum.deadbydaylight.com/en/discussion/comment/2444235#Comment_2444235

    So you think easy to learn Killers have to be C-tier or lower?

    The only nerf I would do is rework All-seeing blood to only show injured Survivors or just shows the aura of blood.

    No, but easy killers should not be amongst the strongest - and should definitely have counters. Killers who have nothing to learn about them should not be contending with anything above B tier.

    A good example of an easy to play killer is Bubba. He is simple to pick up and play, and is strong, but has measurable counterplay while being fun to go against. He's also got a skill curve, although not the highest, and a good Bubba is noticeably distinct from a bad Bubba. He's a very well designed killer and in my opinion the ideal strength level for easier killers, resting just around the mid-B tier in my eyes.

    A bad example of an easy to play killer is reworked Freddy. Reworked Freddy has no skill curve or things to learn about his power whatsoever - there's no techniques you can practice or ways you can improve your gameplay that's specific to his power. The closest thing there is to a learning curve with his power is faking your teleport, which has no risk of punishment for doing it wrong in the slightest. Aside from that, he is quite literally a bog-standard M1 killer whose power plays itself. There's nothing wrong with this (besides the fact they gave this power to Freddy and got rid of his old one) but pre-nerf Freddy was incredibly easy to play AND incredibly strong. Now, he's just easy to play and decent, being the epitome of lazy killer design. Even Trickster is more interesting.

    Wraith falls in the latter camp. There is very little to learn about his power that will distinguish a good Wraith from a bad one, and most Wraith games play out the exact same way regardless of the skill of the Wraith. His power also has lost a good amount of its counterplay because of his buffs - massively increased speed and true invisibility means that you are not going to be able to spot him until he's right on you, so being aware of your surroundings is largely unhelpful, and the super-lunge means when he does get to you it's almost always a free hit unless you're directly next to a loop because of how much distance it covers now. Not only that, but the super-lunge works as an anti-loop tool where even if you predict and counter it correctly you will still likely be hit. One of these two things needs to go - either you should be able to discern him coming if you're aware, making the free hit a punishment for not keeping your wits about you, or he should sneak up on you easily but give room to evade his attack. What's the point of an uncloaking downside if he's going to get a guaranteed hit almost regardless of what you do?

  • I think they should either reduce his post-uncloak speed burst to 1 second down from 1.25 seconds, or decrease his cloaked movespeed to 5.6m/s down from 6.0m/s. Adjust Windstorm add-ons accordingly. Either he should have incredible mobility in his stealth, or a good anti-loop tool with his stealth. Not both as basekit in my opinion.

    Wraith isn't OP or even A tier in my opinion, but he is a bit too strong for how easy he is to play. His post-uncloak speed burst goes for just long enough so that even if you predict which way he's going to go and run counter to it perfectly, he will most often still hit you, which just feels bad to go against. Plus, I don't like Wraith becoming the new Freddy or Spirit - an easy to play killer who is very strong without much in the way of counterplay and thus becoming hated by the playerbase.

  • Deathslinger doesn't have a lullaby because he has limited range. Huntress and Trickster are capable of dealing damage from any range (although realistically not in Trickster's case) so they have one to make the survivors wary of this. Slinger has an 18m max range so a 40m lullaby would be unfair.

    I'd remove the Overheat mechanic on Hillbilly, but assuming that mistake is here to stay, I'd make it so that when all fountains are corrupted as Plague, she can choose when to activate Corrupt Purge for a limited window. Think Main Event activation. If she activates it, it works as it does now, and if she doesn't, one random fountain becomes corrupted.

    This is purely because I hate going against cleanse-gamers as Plague. They force you to babysit everybody's infection level and constantly micromanage your fountains to keep from overflowing, which leads to you having to have Corrupt Purge active as often as possible - and although this is strong, it completely eliminates her map pressure and a good chunk of her snowball and tracking potential. If I wanted to play a 4.6m/s killer with a damaging ranged attack, I'd play Nemesis. Playing against cleanse-gamers is just boring, stressful and makes you unable to use a good amount of your Plague skill, which sucks and you're not even really playing Plague at that point. It's much like going against people who hold W whenever possible and don't even try to loop - the gameplay is boring but you'll still probably lose in the end.

  • I hope Hawkins gets an increased rotation rate during the sale. Would hate to see it go without playing on it enough to appreciate it.

    I still think, with a graphical overhaul and a few room replacements (stage instead of portal room, VIP area where the upstairs is) it'd be a great fit for an All-Kill map. The layout of Hawkins is so unique and it'd be a massive shame for it to vanish and never re-emerge in any way.

  • Extremely unlikely, especially the cosmetic part. BHVR would have to make an entirely new killer model, with entirely new lore, sounds, animations, add-ons, etc for very little financial return because most of the playerbase already owns Demo. Not something they'd likely do.

  • They probably don't want to commit to yes or no just yet.

    Personally, I think just adjusting some room textures and making it a new original Lery's map would work.

  • First one, but instead of Sloppy use Monitor. Surge is Deathslinger's best slowdown perk because of its synergy with his power and the efficiency it allows, and Corrupt and BBQ are just generally good perks.

  • @DwarvenTavern said:

    Can you imagine stunning Jacket in dbd and you just hear a recorder scratch and a voice say "Run."

    For me, I want the Grunt from Amnesia as a legendary skin for no one.... I hate to say it, but there isn't any character who has a playstyle that would fit the Grunt

    I honestly think Amnesia could have its own chapter, but not the Grunt. The Grunt is just a basic enemy without any supernatural or extraordinary abilities, it'd be like having a Licker as the Resident Evil killer or something.

    In my opinion, it should be a semi-new creation by BHVR - Alexander from the Dark Descent crossed with the Shadow, as is implied happens at the end of the game, to make a kind of fleshy mutant alien version of Alexander. This is talked about in Rebirth, also. Give him some powers related to spawning the Shadow flesh on objects and pathways like spiderwebs that hinder or injure survivors. Could be an interesting concept.

  • I don't think it's really arguable that PH is the strongest licensed killer, even if we're talking the reworked pre-nerf Freddy into account. Even putting the cages aside, PH can theoretically hit you at almost any loop in the game if he's skilled enough, and predicts the survivors' behaviour correctly. It's kind of like diet Nurse, but with genuine counterplay.

  • Self-Care is one of those perks like Mettle of Man and Hex: Blood Favour that can't be too good, or it'll be absolutely miserable to play against considering what the perk does. However, this doesn't mean they shouldn't receive minor buffs - but Self-Care really would plunge DBD into an awful stage if it was buffed back to how it was before.

    Imagine every survivor having an unlimited medkit that they can bring another item on top of. The mere concept of pressure, spreading injuries and hit-and-run would just evaporate.

  • In my opinion, FNaF should come to DBD - but not right now. It's not a high-enough priority license in my eyes, as much as I would love Springtrap in this game, and others like Candyman, Pinhead and Pennywise deserve representation much sooner.

    Then again, SAW was one of the first few licensed chapters, so anything's possible. I just hope BHVR save Springtrap for after a few more fan-demanded characters are introduced. Hopefully people will be less vehemently against it by then.

  • @Deadlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2429503#Comment_2429503

    Dude I love that second idea, that's hilarious and I would love to see it.

    On a related note, what point in time do you think Springtrap would be taken from should he make it into DBD? Because the iconic design we're all familiar with comes from FNaF 3, but that kinda throws a couple spanners into the works for the series' plot. But if you take him from Pizzeria Simulator, logically he should be using the awful peanut head suit and nobody wants that.

    Springtrap is probably my number one personal pick for a licensed killer (besides Art, the Walrider and Candyman) so I'd like to see him done well. I think part of the reason people are so vehement in not wanting FNaF in DBD is just because of timing - it could leave a sour taste in people's mouths if a series they personally dislike/have no feelings towards gets into the game before something more iconic to horror, like the Xenomorph, Pinhead, Jason, Pennywise, etcetera. But he should definitely make it in at some point, he's a perfect fit thematically and they've shown they can make powers out of very little with Pyramid Head.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2429459#Comment_2429459

    Brings us back to the question: would pennywise work? he and the entity are sorta the same... species?

    For Pennywise, there's two directions they could go.

    1. Pennywise taken from the end of the Chapter Two movie. It's on the verge of death, and makes a deal with the Entity as a last-ditch grasp at survival. This would explain why it doesn't just kill everybody and overthrow the Entity, because the Entity probably bound it to itself - or whatever justification you could imagine. This would be better for a full chapter.

    2. Pennywise taken during its long sleep between the two films. This would be more of a PH-style service to the Entity - instead of being captured by the Entity, Pennywise would participate in trials as of its own free will, like a vacation of sorts. It would also be unique in that it would be the sole killer in the roster who can leave the Entity's realm at any time - it's just there to get a slice of the Entity's great emotion feast. This would be better for a paragraph.

    I'd prefer the second one, honestly. I think a full IT chapter would be hard to implement due to the problem of a survivor and designing a sewer map, and this backstory does more justice to Pennywise.

  • Because it's very difficult to balance a concept when you can't playtest the concept. Look at Spirit - on paper, she is completely balanced because Yamaoka's Haunting stops you from receiving visual information about survivor locations. Meanwhile, Hillbilly is completely unbalanced on paper - an instadown at any time, curving theoretically allowing him to counter looping, and great mobility? He must be OP, let's nerf him! But in reality, Hillbilly has several problems with his design that prevent him from being anything above high C tier in my opinion, like just how easy it is for survivors to make themselves immune to his chainsaw and the limitations imposed by Overheat, even if you yourself don't Overheat very often. And all concepts are "on paper" so what seems balanced and fair in the creator's mind can actually be incredibly strong or uselessly weak, and they'll have no way of knowing due to the lack of a beta or testing method.

    As such, if you just take a quick glance at the killers' basekits without taking their actual gameplay and counterplay dynamics into account, you'll think that killers like Billy, Doctor and Pig are incredibly strong, and killers like Spirit and Blight are on the weaker end.

    Actually, this explains a lot about BHVR's balance decisions.

  • @MrDardon said:

    Personally, they should just quit making 110% Killers. They all cause some problems and are mostly overwhelmingly oppressive in chase but crap at everything else, or straight up broken (old Legion) or just complete bs like Spirit.

    The only exception would be Huntress but for some reason they failed with everyone else.

    I like 4.4m/s killers, I just think they shouldn't be made without some form of map mobility or pressure. Nobody enjoys having 5 gens pop across the map where you cannot feasibly stop them, and if they had mobility that would incentivise not making M2 At Animation Lock / M1 If Fake killer number #8.

  • In my opinion, here's what he needs:

    -2 trap capacity, starts with 1. Giving him all his traps base could lead to him being able to lock down an area much too easily, and be absolutely miserable to go against.

    -Traps spawn closer to the center of the map. No traps spawning in corners.

    -Injured survivors caught in a trap get Deep Wounds when freed by another survivor, and downed if they free themselves.

    -Thicker grass.

    I maintain that the reworked maps' grass was a colossal nerf for Trapper, because of how short and light it is. If it were made darker, or the blades of grass themselves were made taller and traps weren't as blindingly obvious when hidden in grass, I think he'd be a lot better to play.

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2424432#Comment_2424432

    I tried Corrupt + Pop on Nemesis but as nemesis it's too inconsistent as sometimes you'll never get Pop with too little pressure by Nemesis. Ruin + Pop + Tinkerer is the best combo I found so far to work the best with me.

    I'm finding success on Nemesis with Ruin, Undying, No Way Out and BBQ. Since Nemesis isn't particularly mobile and is very loud, Tinkerer isn't as good as it could be, and since he's not the strongest killer and is slow at gaining tiers of his power, you're more likely to reach the Exit Gate stage with 1-2 survivors dead, or less. No Way Out essentially gives you an extra generator's worth of time before you need to worry about the gates, and a minute of being on a resource-depleted map, all Vaccines used, and with Tier 3 Nemesis being told where you are is often all you need.

  • Honestly, it isn't the gen pop at 20 seconds you want to worry about. That tells you many things - it's a genrushing team with BNPs/Prove Thyself, 3 or more survivors are at the finished gen, and it's time to sweat while you still have time and interrupt them from grouping up. It has counterplay, albeit limited.

    It's people splitting up on 3-4 separate gens you should fear. The only counter to this is Ruin on a mobility killer, survivors choosing bad gens to repair that are close together or unsafe, or mass slugging. All of these counters are unreliable. 1 gen popping at 20 seconds isn't that bad - 3 gens popping at 90~ seconds is. At that point, you've likely gotten one hook and the survivors only have two gens left to repair, and you can bet they're splitting up on the remaining ones as we speak.

    I hope they release a perk which counters splitting up on gens. Something like reduced repair speed for each separate generator being repaired at once, or all gens regressing a good portion when a gen is completed, or something.

  • Honestly, the best way to avoid those kinds of killer players is to rank up. Facecamping and tunneling exists a LOT in lower ranks because that's the most comfortable way to get kills for less skilled killers, and less skilled survivors don't have enough coordination or experience to counter these tactics.

    Obviously though, being unable to pip throws a spanner in that plan. In matches where you're being tunneled/facecamped, what helps me is just changing your mental win condition - if you're being hard tunneled or facecamped, you're unlikely to escape, so wasting as much of the killer's time as possible and (if they're BMing you and REALLY tunneling, including hits off hook and ignoring other survivors right in front of them) teabagging them to make sure they're regretting doing this hardcore tunneling. It's the one scenario in this whole game where I will gladly teabag the killer in an insulting way.

  • It's very easy to dehumanise the killer when playing survivor, especially in SWF, and DBD's playerbase is especially toxic. I partly blame the bully squads' existence on certain content creators, especially during the game's early years, and the obsession with being "TOXIC Nea" and "bullying the baby killer" being endorsed and treated as a normal and good thing.

    In reality, though, things like this would happen regardless of these beliefs and concepts. DBD is an asymmetrical game, and because it can feel very embarrassing to lose some players feel the need to PROVE they're better than you and that they are very cool and not insecure. So things like teabagging at the exit gate, flashlight clicking, bully squads, old Ebony Moris, and hitting the survivor on hook and nodding will always be present in some form until the community collectively decides to develop empathy, which will never happen.

    My best advice is to dodge lobbies where every player is readied up before you enter the lobby, or when it is all but certain it is a 4-man SWF due to things like names and cosmetics. Not because these matches are guaranteed losses, just because people are SWFing doesn't mean they're god players, but because the amount of SWFs (at least on console) that do the above BM far outclass those that don't in my experience.

    But be sure to take a break if you get a string of BMing teams. That helps me - regardless of whether I win or lose, BMing teams always leave me feeling annoyed and drained.

  • Reworked Freddy is more comparable to new Wraith. Trickster is slow, surprisingly difficult to play, fairly punishing and sucks in every area barring camping and chasing in tiles that he is strong in - which no smart survivor will voluntarily go against Trickster. He has no map pressure, cannot change targets, has a largely useless power at any tile with walls, needs to reload extremely often, has a lullaby, is 4.4m/s and slows down even more while using his power.

    Trickster, in terms of balance, is actually more on the weaker side. Really wish they'd gone with a more lasting impact for Laceration, rather than doubling down on the "shred in ten seconds or five minute chase" dynamic of his power.

    Wraith is the one you're looking for if you want an easy killer who is very strong and fills several important killer areas - stealth, mobility, even anti-loop to some extent.

  • Brutal Strength should be buffed, but most of the pallet breaks/bypasses do have conditions and downsides to them that normal breaking doesn't.

    -Billy: 2.5 second charge time, possibility to glitch and bump into the pallet without breaking it, AND considerable Overheat buildup.

    -Bubba: 2 second charge time and charge consumption.

    -Nurse: Needs to be out of fatigue, have at least one Blink charge ready and needs to have the Blink charged enough to go through it, then suffer through fatigue.

    -Demogorgon: No real downside, but takes roughly the same time as a normal pallet break.

    -Legion: Vaulting requires Frenzy and cannot be used in any way to down people, and gives you fatigue after.

    -Nemesis: Probably the best one, but requires Mutation Rate 2, so a couple successful chases need to have happened first.

    -Oni: Requires Blood Fury and is slightly slower at breaking than his Chainsaw bretheren.

    I wouldn't flat out call most of these other pallet breaks better than Brutal. Above all, they are all heavily telegraphed, which Brutal isn't - I've caught several survivors by mindgaming the break and breaking it as they're closest to the pallet and out of position, letting me get a hit. Brutal should get a buff to 25% or 30% in my opinion, though.

    (Forgot Blight. His break requires you to use at minimum two rushes, though, then suffer through the cooldown and recharge time.)

  • It's odd - now, instead of 1-1.5 second long freezes very often and usually when using your power as with the release of the Resident Evil chapter, now there's less often but much longer 2-3 second freezes at seemingly random times. Seems to happen more in chases and after hooking a survivor. Not even to mention the unplayable framerate while using certain killer powers, like with Pyramid Head, Oni and Leatherface.

    I'm kind of curious whether the game will even still work after the next update.

  • Unnerving Presence: Old Ruin skillchecks while within TR.

    Overwhelming Presence: Survivors holding items build up "charge" while within your terror radius. If they don't drop their item within 30/25/20 seconds of exposure to the TR, they scream. Picking their item back up, if in the TR, will also cause them to scream.

    Coulrophobia: Current effects, but the healing speed debuff applies to recovery of downed survivors.

    Distressing: Hooks emit a 4/5/6 meter terror radius. These miniature terror radiuses work with perks and powers.

  • Do you play on console? For me, the hotfix has introduced 2-3 second long freezes when things like unhooks, loud noise notifications and Dead Hard happen. It's like Resident Evil all over again, but less frequent with the exchange of longer freezes.

  • I don't know - I've been learning Nurse recently, and I'm still having trouble with predicting smart survivors and precise blinks through terrain. Blight I picked up fairly quickly, or at least as much as you can on console. I think it's just personal preference.

    If you want my totally not controversial opinion, I think Hillbilly is harder to learn than Blight. Blight definitely has the higher skill ceiling because his skill input directly translates to hits, but Hillbilly is so incredibly punishing and even god Billies are hard capped by Overheat, his bugs like sliding off survivors, reworked map tiles seeming to have been custom-made to prevent curving, his add-ons being god-awful, and how easy he is to counter as survivor. I maintain that Blight can get hits much easier than Billy with his power in basically every scenario, no matter how good the Billy player is.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2420921#Comment_2420921

    Again-

    And I really appreciate your reply, so it's not that I'm arguing it.

    The Hag had NO terror radius EVER.

    EVER. I mean i don't play Hag, so do those Add-ons make her ninja Hag? Does it entirely eliminate her terror radius for the entire match?

    She could be right beside me, and no heartbeat.

    The Legion had NO chase music. No music at all. Nothing. And I know Legions funky Add-ons, it was like a muted heartbeat- barely audible. Never changing. Even on the hook. Not that one where it sounds like he's up your bunghole no matter where you are on the map.

    I just had a match with Spirit. her phasing made no noise. I know Spirit, I play her. No Add-on makes her completely silent. You can always hear her phasing.

    But MMR test. That answers my other questions, so thanks!

    Hm, those audio bugs sounds very familiar. I'm pretty sure something like this happened between Chains of Hate and Silent Hill, where killer TRs and chase music were broken and either never happened or were default chase musics/TR even on killers with unique themes.

    Last time I don't think it took too long to fix, so assuming more people start reporting this, hopefully the return of ninja Hag and (judging by your Spirit encounter) old Prayer Beads Spirit won't be for very long. Will keep an eye (or ear) out in my games - in the meantime, Spine Chill might be an idea to counter BHVR's coding genius.

  • @CluelessWanderer said:

    My last match was against a Hag.

    The hag had no terror radius EVER. There were no sound notifications when anyone ran through a trap, or when she teleported near you. I'm talking dead silent. All other noises were fine. She didn't need traps to teleport to. It was like she could teleport anywhere she wanted. I was literally crouching in a dead zone injured because I was so confused and she teleports right in front of me and downs me.

    Again, No noise but her hissing sounds. I was wondering if it was a hack or something, but then I got into a match with a Legion, and he had NO music. There was no chase music. No music when he's looming near. His terror radius was constant and the same audible level. It never got louder or quieter.

    When I open chests, it shows me a med kit, and I pick up a tool box.

    When I get to the stats, there are no rankings.

    What the hell is going on? I'm on PS4 and it's already a terrible customer experience.The lag, the teleporting, the freezing etc. Now this? Don't they have a PTB for this stuff?

    The Hag was using the Rusty Shackles add-on, which causes your traps to be triggered silently and your teleports to be silent. The Legion was using the Iridescent Button add-on, which makes his terror radius map-wide and at the same level for as long as he's in Frenzy.

    The visual icon bugs are acknowledged bugs. The lack of ranks is due to an MMR test.

    But yeah, the game gets more and more buggy every update. It's gotten to the point where I worry if the next update will even keep the game playable - just look at Resident Evil, or Binding of Kin.

  • To be fair, how often do you see Twins? It's like they don't exist. Even Hag, Plague and Oni are played more.

  • @Cornpopers_Evan said:

    I'd love to see Alien but, if the rumors are true and it's JUST a killer for now as a paragraph, I'd much prefer it to be a full blown chapter so we could get Ellen Ripley as a survivor. However, if this is the only way they could actually get the Xeno into DBD then, so be it! :D

    A paragraph would make sense though, for Alien. Disney own the greater licensing rights for the Alien franchise, but they're notoriously difficult to license with. Getting Ripley would be difficult because they'd have to appeal the rights for the original movie, and Disney would have to contact them first, which is much easier said than done.

    Now, licensing a standalone "Alien" paragraph from something like Isolation or the new Fireteam game? You only need to go to Sega for that because they own the game-usage license for the Alien character(s). Much easier than attracting Disney's attention.

    BHVR have done something like this before with Ghostface - they got the rights to the killer because the full movie was too expensive/difficult. I think this might be another case of that - AND it bypasses having to come up with a Nostromo map, which I'm sure the devs would be very happy to do due to all the conflicts the Nostromo would have with DBD's gameplay.

  • @Sandt21 said:

    ........where did "egg" come from?

    From BHVR's patch notes tweet. It's in the picture.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416884#Comment_2416884

    As one of the five or so plague players I'd say not many. Was this change ever mentioned in patch notes or could it be a bug?

    This change was made awhile ago, and it's hard to believe it's a bug because of how specific it was and how long it's been in the game. Don't remember if it was in the patch notes - this happened a long time ago, pre-Silent Hill if I'm not mistaken, and Victor's Pounce was made to consume tokens in the same update where they nerfed Victor's pounce cooldown and Charlotte's ability to bodyblock and Victor's ability to survive on very low objects, among other things.

    I never used PWYF much on Plague pre-nerf because I didn't play Plague much back then, but I can't see it fitting into my current Plague build. I use Corrupt too much, haha.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416869#Comment_2416869

    See the wiki still has bottle tosses etc down as not depleting them even though it's obviously been recently updated for blight 🤔

    https://us.v-cdn.net/6030815/uploads/2SAGEZ8S0BSW/screenshot-20210810-171752-274.png

    Then the wiki is wrong - I tested PWYF Twins recently and Victor's pounce still consumed tokens, and on that screenshot it says it doesn't. It doesn't surprise me that they're not updated though. How many people are even playing Twins and Plague, let alone using PWYF on them?

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416848#Comment_2416848

    Ugh that's seriously annoying I loved pwyf plague. But I'm sure the survivors would much rather I run something more exciting like thana

    Same. I also loved PWYF Twins, hence why I'm so salty about it (along with everything related to Twins) being the victim of reasonless nerf after reasonless nerf. It also really SHOULD be reverted, because Victor isn't meant to interact with perks in any way. Including one exception just to stop a niche perk on Twins that wasn't even too strong and required setup just leaves a sour taste in my mouth.

  • @Aneurysm said:

    It was extremely unfun to go against. Still kinda is really, except now it's also unfun to use. Wish they'd done something more interesting with it.

    I wouldn't say it's unfun to go against - the few games I've gone against new Iridescent Head, it's actually been pretty engaging because if I can dodge or get the Huntress to miss her hatchet, I basically win the chase because she has to reload. It leads to much more intense gameplay in my experience, like making a Slinger miss or dodging a PH shot.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2416798#Comment_2416798

    Doc shocks and clown bottles? Are you sure? As for vile purge I haven't used pwyf on plague in a while but it definitely worked before, no stacks taken even once they broke

    Yeah, a while back they did a sweeping nerf to PWYF and made every kind of attack lose a stack, even ones that can't necessarily do damage. Clown bottles, doc shocks, all vomit instead of only corrupt purge, Victor pounces, (but Victor's meant to be unaffected by perks, except in this case I guess) etcetera.

    Because PWYF Plague was just too strong.

  • Yeah, 3 instadown hatchets with giant hitboxes, very little cooldown time and with no downside whatsoever was totally balanced. Killer sided devs smh 😔

  • Hopefully this is a gateway to PWYF being made functional with other killer powers too. Maybe they'll change clown bottles, doctor shocks and vile purge to not waste stacks - that'll be very nice of them.

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